Thumbs Up Lily. The only thing we need know is, what can the new devs change to make this game work for a bigger community. I remembered what a friend of mine said. Here worked up until he past 2000 mmr and yet he is only there to loose every time againts better player, so he is somewhere from bottom to middle and nowhere near the top 2 places and lost interesit, because he dies more then he can kills often and he represents already one of the top player.
Have a nice weekend,
Galaxy Radio
your friend is mostlikely doomed to go through a load of painfull losses until his MMR is lowered to a degree where he meets people of his current true skill. But this often sucks in games where such rankings drop quite slowly and you have not played much to "keep in training".
Could be adresses with a system where peoeple that play not so often drop faster in MMR.
It is hard to give real advices for the game, since it is not possible for me to define what the game wants to be at all.
I play nearly any kind of games except sports games like soccer and such. Therefore I do not have any issues if the game is not what is advertised, but then it still has to be an entertaining and fun gaming experience to deliver.
It's advertised rather much as a slower paced mech game. yet it is mostly an arena shooter with mech skins.
Any of both is not wrong. Yet the games advertise does not cover what the game is. And it needs to decide what it now is and needs to advertise this correctly.
Many people come in, probably expecting a stompy mech game. Want to keep them, make the game so.
Want it to be fast paced arena shooter, then advertise this properly otherwise you make the wrong people test the game which drop it of course.
But I can not advice what the devs shoudl do, it's up to them, since this is a basic design decision. But given the estimated numbers someone gave in another thread about attracting 10 million players. I think the originl idea was to make some Arena/MOBA like game instead a mech based game.
And then in the Op I said its an casual arena shooter, yet dave disagreed and told me its a competitive game, and then later he even told me the ranges where the game gets competitive. And with he analytics of the MMR josh gave us. What is it truly? When 5% only play (according to Daves MMR ranks where its really competitive) in the compettitive ranks, this means 95% do not play a competitive game, except the fact its PvP.
And again, there is no advice to be truly given here. Because what is the game supossed to be? A competitive game? if so, its doing this wrong since only 5% enter this game. So here the elite needs to gather: What is the base to be competitive in the game, this is unlike in CS not only Skill, its mostlikely specific mechs laodouts and tactics. And then at least 40% or 50% of the playerbase needs to be able to enter this gamepla,y otherwise the game will never be a real competitive game. This can be achieved by unlocking and getting the meta stuff faster, or helping people to understand and softly force to play more tactical.
Or the game needs to deliver a proper casual experience, which it seems not to do, I have hardly see soem long term motivational stuff as descriped in the OP. It needs more free content unlocks that are truly cool. What could help is simply allowing the unlocked mech parts to be completely paintable in a basic color choice, as the stripes of the base mechs design. Because they are curently more boring less custimzebable as the default design. But thats onyl one small part on the way, and would also be cool in a competitive game, yet for a competitive game its a goodie, while casual games need this as a base feature to keep people motivated.
And again this is a desigg choice by the devs what the game should be. It is like the previous tops, again inbetween two states, Would it make both right, the game would be very succesfull, but yet it's not doing any of those states right, which means it does not even keep one of both kinds of palyers. Instead grabs the niche of people that are interrested in that strange mix.
And given the main developement is gone, I don't think the game will by ressources available develop in both directions properly.
I adviced the APB customisation for the mech, because such a simple (even if complex to implement) feature makes a shitton of casuals happy that then would stick with the game simply for having an awesome customised mech. And when then the elite plays their supertopcompetitive game amongst their 5% They can do that aside all those casuals down there in the MMR pit.
Another advice for a bit more competitve "soft enforcement" would be proper achievements.
The current achievements are all of the category " I do not give a single F about them" because unless you are one of the players that truly want to complete them for the reaosn of collecting achievements their "rewards" are superlousy and not even worth the time to have a look at. Excluding thethanks for playing oen whcih gives 500MC
Anyone remembering the old TF2? There unlockign 3 achievements of a class gave you one of the alternate gun,s and making 6 gave you the other.
But achievements were not simple "play and time will unlock it" since many were rather dedicated to a task often in synergy with classes (like medic + heavy + �brcharge related ones). This basically soflty forces people to use some tactical elements of the game.
Hawken could do something similar, make achievements more rewardable, by unlockign parts, or even guns for the mechs. Maybe some emotes. Not just XP and some HC. When this make speople want to get the ahcievements they will try to play that necessary more tactical playstyle. He will either gather a group, or while switch to the class needed he can build the required synergy.
A very simple example would be: repair X health on a brawler while he gets a kilslterak of 5. And in reverse the brawler gets an achievement when he achieves said kill streak while getting repair by an engineer.
People even the lower MMR ones will then try at least to do so and they will also see that these things work as a tactic positively for the gameplay, and so the casuals may stick with tactics aside from the usual pointless running and gunning.
The prices ingame are not an issues, they are tbh, quite low. All thrusters for 19,99� LOL because global unlock.
This thread is still going?
I'm almost curious if I need to dig up my old MWO account and poke around those forums to get some context.
Feel free to do so, its not free of issues but its also not at the edge of existence by playernumbers. The last event dragged in 3000 players playing at the same time. Covering at least the fixed costs is where a game has to be, and if its proficient enough, it will also receive developement.