Sandbox Crew 2.0 - Second Iteration
Дата: 30.07.2021 13:00:37

Assuming that the player base like it because they dont say anything is irresponsible and baseless. How many players played at Sb? weekend 1500-2k was usual online. Was it at least 20k total? How much % is it of the player base from eu and Ru? How many Dislikes Eu and Ru video did get?
How many Surveys was complited? Tell us numbers. Real numbers. Otherway Wg assume silent players as Positive We assume them as they cant try it out for personal reasons, cant give a respond,tired of wgs behaviour and dont care anymore, etc etc etc. theory is theory. Show Facts. Likes and dislikes are a fact: 714 vs 6k. And cant say that all 6k is from players who didnt played SB. I played, i have 4-8 crew with 80+lvl but even i pushed Dislike. After the first version of crew 2,0 it wasnt improved enough at all. Maybe 1 or 2 things got better.
So pls show us Fact after The data is processed. Real numbers. And dont include the silent ones.
HeatResistantBFG: Sandbox isn't exclusively in English, often bits are only in
Russian in fact, but peoples reason for taking part and not taking
part aren't something I was guessing at
But i would point out my
experience of people with feedback who haven't tried it (positive
or negative) is only within the EN language, so would sort of go
against that reasoning, leaving EN feedback but not trying
something because of your EN abilities sorta clashes. Not
dismissing the reason, just saying that anything i could/would
refer to seems unlikely to fall under that
If you spot translation
errors (live, CT or sandbox), please inform a CM in dm (for none
main supported languages, then EN (myself and Dwigt) as these
things do slip through and obviously we want to correct them.
No one said there is an assumption people like it because
people say nothing, the QnA points out that the most motivated to
leave feedback are people with a negative opinion, which is true,
but it doesn't mean we look at hugely negative feedback and say
"meh, others will be fine with it who just didn't speak up". It was
simply stated as a reality of feedback and a hurdle that has to be
overcome to ensure players overall like updates/changes. In
terms of numbers, we do release real numbers, and people say
they are fake, then say things like "give us the real numbers",
well if you didn't believe them the first time if I type them again
will they be believed more? the 70% meme, for example, myself and
dwigt were commenting with the numbers, it was from over 70k survey
results. Survey results have not nor never will have some sort of
"silent player" thought in them, it would defeat the whole point of
a survey. Only real numbers are shown, no silent aspects have ever
been taken into account, but as long as they don't agree with some
people those people will reject it. Psticide Reply



HeatResistantBFG: Well, our thoughts are shared, discussed and confirmed with
other CMs and also often the product team involved in the process
of the feature, so the collective battle count is in the 6
figures. Also, as is often shown, a battle count rarely has much
implication on game knowledge/understanding, nor is an
experience required to understand something. Personally, I have
2.5k on EU, 1.5k on NA and around 20-30k+ on console and have
generally been following/watching WoT since the first video I
watched of a small YouTubers video about the Jagdtiger (he goes by
mighty gnome overlord now, how times change). So perhaps i know and
understand a bit more than you give credit
And I have bought all the
free bia/perk/skill crews I could since joining the team, and I
have ground many of them out to 4 or more perks since and I don't
see how any of them lose value in 2.0? I get both the crew and the
instructors and if I want their voiceovers I just need to tick a
box. On a blunt and simple level though, I don't need to
have done something to understand the issues/cost behind it,
especially not when my job is to gather feedback on it. My job is
to take your issues and concerns and pass them on, not to project
my own in their place. I've never been a F2P player, but I will
consider the issues to them and the issues raised by those players,
I have never been many different aspects of players but it has no
impact on my willingness to gather their feedback and try to ensure
their best interests are represented in our feedback.
valiqa Reply



