Author Topic: base capture quota  (Read 6067 times)

Offline popeye

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Re: base capture quota
« Reply #30 on: February 03, 2018, 01:35:17 PM »
Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals.  I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.

Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return.  Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls.  At least they would get a chance to "fly" and learn the basics before they give up.
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Offline Vraciu

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Re: base capture quota
« Reply #31 on: February 03, 2018, 05:18:23 PM »
Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return.  Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls.  At least they would get a chance to "fly" and learn the basics before they give up.

Something. 
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Offline Rodent57

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Re: base capture quota
« Reply #32 on: February 03, 2018, 05:22:48 PM »
Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return.  Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls.  At least they would get a chance to "fly" and learn the basics before they give up.

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Offline Rodent57

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Re: base capture quota
« Reply #33 on: February 03, 2018, 05:26:38 PM »

Like RR was in AW.  Worked there - RR always had a bigger population than FR.

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Old,

You are speaking AW to an AH crowd ... what is "RR" and "FR" sir?   

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Offline Lusche

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Re: base capture quota
« Reply #34 on: February 03, 2018, 05:31:12 PM »
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Offline Rodent57

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Re: base capture quota
« Reply #35 on: February 03, 2018, 08:38:17 PM »
TY
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Offline Arlo

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Re: base capture quota
« Reply #36 on: February 03, 2018, 08:39:15 PM »
Relaxed Realism and Full Realism

I managed to (or might have been an element to) tick off the AW Korean War crowd when I suggested in Bigweek (to the AW staff) to add an FR KW arena and the RR got replaced with FR without adding a second KWA. This was around when a Korean War event was being planned and it would have been nice to practice at FR settings since the scenario was gonna be ran that way. The players that lived there did not like blacking out.

Offline 19zac

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Re: base capture quota
« Reply #37 on: February 08, 2018, 02:44:48 PM »
I like this idea.
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Offline Ack-Ack

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Re: base capture quota
« Reply #38 on: February 09, 2018, 05:21:15 PM »

Like RR was in AW.  Worked there - RR always had a bigger population than FR.

- oldman

The problem with the RR and FR arenas in AW is that it did basically create two separate communities within AW and caused a lot of division.  So much so that before AW4 was cancelled, Kesmai was planning on eliminating the RR arenas entirely in favor of a single main arena that was similar to Warbirds at the time, complete with Kesmai's version of WB's "EZ Mode".

Would an RR arena work in here?  Sure, but at the cost of dividing up the community like it did in AW, with the majority playing in the RR arena due to its simplified flight model.

Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals.  I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.

Wiley.

When AH launched at Steam and the posts and reviews on Steam came out, it gave a good indications as to what the barriers were for new players and why most would leave before their two week trial was up and why so little converted into subscription accounts.  The main issue was the convoluted control setup, many came from Steam to AH from playing other games like WT and WoWP, with their simplified mouse controls and computer controlled aiming aids and the steepness of the learning curve that many could not over come with the two week trial.

Changing how bases are captured or introducing things like air starts isn't going to attract new players, they'll still leave as the Steam players did because the barriers that prevented Steam players from sticking around will still be in place.

What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up.  Right now, the process to set up the controllers is kind of complicated.  A player has to ensure their controllers are calibrated in Windows, then each axis for the controllers have to be calibrated in game and then to finish it off, a player must calibrate their controllers a 3rd time in-game and then (usually through trial and error) scale their controller's output in-game and map the buttons.  If veteran players think it's a PITA to set up controllers, imagine what a new player must think.  It's enough for a new player to not even bother with the game if they have to go through such a complicated routine to set up their controllers.   

Another thing that needs to go is the two week trial, it is just not sufficient enough for a new player to learn the ropes of the game and get over the learning curve.  Sure, many years ago it was sufficient because the majority of us came from other flight sims like AW and WB and it was easy for us to get used to AH during the two week trial.  With most of the new players having experience in arcade sims like WT and WoWP and the majority of those using only mouse+keyboard controls, the learning curve is much steeper for them than it was for many of us and the two weeks is just sufficient enough for them to get used to the game.  That is why (coupled with the problems setting up the controllers) a lot of players didn't bother to stick around to finish off their free trial period and convert into a paying subscription.

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Offline 100Coogn

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Re: base capture quota
« Reply #39 on: February 09, 2018, 05:33:49 PM »
The problem with the RR and FR arenas in AW is that it did basically create two separate communities within AW and caused a lot of division.  So much so that before AW4 was cancelled, Kesmai was planning on eliminating the RR arenas entirely in favor of a single main arena that was similar to Warbirds at the time, complete with Kesmai's version of WB's "EZ Mode".

