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EU Questions & Answers

Дата: 11.01.2012 12:40:13
View PostCosMoe, on 10 January 2012 - 03:28 PM, said: Hello Overlord,
in the Battle Mechanics Wiki you write that:
"Penetration value varies every time you fire your gun. This variation can be up to a 25% plus or minus penetration value and is based on a Gaussian (normal) distribution curve. Shell Damage also varies in the same manner."
Why is there such a high amount of randomness in these game-critical values (even after the randomness in aim!)?
1) From a player's perspective it is extremely annoying to "bounce" or do less damage on identical hits where you penetrated before.
2) It does not make the game more "realistic", unless there was some high shell randomness, which I never heard of before.
3) Lastly, if World of Tanks wants to enter competitive E-Sports I can only highly recommend to reduce randomness as much as possible (see recent developments in LoL) because as of now these highly randomized game mechanic effects make any skill (like exactly knowing when and where you can penetrate the enemy tank) impossible to achieve. The impact of randomness must always be lower than the difference in top-player skill! (Exception: This only works in Poker because there are a lot of repetitions which average the amount of "luck" for every player whereas in WoT you'll only fire 15-20 shells per match in a highlevel tank!).
Overlord, what is your personal stance on this and what do you think is Wargaming's stance?
TLDR; High randomness in penetration and damage after the randomness in aim is too much randomness for a competitive game and also often frustrating and quite unrealistic.

Overlord: Randomization, while it may seem rather high, gives the necessary level of flexibility and playability. We started with 50% as far as I remember.
The point I fully agree to is the last one.

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