[QUOTE=Smooth;471677]
That’s what I think FireWater is mostly on about. We’re not talking about lowering the skill ceiling at all, we want a high skill ceiling to support competition and give the game depth (and yes we know there still a lot more to do here) but we can do it in such a way that newer players are NOT instantly overwhelmed the first time they play.[/QUOTE]
First, i don´t see that you are working towards a higher skill ceiling, more the exact opposite.
Then you don´t want to intimidate and overwhelm new users.
But you are throwing LOTS of content into the game they have no access to.
Mercs with abilites they have never seen before, and won´t be able to play until they paid for it or played a few hours to unlock them.
That means you need to have a HUGE tutorial for new players, where new abilites get perfectly explained.
Either way, new players will have to spend several hours on understanding the game until they will have a good time with it.
Even me, a comp player, runs in the first hours after weeks of no play into the abilities for a few times until im aware of them again.
CoD is able to keep the player base because you just have to learn the maps, everything else works exactly like in the previous game.
And it´s easy as ****.
Older games like CS, Ouake and W:ET had a somewhat limited content.
less than a dozen primary weapons, a few other things like nades, powerups or abilities.
You get your ass kicked in the first few matches, but if you like the gameplay, you will keep playing.
No matter if you get fast newbie-satisfaction that wears off once you get better,
and you don´t play for the next level-up with the unlock of certain things.
I played a bit CS, tried until i got a bit better, but didnt really like it.
The first time i played Quake Live was against a pretty decent CPMA player, after that i didnt really want to play again.
But from time to time i played again, now i learnd basic strafe jumping and play more often because i start to really enjoy it.
Still Tier 4 is sometimes no fun 
