Developers posts on forum
In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com
Subject: Update 1.12 - General feedback
Link on message: #18420548
__CaNo__, on 01 March 2021 - 02:40 PM, said: Why do not u provide us the time period of the events WG? We have
also life to live in bit you expect us to follow every non-sense
announcement everytime. Just tell us the ranked battles will be
between these dates etc.
Hope, national fragments can also be exchanged otherwise it will be useless.
How about the conversion rate? In the video says 140 blueprints will be few days of premium time. Fingers crossed that were dummy data otherwise it is insane!
Last thing is about bond shop updates...it has been long time since we did not get any updates any news please?
AirWolf230, on 01 March 2021 - 02:45 PM, said: Sooooooo, is the update here or not? I'm confused I still dont have access to
it
Link on message: #18420548
__CaNo__, on 01 March 2021 - 02:40 PM, said: Why do not u provide us the time period of the events WG? We have
also life to live in bit you expect us to follow every non-sense
announcement everytime. Just tell us the ranked battles will be
between these dates etc.Hope, national fragments can also be exchanged otherwise it will be useless.
How about the conversion rate? In the video says 140 blueprints will be few days of premium time. Fingers crossed that were dummy data otherwise it is insane!
Last thing is about bond shop updates...it has been long time since we did not get any updates any news please?
Dwigt: We usually don't provide specific dates in those early
announcements as some dates might move and change. We prefer to
tell you what coming first, we'll have a monthly rundown soon and
hopefully when the time is right, we will release a dedicated
article with much more details.
We do expect our players to check out and read the announcements. Regarding the BP exchange rate, as mentioned in the video, it's being tested for the first time and we will continue developing and improving it if you like it.No updates regarding the bond shop for now.
We do expect our players to check out and read the announcements. Regarding the BP exchange rate, as mentioned in the video, it's being tested for the first time and we will continue developing and improving it if you like it.No updates regarding the bond shop for now.
AirWolf230, on 01 March 2021 - 02:45 PM, said: Sooooooo, is the update here or not? I'm confused I still dont have access to
itDwigt: World of Tanks servers will be down on 3 March from 1:30 to 7:30
CET (UTC +1).
Probably when the update will available
Probably when the update will available
Subject: Update 1.12 - General feedback
Link on message: #18420512
3MAJ86, on 01 March 2021 - 01:08 PM, said: Dears, I've asked a question but i guess it was lost in sea of
replies. What happens to the team health points bar,
when I shoot (and damage) a tank that wasn't spotted? Will the
overall points deduct immediately, or only after the hit vehicle is
spotted afterwards? This is quite important for someone who likes
to blind fire standard camping bushes. Yesterday I had
a game where i did more than 2000 damage by blind fire, because
campers were camping in usual camping positions
PipeHugger, on 01 March 2021 - 01:11 PM, said: Yet another release with no new maps or map changes. Ho hum.
Shrewd_Ape_In_The_Mist, on 01 March 2021 - 01:22 PM, said: We hope that crew 2.0 will compensate you those concerns of yours,
comrade.
hennyjr, on 01 March 2021 - 01:22 PM, said: some great mods are going to be implemented. amazing how small
changes can improve the game. I will use them for sure 2
points which are a bit of topic: Any idea when monthly rundown will
be on the news page? especially because the Top of the tree will be
over soon on the Chinese TD line and there will be a new one when
the other ends I participated on the sandbox test server and
got the survey after 3(!!!!) days already. I didn't fill it in
because I wanted to test some things out more. but now I can't find
it anymore to participate in the survey. Why do I get the survey
already when the sandbox is still live? and where can I find the
survey now so I can still participate in it?
Badz360, on 01 March 2021 - 01:38 PM, said: Dates of ranked please?
hjorte, on 01 March 2021 - 01:52 PM, said: I'm not offered the 1.12 update when launching WoT right
now. I'm still on 1.11.1.3. Is it released?
mjs_89, on 01 March 2021 - 02:03 PM, said: Cool. Will we get a Monthly Rundown article before or after
the update?
Link on message: #18420512
3MAJ86, on 01 March 2021 - 01:08 PM, said: Dears, I've asked a question but i guess it was lost in sea of
replies. What happens to the team health points bar,
when I shoot (and damage) a tank that wasn't spotted? Will the
overall points deduct immediately, or only after the hit vehicle is
spotted afterwards? This is quite important for someone who likes
to blind fire standard camping bushes. Yesterday I had
a game where i did more than 2000 damage by blind fire, because
campers were camping in usual camping positions Dwigt: The HP won't be deducted from the Team HP pool bar like the damage
indicator on the bottom left hand side of your screen.
PipeHugger, on 01 March 2021 - 01:11 PM, said: Yet another release with no new maps or map changes. Ho hum.Dwigt: We're working on several maps, more than 6 if I'm not wrong. We're
working on those maps and testing them on the Supertest. If we have
any news and updates on those maps, you'll be the first one to
know.Make sure you visit the Supertest section on the forums.
Shrewd_Ape_In_The_Mist, on 01 March 2021 - 01:22 PM, said: We hope that crew 2.0 will compensate you those concerns of yours,
comrade.Dwigt: We hope we will be able to share some news regarding Crew 2.0
later. Sadly not in this 1.12 Update related announcement.
hennyjr, on 01 March 2021 - 01:22 PM, said: some great mods are going to be implemented. amazing how small
changes can improve the game. I will use them for sure 2
points which are a bit of topic: Any idea when monthly rundown will
be on the news page? especially because the Top of the tree will be
over soon on the Chinese TD line and there will be a new one when
the other ends I participated on the sandbox test server and
got the survey after 3(!!!!) days already. I didn't fill it in
because I wanted to test some things out more. but now I can't find
it anymore to participate in the survey. Why do I get the survey
already when the sandbox is still live? and where can I find the
survey now so I can still participate in it? Dwigt: The monthly rundown should be coming soon, very soon
Stay tuned!
Badz360, on 01 March 2021 - 01:38 PM, said: Dates of ranked please?Dwigt: Ranked season will be coming later this update. We will have a
dedicated article with all the info and dates.
This article is only about the upcoming update and its content.
This article is only about the upcoming update and its content.
hjorte, on 01 March 2021 - 01:52 PM, said: I'm not offered the 1.12 update when launching WoT right
now. I'm still on 1.11.1.3. Is it released?Dwigt: Update 1.12 will be going live on March 3rd
mjs_89, on 01 March 2021 - 02:03 PM, said: Cool. Will we get a Monthly Rundown article before or after
the update?Dwigt: Looks like a busy month for Eekeeboo, but keep an eye on the
portal; The monthly rundown should be there soon 
Subject: Le Marché noir est de retour !
Link on message: #18420394
Bouboulet, on 26 February 2021 - 04:43 PM, said: Hello, Est-ce qu'on sait déjà si il y aura un BM cette année
? Si oui, on a une idée de +/- quand ? (j'ai des millions en rab et
j'hésite à les claquer bêtement ... si tant est qu'on puisse payer
en silvers) Merci.
Link on message: #18420394
Bouboulet, on 26 February 2021 - 04:43 PM, said: Hello, Est-ce qu'on sait déjà si il y aura un BM cette année
? Si oui, on a une idée de +/- quand ? (j'ai des millions en rab et
j'hésite à les claquer bêtement ... si tant est qu'on puisse payer
en silvers) Merci.Actinid:
Un BM a été évoqué mais aucune date n'a été partagée.
Un BM a été évoqué mais aucune date n'a été partagée.
Subject: Sandbox 2021 : testez les nouveaux obus explosifs !
Link on message: #18420319
Yu_Tendo_and_Flem_Libra_, on 25 February 2021 - 07:12 PM, said: J'espère que la refonte des HE à venir concernera aussi les tiers I
II III IV et V . Quelqu'un pourrait t'il me confirmer cela ?
J'aimerais essayer de jouer les canons automatiques du L-60 ( tiers
II ) et du Luchs ( tiers IV ) rempli de HE , rien que pour le fun
^^
Link on message: #18420319
Yu_Tendo_and_Flem_Libra_, on 25 February 2021 - 07:12 PM, said: J'espère que la refonte des HE à venir concernera aussi les tiers I
II III IV et V . Quelqu'un pourrait t'il me confirmer cela ?
J'aimerais essayer de jouer les canons automatiques du L-60 ( tiers
II ) et du Luchs ( tiers IV ) rempli de HE , rien que pour le fun
^^Actinid:
Il s'agit d'une refonte globale de la mécanique de la HE. Aucun véhicule n'est épargné. (Hormis les artilleries car nous souhaitons les retravailler spécifiquement)
Il s'agit d'une refonte globale de la mécanique de la HE. Aucun véhicule n'est épargné. (Hormis les artilleries car nous souhaitons les retravailler spécifiquement)
Subject: Sandbox 2021 : testez l'équipage 2.0 !