HeatResistantBFG: Personally, I like the idea of more RPG style commanders,
people complain about crew skills not offering diversity and
choice... well here it is
But perhaps with some
changed/maybe less of them people will be more comfortable with
them? Or perhaps not, that's why we run these tests
"turns decent 4 skill crew to
trash" is just not true, it would be stronger than before, like not
even questionably really. Realistically your first 2 are some form
of repairs/camo and BIA, then some tanks need both repairs + camo
so that could easily take up your first 3, and you had to train 6th
sense so on a crew with a shared commander/radioman you have not
got 2 from bia, recon, repairs, 6th sense, situational awareness,
you can have all of those and them actually be stronger + more
within the same xp requirements, then add on instructors allowing
you to have even more trained and maybe having 1 talent activated
as well. If you're being honest, would you rather take a crew with
no 6th sense but say 2-3 perks or a crew with just 1 perk but one
be 6th sense? I know I'd much rather have 6th sense as ability
would allow me to reduce the gap created by skills but having 6th
sense is a universal benefit regardless of skill. I'd say this is
sort of the same point as the first, but also that it was
exactly the idea of crew 2.0, the idea was to have a crew system
where you get "less" skill you can choose but they are more
impactful and they can allow the crew choices to be different but
still impactful. This sort of thing can be balanced, but
there will always be "extreme" builds to some extent that are
usually relatively poor meta builds but funny to see. The CC
06Wallst (Honest Gaming) is known for this sorta thing, from his
ELC crouching tiger, hidden bush or the ramming escapades. But
yeah, balance is obviously something that can be worked on
Something we will be emphasising
in our feedback
So that's not actually how it
works on WoWs, I've seen the video where this claim was made and
the person doesn't understand WoWs crews unfortunately so I can
understand how they misunderstood. Firstly the crews in those
bundles represent at most a couple k gold, the main additional
values are their equivalent of boosters as well as gold and prem
time and often limited-edition emblem essentially (a flag you
only get if you purchase that top bundle). So first of all
selling those bundles with additional content already
happens and has always been a thing, most offers will have a base,
extra and "extra extra" style bundle and here on WoT
sometimes there is a BIA/skilled perk crew involved. Then
second of all, the claim in that vid is that "like ships" we would
sell high-level commanders, but this is where another
misunderstanding is shown, a 10 point (out of 21) point commander
on warships is about 6% of the total XP required for that 21 and is
a total of around 180k xp, similar to that of a single perk in the
current WoT. This actually makes the free BIA perk crews stronger
than the WoWs similar style, as the BIA counts as 0 xp on the crew
and so the 2nd perk you earn is now valued at the 1st and so on,
whereas ships they still have to earn XP after at a normal rate. So
the TLDR is nothing has changed, now will it, and I spoke to the
product team about the claim that we would sell high level/point
(or even max level) commanders and they had this to say "We have no
such plans and it is extremely unlikely that it would ever happen",
so hope that helps with that
. Technically not pay to win as you
can do it for free too, it is certainly a large scale extension of
pay to progress through, and an extension of what is currently
possible in the game (using gold to silver, and silver to crew
books to max out a crew), and of course they need free XP so you
would have to have the XP spare to do it. But it is certainly
another thing we will be highlighting in our feedback
It may be a lot harder to
introduce stuff without crew 2.0 than you realise, I have some
limited experience with some of our backend systems around crews
and honestly, there was no way i could see for a free 6th
sense to exist in the way you may think. It would take a total
rewrite/rework, such as crew 2.0, to achieve this. There is also a
lot more positives than those 2 to crew 2.0 such as crews not
needing more/less members for use in a dif tank, no need to retrain
a role when moving tank, the ability to share a crew across
different tech tree tanks, skills are simpler to use (no more
confusion over does a skill work before fully trained or does a
skill work if you have 2 loaders and 1 had it, etc etc) to name a
few. Does it mean it's perfect, of course not
That's why we want feedback on
what people dislike and like, so we can make something that is just
"better" than what exists currently.







Sandbox Crew 2.0 - Second Iteration