Just Fix It Already, WarGaming . . .
Дата: 07.07.2014 21:17:45
Thingummywut, on Jul 06 2014 - 00:04, said: Having played this game for a while, I have noticed that WarGaming
has an odd policy in regard to improving their game. Below is a
comparison of their current policy, and a suggested change.
So, here are six seven eight things that need to
be fixed, and could have been fixed ten patches ago.
Problem: Troll platoons Solution: Don't allow them. Duh. How has WG
yet to put a message into the platooning interface that says “the
tiers of your tanks are not compatible. Please try a new
combination of tanks”? It's hard to fathom . . .
Problem: The matchmaker No, I'm not talking about the “why do I get
all the red platoons, while all the purples are on the other team.”
I'm talking about this:
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.pizzastorm: So, here are six seven eight things that need to
be fixed, and could have been fixed ten patches ago.
Problem: Troll platoons Solution: Don't allow them. Duh. How has WG
yet to put a message into the platooning interface that says “the
tiers of your tanks are not compatible. Please try a new
combination of tanks”? It's hard to fathom . . .
Problem: The matchmaker No, I'm not talking about the “why do I get
all the red platoons, while all the purples are on the other team.”
I'm talking about this:
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.
EDIT: In case
it wasn't obvious, this was not entirely serious. Feel free
to post your own ideas for how to fix the game.
Thanks for this! Was looking for a good post to summarize
some of the main issues in the game at the moment.
Seriously, if you make a matchmaker that allows this, you are a
bad programmer, and you should feel bad. As far as I know, the
matchmaker currently makes one team, then hopes that there are the
right tanks in the queue to make a matching team. That's dumb.
Solution: Instead of the current system, why not do the
following: Take 30 tier ten tanks from the queue. Divide
said tanks into two teams, based on whatever parameters work best.
Repeat until there are not 30 tier ten tanks in the queue. Make a
game with the remaining tier 10 tanks, making sure to divide them
equally +/- 1. Repeat this for all the tiers. This algorithm
would have multiple advantages over the current one. First off,
there wouldn't be any of the stupid “we got ten tier tens, and you
got only two” games. Secondly, tier spread would be minimized.
While games with two tier spread would still happen, games with
only one or two tiers would become fairly common.
Problem: The reward system rewards afkers, but punishes people who
do well on the losing team.
Solution: Raise the rewards of the people on the losing
team, and make people who do nothing in a game get nothing. While
people on the losing team should get less than people on the
winning team as a rule, it's dumb that someone who does 3k damage
can get less xp than someone who did none (or almost
none). Speaking of which . . . Problem: AFKers
Solution: Ban them. It can't be hard to figure out who they
are. (Just a hint, they're the guys who do an absurd amount of
battles in a low amount of time, without actually doing anything in
said battles). Ban them all already. Problem: Module
damage is, in certain cases, far too severe. By a lot. For
instance, if a tank loses its ammo rack, it immediately becomes
about 30% as effective as it was before it lost its ammo rack. The
same is true for engine damage. Pretty much anything that gets its
engine hit suddenly becomes as slow as a Maus. Solution:
Lower the severity of module damage. Make a damaged ammo rack raise
reload time by 40 - 50%, rather than by 100%. Do something similar
for engine damage. This way, getting a damaged module would still
be an issue, but it wouldn't completely cripple a tank.
Problem: Crews take way too long to level up. By a lot.
Guess how much xp it would take to get 7 skills/perks to 100%. Just
take a second, and write down your guess. Was it around 26,678,098?
Well, that's how much xp
it takes to get 7 skills/perks to 100%. To put that into
perspective, if a crewman gets an average of 1,500 xp per battle,
that's around 17,800 battles. If every battle lasted 6.5 minutes on
average, that's around 80 days of playing time. That's enough to
grind over 25 tier ten tanks. For just . . . One . .
. Crew . . . Solution: Lower the amount of xp that
crewmen need. Obviously, it shouldn't be possible to get a new one
every fifty battles, but the amount of xp required at the moment is
absurd. EDIT: Problem: Crew cannot be used on tanks that
they were previously trained for after they get trained for the
next tank. This is dumb. I know, I know, "WG wants money, they're a
business, blah blah blah." However, how often do crew get retrained
for previous tanks? Almost never. In fact, WG would probably make
more money if they allowed tanks to remain trained on tanks they
had been on before. Solution: Allow crews to remain trained
for all the tanks they have already been on of the same class (e.g.
if you go up the British heavy line, your crew remains trained for
Churchhill VII, Black Prince, Caern, etc). This would greatly
improve the game. For an example, I have a Hellcat, and I like
it a lot. I also have a pretty nice crew on it. If I were to
advance up the line, I would have to either (1) move my Hellcat
crew to a new tank, or (2) start a new crew from scratch, without
any perks at all for a great while. I don't want to do either of
these things, so I probably won't go up the line. This means that I
won't spend gold training my crew for the next tank in the line. If
WG allowed crews to remain trained for the tanks they already were
trained for, I could keep a lot more tanks in my garage. In fact, I
might be willing to pay a higher price per crewman for this feature
. . . Problem: A lot of important information is not
included in game. This includes a good tutorial, and a lot of tank
stats, like camo rating, gun depression, etc. Solution: Make
a good tutorial that explains everything (including penetration,
angling, camo, etc), and list all the important stats in game. The
ones that come to mind are camo, gun depression, and gun mantlet
thickness (seriously, a Tiger I does not have only 100mm on the
front of its turret). Oh, and delete artillery.Just Fix It Already, WarGaming . . .