Link on message: #18420282
Barbegriz, on 25 February 2021 - 05:51 PM, said: Sait-on ce que vont devenir les commandants gagnés lors du choc des
équipes ? Je viens de gagner Circon et je trouve assez amusant de
l'entendre s'exclamer "Whaaaat ? Are you kidding me ?" quand un de
mes tirs ricoche, par exemple, sera-t-il possible de conserver leur
apparence et leur voix spécifique ou bien est-ce que ça disparaîtra
avec leur passage au rôle d'instructeur ?
aqua1773, on 25 February 2021 - 06:56 PM, said: Bon, sinon, j'ai vu passer un post sur Fakebook avec la question
"Quel char moderne vous voudriez voir ?" (genre Leclerc, etc...) ça
plus ce nerf, plus la refonte des branches, il est quand même clair
que WG prépare l'arrivé des TiersXI.
Ananta, on 25 February 2021 - 07:56 PM, said: ACTINID ! Je pense qu'on a donner suffisamment d'exemple de
ce genre "d'abus" pour faire remonter si tu peut... Par ce
que la c'est juste pas possible.. j'ose même pas imaginer ça
ingame.
Aldebaran_sidle, on 26 February 2021 - 11:20 AM, said: Est-ce que tu peux rappeler quelles sont les conditions pour
pouvoir répondre au questionnaire ? Merci... J'ai une question:
est-ce normal que je n'ai pas encore reçu le sondage sur le serveur
normal, il faut attendre la fin de la sandbox ? Non parce-que de
mémoire je me souviens avoir eu le sondage très rapidement sur le
serveur live à la dernière sandbox.
larevue, on 28 February 2021 - 12:16 PM, said: l'état du compte sur le serveur sandbox ne correspond pas à celui
de ton compte tel qu'il est aujourd’hui mais à l'état dans lequel
il était quelques semaines en arrière (je ne sais pas quand) c'est
sans doute pour cela que tu vois des différences dans les livres
d'équipage
4umAccount, on 26 February 2021 - 12:40 PM, said: Cela reste un Sandbox test donc pas sur que 100% de ce que
l'ont voit dessus soit implémenté dans le jeu
Ananta, on 01 March 2021 - 09:40 AM, said:
Link on message: #18420282
Barbegriz, on 25 February 2021 - 05:51 PM, said: Sait-on ce que vont devenir les commandants gagnés lors du choc des
équipes ? Je viens de gagner Circon et je trouve assez amusant de
l'entendre s'exclamer "Whaaaat ? Are you kidding me ?" quand un de
mes tirs ricoche, par exemple, sera-t-il possible de conserver leur
apparence et leur voix spécifique ou bien est-ce que ça disparaîtra
avec leur passage au rôle d'instructeur ?Actinid: Tu peux conserver la voix de l'instructeur souhaité dans les
paramètres =).
aqua1773, on 25 February 2021 - 06:56 PM, said: Bon, sinon, j'ai vu passer un post sur Fakebook avec la question
"Quel char moderne vous voudriez voir ?" (genre Leclerc, etc...) ça
plus ce nerf, plus la refonte des branches, il est quand même clair
que WG prépare l'arrivé des TiersXI.Actinid: Non, les publications Facebook dans ce genre sont là pour
animer la page lorsqu'il n'y a pas d'informations majeures à
partager (Bac à sable, mise à jour, évent etc...). Elles sont
complètement détachées des questions de développement.
Ananta, on 25 February 2021 - 07:56 PM, said: ACTINID ! Je pense qu'on a donner suffisamment d'exemple de
ce genre "d'abus" pour faire remonter si tu peut... Par ce
que la c'est juste pas possible.. j'ose même pas imaginer ça
ingame.Actinid: T'en fait pas je note, moi aussi je veux un Type 64
avec 2.1sec de reload.
Sinon, s'est tout le but des serveurs bac à sable
: récolter les retours et suggestions des joueurs et tester si les
nouvelles mécaniques sont viables. Merci donc pour vos
retours.
Aldebaran_sidle, on 26 February 2021 - 11:20 AM, said: Est-ce que tu peux rappeler quelles sont les conditions pour
pouvoir répondre au questionnaire ? Merci... J'ai une question:
est-ce normal que je n'ai pas encore reçu le sondage sur le serveur
normal, il faut attendre la fin de la sandbox ? Non parce-que de
mémoire je me souviens avoir eu le sondage très rapidement sur le
serveur live à la dernière sandbox.Actinid: Il faut effectuer un certain nombre de batailles (10 de
mémoire).
larevue, on 28 February 2021 - 12:16 PM, said: l'état du compte sur le serveur sandbox ne correspond pas à celui
de ton compte tel qu'il est aujourd’hui mais à l'état dans lequel
il était quelques semaines en arrière (je ne sais pas quand) c'est
sans doute pour cela que tu vois des différences dans les livres
d'équipage Actinid: Je confirme.La date du compte est celle du 01 Janvier
2021.
4umAccount, on 26 February 2021 - 12:40 PM, said: Cela reste un Sandbox test donc pas sur que 100% de ce que
l'ont voit dessus soit implémenté dans le jeuActinid: Je confirme et je le répète. Le but de ces tests est d'essayer
les différents changements et de les améliorer et /ou de chercher
de meilleures solutions si nécéssaire. D'ailleurs quelques
nouvelles du lundi matin : Concernant les équipages avec un
0-perk : Je confirme que nous cherchons un solution pour résoudre
le problème de conversation. Pour le moment la solution n'est pas
finale. Concernant l'aspect aléatoire des compétences des
instructeurs : Idem que ma réponse du dessus : Je confirme que nous
cherchons un solution pour résoudre le problème de conversation.
Pour le moment la solution n'est pas finale. Les récompenses pour
ceux ayant participé au Bac à sable seront créditées mercredi.
Bonne journée à vous et encore merci pour vos retours.
Ananta, on 01 March 2021 - 09:40 AM, said: Actinid:
Subject: Potřebuješ poradit? Piš sem
Link on message: #18420109
jaku57, on 27 February 2021 - 04:35 PM, said: Zdravím.Druhý den mě vyskakuje po skončení hry hláška "Nepodařilo
se doplnit směrnici pro -název tanku-.Nedostatek
prostředků.Co to znamená.To je nějaká chyba?
Link on message: #18420109
jaku57, on 27 February 2021 - 04:35 PM, said: Zdravím.Druhý den mě vyskakuje po skončení hry hláška "Nepodařilo
se doplnit směrnici pro -název tanku-.Nedostatek
prostředků.Co to znamená.To je nějaká chyba?Sstyx: Ahoj, jde o to, že máš zaškrtnutou možnost automatického doplnění
směrnice pro daný tank, ale nemáš žádné na skladě a nemáš ani
dostatek prostředku (hádám, že to budou bony ne kredity ) a tak se
směrnice nemůže koupit. Když klikneš na kolonku se směrnicema,
můžeš tuto možnost odškrtnout a následně ti již toto oznámení
nebude chodit.
Subject: Aggiornamento 1.12 - Feedback Generale
Link on message: #18419874
Link on message: #18419874
Sael_: Carristi,
Scrivete qui sotto tutte le vostre opinioni in merito all'aggiornamento. Per aiutarci a raccogliere il vostro feedback per gli sviluppatori, cercate di commentare in modo chiaro e costruttivo e di non andare off-topic.Se avete del feedback da offrire per questioni specifiche, ecco i link alle discussioni nel dettaglio: Aggiornamento 1.12 - Cambiamenti ai carri STG, T26E4 SP, STA-2, and T-34-3Aggiornamento 1.12 - Saldo al tasso di conversione delle cianografieAggiornamento 1.12 - Nuove modAggiornamento 1.12 - Segnalazione bug Grazie!
Scrivete qui sotto tutte le vostre opinioni in merito all'aggiornamento. Per aiutarci a raccogliere il vostro feedback per gli sviluppatori, cercate di commentare in modo chiaro e costruttivo e di non andare off-topic.Se avete del feedback da offrire per questioni specifiche, ecco i link alle discussioni nel dettaglio: Aggiornamento 1.12 - Cambiamenti ai carri STG, T26E4 SP, STA-2, and T-34-3Aggiornamento 1.12 - Saldo al tasso di conversione delle cianografieAggiornamento 1.12 - Nuove modAggiornamento 1.12 - Segnalazione bug Grazie!
