you could all be right, lets see what nexon has in mind.
Game is not noob friendly at all
I think they have Echo for that :D.
Tho, as noob (that i am) i would prefer to have Nicki
tell me what to do in a tutorial, have a small map to learn the basic stuff, preferably some challenges like in Brink, coop challenges, chippy awesome “HUD Progressive reduction” idea, grenades, a noobtube :), side obj., option to disable the k/d ratio at the end of a map, support class obj. (heal/revive 150 teammates, give 150 ammo packs, plant 250 mines, etc.), rather than have the game be lowered for me, or slowed down. Learning (in a noob way) a game is one of the things i loved in W:ET and one of the things that keept me playing.
Imo, Nexon should use your title for this thread as a marketing slogan for Xt 
Too much reactionary anger for me to even deal with this thread. And it’s probably the most important topic to me. I ran a very successful and extremely fun ET:QW pub that pro players frequented, and not just to mindlessly frag in pub play. New players were welcomed, and experienced FPS players joined teams. The elitism in the community will kill this game, not because it will drive a particular development pattern, but because this behavior will shut off the developers from communicating with an important part of the (very highly skilled) community.
Playing a few games today where people stuck together, the game was much more fun. The game doesn’t need to pigeon hole you in to sticking by someone’s side, but more inclinations for actually doing so would benefit the game greatly. There are tons of small mechanics that could greatly increase the ability to work as a unit, such as active spotting, a replacement for the minimap that was taken out, more information on when character’s abilities are ready (it sure would be nice to know if a player’s airstrike was ready, or concussion grenade, etc…)
No, the game is not friendly to new players at all right now.
It should be. It should come from detailed IFF’s, relevant and accessible HUD mechanics, intuitive abilities, etc…
It doesn’t mean having to dumb down mechanics, but simply being the best shooter can not be the way to win. It can be one way to win, but certainly not the only. If we make this a numbers game, we might as well play previous titles.
RELAX.
I giggled a bit when fzl said he wants more recoil and shooting is too easy. No, leave it as it is right now. You can choose if hipfire or ADS, with mor erecoil you can use only ADS.
@fzl: play some CoD/BF rounds and rethink your proposal for more recoil 
[QUOTE=ailmanki;472706]There is no need to modify the game. What is needed is some kind of match making.
So you can play with others on your skill level.[/QUOTE]
Basically this.
I think that a game can be fast, fluid, competitive and have a high skill ceiling as long as users have the option to play with others of equal skill. The other supporting pillar of that is that is that game elements generally need to be quick to pick-up / easy to understand but should be hard to master.
What wont work is forcing new players into a wild west environment where during the first hour of play they get completely dominated and have zero fun. What also wont work are complex, hidden mechanics that would never be learnt unless you read a guide on a forum.
It’s a tough balance to get right and will take a lot of time (and probably some trial and error) until the game is ready to be opened up to the world.
Lol, there is a lot casual f2p shooters like Crossfire, Pointblank, Combat Arms (
), Warface, Shadow Company, and others. I don’t wana another f2p game for retardet kids.
[quote=smooth;472779]basically this.
I think that a game can be fast, fluid, competitive and have a high skill ceiling as long as users have the option to play with others of equal skill. The other supporting pillar of that is that is that game elements generally need to be quick to pick-up / easy to understand but should be hard to master.
What wont work is forcing new players into a wild west environment where during the first hour of play they get completely dominated and have zero fun. What also wont work are complex, hidden mechanics that would never be learnt unless you read a guide on a forum.
It’s a tough balance to get right and will take a lot of time (and probably some trial and error) until the game is ready to be opened up to the world.[/quote]
two beers to this guy!
[QUOTE=Smooth;472779]Basically this.
I think that a game can be fast, fluid, competitive and have a high skill ceiling as long as users have the option to play with others of equal skill. The other supporting pillar of that is that is that game elements generally need to be quick to pick-up / easy to understand but should be hard to master.
What wont work is forcing new players into a wild west environment where during the first hour of play they get completely dominated and have zero fun. What also wont work are complex, hidden mechanics that would never be learnt unless you read a guide on a forum.
