Author Topic: attracting new players  (Read 906 times)

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Offline KorJax

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Re: attracting new players
« Reply #15 on: August 12, 2011, 02:38:13 AM »
I would offer that the gameplay doesn't suffer so much from vets vs newbies as simply certain mechanics that lead to a certain repetitiveness if the player is not just a hardcore Mechwarrior fan.  Giant robots with crap-loads of firepower are fun no matter if you've heard of the old MW games or not, but sometimes the way matches (limited to 1 to 3 server/gametype choices at most) play out can lead to a lack of retention of newer, more casual gamers before they stick around long enough to learn the nuances of the game and potentially fall in love with the game for what it is.

Mechanics working against hooking players early and getting them addicted (as I see it, just my humble opinion):

1.  There is not only little consequence to getting your mech/vehicle blown up, but in fact certain players will benefit from it.
 - It is often easier and quicker to earn your way to an upgraded mech by running headlong into enemy territory to get in as many hits in as possible before being blown up - and thus gaining rank (and c-bills on respawn) as it is to nurse a little starter mech long enough to build some bank, actually survive the long walk back to sell the damaged hull and have enough for a decent upgrade.
- obviously the skilled will say it is easy to do the latter but it is not usually apparent or so easy for newer players.

2.  In light of #1, there isn't that much benefit and/or satisfaction to getting that kill on an enemy mech that will just be returning all shined up at the end of respawn countdown.
 - Given the nature of well-armored steel beasts, the slow and team-effort kills are a bit different than the usual rather instant-gratification /"all my l33t skills" kills of the usual popular FPS games such that the kill itself isn't necessarily satisfying enough on its own.  After all, you didn't round a corner and headshot your adversary before they could return fire (usually), you either popped in and out of cover plinking away until they succumbed or were just one of several people burning them down.  To be clear: the strategic nature of the kill is NOT a bad thing.  It just is different from what many may be used to and therefore requires a little more "reward" or "impact" for the kill than the current 30 second spawn timer delay.  This is not me speaking, it is a recognition of the current majority of gamers (right or wrong).
- Seeing the dead husk of the adversary you just killed/helped to kill for the rest of the round or until the objective you were fighting for is taken leaves a player with much more impact and satisfaction.  Of course, in reverse, some players dislike having to wait to respawn.  Certain games such as Red Orchestra, World of Tanks, Navy Field, Counter-strike, and other survival incentivising games have managed to balance the two and remain quite popular.
 - Other rewards/impact effects certainly exist that may not involve dead players have to wait a few minutes to re-join for the next objective.

3. Starting over with no tangible rewards for previous hours of playtime...  The phenomenon prevalent in modern gaming is one of a feeling of "wasted" time once the map resets and you have nothing to show for that previous kick-ass round.
 - This was discussed in a previous thread and I understand the sentiment of the current players.  I'm just offering my take on the lack of new player attraction despite MWLL being a much better game overall than certain other games that enjoy 100 times the popularity.  The hardcore players say "we don't ned them."  Perhaps that's true, but the developers who naturally want to show their baby to a broad audience may disagree.
- Persistence doesn't have to follow the Modern Warfare 3 or "everybody gets a trophy" model.  Even fairly temporary rewards that are spent or last only a day or 2 would go a long way to scratching the itch of something more to play for.

I certainly don't have all the answers and I know I even missed some of the questions.  I just thought I'd throw out my 2 cents on the matter as I really like the mod and would like to get more enjoyment out of it myself.

Keep the change.


Reguarding your first point, I'd personally love it if some kind of system went into place that would give you a multiplier to your score and cbills you get per-damage, the longer you stayed alive. Maybe a "veteran" bonus of sorts? Could even couple it with a neat little graphic by the scoreboard, if that is possible.

This would be cool in my eyes, as it encourages smart team or solo play, and staying alive via repairs or retreating. Some of the best moments in the game happen when a synergy like this goes on between team-mates and enemies, but currently, I only really see it happen on that level during clan matches or playtesting. Why not reward players for it? Would also make surviving more fun, and make it easier for players to get into heavier mechs if they stay alive... and also make the stakes higher if they die (as it'll reset your hypothetical "vet" bonus). This could even hypothetically alter how the whole progression balance works at the moment for the better. Such as, players who take full advantage of a "vet bonus" might find it easier to get into more expensive assets, while kamikazi players might find it even harder to do so.

Would also be a great way to get late-game dedicated Air players the cash they deserve, as often it is extremely challenging to play solo-air and rank up, due to the fact that they require a high amount of skill and risk to use, and only certain (more expensive) varients hold the firepower to take down ground assets. Could theoretically make it hell on earth for a kamikazi air pilot to get enough dosh together to be able to rank solely using air, but if they played smart, safer, and stayed alive, the air player could get "veteran bonuses" that give him the needed hard-to-get-cash and/or rank to get higher level assets.

Random thought!
« Last Edit: August 12, 2011, 02:43:15 AM by KorJax »

Offline xDeityx

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Re: attracting new players
« Reply #16 on: August 12, 2011, 06:25:41 AM »
Random thought!

Well thought out post, especially the point about if there was more incentive to stay alive you would have more teamwork.  I just want to point out though that this would really hurt a dedicated air pilot.  It would be really frustrating to blow yourself up on a landing and get an even bigger penalty for it than the current one (or a penalty in the sense of missing out on a reward).  The dev team has been eliminating aero suicides as the game has progressed though, so this might be a moot point in the future (maybe once the landing gear change goes into effect even).
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Offline =KoS= 37

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Re: attracting new players
« Reply #17 on: August 12, 2011, 08:32:29 PM »
Wish I knew better how to help new players, I usually just point them to Owens C/Uller C when they try to brawl with an LRM owens.  Not really sure what else to do, especially since I don't really know who is new and if they actually want help.  Team balance is of course important too, but it feels like that's not enough either.


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Online Ressk [CSF]

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Re: attracting new players
« Reply #18 on: August 12, 2011, 09:04:55 PM »
Wish I knew better how to help new players, I usually just point them to Owens C/Uller C when they try to brawl with an LRM owens.  Not really sure what else to do, especially since I don't really know who is new and if they actually want help.  Team balance is of course important too, but it feels like that's not enough either.

hey man i kindof like it when free kills come to my brawl zone...  ;D

and good point, anyone with no real MW experience does not know what all the abbreviations mean for weapons and just pick something completely unsuited to their playstyle.
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Offline Knightcrawler

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Re: attracting new players
« Reply #19 on: August 12, 2011, 10:37:05 PM »
For advertising, I think the simplest methods are sometimes the best. Why don't we all just wear a MWLL link signature in any other message boards we use? There could be a few. For instance, one for each asset the player prefers, and maybe a clan logo or something.