Subject: Aggiornamento 1.12 - Cambiamenti ai carri STG, T26E4 SP, STA-2, and T-34-3
Link on message: #18419873
Link on message: #18419873
Sael_: Carristi,
Postate qui il vostro feedback sui cambiamenti ai carri STG, T26E4 SP, STA-2, and T-34-3. Grazie!
Postate qui il vostro feedback sui cambiamenti ai carri STG, T26E4 SP, STA-2, and T-34-3. Grazie!
Subject: Aggiornamento 1.12 - Saldo al tasso di conversione delle cianografie
Link on message: #18419872
Link on message: #18419872
Sael_: Carristi,
Postate qui il vostro feedback sul saldo al tasso di conversione delle cianografie. Grazie!
Postate qui il vostro feedback sul saldo al tasso di conversione delle cianografie. Grazie!
Subject: Aggiornamento 1.12 - Nuove mod
Link on message: #18419871
Link on message: #18419871
Sael_: Carristi,
Postate qui il vostro feedback sulle nuove mod. Grazie!
Postate qui il vostro feedback sulle nuove mod. Grazie!
Subject: Aggiornamento 1.12 - Segnalazione bug
Link on message: #18419870
Link on message: #18419870
Sael_: Carristi,
Segnalate qui i bug in cui vi imbattete. Se possibile, includete nella descrizione screenshot e istruzioni su come riprodurlo.
Grazie!
Segnalate qui i bug in cui vi imbattete. Se possibile, includete nella descrizione screenshot e istruzioni su come riprodurlo.
Grazie!
Subject: Best Replays of the Week: Episode #131
Link on message: #18416544
Link on message: #18416544
Dwigt: Greetings tankers, Best Replays of the Week episode
131 is here and it's time to decide who gets the 500 extra
gold. Check out the replay here and
I'll see you next week! Take care and enjoy the weekend!
HeatResistantBFG
Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
26.02.2021 19:38:01
Subject: Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
Link on message: #18415202
trispect, on 26 February 2021 - 05:28 PM, said: A lot of my best tanks have good crews consisting only snow maidens
and commanders like Chuck, Skill, and Prime commanders. Conversion
penalizes way too hard for having those crew members since they
don’t have as much XP. For 6 skill (6thj at 78%) I got level 62
commander. Instructors don’t even nearly conpensate the
difference.
All of my tanks were worse after conversion than they are in live.
Also there aren’t enough skill points to get the same skills as in crew 1.0
Link on message: #18415202
trispect, on 26 February 2021 - 05:28 PM, said: A lot of my best tanks have good crews consisting only snow maidens
and commanders like Chuck, Skill, and Prime commanders. Conversion
penalizes way too hard for having those crew members since they
don’t have as much XP. For 6 skill (6thj at 78%) I got level 62
commander. Instructors don’t even nearly conpensate the
difference.All of my tanks were worse after conversion than they are in live.
Also there aren’t enough skill points to get the same skills as in crew 1.0
HeatResistantBFG: We have announced that the approach taken for 0 point skill
will be changed for future iterations
And you can't get as many, but the
ones you can get and their combos are more impactful than the
current skills.
HeatResistantBFG
Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
26.02.2021 19:36:13
Subject: Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
Link on message: #18415198
Covenant_R, on 26 February 2021 - 04:18 PM, said: Overall
I assume any direct values and specific talents in the rework need balancing and might not even make it into the game. This is my feedback on the system, not on the specific skills or their values. The base of the system is good. One commander boosted with instructors is fine. Included Sixth sense is a given and necessary. In the end, it offers a much clearer progression on your commanders value compared to the multicrew system today. It also streamlines the crew over the whole game instead of needing to care for different roles and different numbers of crew within the same tank line.
But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path. Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander. Conversion * Bia zero skills crew needs to count towards the conversion points
--------------------------------------------------------------------------------------------------------------
First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills. Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals. Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills. Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet. Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted.
Galaxy_class, on 26 February 2021 - 04:50 PM, said: @HeatResistantBFG Coherence doesn’t affect camo? Seems a bit
strange. Do any of the other Vehicle Handling bonuses, (vents,
food, Elite Progression etc), improve the camo skill? You
can’t really tell in game as a lot of the stats don’t show what is
boosting them. Also, if it’s true that Coherence is
permanently lost for the reminder of the battle if you temporarily
lose a crew member, that’s not good and needs to be changed
imo.
OrigamiChicken, on 26 February 2021 - 04:59 PM, said: I wish that, when hovering over a certain skill, in the popup i
could see what benefit it would give when fully upgraded. Right now
it only shows the current benefit and my firs thought was "your
something something something is increased by 0%, huh?". You have
this on ammo where the popup shows how, for example, APCR
penetration drops over certain distance. Why not implement similar
information for skills? It's tedious, not fun and not user friendly
to click every skill 10 times to se the full benefit, then reset
and move on to another skill.
Link on message: #18415198
Covenant_R, on 26 February 2021 - 04:18 PM, said: OverallI assume any direct values and specific talents in the rework need balancing and might not even make it into the game. This is my feedback on the system, not on the specific skills or their values. The base of the system is good. One commander boosted with instructors is fine. Included Sixth sense is a given and necessary. In the end, it offers a much clearer progression on your commanders value compared to the multicrew system today. It also streamlines the crew over the whole game instead of needing to care for different roles and different numbers of crew within the same tank line.
But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path. Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander. Conversion * Bia zero skills crew needs to count towards the conversion points
--------------------------------------------------------------------------------------------------------------
First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills. Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals. Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills. Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet. Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted.
HeatResistantBFG: The base of the system is good. One commander boosted with
instructors is fine. Included Sixth sense is a given and necessary.
In the end, it offers a much clearer progression on your commanders
value compared to the multicrew system today. It also streamlines
the crew over the whole game instead of needing to care for
different roles and different numbers of crew within the same tank
line.
But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path. Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander. Conversion * Bia zero skills crew needs to count towards the conversion points
--------------------------------------------------------------------------------------------------------------
First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills. Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals. Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills. Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet. Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted. Good feedback! Thanks
But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path. Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander. Conversion * Bia zero skills crew needs to count towards the conversion points
--------------------------------------------------------------------------------------------------------------
First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills. Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals. Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills. Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet. Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted. Good feedback! Thanks
Galaxy_class, on 26 February 2021 - 04:50 PM, said: @HeatResistantBFG Coherence doesn’t affect camo? Seems a bit
strange. Do any of the other Vehicle Handling bonuses, (vents,
food, Elite Progression etc), improve the camo skill? You
can’t really tell in game as a lot of the stats don’t show what is
boosting them. Also, if it’s true that Coherence is
permanently lost for the reminder of the battle if you temporarily
lose a crew member, that’s not good and needs to be changed
imo. HeatResistantBFG: If you hover over your camo rating after opening up
"concealment" it should pop up and show which bits are applying. I
don't know if it not affecting camo is a bug or not and so I can't
really say much on it, if I was to guess it's intended as the new
camo perk is so much more impactful adding an extra 40% to a
potential like 170% (something like that) could be really
overpowered. It's certainly something we noted and are aware of
(hence me pointing it out lol) though
. I don't think it is permanently lost,
I haven't heard that anyhow. I'll take note and if you get a chance
feel free to test it as best you can and send me the results in a
DM or something.
OrigamiChicken, on 26 February 2021 - 04:59 PM, said: I wish that, when hovering over a certain skill, in the popup i
could see what benefit it would give when fully upgraded. Right now
it only shows the current benefit and my firs thought was "your
something something something is increased by 0%, huh?". You have
this on ammo where the popup shows how, for example, APCR
penetration drops over certain distance. Why not implement similar
information for skills? It's tedious, not fun and not user friendly
to click every skill 10 times to se the full benefit, then reset
and move on to another skill.HeatResistantBFG: In this article, there is a skill calculator
allowing you to check how they work and it'll tell you all the
bonuses you will be receiving
But thanks for the feedback
about maybe making it clearer/easier to understand!
HeatResistantBFG
Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
26.02.2021 19:23:30
Subject: Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**
Link on message: #18415174
YourBestFriend_2016, on 26 February 2021 - 03:29 PM, said: This suggest that you would listen to your players.
But allready for a year the player base says they did not ask for
crew 2.0 and instead want balanced games. The fact that we now test
crew 2.0 on the sandbox means by itself that you wont listen.
