Info > Feedback and Suggestions

I am begging, please add minimum level requirements to pilot...

(1/40) > >>

Atruejedi:
I'm at my breaking point. I don't fly in a clan. I don't stack matches. I purposely break up stacks in an attempt to make matches more fair and more fun. I try to keep people in the game. And I have a long line of nubs following me around all the time. But despite all this, I cannot address the biggest issue in this game, in my been-around-way-too-long-and-played-way-too-damn-much-with-all-types-of-players opinion: NEW PLAYERS PILOTING SHIPS!

This is the absolute BANE OF THIS OTHERWISE GOOD GAME. Tonight was more absurd than the typical absurdity. Three on three matches, over and over again, where there was ONE novice level 1 pilot who didn't speak/type/read and readied up immediately with awful loadouts on his person and his ship and had no freaking IDEA how to play. Why does Muse allow this to happen? It punishes EVERYBODY, especially ME! :'(

My proposal is simple and would be effective:

REQUIRE PILOTS TO BE A CERTAIN LEVEL OF ENGINEER AND/OR GUNNER.

Nearly all problems in the game are almost instantly solved. Player retention is increased. People have to WORK to pilot and LEARN to play the game. I've brought this up to Muse before in the fireside chats, and they pay me lip service and say they'll "look into it." But nothing changes. People buy the game, they play for a day, they have AWFUL experiences, and they never come back.

Let's pretend Muse WOULD implement minimum requirements. What do you think they should be? I would say you have to be at least NOT a novice as engineer AND gunner. Once you hit level 8 gunner and level 8 engineer (especially engineer), you are free to try to pilot. At this point... I'm so near the edge of just giving up. I've tried hard to give people good experiences in this game, and despite the random applause I got tonight, it doesn't make up for the reporting and the frustration when Muse could EASILY make a POSITIVE change to their game with MINIMAL effort.

Phew. That was a lot of caps. I hope you appreciate my rage, and I'm certain most of you have had the exact same experiences. You can only break your own butt so many times in an attempt to carry the team before you can't deal with it anymore. And even IF you DO carry... then the nub pilot on your team THINKS HE DID WELL! Ugh! So, you know my thoughts: level 8 gunner and level 8 engineer in order to pilot. What would YOU propose?

I need a drink.

nanoduckling:
Something like this would be good for the game. Even if the role was locked similarly to the ships for novices it would be better than nothing. Part of why people stack is novice pilots. I cant tell you the number of times myself or the person I'm crewing for has had terrible novice ally after terrible novice ally so one of us goes and flies the other ship. If I'm having to do that when I just want a quiet time engineering or shooting you can bet I'm not breaking up the team to balance the lobby; I've hit my 'lets see if you are an ignorant jackass' quota for the day.

Worth having it unlockable with a warning to the player, 4-packs will be peeved if they cant play together for a start. But highlight these players in the lobby so others can make an informed decision as to if they want to fly with them or not and explain to them when they unlock it that no one is going to fly with them unless they (1) listen to their allies advice (worded in such a way as to make it clear they should basically just do whatever we recommend, and (2) no one is going to ally with them if they don't have a mic.

I've always felt the level requirements are a bit odd though. Ideally it would be locked by MMR with MMR fixed so it more reliably reflects skill, but then again ideally I would have my space-mecha-death-dinosaur in my shed for my upcoming world conquest. Most players I know use number of games played rather than level to judge skill since 'chieve grinding makes levels meaningless. 100 games would seem a reasonable number.

The unstructured nature of novice introduction to the game is a big problem though. I'm pretty sure that constantly losing is what puts off a lot of novices and damages retention, but they constantly lose because they are free to do really, really, really dumb things. This is a good idea, getting crushed by someone because your flare/flamer pyra isn't the new meta your novice captain figured is no fun for anyone, including the novice.

Arturo Sanchez:
Less about novice pilot required. More inclined towards level requirement for pilot tools.

No moonshine, hydro, chute, allowed until lvl 25.

At least then there's no fear of instant deaths from retard tool use.


Also Novice pilots can't pilot in advanced until they graduate their pilot.

BlackenedPies:

--- Quote from: Maximillian Jazzhand on January 05, 2016, 05:41:26 am ---Less about novice pilot required. More inclined towards level requirement for pilot tools.

No moonshine, hydro, chute, allowed until lvl 25.

At least then there's no fear of instant deaths from retard tool use.

--- End quote ---

Making an engi level requirement for pilots is a good idea. Pilot tools shouldn't be restricted because they're required to play. Two ships practically need moonshine and hydro is an absolute necessity. By limiting tools to those over level 25 it makes it impossible for low level pilots to compete.

FranckM:
Maybe just require a certain amount of matches instead. I think that the most important thing here is that new players understand the game. This should of course not count in novices matches but I think that even of you have played mainly gunner you can understand the game.

Another idea would be a quiz you need to answer correctly to unlock pilot. You could ask question about any position on a ship to make sure that the new pilots understand his duties.

Navigation

[0] Message Index

[#] Next page

Go to full version