Author Topic: Missions, PUGs, and new players  (Read 8788 times)

Offline bozon

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Missions, PUGs, and new players
« on: September 19, 2018, 03:24:14 PM »
We all heard that most new players don't even last the free trial. I can understand this - they log in, look at the map, don't understand what is going on, what they need to do or should do to "help their team". If they fly to a target field and don't get slaughtered on the way, they do not know what to hit and why it is not destroyed when they drop a 500 lbs bomb on it.

What we are missing is the equivalent of a pick up group (PUG) of other games. This function used to be filled (sort of...) by what we now call "pickup missions" - and they are extinct. In a community of veterans, those who wish to organize anything do it within their squadron, or not at all. A new player is left out of this action. Pickup missions are a great opportunity for a new player to fly in a group (so they do not get slaughtered right away), have a purpose, be guided to the purpose by the mission leader, and most of all - get free social intercation, so the AH experience is not so lonely anymore.

We need a strong incentive for missions driven gameplay and the structure to make it inviting to the new player. Long long time ago, I proposed something in that spirit
https://bbs.hitechcreations.com/smf/index.php/topic,256300.msg3168700.html#msg3168700
I think HTC should reconsider something along these lines in order to bring back pickup missions for the sake of new player retention. The key aspects I think are:

1. A scoring system for mission leaders - score based on mission outcome. Hype this, reward the tour leader, put their names in gold and award them with HTC merchandise (or a free month ...gasp...). These are the ones that create the experience for the other players.

2. A system for creating missions with objectives - We have a mission planner that sort of works, that is a start. The mission should include a declared objective (attack a field, attack a factory, capture a field, fighter sweep). The score for the leader will be counted only on mission objectives (target field objects destroyed, factory damage inflicted, field captured by a mission participant, planes shot down).

3. A system for auto-creation of counter missions - This one is completely optional, but I think it is good gameplay. Milkruns are bad, and attacking meaningless and easy to reach targets for score is bad gameplay. We WANT the forces to collide and this is why we plan scenarios the way we do. A mission that is launched should create a scramble mission on the other side (giving a proper head start to the attackers). The number of participants in scramble should be limited by the number of participants in the attack mission. This of course does not prevent anyone from taking off without a mission and defending like they do now, just like it does not prevent anyone from taking off within being a member of the attack mission and fly with it - just like they can do now. The counter mission is a good way to measure the difficulty, so give the leader score a bonus if there were many opposing players in the counter mission.

4. Recruiting participants - Once a mission is posted, anyone who likes to be notified can get a small flashing messege at the corner saying "mission available" or something like that (default on for noobs). Heck, that "base under attack" meaningless voice message can be turned in "scramble scramble!" call for paricipation in a counter mission. Make the "pickup mission" option in the menu flash. When you join, ask whether to tune your vox to the mission channel so noob do not have to do anything to set up. To prevent abuse for leader scores, require a mission to have at least 4 participants in order to launch.

5. Scoring for participants - to attract them, create a scoring system for mission participants (perk bonus also?). You get a score for mission objectives or shooting down the scramble mission planes (or the attacking planes for the scramble mission). Only partial score for destroying other targets.

There's a lot more that can be said and the basic idea can be developed far far more (see the link above for example) and even include things like system generated missions and AI, but this is the jist of it. The main point is that aside from the scores, there is very little that needs to be added to the game to make this happen. This does not affect any flight or graphics or core game mechanics. The whole thing runs parallel to the free sandbox of the main arena. No one is forced to start missions and no one has to participate. If you ignore the missions system, the whole thing will look like a normal rare organized attack on a field and you can takeoff with any plane from any field to assist or counter it.

