The Great Arty Protest
Дата: 22.06.2021 00:55:05

DomoSapien:
To my knowledge things have changed a little bit in that regard since my time in CS - even if you receive the cookie cutter "use the in game reporting function" reply for passive play, deliberate and clear intentionally passive play is still considered unsportsmanlike conduct and if it can be proven via a replay, strikes are issued.
The kicker is that it can often be difficult to prove that the passive play was intentional, hence the direction to the in-game reporting function, as in-game reports stack up over time.
I think the distinction was made in response to the rule that was issued against intentionally driving into the enemy team every game.
To my knowledge things have changed a little bit in that regard since my time in CS - even if you receive the cookie cutter "use the in game reporting function" reply for passive play, deliberate and clear intentionally passive play is still considered unsportsmanlike conduct and if it can be proven via a replay, strikes are issued.
The kicker is that it can often be difficult to prove that the passive play was intentional, hence the direction to the in-game reporting function, as in-game reports stack up over time.
I think the distinction was made in response to the rule that was issued against intentionally driving into the enemy team every game.

DomoSapien:
I hear you and I respect your opinion, and take my opinion with a grain of salt because I've about half the total battles played that you do, but I see a few indicators or recent trends that give me some hope.
First off, it seems like vehicles are being balanced in a bit more timely fashion, if I were to guess, likely in an effort to level the playing field a bit before additional sweeping mechanics changes are implemented. This is pure speculation on my part, as I don't have that kind of intimate insight into the workings of our development teams.
Second, there are features in 1.13 which are more exciting than others. Persistent shell tracers should bring back some of the counter-battery dynamics. Changing the way that HE mechanics work should also, hopefully, mitigate some of the impact that Wheeled Vehicles have on random battles and competitive play. HE Shells being able to penetrate through screens should give us players an option to directly counterplay wheelie bois. Of course, those shells still have to hit which is a different story altogether but nailing a cheeky HE shell on a Wheeled Vehicle only to crit one of its wheels for 0 damage will hopefully be happening much less. "Better" and "does nothing" are very loaded and subjective statements - there have been multiple iterations of testing and entire concepts have been scrapped - which is an indicator, to me, of receptiveness to player feedback. It's not perfect and I hope continual efforts will be made to dial in these mechanics and the vehicles that rely on them, but if you ask me the fact that there have been multiple sandbox tests over the course of the past 2 years and additional dev Q&A's for upcoming sandboxes is a show of good faith - and the problem with the "best" solution is likely that it doesn't exist. There is no one-size-fits all fix that will address all of the different player pain points, but the level of responsiveness to feedback is historically unprecedented, from what I've seen as a player since 2012.
And I always say that sandboxes, common tests - all of these are poor substitutes for testing on a live server environment. Players behave much differently on test servers, and test servers only provide us with data from a slice of the overall player population. The live server environment will really put these changes to the ultimate test.
I hear you and I respect your opinion, and take my opinion with a grain of salt because I've about half the total battles played that you do, but I see a few indicators or recent trends that give me some hope.
First off, it seems like vehicles are being balanced in a bit more timely fashion, if I were to guess, likely in an effort to level the playing field a bit before additional sweeping mechanics changes are implemented. This is pure speculation on my part, as I don't have that kind of intimate insight into the workings of our development teams.
Second, there are features in 1.13 which are more exciting than others. Persistent shell tracers should bring back some of the counter-battery dynamics. Changing the way that HE mechanics work should also, hopefully, mitigate some of the impact that Wheeled Vehicles have on random battles and competitive play. HE Shells being able to penetrate through screens should give us players an option to directly counterplay wheelie bois. Of course, those shells still have to hit which is a different story altogether but nailing a cheeky HE shell on a Wheeled Vehicle only to crit one of its wheels for 0 damage will hopefully be happening much less. "Better" and "does nothing" are very loaded and subjective statements - there have been multiple iterations of testing and entire concepts have been scrapped - which is an indicator, to me, of receptiveness to player feedback. It's not perfect and I hope continual efforts will be made to dial in these mechanics and the vehicles that rely on them, but if you ask me the fact that there have been multiple sandbox tests over the course of the past 2 years and additional dev Q&A's for upcoming sandboxes is a show of good faith - and the problem with the "best" solution is likely that it doesn't exist. There is no one-size-fits all fix that will address all of the different player pain points, but the level of responsiveness to feedback is historically unprecedented, from what I've seen as a player since 2012.
And I always say that sandboxes, common tests - all of these are poor substitutes for testing on a live server environment. Players behave much differently on test servers, and test servers only provide us with data from a slice of the overall player population. The live server environment will really put these changes to the ultimate test.
The Great Arty Protest