VarzA, on 26 February 2021 - 03:36 PM, said: Sorry no. I don't know for how long you have been working
for WG, but i have been watching this game company on/off for going
on 10 yrs now and you are just plain wrong. The UI of WOT is
... horrible, WG does not put this much effort in UI revamp for
this, without planning for this to go through. This will go
through, crew 2.0 is coming 99.99% sure. And 'changes are not
final' is fancy way for WG to make sure the hate doesn't go up,
leaving hope that things will change ... they won't, if they are
committed to these changes they will PR their way into making them
a reality and then it's 'fait accompli'. Now, elitism aside,
quite a few of us poor ppl, have 3 skill crews (which we consider
advanced) at t10. In fact, while i may not be the best player, i
can work with a 3 skill crew at t10. After these changes .... not
anymore. I will have to overspend on snap shotting, safe stowage
and other 1 crew member only skills even if i want to meet the same
efficiency i had before, not to mention to get the full effect.
They are not the same thing, you are focusing and answering stricly
on levels and points, when you should know that some skills are
more expensive than others.
DoomHerald, on 26 February 2021 - 03:44 PM, said: There are a lot of good things in crew 2.0, but there are also a
lot of issues and misconceptions, which I will point out. 1. I
feel literally robbed, when my 8 skills crew with BiA as a 0 perk
gets converted. In the current version it is trained almost to
the max, only some not very useful skills remain. So now I got
trained about 85% of all skills and perks possible. In Crew 2.0 I
get 75 skill points (plus some additional vehicle handling,
yep), that are soooooo unsufficient! With instructors I can get up
to 83 skill points, which is exactly 33% from 250. From 85% down to
33%!!! The roof must be much much higher, at least 150 skill
points, which are 60% of 250. It may require more crew xp, but the
limit must be much higher than 75. There are so many good and
useful skills is 2.0, but I just cannot train them cos I need to
sacrifice some essentials. Yes, I will get some additional VH, but
this is not a variety at all. So my proposal is to
increase the limit to 150 skill points at the cost of more
crew xp required, and at the same time to reduce the
additional VH to max 10% total. For talents - increase their price
from 30 to 40 SP from the line, so one can have 3 at max. 2. I
feel literally robbed, when all my crews with BiA as a 0
perk now become useless, their value is reduced to normal
crews. Females from old Holiday ops or CW campaigns, males from
marathon tanks. now are totally devalued. No no no!!! 3.
Instructors, as the best of them are very limited, to get random
skills - just NO! 4. Unbalanced new skills - some of them are
extremely strong, some are almost useless. Also - Coherence gives
5% passive and constant bonus to VH, while there are 2 skills,
that give less bonus (2.5%) and only on certain circumstances.
Like, WTF?!?!?! Where is the logic in that?!?!?!
Akathis, on 26 February 2021 - 04:01 PM, said: Real money invested in crews training. Real money invested in
barrack slots. Real money invested in crew retraining. Real money
invested in having missions done in order to get 0skill crews.
Real money invested in tanks because of the advertised 0skill
crew. And now WG wants to wipe out every virtual good related to
crews that has been purchased with real money along these years.
This is not Russia.
Link on message: #18415174
YourBestFriend_2016, on 26 February 2021 - 03:29 PM, said: This suggest that you would listen to your players.
But allready for a year the player base says they did not ask for
crew 2.0 and instead want balanced games. The fact that we now test
crew 2.0 on the sandbox means by itself that you wont listen.HeatResistantBFG: There is literally nothing that backs this. Even the forum
poll in gameplay has only got 16% for "don't change anything" and
that's from the people you are using as evidence for your "no one
wants this". On the other hand, I have literally met thousands
while doing events with WG before I joined, I was a CC for console
for 6 years where I again spoke to thousands and now working for
the company we have those "why did you uninstall" surveys when
uninstalling the game. So the evidence for the crews needed a
change is in the hundreds of thousands, you just don't like it
because that's what you've decided and so you're happy to dismiss
it because it isn't what you want.
But even more than that, because obviously, not everyone has that information available to them, there is the fact that at least 4 previous sandboxes have resulted in nothing. Then on top of THAT, we have announced that DUE TO FEEDBACK we are definitely going to change 2 aspects... It's literally in this thread. So there is overwhelming evidence to say that we listen and make changes based on that.
But even more than that, because obviously, not everyone has that information available to them, there is the fact that at least 4 previous sandboxes have resulted in nothing. Then on top of THAT, we have announced that DUE TO FEEDBACK we are definitely going to change 2 aspects... It's literally in this thread. So there is overwhelming evidence to say that we listen and make changes based on that.
VarzA, on 26 February 2021 - 03:36 PM, said: Sorry no. I don't know for how long you have been working
for WG, but i have been watching this game company on/off for going
on 10 yrs now and you are just plain wrong. The UI of WOT is
... horrible, WG does not put this much effort in UI revamp for
this, without planning for this to go through. This will go
through, crew 2.0 is coming 99.99% sure. And 'changes are not
final' is fancy way for WG to make sure the hate doesn't go up,
leaving hope that things will change ... they won't, if they are
committed to these changes they will PR their way into making them
a reality and then it's 'fait accompli'. Now, elitism aside,
quite a few of us poor ppl, have 3 skill crews (which we consider
advanced) at t10. In fact, while i may not be the best player, i
can work with a 3 skill crew at t10. After these changes .... not
anymore. I will have to overspend on snap shotting, safe stowage
and other 1 crew member only skills even if i want to meet the same
efficiency i had before, not to mention to get the full effect.
They are not the same thing, you are focusing and answering stricly
on levels and points, when you should know that some skills are
more expensive than others.HeatResistantBFG: I first saw advertisements for WoT in... 2011? Maybe 2012 but
my pc couldn't handle it (64mb video card in a system bought from
Aldi for about 60 quid
) so I got into the Xbox 360 beta
in around late 2012/early 2013, right at the start of it. Have been
around since then and following things, reading many articles and
for a long time, I knew pretty much every stat of ever tier 5+ tank
A skill I showed off to Ph3lan,
Crysantos and jingles in person in 2017 (IIRC, it was one of the 2
I met Ph3lan at back then, can't remember which) but I admit with
1.0 I paid a lot less attention and have been relearning stuff
since November (when I joined
) although alas i would suck at that skill
now. As TLDR as I can with my history with WoT
lol Planning for something to go through doesn't mean it won't
change though and I would argue the 2 changes announced as "we will
address this" being so quick should be proof of that. If something
is dropped it doesn't mean it is wasted, as you said, a lot of time
will have gone into it, what it will mean is it gets put in a file
somewhere or back to a dev team to be "made better". Example would
be first ammo changes that were brought to the sandbox, was deemed
a big swing and a miss but at least we're trying. So we have
started again with the recent HE rework, going more in-depth for
the changes and doing a bit at a time (not all ammo's at once). And
as much as it was hard for some to accept, of the over 70k survey
results from the HE Rework, 70% were positive. That will now be
looked at based on all the feedback and will probably reappear with
changes and to be tested again. So i think there is a lot of
support to me saying "it's just a test" because it really
is. In terms of the latter bit, I'm more in your shoes on pc.
My best crews have 3/4 perks depending on if they have 0 point
skills, so 3 basically. Now, most of those have 6th sense +
repairs/concealment slot 1 (depending on tank) and then BIA slot 2,
then 3rd slot as you say, snapshot and such things + maybe the
completion of repairs. So that's 6? skills maybe... let's work
with 6 as the comparison point. Now I love doing captain builds and
min-max builds and this sorta thing, i play WoWs and I think I
spent a week doing builds for me and my friends in theory-crafting
before I even played
I could have instantly jumped in,
but I wanted to "run the numbers". In any of my replies around this
area, I have been doing the same thing and looking at builds to
match/beat what would be in the live server. The big difference
with crew 2.0, to me, seems to be that you focus on what you want
to do most with the tank and emphasise it, rather than "flattening
the curve" sort of approach that tends to happen on the live
(again, IMO). Hopefully, this will create more variation and mean
that unlike now, when you meet the same tank in battle it isn't
"well who has the better crew" it's "Oh... what build is he
running?" because there are half a dozen or more ways you can make
any 1 tank work, and actually work, in a way that suits you.
