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a theory of the birth and death of the competitive scene

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Mean Machine:
Since I'm very fresh and new to competitive, I can totally feel what few already mentioned about how difficult it is to get on the level to be able to actually compete with most of the active and experienced clans. It for sure is demoralizing when you get absolutely stomped and realize how much work is needed to get at that level where you won't lose every match. As much as it's nice to play against best clans and nicest people in community, it's still terrifying to see when only top clans apply for tournament for example and so you wonder if you should even try or not.  :P For some people that might be a turn off, they are not ready or willing to put that much effort in.

I think that idea about making a tournament for not so experienced players is pretty neat. There might be some players or clans out there that are interested in competitive, but they are afraid to try it. So making separate league for new teams could be good.

Anyway, I also agree with lack of advertisement. First, like already mentioned, competitive events should be more visible to community, put it on front page in game. A lot of people don't read forums, so in game notifications would be pretty much the only way they could give them information about that. Visible and clear notifications that is!
And second, also already mentioned, game is advertised for casual playerbase and that might be a problem. Of course it's good to have casual playerbase as well, since it tends to be bigger, but the way GOI plays is really more of a competitive game. It's a pvp game after all. So casual players sooner than later realize that this game is too "hard" for them, because most of them are not interested in bothering with tactics, teamwork, communicating in order to be effective. Most of new players just want to jump on guns asap and start shooting. If game was advertised for players that love competitive play with a lot of teamwork, then would maybe get more serious players that would stay in game.

Squidslinger Gilder:
One big problem with a newbie league and a vet league is the fact that some teams rely on new players to fill rosters. Heck we did Sky Tournament with some people that had only had the game a few days. Now, we won with them but still, keeping a static veteran roster for long periods of time hasn't been realistic. Again with that original roster, summer hit, over half of them vanished. Some came back but it wasn't till winter and by then their real life had shifted and they did not have the time to invest anymore. They also saw new members replace their positions and decided they weren't needed. That forced newer members to carry the load and if they also weren't as invested, they'd come and go rather quickly.

Now, what you could do is run a "new talent" or "mix it up" event where you can still have veteran players but they must play in roles that they don't usually play. Or say, play in roles that they play the least. Promoting new talent into more prominent roles. Could keep it to single ship sign up like in Timmy B but just have teams run in a way that promotes newer players but also allows veteran players to participate and help fill. So say, if I participated, I'd be flying as a gunner or engineer, not a pilot, and then one of our other members with high crew member level but low piloting level would be taking the helm.

Imagine:
I would like to point out that the "lack of new teams" isn't really all that accurate. While yes, many of the team names are still the same, a lot of those have experienced significant turnover, leaving new players to fill gaps in current teams.

nhbearit:
So.. I am confused. By your own definition, being a "weaker" pillar is just about how often a team/clan does competitive events. what confuses me is that you seem to think the ducks are now a weaker pillar then they were before.. but honestly I don't think there was a point where we didn't have a team in the kind of 'main' Saturday event. The specific teams have certainly changed, but I think, as a clan, we've always been there.  I now have to question your entire viewpoint and consider it too skewed/narrow. The competitive scene is very much alive, it's just different now than it was a year ago. There's basically always an event to participate in or prepare for. Also, I think the how of winning a competition has changed as well. I don't think it's enough anymore to have just one build that you fly all the time. The community has gotten pretty darn good at counter-building. Now, teams need to be fluid with what builds they bring into a competitive match. As for introducing new teams into the competitive scene, there is a problem. The way I see it is that newer teams are entering competitive tournaments before they really enter the competitive scene. What I mean by this is that new teams don't interact with older teams to see what they need to do to be ready for the tournament (eg. organizing scrims before the tournament.) I think a relatively easy solution to this would be a consolidated thread with contact info for team organizers. Even if it's just a thread that says " I am the organizer for team x", where it's explained how send PMs through the forum, would go a long way towards solving that problem. As for advertising GoIo as a competitive game, a part of me likes the idea, but I imagine it'd be quite tricky to do correctly. If it looks too competitive, you'll have too few fun pub matches, if it doesn't look competitive enough then you get the current problem of new players thinking this game is CoD. (which in my opinion, is part of the low retention rate, while this game is technically a fps advertising it as such attracts people that don't want a team-based game like GoIo.) 

Mean Machine:

--- Quote from: nhbearit on September 22, 2014, 11:55:53 pm --- As for advertising GoIo as a competitive game, a part of me likes the idea, but I imagine it'd be quite tricky to do correctly. If it looks too competitive, you'll have too few fun pub matches, if it doesn't look competitive enough then you get the current problem of new players thinking this game is CoD.)

--- End quote ---

It'sad to say, but for me, pub matches are not fun anyway.

Pub patches have:

-long lobby times
-lots of players that would fit into novice matches,
-lots of players that won't listen to captain,
-trolls/harrasors,
-Inappropriate chat/lobby full of immature players
-impatient players aka "ready-up!!!! guys",
-unbalanced matches (one sided) which leads to non fun matches,
-opponents with AI crew (not fun to fight),
-ragequitting crew, especially it's annyoing when captain ragequit
....

Only lobbies that are fun are half organized one - high level lobbies, where people invite their high level friends...

A lot of those reasons why "casual lobbies" are not fun is simply because it's not really a game for casual play. At least not in the way how it works now. It might change when matchmaking system comes out ( i hope), but for now, veterans and newbies are playing together and every match like that is not casual match. Veterans, even if they are messing around, they will still fire guns as they know it (they won't miss on purpose), they will pilot at least decently, they will most likely communicate with their crew/ally, engineers will repair as they usually do and keep chem rotation up and so on...  On the other team - low level one, those guys have no idea how to do any of this properly, because either they have no experience and they ignore any advices/commands from crew and captain or they simply don't care and just want to play casually.
The amount of people that applies for our clan, plays for few days and then never show up again, saddens me. And a lot of them says they love the game, when they try it at first, some of them even make review or stream themselves playing and telling everyone how awesome game is. But, after few days, you never see them logging back in. Of course not everyone leaves for this reason, but a lot of them do.

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