The PUG-like aspect is really important and I think it is missing from this game.
« Last Edit: September 19, 2018, 03:30:29 PM by bozon »
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline Traveler

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Re: Missions, PUGs, and new players
« Reply #1 on: September 19, 2018, 03:51:40 PM »
The mission planning tool available today is not a great tool.   AH and AH 2, had a good mission planning tool and I believe that was why so many missions were posted.  The 113th Lucky Strikes Posted hundreds of missions over the last twenty years.  But found the population less receptive and unwilling to fly in a mission where one was expected to work as a team and we finally stopped posting public missions about four or five years ago.  Depending on Squad members only to do the job.   I doubt that HTC will invest to improve the planning tool at this stage of the game.
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Offline Shuffler

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Re: Missions, PUGs, and new players
« Reply #2 on: September 19, 2018, 04:21:02 PM »
Sadly it is today's society that is the issue. If anyone gets a gold star or a popsicle then all the others will want their gold star and popsicle or it is not fair.

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Offline Shuffler

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Re: Missions, PUGs, and new players
« Reply #3 on: September 19, 2018, 04:23:37 PM »
The mission planning tool available today is not a great tool.   AH and AH 2, had a good mission planning tool and I believe that was why so many missions were posted.  The 113th Lucky Strikes Posted hundreds of missions over the last twenty years.  But found the population less receptive and unwilling to fly in a mission where one was expected to work as a team and we finally stopped posting public missions about four or five years ago.  Depending on Squad members only to do the job.   I doubt that HTC will invest to improve the planning tool at this stage of the game.

I personally found their mission had too much mission to it. We had to counter it by developing missions where large groups of torpedo planes attacked far reaching towns.
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Offline Oldman731

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Re: Missions, PUGs, and new players
« Reply #4 on: September 19, 2018, 04:24:18 PM »
Pickup missions are a great opportunity for a new player to fly in a group (so they do not get slaughtered right away), have a purpose, be guided to the purpose by the mission leader, and most of all - get free social intercation, so the AH experience is not so lonely anymore.


This makes good sense.  I wonder if, in the absence of human leaders willing to organize such missions, it might be possible to have some sort of canned mission that would supply the new player with his plane, his target, and some sort of guidance on how to get there and what to do when he does.

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Offline Shuffler

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Re: Missions, PUGs, and new players
« Reply #5 on: September 19, 2018, 04:26:38 PM »

This makes good sense.  I wonder if, in the absence of human leaders willing to organize such missions, it might be possible to have some sort of canned mission that would supply the new player with his plane, his target, and some sort of guidance on how to get there and what to do when he does.

- oldman

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Offline sunfan1121

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Re: Missions, PUGs, and new players
« Reply #6 on: September 19, 2018, 04:27:12 PM »
In my personal opinion if AH embraced the battle royal style of gameplay that’s so popular now a days it would do really well. I used to love this game, playing hours upon hours per tour at one point, but the lack of matchmaking really hurts gameplay. Even if it was just a list of groups of people who were on and looking for 1v1s, or even people to fly with it would be better than nothing. This game is set up perfect for BR style combat, especially with the air spawns that were add before I left. Imagine everyone spawning at a random location with the circle getting smaller and smaller forcing everyone to fight it out, that would be amazing. PUBG style AH3 would be a game changer.
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Offline bustr

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Re: Missions, PUGs, and new players
« Reply #7 on: September 19, 2018, 05:28:38 PM »
The orange help channel doesn't seem to get a lot of newbie help conversations. Anonymous MODs have been a part of the game forever. Recruit MA Help who sit on a channel and that channel is on the clip board for new players or anyone really needing help to contact a live person for personal direct help. Abuse of them by bored vets can receive severe MOD attention just like challenging the MOD's on text.

Our game is an outside or inside community. New people who speak up and text quickly because they want to communicate, become part of the inside community and get involved with the organic initiative flows becasue they become part of the community banter. The ones who don't want to communicate for what ever reasons will feel alone and not part of the community. This game is easy if you are part of the inside community. Our numbers and initiatives are more of a Dunbar's Number equation ruled community. We have so few players, it's natural for organic initiatives to be the missions. Since everyone part of the inside community is in touch with the current wide country banter. Inside community members ask where the next target is which organically starts up the next initiative because they know each other and setting up missions wastes their play time.