Back on track
So comparing to a crew with 6
perks fully trained aka a 3 perk crew, which would give you a 45
point crew on sandbox. Well off the bat 6th sense is free so yay,
won't get into not having to grind to 100% crew but that really
should be a consideration IMO, So let's start with the other
default 2, BIA + repairs/concealment. Well Cohesion is the new BIA,
and then repairs and concealment are both more powerful on the
sandbox (i saw someone's vid saying 4 points in repairs is the same
as fully trained on live IIRC, so gonna stick with that, correct me
if I got it wrong) I think it's similar with concealment but
I'd still wanna go all 10, so let's work against myself here and go
concealment. So that's 20 points spent for BIA + Concealment, with
the caveat of concealment being far strong. So that makes us 20
spent and have 3, but we have 25 left to get 4 more. Let's go with
a light tank or a stealth medium, and so okay, I'll go with 10
points into eyes open and 10 into either quick reaction for that
aim boost for snapshots (kinda better for mediums in this
hypothetical) or target tracking (Works on either really). So
that's 40 spent for 5, except you get the bonus perk choice of
fighting spirit or team spirit, which in turn (can) give you a 2nd
BIA but with 50% more (5% compared to 7.5%). So now we're up to 6
with 5 points left, then I'm gonna put 5 into adrenaline rush to
get that 25% health triggers 7% reload buff. So that's all points
spent right? Welll not exactly because now I can use 3 instructors
to add another potential 9 points. So I'm thinking of this as a
more aggressive light, so I would try to put some of that into
close combat for any circling or going in on people, and then the
rest on eyes open to counter recon+situional awareness having a
greater bonus. The net result of that is I have a better in almost
(if not) every way crew that on the live server at the exact same
level. Not in this thread but I'd be happy to have build
discussions with people, there for sure will be examples the
other way too, where a build is less impactful on the sandbox...
But I'm just pointing out with hyper-focused builds you can easily
have much more impactful set-ups
Back on track
DoomHerald, on 26 February 2021 - 03:44 PM, said: There are a lot of good things in crew 2.0, but there are also a
lot of issues and misconceptions, which I will point out. 1. I
feel literally robbed, when my 8 skills crew with BiA as a 0 perk
gets converted. In the current version it is trained almost to
the max, only some not very useful skills remain. So now I got
trained about 85% of all skills and perks possible. In Crew 2.0 I
get 75 skill points (plus some additional vehicle handling,
yep), that are soooooo unsufficient! With instructors I can get up
to 83 skill points, which is exactly 33% from 250. From 85% down to
33%!!! The roof must be much much higher, at least 150 skill
points, which are 60% of 250. It may require more crew xp, but the
limit must be much higher than 75. There are so many good and
useful skills is 2.0, but I just cannot train them cos I need to
sacrifice some essentials. Yes, I will get some additional VH, but
this is not a variety at all. So my proposal is to
increase the limit to 150 skill points at the cost of more
crew xp required, and at the same time to reduce the
additional VH to max 10% total. For talents - increase their price
from 30 to 40 SP from the line, so one can have 3 at max. 2. I
feel literally robbed, when all my crews with BiA as a 0
perk now become useless, their value is reduced to normal
crews. Females from old Holiday ops or CW campaigns, males from
marathon tanks. now are totally devalued. No no no!!! 3.
Instructors, as the best of them are very limited, to get random
skills - just NO! 4. Unbalanced new skills - some of them are
extremely strong, some are almost useless. Also - Coherence gives
5% passive and constant bonus to VH, while there are 2 skills,
that give less bonus (2.5%) and only on certain circumstances.
Like, WTF?!?!?! Where is the logic in that?!?!?!HeatResistantBFG: 1. Gonna assume you're taking 25 skills in the game and
saying 250, so firstly 6th sense is default now and costs 0, then
mentor is sort of inbuilt into instructors mixed with you don't
need it to apply to members as you have 1. So that's -2. Also, with
tier 2 instructors they add 3 each, so that means you can have 87
points. The main thing you seem to have missed though is how
impactful the skills and the combo's of them can be. Your main
complaints, as far as I can see, is "I can't have enough of them"
.. well yes... that's the point. Rather than gain lots of skills
that add a bit here or a bit there to things that don't really fit
into the tanks playstyle, you take these smaller number of
hyper-focused skills and have a far more impactful crew. There are
far more "this is too powerful with a strong crew" comments than
"too weak" so you appear to be going against the curve here. That 7
perk crew (if all the first perks are 0 point BIA perks) would
currently become a max crew with an extra 19% crew skill (now
called Vehicle handling) meaning your tank is getting a huge buff.
So I think you need to explore crew 2.0 a bit more because you seem
to have missed a lot of what it offers.2. Well this has already
been addressed and if you read the updated FAQ + announcement on
the first page you'll see that
3. Also this^4. Hang on, number 1
was "this is so much weaker, I need more" and now some of these
skills too strong... Also, they're anything but useless and most
are quite easy to trigger... twitch and youtube are full of people
doing exactly that... and what's the point (logic)? Builds and
situational buffs... like MANY games out there. You may not like
them and feel free not to spec into them, but people have shown
repeatedly triggering several at once and getting 20-25%+ bonuses
to their Vehicle Handling.
Akathis, on 26 February 2021 - 04:01 PM, said: Real money invested in crews training. Real money invested in
barrack slots. Real money invested in crew retraining. Real money
invested in having missions done in order to get 0skill crews.
Real money invested in tanks because of the advertised 0skill
crew. And now WG wants to wipe out every virtual good related to
crews that has been purchased with real money along these years.
This is not Russia.HeatResistantBFG: Crew training books add XP, that XP is converted... so
nothing lost?Barracks slots get turned into crew reset tokens
which have the same gold value, so also not lostCrew retraining...
Well you got to use the crew and then earn xp on it by it being at
100% training... so you're also keeping thatAgain, has been
addressed, it's on the first page
^
I guess, see all the above?
And finally, what has Russia got to do with anything? Ignoring that the company isn't Russian, the HQ isn't in Russia and the CEO aren't Russian... You're trying to imply that we're just stealing your money, which isn't suddenly okay in Russia? The country isn't some mass game of "finders keepers"
I guess, see all the above?
And finally, what has Russia got to do with anything? Ignoring that the company isn't Russian, the HQ isn't in Russia and the CEO aren't Russian... You're trying to imply that we're just stealing your money, which isn't suddenly okay in Russia? The country isn't some mass game of "finders keepers"
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414923
Teledabby, on 26 February 2021 - 03:33 PM, said: Meinst du solche Widersprüche wie den T50-2 als zu schnell
wendig und "OP" aus dem Game zu nehmen und dann später Radpanzer
einzuführen? Komm schon... -.-´
Link on message: #18414923
Teledabby, on 26 February 2021 - 03:33 PM, said: Meinst du solche Widersprüche wie den T50-2 als zu schnell
wendig und "OP" aus dem Game zu nehmen und dann später Radpanzer
einzuführen? Komm schon... -.-´ Zapfhan: Alte Physikengine sollte erwähnt werden und auch das alte MM,
dass es seinerzeit gab (und das generelle Spielgefühl) sowie
weiteres.
Subject: A Crew Special for a Special Crew (and more)
Link on message: #18414887
Link on message: #18414887
Dwigt: I just want to remind everyone that the Crew 2.0 changes are still
bein tested on a sandbox server and none of those changes are
finale or coming to the live server soon. Your tanks still
need a good crew to operate and this is a good opportunity to
convert some Free XP and earn some extra XP, if you wish.And as we
previously mentioned, if the Crew 2.0 changes were to go live we
want to ensure that none of your XP and investment is wasted. We're
going with the Lavoisier principle!
Happy tanking and enjoy your
weekend!
Subject: Sandbox 2021: Try Out Crew 2.0!
Link on message: #18414859
ToodlePips, on 26 February 2021 - 02:37 PM, said: Definitely two points that need adressing. I would love to
see another added, though: Offer the option to revert crews into
experience that have perks at the moment. If you don't do that, I
will find myself with a lot a crews that I have literally no use
for, and on which I wasted a lot of time and crew books. Honestly,
that's a bit of a make-or-break issue for me.
Link on message: #18414859
ToodlePips, on 26 February 2021 - 02:37 PM, said: Definitely two points that need adressing. I would love to
see another added, though: Offer the option to revert crews into
experience that have perks at the moment. If you don't do that, I
will find myself with a lot a crews that I have literally no use
for, and on which I wasted a lot of time and crew books. Honestly,
that's a bit of a make-or-break issue for me.HeatResistantBFG:
The advantage of having/using the sandbox! We can throw these potentially divisive/huge changes and get good feedback to adjust to make it something that works for all our players
The advantage of having/using the sandbox! We can throw these potentially divisive/huge changes and get good feedback to adjust to make it something that works for all our players
Subject: Piaskownica 2021: Wypróbujcie Załogę 2.0!
Link on message: #18414853
Link on message: #18414853
parim1331: W pierwszym poście w tym wątku dodana została zakładka z Często
Zadawanymi Pytaniami: >>>KLIK
Subject: Sandbox 2021: Try Out Crew 2.0!
Link on message: #18414847
StahanoW, on 26 February 2021 - 10:17 AM, said:
Erm, I think some other major issues were addressed by the community, not just these two, like:
- 7.5 skills are just not enough, 10 what would be the sweetspot. I don't mind if the 75 level cap would increase to 100.
