The playerbase is slowly dwindling... :/

Discussion in 'Monday Night Combat PC Discussion' started by BrPhoenix, March 4, 2011.

  1. BrPhoenix

    BrPhoenix New Member

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    Day after day, there are less people playing MNC.
    I'm saddened by this, because it's an awesome game and I wish more people could see it.

    However, most players dismiss it as being a "TF2 clone", and I think this is the main issue...

    I believe there is a way to fix this. If there were a free weekend coupled with a discount, there'd be reason for someone to start playing the game, and once he notices its on discount and its awesome, they'd purchase it.

    So, please, uber devs, is it possible to get a free weekend?
  2. Lucky13

    Lucky13 New Member

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    Eh, I wouldn't really mind it, but remember that TF2 started out slowly as well. Give it time.
  3. tinygod

    tinygod New Member

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    They need a new game mode, to give the game more life.

    Right now its mostly just blitz players, and it gets old fast. Truth be told, its the fact that team stacking makes things just pointless. You can play as well as you want and still lose because your team is doing the wrong things, or simply because the other team is doing them all right.

    If they had a CTF or Deathmatch mode, maybe.

    CTF would be cool, if you had to get your jackbot to their base, and back with their flag.

    Jackbot would be overhealable, and slightly faster. Could be cool, and certainly easier to learn the ropes in.
  4. BrPhoenix

    BrPhoenix New Member

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    Tf2 started slowly, yes, but it never went as low as 500 players peak.

    1 week ago we had twice that many players!
  5. Rammite

    Rammite New Member

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    This would be cool, but not just Jackbots. Have it exactly like a normal match, but instead of bots jumping on the moneyball, they stand near a flag.

    Three enemy bots (Jackbot counts as three bots) can pick up a flag and bring it down a lane slowly. If even one of them dies, the flag is dropped and the remaning bots just stand around. More enemy bots moving the flag, more bots you have to kill before it drops.

    If a flag is dropped and three or more friendly bots pick it up, they will slowly bring it back to the original spot.


    RECAP: Capture the Flag, but Pros cannot directly effect flag, only Bots. Minimum of three enemy bots (Or one Jackbot) to carry the flag to capture point. (Moneyball's spot) If dropped, Minimum of three bots to carry it back. Other than this, no other gameplay mechanics are changed.
  6. vortexcontinuum

    vortexcontinuum Active Member

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    I knew I should have posted my idea here. No one ever goes to suggestions.
  7. tinygod

    tinygod New Member

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    Heck just make it one flag at center of map, bots try and pull it back to their base, bots are on an AI path to enemy base along the central lane, and when they reach a downed flag they grab it and move it back.

    only one bot needed to carry, jack bots can carry (and make better carriers for good reason)

    Pro spawned bots have different awesome abilities to carry flag, bouncers are fast getting to it, but slow down once they have it, and have alll that life..

    all bots carry the flag at the same speed.

    needs work but I like it, hell I'd play that more than anyhing.
  8. Xx Tikki xX

    Xx Tikki xX New Member

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    if i went back to xbox, i would see the same 20ish Aussie that play this game as i did when i left, at least on pc theres more aussies
  9. BrPhoenix

    BrPhoenix New Member

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    Lucky you, I won't find anyone from my country anymore.

    Used to have three servers full.
  10. Skull Man

    Skull Man New Member

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    I guess we'd like to get away from the "TF2 Clone" thing, but in all honesty, a payload-like mode would be pretty sick...if we're looking for more gamemodes. One team defends as another team attacks with a horde of blackjacks and jackbots...as they push onward toward checkpoints and ultimately the moneyball. There would have to be some balancing tweaks perhaps, but still, it sounds awesome on paper at least.
  11. Llamatron

    Llamatron New Member

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    The average pub team consists of like 3 classes for the 6 players, ofc the team which is a little more balanced or has a bit better players starts facerolling the other, half the loosing team ragequits... such matchs are boring and frustrating, for the veterans and for the newbies alike, while the newbies will never learn the game and probably stop playing very fast. That's my feeling at least, most of the time when I change server or shut down the game it's because I just had a few games like that.

    Also does Xbox live has a "rate this player" thinguie like GFWL? Cause then I would understand why the community is much better as I've been told a few times, here people can be jerks, ragequit all the time and get away with it, it's a serious problem for a team game.

    And for the balanced teams thing I know it's not most people's opinion, but if you compare it to LoL, imagine how awful pug matchs would be if several people could pick Master Yi in the same team... well it's what's happening in MNC.
  12. Arth

    Arth New Member

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    are you suprised..

    even im starting to hate this game..

    ppl are starting to play this game like they all have readed the same book..

    drop ice trap here.. stand and do this here.. juice juice juice (shop).. some more game mechanics..
    and some more dull predictable gameplay here.. which can be unavoidable to dodge which is the worst thing

    and ta-dah.. a lame game that can seriously be won by following up a manual written by 1 of those ppl

    ok thats not fair.... but the game seriously has a low lvl of unique situations and actions..