It’s a tough balance to get right and will take a lot of time (and probably some trial and error) until the game is ready to be opened up to the world.[/QUOTE]
well simply include a system like quakelive.green servers for skill matchup .red for higher. yellow for hard…
I can understand how players new to the genre would find it a little ‘fast’, especially if they come from inherently slower games as it is. I remember when Borderlands 2 came out, I played that solid for about a month, once I was done with it I went back to Quake Live… took a little while to get used to the speed and pace again and I’ve been playing Q3/L for 13 years. However new players also need to realise that it will take a little getting used to and learn to have some darned tootin patience! It takes time to learn and master something new, don’t go grumping about it because you didn’t grasp it within a few games… and yes of course skill matching will make the transition a little easier as well.
Matchmaking based on skill is the best there is, it is definitely needed. However, you should make some kind of ‘tutorial’ which new players have to complete first.
Don’t make it to long, cause people hate to do tutorials, but trust me - LOTS of people really appreciate some small tutorial which learns them the basics.
There is a huge difference in downloading a game, launching it of the first time and get thrown in the deep. OR download a game, launch it, and be welcomed with a tutorial based map (solo) which learns some simple basics like moving, shooting (on dummies), ducking, jump-crouch, repairing, hacking…
People who are like 16/17/18 y/o, have the ability to learn and adapt fast, so they can queue right up for a game after the tutorial…
Of course they won’t be pro right away, but at least they know what to do. The rest is up to them.
[QUOTE=Smooth;472779]Basically this.
I think that a game can be fast, fluid, competitive and have a high skill ceiling as long as users have the option to play with others of equal skill. The other supporting pillar of that is that is that game elements generally need to be quick to pick-up / easy to understand but should be hard to master.
What wont work is forcing new players into a wild west environment where during the first hour of play they get completely dominated and have zero fun. What also wont work are complex, hidden mechanics that would never be learnt unless you read a guide on a forum.
It’s a tough balance to get right and will take a lot of time (and probably some trial and error) until the game is ready to be opened up to the world.[/QUOTE]
I genuinely think you guys underestimate the amount of pain people are willing to put themselves through, gamer’s are masochists these days and always have been. They’ll go through great lengths to find that little niche that gives them a tiny bit of advantage over others, even if it takes months at a time. Don’t dumb down the game, don’t market it as noob friendly, no one wants a noob friendly - easy to pick up game, people want to be rewarded when doing good, they want to have bragging rights over their friends. You don’t see anyone running around telling their buddies how ****ing good they are in this one game they just picked up that requires them to do nothing but repeatedly spam one button. No one will ever take you serious, if you’re telling them they should play XT, it’s an easy game! Even you can learn it! It’s not something people want to hear, you’re undermining the ability and intelligence of any potential newcomer to the game - merely by telling him this is a very easy to to learn and play game.
Any of the currently successful games, REQUIRE outside sources to become better at it, League Of Legends - Recommended Items, the tutorial, even skills are… Horrible. People willing to pick up the game and learn are constantly looking at various sites on the internet for tips, for guides on their new champion they just bought - anything that’ll give them the edge… Or Dota, or HoN… Even Starcraft 2, BF3, CoD series, CS… Every. Single. Game. If you picked up LoL today not knowing what it is, you’d get absolutely destroyed in your first game, same for Starcraft, and it’s more than evident that this is currently happening, so many people have been demolished once or more often when facing a random level 30 smurf, i’ve played a game the other day with my level 20 buddies that just started off, I’ve went through the learning period of the game, I’ve used my online resources to get more knowledgeable and I ended up going something along the lines of 40-1 on a support character that isn’t even meant for getting kills. There’s no shame in that and there most definitely shouldn’t be, if the game looks intriguing to someone, he’ll be willing to learn, if it doesn’t… he’ll move on with his life and so should you.