- Half of the skills are very situational and you can only use them in very cheesy situations
- The amount of XP loss when you try to train your commander to a different tank is insane when you are paying credits for it. The price is also a joke, because the same crew moving to a Tier I to a Tier II tanks is 500.000 credits, while the Tier II tank average price is around 3.500 credits, this has to be adjusted / level at least.
- The Vehicle Handling % loss (which is connected the extra 10% VH provided by the commander itself in Crew 1.0) bug still sitting in the system (while sandbox received some small updates)
- Talents are so situational, most of them are just deadweight
I already wrote down the goods sides, so I don't want to repeat myself (just because I don't want to annoy you). The count of major problems are 7, not just two. If these things could change in a better way... well I can live with Crew 2.0 . But not like this. I think the others are on the same opinion too (based on what I read mainly on EU and RU forums).
2 things came up my mind lately:
- What if crews could have tanktype based skills instead of situational skills?
- What if the 5 main category would be the same like Eqipment 2.0s categories?
SwiftScope, on 26 February 2021 - 10:20 AM, said: Here we go, WG staff trying to polish the new crew
system as good. and btw the cake example is nice but
irrelevant. you already baked the cake, we tasted it and it smell
and taste like poop. crew 2.0 is already on sandbox and we are
testing it. simply we don't like it. it is a big money grab and it
make some already broken tanks even more OP. in the current crew
system 4 skill crew is epic, more than enough to be competitive. in
crew 2.0 we need big pockets to be competitive. anyway i
have premium tanks with special crew and i payed for both of them
and invested a lot of them to make them decent crew. now you will
take them against my will and transform them to special instructors
that are nothing but a pile of RNG garbage and you will leave my
premium tanks without any crew. when this crew 2.0 thing goes live
be ready to refund me all the money i paid for premium tanks with
special crew. This is the rule, if you touch premium tanks or any
paid items players will be entitled to refund. Be ready to
lawyer up WG because soon the player base will demand a refund
because you messed up with items we paid for.
RedJester, on 26 February 2021 - 10:21 AM, said: I have not answered the poll because there wasn't an option for my
opinion.
I think the option: I like crew 2.0 but with some MAJOR changes should have been the 5th option.
1) Retraining crews to new tank should be left as is in current system firstly, not the new EXTORTIONATE system in terms of XP and credits - it is absurdly expensive. (500k credits and 660.700k xp SERIOUSLY... or nearly 2 million crew xp for so-called free?
). 2) We should at least
get xp for zero skill BIA crews when converted to instructors since
we're all losing that perk from those crew we either paid or
played to earn that we currently enjoy.
3) There should be none of this RNG nonsense on perks for Instructors, allow us to select the perks and change if we desire at the very least if you're gonna take away our precious zero commanders.
4) In reality someone with a 4 skill crew right now is going to be worse off after conversion in terms of skills, address this fact so we're not losing out in terms of skills after conversion.
5) Perhaps consider that 75 skills is not enough and restrictive, forcing us to lose out in real terms compared to what we can have now.
6) Perhaps talents should not be locked to one tree forcing 30 points into that one tree, and also should be resettable. 7) I am sure there are a few things I missed but others will have pointed them out. 8) Crew 2.0 imo could be great, but not as it is.
Smoki_Bandit, on 26 February 2021 - 10:57 AM, said: Dear WG I have one observation relating to BIA vs Coherence Why did
the successor to the BIA get a negative consequence in the sense
that when the crew is injured or stunned it loses its value !? For
example: take two identical scout tanks on Prokhorovka.Both have
learned identical skills, including Coherence/Bia(in old system) to
maximize spotting skill. Both stand in a line of bushes and
spot for their team, xyz meters away from each other (as far as it
is just enough to stumble unhindered and so that they can shoot
unspotted from the other scout) Scenario 1: one scout
blindfire and hits another, neither spot is spotted because there
are double bushes between them.The affected scout withdraws from
the position and incites spotting from another location where he is
not so endangered as to survive and make spotting for his team.BIA
non stop active and spotting range and hiding at the same level,
neither is spot. Scenario 2: same target same distance, same
blindfire from first one (HE grenade). Another spotter has injured
/ stun crew members / set on fire.Coherence in the second scout
ceases to be valid and performance, including concealment falls by
some percentage, while in the second tank that made the hit those
values remain. The first tank spot of the second tank, this one of
course when spotted tries to withdraw and is exposed to fire of all
enemy tanks in the rank + due to the hit this one fired been
activcated the skill "Target Tracing" which makes it marked for an
additional two seconds which further complicates the life of the
spotted tank. In that scenario he will most likely be killed and
thus the other team will get a huge advantage which often leads to
victory.
Hepo, on 26 February 2021 - 11:12 AM, said: Long time since I have posted anything. But going through all the
info about crew 2.0, I wanted to give my suggestion how to handle
the 0-skills/instructors. Maybe this has been suggested before, but
I couldn't find.
For example I have a crew with Santa as a commander: When converting, calculate the experience of the whole crew and divide it by number of crew members (like this is currently implemented). But instead of converting Santa to instructor with random skill boosts, just give player opportunity to select two fully maxed skills for Santa (because in Crew 1.0 he had two free skills anyway). And remove other boosts instructor has, to prevent creating too OP combinations (like over 100% camo boost).
In my opinion, this would be the simplest system for players to understand and also work nearly identically for special crew members as it did before. This crew would have 2 zero skills as it did before and all the other skills are unlocked like with any other crew.
FrostBiil, on 26 February 2021 - 11:14 AM, said: Hi Wargaming I have tested the crew 2.0 for a few hours now.
It's a really good change, it helps new players a friend of mine
like it he's having trouble understanding what to put on your crew.
But it feels too random with the Instucter skills (i know it's
not completely random), i feel you should allow people to
choose the skills for themselves, fx. if i want to set up a passive
tank and i want the "eyes open" for that tank you might not
get it all of the times and then you have wasted that instructor.
So please consider making that change with allowing people to
decide for themselves and no semirandom perks. -
FrostBiil
HMS_Birmingham, on 26 February 2021 - 11:20 AM, said: Is there not a pinned post where WG can update us on changes to the
SB crew 2.0? I keep seeing sandbox updates but no news for
their reasons? Is it to fix bugs or are WG trying to resolve
players concerns by improving 2.0 ???
Rakii, on 26 February 2021 - 12:09 PM, said: I have main problem with compensations / transfers / economy
1) 0-perk(s) should be compensated (or any skill including six
sense) 2) We should be able to convert any crew to XP books 3)
Bunks - many players paid real money or gold to get them so good
amount of gold should be compensated. We didn´t pay for any Order
4) Directives - it´s a nerf - the best solution would be
credit conversion (20k : 1) 5) Personal Training Manual -- it´s the
most rare manual (not available for credit) It should be kept as
legacy item for one time use on crew. 6) retraining / skill
reset should be much cheaper and without loosing XP
Feoffle_der_Fachidiot, on 26 February 2021 - 12:15 PM, said: I am worried that we demand compensation for the zero skill perk,
but WG don't give us the compensation it deserves. The more
skills you have on a "zero skill perk" crew, the greater the loss
you suffer with this current conversion rate. The XP compensated
should be equivalent to the next highest band of XP required to
complete that perk, but I bet we get offered something equivalent
to the first skill's XP requirement, which equates to a fraction of
whatever the next skill would be in reality when you're at 4-5
skills.
Arty_Lerry, on 26 February 2021 - 12:36 PM, said: 2 days after the crew 2.0 release on sandbox. Wargaming is
shamelessly already posting and advertising for us - players, to
buy Sabaton crew Primo Victoria tank, so that we can get 4 extra
Class II instructors in the future. Very sneaky wargaming -
actually not, rather rude and obvious way to show us that you are
all about ''pay to win baby". 

I expect soon enough T1LPC Offspring, The Boys and
whatever else to be in store before the update. Haha 

Only 33 euro for useless tank but 4 class II
instructors. 
FleiszG, on 26 February 2021 - 12:49 PM, said: Hi! Can someone tell me: Are Twitch commander CLASS 3 OR CLASS 2.