    cause hell.. in the end when you know the whole game you can write a guide about it.. but gues what the point is.. the other person who also writes a guide will come up with the same stuff... why would that be i might ask... >.>
  13. DehydratedWater

    DehydratedWater New Member

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    That is because there are only 5 maps and finding the optimal positioning for yourself/firebase isn't particularly hard after you play the map 500 times and see other people are being effective in a certain location.

    support for example, is smart to put firebase under something. There are only so many airstrike and ejector proof spots for a firebase to be put.
  14. Terry

    Terry New Member

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    TF2 had way many more game modes then MNC, which only has two. Then there's the whole map thing. Steel Peel is probably the most horrid map I've ever played in an shooter before... and that's pretty sad when I factor in the 300~ or so hours I've spent playing Americas Army, which had maps where you were allowed to kill the entire team (all which had one life) in one predetermined m203 shot. . . And I'd STILL play those maps over steel peel any day!

    But even that doesn't really factor in too much. The real kicker is the LACK of viable default classes! It's INSANE just how BAD the default classes are. Even Call of Duty Moern Warfare had better starting classes.

    If you want people to stay and play your damn game, don't make it so that they have to hit their head on a wall to get 'good'. I've had friends leave the game permanently, because they didn't understand why they were getting one shot all the time, yet every time they tried to do the same thing, the other guy didn't die. When I explained that it was because they didn't have armor, and needed to buy a custom class, they thought that was -retarded- and swore it off. This isn't just "one" person either. This has been the experience of three of my friends.

    THREE people refusing to play the game, because their first ten or so matches left them with such a bad taste in their mouth that they don't want to deal with it. Negative word of mouth like that gets around, quite quickly.



    Make the default classes better, by giving them more common builds. For example, this is how I have my classes set up. By no means are they the 'best', but every single one of them is way better than the default class right now:

    (Skip below until you reach the ----- if you don't want to read about builds and why their endorsements are picked that way)

    Assault: Gold Armor, Silver RoF, Bronze Skill

    - Gold RoF does nothing for the machinegun I've heard, so it goes in Silver. Gold Armor lets you survive a lot... But silver armor at least is mandatory to stop facestabs 1HK/2HKs. Bronze Skill or Accuracy is best - skill is for a more bomb centric playstyle, while accuracy is a more rifle oriented kill style.

    Assassin: Gold Armor, Silver RoF, Bronze Skill

    - Gold Armor is best as makes the support shotgun a 2hk instead of a 1hk, and allows you to shrug off body shots, and makes fire/face stabs much less threatening. Silver armor at LEAST is required, as without it a facestab into regular slash kills you, where with gold it takes a facestab and a few slashes to kill you, or a facestab into lunge. But you can 'lunge' back to stop his lunge, and if he doesn't lunge, you can grab. It makes it so you have at least a rock paper scissors chance of beating a fellow assassin who gets a face stab on you.

    Skill is a no brainer, as it makes smoke bomb and katana grabs much, much better. RoF allows you to kill classes that are hard to grab (assaults) with katana slashes, and it also allows you to kill bots super fast. Some form of RoF is recommended, though I've also run Gold Armor/Silver Skill/Bronze Regen... the build is a lot more reliant on getting lunge+grabs or backstabs, but it's incredibly fun to play as well. Bronze regen with Gold armor rocks, and allows you to make a grab, then get the hell out. It makes fire against you almost useless too, as if you can stop getting hit, your regen kicks in way, way sooner, and you heal damn fast even with gold armor on. Get the OHK, then get out with your natural mobility + your supped up defenses.


    Support: Gold RoF, Silver Armor, Bronze Skill

    No brainer here. Bronze armor is at least required to avoid the face stab with a level 3 passive. Silver Armor is better, as it allows you to avoid the facestab + lunge with passive, if memory serves me correctly. Gold RoF is a must, because without it, the shotgun and the healgun are both crap. Some form of skill (either bronze or silver) is a no brainer. Gold skill is overkill.



    Tank: Gold RoF, Silver Armor, Bronze Skill

    Silver armor I believe lets you survive one headshot with tank passive, and surely an assassin backstab. Gold RoF to make the jetgun that much more lethal. Bronze skill to make his best skills (product/charge) that much better. Tank is one of the few classes I think that can get away with not playing with any armor on, as long as he gets the level 3 passive. Gold and Bronze is questionable too. I've seen tanks run Gold Armor, Silver RoF and Bronze Reload for a spin build ( Gold armor allows you to tank damage while you spin it up. Bronze reload lets you spin a lot more. RoF Isn't as important because you'll be spinning a lot.. its mostly to make the railgun useful)

    Sniper: Gold RoF, Silver Armor, Bronze Clip

    Silver Armor is required. This allows you to avoid face stabs, and stops 1 hit death from charge/bomb. Gold RoF gives you the most bang for your buck, while Bronze is debatable. It makes your SMG a lot better, and your Sniper Rifle slightly better. I've also seen Bronze Skill in this slot. I've also seen Gold Skill, or Gold Clip, with Bronze RoF. Or even Gold Skill, Silver Armor, and Bronze Clip. I've even seen Gold Armor, Silver Accuracy, and Bronze RoF/Clip. It makes the SMG incredibly good. The point is, ANY of the above is WAY better than the default Sniper.

