Info > Feedback and Suggestions
new players
Hoja Lateralus:
--- Quote ---I am aware that a lot of people hate new players. Many people want some solution to keep new players away from old players until new players are considered as good or better than "vets". This essentially means everyone wants the newbies to learn the meta and/or learn how to play in a way that fits someone's niche play style. There will be none of that here.
--- End quote ---
You did use the word 'hate', and since I was being very vocal about new-player policy I thought I apply to the group you are mentioning, at least partially. Perhaps I took it a bit personally, because lately I was accused of being "a vet who only wants to stomp".
--- Quote from: Lanliss on March 02, 2015, 06:36:40 pm ---I look at it a little different, less as a reason to want to be away from the new players, more as a chance to teach. I am not judging you, I know some people can be difficult, and I entirely understand all of the arguments for and against New players. None of that is what I am talking about.
--- End quote ---
Fair enough. As written above.
--- Quote from: Lanliss on March 02, 2015, 06:36:40 pm ---I am looking for solutions to the problem, preferably with as little emotion as possible. Just pure, unbiased ideas. And as I said before, not just ways to separate people, because I know that is not the only solution. I am looking for any ideas that people think could help the problem, either on its own, or in tandem with other ideas. In short, I am looking for results, not explanations on why we need them.
--- End quote ---
I understand your point, but I believe that changing values such as novice lvl cap or XP bonus is the easiest to implement and the fastest to test way to tackle that problem. Also, as a pre-matchmaker player I find it natural for novice to last some time and I think it's good, it give you time to learn in non-veteran environment. Personally I tried to remain in novice lobbies as long as I could.
Other than that, there's not much opportunity to improve with low costs (both in time and money) remaining. Achievement thing is problematic and tutorial rehaul (although needed) is more of a long-term goal than instant, cheap patch.
Interestingly enough, CS:GO has very average tutorial but MANY people play it. As I said many times: good games defend themselves.
Crafeksterty:
You mean the game that didnt have a tutorial where players figured it out themselves in a long time ago until CS:GO came out?
CS always had a large playerbase.
Lanliss:
I apologize. I actually did not remember writing the word hate, nor did I spot it when I skimmed back over my writing.
XP bonuses might be applicable, but I still do not believe levels mean much. Sure, a lvl 45 pilot is obviously gonna be good, or at least decent, but as a lvl 15, I am better than a lot of lvl 20-30s I have seen. Levels do not mean much about your skill until you are 35+.
Also, please explain why the achievement thing is problematic. I want the devs to be able to see all the pros and cons of the ideas, in as much detail as possible.
Indreams:
There's usually a difference between one digit and two digits. There's a pretty good difference between 10~29 and 30+. There's a good difference between competitive and noncompetitive. There's a huge difference between two digit matches, three digit matches, and four digit matches.
A new player is usually one digit level and two digit matches. This is where the player is getting better. :-\
An average player is 10~29 with three digit matches. This is where the player is often decent. :)
A good player is 30+ with high three digit matches. They are usually reliable, and can teach new players. :D
A legendary player is usually competitive with four digit matches. They wreck public games, and are a menace to the skies :P
Schwalbe:
--- Quote from: Mr.Disaster on March 03, 2015, 01:30:40 am ---
You did use the word 'hate',
--- End quote ---
HAAAAAAAAAAAAAAAAAAAAAAAAATE.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version