Thx
MrLovelyHat, on 26 February 2021 - 01:06 PM, said: Someone else posted this video, but here's the part which shows you
can get +15% EXTRA crew skill after level 75: https://youtu.be/qS6sNTZnh9g?t=771 1. It will
cost about $300. Per crew. Or literally 100s of hours per crew. Why
should it ever be this hard or expensive to have a fully
competitive crew? 2. This potential disparity between players is
terrible for balance. It goes even deeper into the questionable
"advantages for paying" philosophy. If paying gives advantages,
those advantages should be capped for the good of gameplay. A full
expertise +15%, premium tank with bond equipment, firing all
gold...yuck? Someone in a T95/FV4201 with this crew against a newly
arrived T10 player? I am a premium account player with some of
those advantages, but I'm still often in the dust compared to a
veteran with a great crew (and lots of playing experience - which
IMHO should be the only advantage). 3. You can use this crew
against new players in whatever tier you want. A Hetzer, LEFH or
E25 with this crew? A KV-2 with insta swap shells with this
crew...? Wrecking ammo racks and fuel tanks on noobs' tanks with
vulnerability expert (because they don't have any skill points in
"Safety Measures" yet...) WG, do you want the game to be
appealing to new players? Low tiers already have a lot of problems
and this change seems to add to those problems. Crew 2.0 could be a
great leveller - make it easy to re-spec, make progressing your
crew exciting and fast - so they feel competitive. Don't make it so
that veterans and people with a huge wallet get an advantage. It's
possible to monetize this without it causing imbalance. There are
enough excellent suggestions in this forum that Crew 2.0 could be
great, simple and to the advantage of ALL players. I hope you have
the will to do it WG...
Link on message: #18414847
StahanoW, on 26 February 2021 - 10:17 AM, said: Erm, I think some other major issues were addressed by the community, not just these two, like:
- 7.5 skills are just not enough, 10 what would be the sweetspot. I don't mind if the 75 level cap would increase to 100.
- Half of the skills are very situational and you can only use them in very cheesy situations
- The amount of XP loss when you try to train your commander to a different tank is insane when you are paying credits for it. The price is also a joke, because the same crew moving to a Tier I to a Tier II tanks is 500.000 credits, while the Tier II tank average price is around 3.500 credits, this has to be adjusted / level at least.
- The Vehicle Handling % loss (which is connected the extra 10% VH provided by the commander itself in Crew 1.0) bug still sitting in the system (while sandbox received some small updates)
- Talents are so situational, most of them are just deadweight
I already wrote down the goods sides, so I don't want to repeat myself (just because I don't want to annoy you). The count of major problems are 7, not just two. If these things could change in a better way... well I can live with Crew 2.0 . But not like this. I think the others are on the same opinion too (based on what I read mainly on EU and RU forums).
2 things came up my mind lately:
- What if crews could have tanktype based skills instead of situational skills?
- What if the 5 main category would be the same like Eqipment 2.0s categories?
HeatResistantBFG: For clarity, we're not saying those are the only changes that
will/can happen. They are sort of feedback to the feedback, and it
was decided to let players know that we have already decided
to change these things based on the early feedback. We are taking
in all the feedback and it will be looked at, it's possible if not
likely that many other things will be changed. As my analogy before
said, we want to know if our players want a "cake", and we've given
them an ingredients list
Then we have to judge if the
feedback is "no cake" or "not those ingredients" lol, I personally
looking forward to a future iteration and seeing what new things
are thought of... and of course, gathering all the feedback on that
too!
SwiftScope, on 26 February 2021 - 10:20 AM, said: Here we go, WG staff trying to polish the new crew
system as good. and btw the cake example is nice but
irrelevant. you already baked the cake, we tasted it and it smell
and taste like poop. crew 2.0 is already on sandbox and we are
testing it. simply we don't like it. it is a big money grab and it
make some already broken tanks even more OP. in the current crew
system 4 skill crew is epic, more than enough to be competitive. in
crew 2.0 we need big pockets to be competitive. anyway i
have premium tanks with special crew and i payed for both of them
and invested a lot of them to make them decent crew. now you will
take them against my will and transform them to special instructors
that are nothing but a pile of RNG garbage and you will leave my
premium tanks without any crew. when this crew 2.0 thing goes live
be ready to refund me all the money i paid for premium tanks with
special crew. This is the rule, if you touch premium tanks or any
paid items players will be entitled to refund. Be ready to
lawyer up WG because soon the player base will demand a refund
because you messed up with items we paid for. HeatResistantBFG: The point of the analogy was to point out "no one has even
entered the kitchen" nevermind baked the cake (I'm getting far more
use from this analogy than I intended...), so saying "you smelt and
tasted the cake" is obviously not true. If this was CT x.xx then
sure you'd have more of a point, but the sandbox has on many
occasions been the testing grounds for things that shift a lot
before entering the game or don't enter the game due to feedback.
And simply YOU don't like it. You have your feedback and we welcome
it, and we gather feedback from as many places as we can, but it is
often possible that people can think something different to
something else. In the current system, a 4 skill crew can have
BIA, Repairs, Concealment, 6th sense and then X more perks
(depending on the crew size), so that's realistically around 7?
Okay turning a 4 perk crew into a new you get 60 + 4 instructors +
6th sense. So with that you can put 2 groups of 30 into sections
and get 8 full perks (6 from the 60 points, 2 from the bonus
perks), then 6th sense is free, and then with your instructors gave
as much as 12 perk points elsewhere, equal to 1.2 skills. So that 4
point with around 7 to 9.2, then add in things like concealment on
the sandbox is more powerful than in-game currently, or that
repairs i think only needs 4 points to be the same effect as
current.. Not only can you have more perks you can have better and
stronger ones, plus the instructors increase the amount of crew xp
you earn and so you'll likely be levelling the crew up faster. Does
this mean it's better? No, but it means that to simply say "oh it's
worse everywhere" is clearly wrong and mostly stand to invalidate
your points as either being selectively trying to find holes or
simply that you haven't tried the new system. Also never heard
someone call a 4 point crew "epic". No attempts to polish
anything, just pointing out nothing as clear cut as you're making
it.
RedJester, on 26 February 2021 - 10:21 AM, said: I have not answered the poll because there wasn't an option for my
opinion. I think the option: I like crew 2.0 but with some MAJOR changes should have been the 5th option.
1) Retraining crews to new tank should be left as is in current system firstly, not the new EXTORTIONATE system in terms of XP and credits - it is absurdly expensive. (500k credits and 660.700k xp SERIOUSLY... or nearly 2 million crew xp for so-called free?
3) There should be none of this RNG nonsense on perks for Instructors, allow us to select the perks and change if we desire at the very least if you're gonna take away our precious zero commanders.
4) In reality someone with a 4 skill crew right now is going to be worse off after conversion in terms of skills, address this fact so we're not losing out in terms of skills after conversion.
5) Perhaps consider that 75 skills is not enough and restrictive, forcing us to lose out in real terms compared to what we can have now.
6) Perhaps talents should not be locked to one tree forcing 30 points into that one tree, and also should be resettable. 7) I am sure there are a few things I missed but others will have pointed them out. 8) Crew 2.0 imo could be great, but not as it is.
HeatResistantBFG: Well in the post you just replied to 2 and 3 are covered as
both at the bottom of that post and updated on the first page I
pointed out we have confirmed that those aspects will be
changed. To the rest I would simply answer 8, totally agree it
could be great. That's why the sandbox. We want to take the
feedback and make it that. Referencing the poll was just to make
the point that even on the forums the conclusion isn't as clear cut
as people think because most people are answering a different
question than what we're asking
Smoki_Bandit, on 26 February 2021 - 10:57 AM, said: Dear WG I have one observation relating to BIA vs Coherence Why did
the successor to the BIA get a negative consequence in the sense
that when the crew is injured or stunned it loses its value !? For
example: take two identical scout tanks on Prokhorovka.Both have
learned identical skills, including Coherence/Bia(in old system) to
maximize spotting skill. Both stand in a line of bushes and
spot for their team, xyz meters away from each other (as far as it
is just enough to stumble unhindered and so that they can shoot
unspotted from the other scout) Scenario 1: one scout
blindfire and hits another, neither spot is spotted because there
are double bushes between them.The affected scout withdraws from
the position and incites spotting from another location where he is
not so endangered as to survive and make spotting for his team.BIA
non stop active and spotting range and hiding at the same level,
neither is spot. Scenario 2: same target same distance, same
blindfire from first one (HE grenade). Another spotter has injured
/ stun crew members / set on fire.Coherence in the second scout
ceases to be valid and performance, including concealment falls by
some percentage, while in the second tank that made the hit those
values remain. The first tank spot of the second tank, this one of
course when spotted tries to withdraw and is exposed to fire of all
enemy tanks in the rank + due to the hit this one fired been
activcated the skill "Target Tracing" which makes it marked for an
additional two seconds which further complicates the life of the
spotted tank. In that scenario he will most likely be killed and
thus the other team will get a huge advantage which often leads to
victory. HeatResistantBFG: As it stands Coherence doesn't affect camo so technically
doesn't impact your example, but the camo skill is much more
powerful and also wouldn't be affected by your example. For clarity
not taking away from your example and I get your point, simply
correcting some info as your example doesn't technically work
Hepo, on 26 February 2021 - 11:12 AM, said: Long time since I have posted anything. But going through all the
info about crew 2.0, I wanted to give my suggestion how to handle
the 0-skills/instructors. Maybe this has been suggested before, but
I couldn't find.For example I have a crew with Santa as a commander: When converting, calculate the experience of the whole crew and divide it by number of crew members (like this is currently implemented). But instead of converting Santa to instructor with random skill boosts, just give player opportunity to select two fully maxed skills for Santa (because in Crew 1.0 he had two free skills anyway). And remove other boosts instructor has, to prevent creating too OP combinations (like over 100% camo boost).