    Gunner: Gold Critical/Armor, Silver RoF, Bronze Accuracy/Clip

    I personally play with Gold Critical, but I've seen - Gold RoF, Gold Clip, etc. The Gunner is one of the few classes that I don't think needs armor, because it really doesn't net him anything super important. Whereas armor for a Tank is justified in avoiding a katana backstab, the only thing armor does for a Gunner is avoid a Kunai backstab. Gold Armor doesn't stop backstabs or headshots from killing. Still, armor is useful for 99% of the classes out there, so it can't hurt to slap him with gold. I picked Silver RoF because I've heard Gold RoF doesn't do too much for the minigun... and even if it does, deploy ramps up RoF anyway, and the above build uses smart, tactical deploys to boost accuracy/RoF more, while exploiting almost constant crits while deployed. Silver RoF also allows you to kill turrets with the motar, while the support is using Gold RoF on his healgun... really, I don't think gold RoF is worth it on the gunner.

    ------

    The default classes should be highly focused on something the class is good at, while netting important milestones. The above Sniper has: RoF to improve his bot killing and to go for as many headshots as possible, while making his SMG a decent fall back weapon. Silver armor to avoid face stabs from his counter class. And Clip to allow him to make more shots, and increase his effectiveness with his SMG. His default class has no such focus, does not reach any important milestones, and uses endorsements which actually HOLD THE CLASS BACK!

    I think THIS is the BIGGEST problem with MNC, and it's one of the reasons why so many people play the game a few times, then put it down and never come back. Changing the default classes to something like the above would help immensely.

    Now, I ain't saying I'm the best player around. But I do honestly, and fully believe, that the builds I posted above, are three times better than the default classes, and it wouldn't much at ALL to change them to the above, or something far better. Hell, even if you just put silver armor on the Assassin, Sniper, Gunner, and Support, and kept the odd choices like juice or critical, you'd be doing SO many new players a favor it isn't even funny. Armor is the most IMPORTANT endorsement in the game.

    The custom classes should be the place where you put your gimmicky spin tank with gold endorsed speed, silver skill and bronze reload at. Let the default classes actually be good builds that don't punish new players who don't know any better. If I knew how bad the default classes were, I wouldn't of played Crossfire until unlocking my first custom class through Blitz play. Right now, it's so *** backwards (with the default classes being terrible gimmick builds, and the custom classes being the only way to make an effective class) that it's a lot less fun.

    No one wants to be crushed underfoot so badly because you don't know any better. Especially when there's nothing you can do about it, until you play enough to fix it. I have to tell level 0 players all the time: "Dont worry, it's not you. Just haven't unlocked your custom class. When you do? Try so and so build, and you'll probably do a lot better." Sometimes this works, and they keep playing the game. A lot of times, they just get fed up with being one hit killed by facestabs, while they can't do the same to the more suave players who can actually pick their damn endorsements.



    .......


    Or hell, if you're really to damn lazy to change everything above like that? Just make the first custom class free. 'Nuff said.
  15. Runie

    Runie New Member

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    I dunno man, I never had any trouble with the default classes.
  16. Llamatron

    Llamatron New Member

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    What's true is that on most classes, having an armor endorsement makes the difference between an insta death or having a chance to shoot back or flee (front grapple & death blossom anyone?), so ya this custom classes issue can definitely make a big difference, especially when you're new to the game and not used to detect threats.

    A solution might be to have "server classes", custom classes designed and stored on the server by the admin and would replace the default classes, because right now playing with the gimptastic default classes on "no custom class" servers is more frustrating than anything.

    That leads me to another point: the customization tools need to be released, I'm pretty sure that a lot of little things could be changed here and there by the community for a better global experience.
  17. vortexcontinuum

    vortexcontinuum Active Member

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    At least the default classes are balanced with each other because of how bad they are :lol:

    (Assault is okay, though)
  18. DehydratedWater

    DehydratedWater New Member

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    The problem is that sniper and assassin (two most popular newb classes IMO) can both be instagibbed by half the classes in the game with the $300 starting money.

    Death blossom charge - assault charge - headshot - gunner slam and grapple(not sure if those will gib but high ring out chance) - facestab

    I played assassin first, and was really frustrated when literally half the game could instagib me, and other sins won with a facestab when I get the drop on them first.

    IMO the defaults should be the 'best' builds, and the custom classes should be for lulzibg around with a gold juice build..
  19. The Noid

    The Noid New Member

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    After being saddened about the ever-decreasing playerbase I came here to post basically what the OP said.

    Uber, I love this game to death! Please, share the joy with others in the form of free weekends or more guest-passes!

    I know that if more people were given some time to try this game out they would fall in love with it like I did, and a larger playerbase would probably bring back some of those players that have left. I have noticed that it seems a lot harder to find balanced matches when there are so few active servers.

    Pleeeeeeeeease
  20. DeadStretch

    DeadStretch Post Master General

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    Uber has said plenty of times Free Weekends and Guest passes are handled by Steam and not Uber. Wow was that de ja vu.

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