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Constructive criticism from someone who cares, an open letter to WG

Дата: 16.12.2014 19:05:21
View PostSadoMasticator, on Dec 15 2014 - 10:17, said: Ready for some more complaining? Well, I want to preface my remarks with a note that I love this game to pieces. I love the discounts, I love the missions, I love the tonks (yes, even sky pigs...). Hell, sometimes I even love the players (figuratively man, c'mon)! Now, that all that lovey dovey stuff is out of the way, I'd like to make a point about missions. I got my IS-6, T-34, and Type 62 for free, and thanks a bunch for that. I love missions, even the upcoming individual ones. My point is, WG provides these missions for a variety of reasons. But the top-most reason is, and always will be, to get people to play. WG needs players on the field, period. Great, fine. My problem is the criteria, namely the win/kill/days criteria. Yes, we all get it, the object is to win. Win, win, win, and kill kill kill. But we all realize that the REAL objective on the field is to do damage. Do damage, kills and wins follow. Sure, lights aren't necessarily supposed to do damage.   Looking at these issues raises the question, do the mission criteria foster numbers on the field? I say yes, and no. It keeps numbers because people want the reward, but I firmly believe that people get fed up when they end up on a bad streak and hang up the phone for a time (hours, days?). I can console myself when I lose as long as I did damage. I find it harder to console myself when I'm working a mission, doing damage, but end up on a losing streak and cannot fulfill mission criteria on a timely basis. I also get bummed when I realize that WG wants me to play 25 out of 30 days in a month to get the reward. WG, we know the mid-30s working male is your target audience. That's me (maybe a LITTLE older...). I meet the target audience criteria so well sometimes I think I was hatched in a WG lab. There are days when I can spend copious amounts of time playing and days when I can't. And we all have days where we wreck shop and days when our shop gets wrecked. Fine, we can deal with that. WG's real objective should be to keep it's target audience clicking, and causing undue frustration isn't a real good way of doing that. Despite what the tin-foil-hat crowd says (and I don't discount ALL of it), I think WG provides a relatively balanced working game that is eminently enjoyable. As a player, I have to deal with times of less-than-favorable MM, rape trains, the lemming horde, and the frowning disapproval of RNGeezus. I can deal with that. What adds insult to injury is when those things happen (during your limited game playing day) AND you fail to meet mission criteria because you killed not and won not.   Solution: Gimme what I want! Please, please, please remove the kill/win/days element from missions. Damage and XP are sufficient. Look at it like this, if you aren't doing damage or gaining XP you aren't playing. No more kill stealing (yeah, I love a 3k damage game with 0 kills). If kills aren't a parameter, who cares? Take the kill for all I care. And, dammit, sometimes I can't spread my play over 25 days in a month. I think I've been around long enough (and God knows payed enough) to know what makes me play, and to assume that there are enough people just like me playing the game that catering to me equals catering to at least a large portion of the masses.   Now, thanks to all you who read this and make constructive comments. To all those trolls out there, may you wake up in bed with Richard Gere yelling "Where's my damn gerbil?!". You know where it is.

pizzastorm:   Sorry for the late response, I read this yesterday but didn't have time to post.   I can't say why the missions are designed the way they are, but, I can gladly pass your suggestions onto the events team that plan them.   Thanks for taking the time to clearly write out what your issue is and what you would like to see instead. Constructive criticism goes a long way towards helping us identify issues with events that we run.         

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