How do we attract and retain new players?
MWLL is a very niche game. I play about every other night and a napkin math count has about 40-60 players on the listed servers. I recognize about 30% of the players as regulars.
This is a open discussion. I have a few ideas, but this needs to be a community effort. My remarks are observations and trends from only playing MWLL 0.5.1 for about 100 or so hours (essentially a MWLL newbie), but I've played Battletech from 1984 including all the video games. If you get butt-hurt from my remarks, you're missing the point.
- Advertising: I worked at Xfire for almost 6 years and the Windows client has a rotating static image ad. I'll ask if they will run MWLL ads for free in their spare inventory. No promises there. Advertising cost money and I don't know if Titan, Xfire's new owners, will do it for free. Where else are zero cost advertising opportunities?
- Xfire in-game: All the game support expertise left Xfire with the Titan acquisition. The [XFGM] community has prototype support for MWLL, but it ain't ready. The more users (Xfire has a few hundred thousand unique users per day) that see MW:LL being played, the better. Notably, Xfire has free, dedicated voice chat servers. Create a group chat room, Actions - Join Voice Chat, invite others. Xfire voice chat works regardless of game support.
- Recommended video settings: This might be in the wiki, but I didn't find it. With particles on Med setting, I don't see tracers or shots in flight, making makes some weapons borderline unusable. Water on Low setting makes it a white sheet of paper. I learned those the hard way when I first started playing.
- Computationally expensive maps: Not everyone has uber gaming rigs. Some maps alone are a burden even without Mech and terrain particle effects. Inferno is an example. This is tightly coupled with the recommended video settings.
- Gameplay: Some of the regulars/vets are good. Really good, but the more experienced players aren't coaching the "pubbers". Moreover, the regulars have no issue repeatedly hammering the same less-experienced/skilled "pubbers" to rank up. There is a huge skill gap between new players and regulars, and the regulars rarely step up to train newbies. It sucks constantly getting slaughtered and learning on your own "the hard way". (Props to doorknob for his instructional videos!)
- Teamspeak vs in-game voice chat: Some voice chat from regulars to "pubbers" is better than none.
MWLL is a team-based game, but grouped regulars do their voice chat exclusively on Teamspeak with very little typed text. That leaves "pubbers" to fend for themselves. Bind 2 different buttons: one for TS and one for in-game voice. That way you can carry on two different voice conversations (leaving your hands free for combat). I rarely hear players using in-game voice chat. Perhaps "pubbers" don't have mics or don't want to be heard. Regulars should help the entire team by using in-game voice.
Yes, the counter-proposal to that is having all players use TS, but think that through for a moment. How much time is wasted simply moving users between TS channels for organized regulars' games? Now try that for public.
Someone's bound to raise the issue of in-game voice quality. It's not as good as Teamspeak, and sometimes the audio gain (volume) is wrong (quiet/loud), but the in-game voice is already there. Voice chat bandwidth demand is also very low, usually less than 16 Kbps, because it is very easy to compress.