Would an RR arena work in here?  Sure, but at the cost of dividing up the community like it did in AW, with the majority playing in the RR arena due to its simplified flight model.

When AH launched at Steam and the posts and reviews on Steam came out, it gave a good indications as to what the barriers were for new players and why most would leave before their two week trial was up and why so little converted into subscription accounts.  The main issue was the convoluted control setup, many came from Steam to AH from playing other games like WT and WoWP, with their simplified mouse controls and computer controlled aiming aids and the steepness of the learning curve that many could not over come with the two week trial.

Changing how bases are captured or introducing things like air starts isn't going to attract new players, they'll still leave as the Steam players did because the barriers that prevented Steam players from sticking around will still be in place.

What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up.  Right now, the process to set up the controllers is kind of complicated.  A player has to ensure their controllers are calibrated in Windows, then each axis for the controllers have to be calibrated in game and then to finish it off, a player must calibrate their controllers a 3rd time in-game and then (usually through trial and error) scale their controller's output in-game and map the buttons.  If veteran players think it's a PITA to set up controllers, imagine what a new player must think.  It's enough for a new player to not even bother with the game if they have to go through such a complicated routine to set up their controllers.   

Another thing that needs to go is the two week trial, it is just not sufficient enough for a new player to learn the ropes of the game and get over the learning curve.  Sure, many years ago it was sufficient because the majority of us came from other flight sims like AW and WB and it was easy for us to get used to AH during the two week trial.  With most of the new players having experience in arcade sims like WT and WoWP and the majority of those using only mouse+keyboard controls, the learning curve is much steeper for them than it was for many of us and the two weeks is just sufficient enough for them to get used to the game.  That is why (coupled with the problems setting up the controllers) a lot of players didn't bother to stick around to finish off their free trial period and convert into a paying subscription.

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I won't even get into the nonintutive functions of the aircraft/vehicle comparison charts.  lol

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Offline Oldman731

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Re: base capture quota
« Reply #40 on: February 09, 2018, 06:49:11 PM »
What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up. 

Another thing that needs to go is the two week trial


I agree with both points.

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Offline popeye

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Re: base capture quota
« Reply #41 on: February 10, 2018, 08:13:16 AM »
Watched two new players come and go yesterday.  Managed to get one in the air and flying by explaining auto takeoff and auto pilot.  He actually flew to an enemy base as was killed by the ack (after I warned him to stay clear).  The other guy never got off the runway.  Both disappeared after 20 minutes.

Still think new players should spawn into the front seat of an AT-6 for an "AI check ride".
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Offline The Fugitive

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Re: base capture quota
« Reply #42 on: February 10, 2018, 08:18:50 AM »
Watched two new players come and go yesterday.  Managed to get one in the air and flying by explaining auto takeoff and auto pilot.  He actually flew to an enemy base as was killed by the ack (after I warned him to stay clear).  The other guy never got off the runway.  Both disappeared after 20 minutes.

Still think new players should spawn into the front seat of an AT-6 for an "AI check ride".

Id hate to see the game "dumbed down" to keep players, but I agree there needs to be a much better way to hold their hands and get them going in the game.

Offline flippz

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Re: base capture quota
« Reply #43 on: February 10, 2018, 10:22:09 AM »
this thread has come of the tracks detoured down a dirt road and has begun to float aimlessly down a river of no hope.

my point was to keep one country (any) from being deluged to the point of no fun for an extended period of time (all night during US prime time).   

Offline Traveler

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Re: base capture quota
« Reply #44 on: February 10, 2018, 01:05:47 PM »
this thread has come of the tracks detoured down a dirt road and has begun to float aimlessly down a river of no hope.

my point was to keep one country (any) from being deluged to the point of no fun for an extended period of time (all night during US prime time).   
Been here from the beginning 18 or 19 years, god help me.  Love/hate this game.  It doesn't matter which side you are on, always been a Knight myself, but any one side is always outnumbered by the other two sides.  HiTech messed around with a chain of combat that required field captures in a predictable order and as a result drove away many long time players.    So let me ask this, my side takes two fields from your team and at the same time, your side completes taking a second fields from my side, so now according to your game rules, you and I must now capture two fields each from side three?  How is that fair to side three or any side for that matter that could be forced to only attack a superior numbered defenders, or this, your teams side is incapable of capturing a third field, how does that effect your game plans rotation schedule requirement.  Your stuck always attacking only one side.

As far as new player retention , it had been suggested for years that Aces High have a Training boot camp and walk the new players through the setup and first play process, as many combat type games do.  It hasn’t happened yet, I doubt that it ever will.   I just don’t see HTC making that kind of financial commitment and work effort to develop the new programming that would be necessary.
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