Possible Changes Of Game Economics In Near Future
Дата: 02.12.2010 12:04:04

Honestly since we have no control of our teams, why are we going to be punished so severely when we do well but lose because of our team? Why are people being rewarded who do poorly but win because of their team? Rewards should be based much more on individual rewards than the team; save the 'sink-or-swim-by-your-team' approach to the 'clan wars' thing.
LiannaSilverwind: There is statistic on each player's battle efficiency called
victory ratio. It shows if player is average, sub-average, good or
godlike on his/her vehicle. The reason is he/she is only one
player, but is able to affect battle positively or negatively,
being extremely good, absolutely normal or extremely weak.
Check best tournament or league teams and their players, you will see that best teams usually have players who have hundreds of battles on his/her favourite machine and very good victory ratio of 55+ %. With hundreds of battles on a machine and ratio of 60+ %, player is definitely able to turn tide of battle alone and does so not only once per decade.
WoT presents itself as a team game, we must try to play as a team even in totally random battles. Good team knows that camping is not winning and mad unpreparing rushing is not winning as well.
Check best tournament or league teams and their players, you will see that best teams usually have players who have hundreds of battles on his/her favourite machine and very good victory ratio of 55+ %. With hundreds of battles on a machine and ratio of 60+ %, player is definitely able to turn tide of battle alone and does so not only once per decade.
WoT presents itself as a team game, we must try to play as a team even in totally random battles. Good team knows that camping is not winning and mad unpreparing rushing is not winning as well.

