I'm someone who a lot of people steer newbies toward, and if there's one thing I've noticed about people getting involved in the game is that the longer someone has to wait to feel involved and learning - the more likely they will be to just walk away from the game.
Not many are going to want to spend on it unless they can get a feel for what the game involves, a good taste of games and an ability to see progress on a daily basis.
I think the strongest way to achieve this is to promote pickup players to new users.
They can play multiple games a day, can give users a consequence-free way to dabble in the building process, and let people get engaged as much as they want to up front to get a feel for what the game can be.
To that extent, I think the site needs to lead users to pickup players naturally, highly recommend new users start off by making pickup players to get a feel for the game, and give players a fully boosted free pickup to use so they can get a feel for the weight and difference that boosting will give them on their players.
I have seen more than a few users get involved, and then just turn off when they realize that to build to the meta they are going to have to learn a bunch of new stuff immediately, that they can fail really hard up front in a game they are spending money on just to play in the first place, and if they dive in with a new team often it can feel like a real rip-off to have spent that money blindly with no hope of success without having to trash the whole thing and spend even more.
I think a key reason we have retention problems lies within the fact that people who want to get more involved have to either climb a giant wall of learning with limited interaction along the way or jump into competition blindly.
Rainbow 6 siege requires players to hit level 50 by playing in unranked rooms before they can even play in ranked - because shit is serious in ranked and they don't want noobies getting smacked hard in a game that is difficult to learn the ins and outs of. It's a good way of doing things and we already have a pickup system in place. It'd be a great way to let players get involved on their own terms and then spend more comfortably on real players and boosting when they learn a little bit more.
Not many are going to want to spend on it unless they can get a feel for what the game involves, a good taste of games and an ability to see progress on a daily basis.
I think the strongest way to achieve this is to promote pickup players to new users.
They can play multiple games a day, can give users a consequence-free way to dabble in the building process, and let people get engaged as much as they want to up front to get a feel for what the game can be.
To that extent, I think the site needs to lead users to pickup players naturally, highly recommend new users start off by making pickup players to get a feel for the game, and give players a fully boosted free pickup to use so they can get a feel for the weight and difference that boosting will give them on their players.
I have seen more than a few users get involved, and then just turn off when they realize that to build to the meta they are going to have to learn a bunch of new stuff immediately, that they can fail really hard up front in a game they are spending money on just to play in the first place, and if they dive in with a new team often it can feel like a real rip-off to have spent that money blindly with no hope of success without having to trash the whole thing and spend even more.
I think a key reason we have retention problems lies within the fact that people who want to get more involved have to either climb a giant wall of learning with limited interaction along the way or jump into competition blindly.
Rainbow 6 siege requires players to hit level 50 by playing in unranked rooms before they can even play in ranked - because shit is serious in ranked and they don't want noobies getting smacked hard in a game that is difficult to learn the ins and outs of. It's a good way of doing things and we already have a pickup system in place. It'd be a great way to let players get involved on their own terms and then spend more comfortably on real players and boosting when they learn a little bit more.






























