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Players who start out with a good, knowledgeable captain are retained longer. Players who get dumped into pub lobbies, with little idea what to do or why they keep getting wrecked, quit
Overall I think adding pve will be a good place to start for a lot of new players because it's somewhere people can screw around and learn the game instead of being up against a full clan ship of lvl +30 people when it's their first time captaining and hopefully they'll eventually they'll transition to the pvp. It sounds like alliance will also add some grinding to earn non-cosmetic gear like ships and weapons. Some people just need goals to get them hooked.
For the rest game is good and I guess with Alliance upcomming there will be more players comming and hopefully stay, at least there are more players in the PvE crowed that are more forgiving to new players. Of course you will have your share of bullies there to.
as a person who doesnt like newbies, the ONLY reason why i dont like them its because even when your literally telling them that you know the game and you´ll help them, they just keep doing wathever the ♥♥♥♥ they want and it annoys me
You gotta have a thick skin and let new players mess around and be ok with them screwing up. :) Be okay with people not being team players from day 1, or you won't get along with a lot of the new players from all over the world. Some folks need to ease into the teamplay shoes.
One thing is letting them mess arround and the other one is having 2 gunners and 1 engineer that doesnt repair....
Nah, Muse has left the players with no recourse except to be toxic and towards noob idiots. Adding a kickvote? No, it would cause the idiots to be the ones punished not the people trying to play the game. Have moderators who do literally anything? Nope, too much effort. Make the tutorial mandatory? Either we're too lazy/bad to program it or we really just dont care. Make a minimum level requirement for pilots? We dont want people who have no business piloting to feel left out...The playerbase may suck, its not their fault.
Muse has completely avoided adding any functions that would make dealing with uncooperative/toxic/stupid novices marginally easier.
Novice shows up on my ship with a completely nonfunctional loadout that doesn't even marginally work on my ship and he won't leave or accept my recommended loadouts? I either have to leave the lobby and find a different one or somehow rebuild my entire ship around one complete idiot.
Uncommunicative novice on my ship that knows nothing? Well whoop dee doo, I sure do enjoy dealing with an engineer that only sits on guns and loads the wrong ammo types in or a gunner that only repairs or never shoots. Or a pilot that can't be assed to get on the helm.
Idiot novice shows up on my ship when I've got a full crew of people that I know can play the game? Well, sure hope that said novice doesn't go about getting on random guns, doing whatever the hell he/she wants to, and overall sabotaging my ship. Since that's more than likely going to happen.
Can I votekick the fool? Nope.
Can I block the fool? Yes, but blocking does nothing to people that don't do anything anway.
Can I get a moderator on the fool for sabotaging my ship? No, and I'll more than likely get attacked by the moderator due to being "toxic" or "excessively rude" or some nonesense.
I think many of your suggestions to help require a little more training are a great idea!
The best way to weed out problem players is to give out recommended loadouts, and don't play with anyone who refuses without explanation. If you keep pressing a decliner, they almost always leave. Don't give new crew a full repair job like goldfish or pyra main - it's rude and asking for trouble. Everyone wants a gun. Switch out the gunner often, or better yet don't have a gunner as they're useless on most guns, and a spanner mallet buff engi does much more damage and gives a huge maneuvering advantage over an enemy who doesn't have buffs
New players often don't have a clue what to do. They wander around, screw up combat, and can be a general nuisance. The solution of course is to direct them. They won't know when and what to shoot/repair if you don't tell them. No, you're not obligated to teach new players, but failure to communicate is your problem. The vast majority of all players are willing to play, and most new players are useless without direction