I’m not sure what you’re intending to do with your current “level” and “experience” system, but… Use it. Quit trying to make the game more “accessible”, stop dumbing down mechanics and making things easier by indirectly lowering the skill ceiling and any potential this game has ever had for competitive play. You’ve got a level system currently implemented, pair level 1s versus level 1s, level 20s versus level 20s: Two people just having started the game playing for the first time ever won’t be thrown onto a server and get dominated right away, they’ll play against other people just having started the game. It represents a proper learning curve, eases them into the game and they’ll gradually get better as the game requires it from them. Level 1 will be all about shooting each other and hopping around the map. By level 20 people will have learned what type of movements grants them more speed to get from a to b, what class x and y are capable of, etc. All of that combined with a ELO, sort of rating in match making system will make CERTAIN people don’t get dominated.
You have to remember, your success in eSports as well as the competitive scene will have a direct impact on the popularity of the game. League of Legends was hated on, no one wanted to play it, it was all HoN and Dota and SC2 the day it came out, it took them nearly 2 years of tournament after tournament, huge prize pools and major events to get where they are at now. And it’s by far one of the most successful games, millions of people, ranging from all ages and all skill levels are sitting on their asses watching the pros play on the Streams and most definitely not because it’s an easy game, or because it’s casual friendly or “accessible”. Prime example of a game’s competitive impact would be World of Tanks, probably by far the most horrible game created in the past 10 years to ever hit the spotlight, yet it did, why? Because they promoted it with a huge tournament and prize pool. No one plays it because its fun, or because it has excellent mechanics, or even looks cool…Because it certainly doesn’t fit any of those points, it looks like something some Russian coder whilst on acid threw up some odd 15 years ago and the controls very much feel that way too. The sole reason anyone plays it for is because of proper marketing and people willing to learn how to play an utterly horrible game for the sheer chance at earning money by becoming good at it.
Stop making the game easier.
There’s a difference between looking up resources online to get better faster and looking up resources to learn the basic mechanics of the game.
Accessibility is important. Many times I’ve seen people call trickjumpers speed hackers because they don’t understand it’s just part of the game.
Your system of lvel 20 vs level 20 and level 1 v level 1 is flawed because some people are just better than other people. You could have a level 1 that is just as good as a level 20 and vice versa so just basing it on accumulated XP is pretty useless.
I don’t even understand your last paragraph have you actually played WoT? It’s not that bad at all, graphics look alright and the gameplay has been improved many times since the start. I didn’t like it that much since the gameplay was too slow for my taste, but I have a friend who has invested 3000 hours into the game and he’s not a competitive player at all. He just enjoys the realism and history worked into the game. He’s having… wait for it… FUN! Crazy right?
the only possible mm balancing system i see is one that is based on recent game performance/combination of stats/etc. just take dota2 as example: there are 3 skill brackets (normal, high, very high). normal and high is for bad casual players, while very high is only accessible to the elite people. say u play couple of dirty bomb games with 30-40 frags and high accuracy - game puts you in high mm. you do well there - you get into very high. it shouldnt be hard to make given you are planning on online stats site.
As i see u want to split players base on skill and lows one will not be able to paly with high ? But if low (For example, hardcore ET player, which just instaled game) will want to play with high to improve his|her skills ? that way is far more worse than region split …
I like idea with server rankings, like in QL, or smth like that.
d=D-<
mb combination of novice-pool system (all new players play there for a little period of time) (mb with possibility to skip novice period)
and then for ‘veteran’ players quakelive-like system with elo rankings
I played a bit of ET past few days… then coming back to Extraction feels so easy because everything is slow as hell. I think it’s really noob friendly actually. Pretty much anyone can get kills easily.
I can understand it’s not noob friendly when you’ve played against me… but when you play against regular people, it’ll be fine. 
Don’t force it and all is good.
The idea with a tutorial is always good idea, like the one we got when we first joined here.
[QUOTE=Finko;472833]As i see u want to split players base on skill and lows one will not be able to paly with high ? But if low (For example, hardcore ET player, which just instaled game) will want to play with high to improve his|her skills ? that way is far more worse than region split …
I like idea with server rankings, like in QL, or smth like that.
d=D-<[/QUOTE]
Yep, I think exactly the same! I would like to play with all skill groups and not just with my own one. I have doubts about how such a system would work here and how would you rate skill? Is it kills, xp or doing objectives? There need to be definitions at first.
That’s the major problem at the moment.