When you have more than 75 players in a country, then missions become practical becasue not everyone will know each other. Today with 120 total being a good prime time night in the MA across three countries. We all know each other, and know by being insiders what to ask, or how to read and listen to country to follow the next attack. We mission up organically which leaves new people outside not knowing. A dedicated person or people on a help channel would bring the new player closer to being in the inside community, while feeling the game has a mechanism to address their needs.

Otherwise if a new person dosen't want to communicate, they probably don't want to stay with this game. Then no amount of hand holding and videos for 5th graders will help keep them.
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Offline bozon

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Re: Missions, PUGs, and new players
« Reply #8 on: September 19, 2018, 11:45:09 PM »
Bustr is correct and this is why mission posting and leading needs to be incentivised. If we turn it into a challenge, or someones goal to be 1st ranking leader and have his name in lights, some players will adopt this style and willingly create game content (missions) for HTC.

For the purpose of scores bases are not even need to be captured - you launch an attack mission to hit a base and a scramble mission is launched against you, and BAM you get meaningful gameplay even without any intention to capture. The mission results can affect the capturing of the base outside of the mission. The mission scale can be small (4vs4) so the system can work even with a low population, or have multiple missions in parallel.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline Shuffler

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Re: Missions, PUGs, and new players
« Reply #9 on: September 20, 2018, 06:24:37 AM »
Yall seem to put a lot of importance into missions.
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Offline dirtdart

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Re: Missions, PUGs, and new players
« Reply #10 on: September 20, 2018, 10:16:23 AM »
I do miss those days with Rolling Thunder. Falcon23 would put together these missions that both captured bases and let the red guys do some killing as well. Fun for sure. Same with the swampdragons.

I think it would be a wise community investment to set up a buddy system for new players. The learning curve in AH is so much steeper then really any other MMO. I say that just from a control point of view as most FPS are set up differently.

Wish I could still play, love the game.
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Offline bozon

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Re: Missions, PUGs, and new players
« Reply #11 on: September 20, 2018, 11:06:06 AM »
Yall seem to put a lot of importance into missions.
Missions are the pick up groups of AH. Without pick up groups, any mmo for the new player is just like a stand alone game with human like AI. Missions are the best way to introduce a new player into the game. It does not require much of him to enter the mission and he immediately gets some social interaction - a key aspect of AH to keep players in the game. These PUG/missions are where he meets other players, meet familiar names from previous sessions, and perhaps find some guys he likes enough to join their squadron. In the mean time he gets free tutorial of the game on-job-training style.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline DubiousKB

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Re: Missions, PUGs, and new players
« Reply #12 on: September 20, 2018, 11:10:24 AM »
Any player in tower at time of Pickup Mission posting should receive the ".join" popup with mission name and time to launch. 

Players have to make a choice, is my time better spent climbing/heading towards a fight or "waiting" for a mission to launch.

It's just sad really, Missions are what "hooked" me to this game...   Heck, id even join some of the longer bomber runs if they'd let it be known they're outbound.

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Offline Shuffler

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Re: Missions, PUGs, and new players
« Reply #13 on: September 20, 2018, 12:24:55 PM »
Any player in tower at time of Pickup Mission posting should receive the ".join" popup with mission name and time to launch. 



This would be imperative as anyone who is unwilling to take the time to read any basic instructions is unlikely to know how to join a mission.
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Offline Ciaphas

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Re: Missions, PUGs, and new players
« Reply #14 on: September 20, 2018, 12:36:00 PM »
This would be imperative as anyone who is unwilling to take the time to read any basic instructions is unlikely to know how to join a mission.

That's just it, basic instructions do not exist for this game. Nested instructions are old and dated, but that is being discussed in another thread. Back in the day when we all started gaming we were on the forefront of online gaming and it was expected, at the time, for the player to hunt down manuals, help via communities (official and non-official).

In today's game market it's perfectly reasonable for a new stick to log in to the game and expect that the "basic" information needed will be presented in a neat and orderly fashion. Nowadays, if I install a new game and it requires me to go to a website, youtube channel, blog etc.. just to learn how to start the game, I will uninstall it. It's a waste of my time to search the interwebs for what should be presented from the get go.
« Last Edit: September 20, 2018, 12:37:34 PM by Ciaphas »
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