In my opinion, this would be the simplest system for players to understand and also work nearly identically for special crew members as it did before. This crew would have 2 zero skills as it did before and all the other skills are unlocked like with any other crew.
HeatResistantBFG: Thanks for the feedback
FrostBiil, on 26 February 2021 - 11:14 AM, said: Hi Wargaming I have tested the crew 2.0 for a few hours now.
It's a really good change, it helps new players a friend of mine
like it he's having trouble understanding what to put on your crew.
But it feels too random with the Instucter skills (i know it's
not completely random), i feel you should allow people to
choose the skills for themselves, fx. if i want to set up a passive
tank and i want the "eyes open" for that tank you might not
get it all of the times and then you have wasted that instructor.
So please consider making that change with allowing people to
decide for themselves and no semirandom perks. -
FrostBiilHeatResistantBFG: Hey, if you check the first post you'll see there is a small
announcement + an updated FAQ where we let you know that the way
instructors get their perks will be changed!
Hope this helps
HMS_Birmingham, on 26 February 2021 - 11:20 AM, said: Is there not a pinned post where WG can update us on changes to the
SB crew 2.0? I keep seeing sandbox updates but no news for
their reasons? Is it to fix bugs or are WG trying to resolve
players concerns by improving 2.0 ??? HeatResistantBFG: We updated the first post and will try and repeat the
information without spamming it
Rakii, on 26 February 2021 - 12:09 PM, said: I have main problem with compensations / transfers / economy
1) 0-perk(s) should be compensated (or any skill including six
sense) 2) We should be able to convert any crew to XP books 3)
Bunks - many players paid real money or gold to get them so good
amount of gold should be compensated. We didn´t pay for any Order
4) Directives - it´s a nerf - the best solution would be
credit conversion (20k : 1) 5) Personal Training Manual -- it´s the
most rare manual (not available for credit) It should be kept as
legacy item for one time use on crew. 6) retraining / skill
reset should be much cheaper and without loosing XPHeatResistantBFG: 1. has been addressed, check the first post
3. As is explained bunks became
crew resets (ratio of 16 to 1), and so you are being
compensated and I think the gold cost equates. For the
rest, we appreciate the feedback and are taking all feedback into
consideration 
Feoffle_der_Fachidiot, on 26 February 2021 - 12:15 PM, said: I am worried that we demand compensation for the zero skill perk,
but WG don't give us the compensation it deserves. The more
skills you have on a "zero skill perk" crew, the greater the loss
you suffer with this current conversion rate. The XP compensated
should be equivalent to the next highest band of XP required to
complete that perk, but I bet we get offered something equivalent
to the first skill's XP requirement, which equates to a fraction of
whatever the next skill would be in reality when you're at 4-5
skills.HeatResistantBFG: We have confirmed we will be changing the current approach to
how 0 point perks are handled
Arty_Lerry, on 26 February 2021 - 12:36 PM, said: 2 days after the crew 2.0 release on sandbox. Wargaming is
shamelessly already posting and advertising for us - players, to
buy Sabaton crew Primo Victoria tank, so that we can get 4 extra
Class II instructors in the future. Very sneaky wargaming -
actually not, rather rude and obvious way to show us that you are
all about ''pay to win baby". HeatResistantBFG: Well we have confirmed we are changing how they are handled,
but more importantly, this is a sandbox test... It may never hit
the live server.
FleiszG, on 26 February 2021 - 12:49 PM, said: Hi! Can someone tell me: Are Twitch commander CLASS 3 OR CLASS 2.
ThxHeatResistantBFG: If they have 1x 0 point perk then class 3, if they have 2x
then class 2
MrLovelyHat, on 26 February 2021 - 01:06 PM, said: Someone else posted this video, but here's the part which shows you
can get +15% EXTRA crew skill after level 75: https://youtu.be/qS6sNTZnh9g?t=771 1. It will
cost about $300. Per crew. Or literally 100s of hours per crew. Why
should it ever be this hard or expensive to have a fully
competitive crew? 2. This potential disparity between players is
terrible for balance. It goes even deeper into the questionable
"advantages for paying" philosophy. If paying gives advantages,
those advantages should be capped for the good of gameplay. A full
expertise +15%, premium tank with bond equipment, firing all
gold...yuck? Someone in a T95/FV4201 with this crew against a newly
arrived T10 player? I am a premium account player with some of
those advantages, but I'm still often in the dust compared to a
veteran with a great crew (and lots of playing experience - which
IMHO should be the only advantage). 3. You can use this crew
against new players in whatever tier you want. A Hetzer, LEFH or
E25 with this crew? A KV-2 with insta swap shells with this
crew...? Wrecking ammo racks and fuel tanks on noobs' tanks with
vulnerability expert (because they don't have any skill points in
"Safety Measures" yet...) WG, do you want the game to be
appealing to new players? Low tiers already have a lot of problems
and this change seems to add to those problems. Crew 2.0 could be a
great leveller - make it easy to re-spec, make progressing your
crew exciting and fast - so they feel competitive. Don't make it so
that veterans and people with a huge wallet get an advantage. It's
possible to monetize this without it causing imbalance. There are
enough excellent suggestions in this forum that Crew 2.0 could be
great, simple and to the advantage of ALL players. I hope you have
the will to do it WG...HeatResistantBFG: You can actually get +21% currently. Just to point
out, a 75 point crew is the same as a 5 perk crew now, and with the
15% is a 6... So this is no different than the current game, the
ability to boost your crew hasn't changed. What you seem to be
doing is comparing a "max" crew to "being competitive", which is
akin to saying only a 9 point crew is competitive in the current
game... which is quite clearly not true. And you use this "well now
you can pay for god tier" as the basis for the rest of your case,
but then even say yourself that you are "outclassed" by a player
with a better crew in the current system. And then you say "you can
use the crew at low tiers"... well you can do that now... "LEHF or
E25" ... they're premiums, you can put crews in them for free
currently? I'm assuming your point is that they are viewed as a
single system you can share it between an obj 140 and a tier 2...
True, but how many players who want high-level crews in a tier 2
weren't already doing that and are going to suddenly do
it? And then the ultimate point I get to make, this is a
sandbox test, not a final product. We have already confirmed 2
changes in approaches within days and it could be a year or never
before we see this on the live server.
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414692
_Alter_Sack, on 26 February 2021 - 01:44 PM, said: Die Argumentation den Techtree zu vereinfachen war ja schließlich
das es für die Spieler zu kompliziert gewesen wäre. Aber mir kann
keiner erzählen das die Spieler, welche den Techtree als
kompliziert empfanden, mit Crew 2.0 den Durchblick haben werden.
Crew 2.0 finde ich im Übrigen auch auf den zweiten und dritten
Blick kompliziert.
Link on message: #18414692
_Alter_Sack, on 26 February 2021 - 01:44 PM, said: Die Argumentation den Techtree zu vereinfachen war ja schließlich
das es für die Spieler zu kompliziert gewesen wäre. Aber mir kann
keiner erzählen das die Spieler, welche den Techtree als
kompliziert empfanden, mit Crew 2.0 den Durchblick haben werden.
Crew 2.0 finde ich im Übrigen auch auf den zweiten und dritten
Blick kompliziert.Zapfhan: Naja wenn jemand nach crew 2.0 anfängt, dann würde er ja
erstmal nur das System kennen. Weiter muss er nicht bei bis zu 6
Besatzungsmitgliedern auswählen ob und wie sie ausgebildet in den
Panzer kommen (gibt ja keine 50% crews mehr). Und wenn er eine 100%
crew hat muss er sich auch nicht bei jedem Crewmember entscheiden,
was er denn da auswählen soll. Bei den Skills gibt es für die
Panzer auch gewisse Vorgaben, was denn im allgemeinen nützliche
Perks sind. Die Lampe gibt es ja auch für jeden und es ist auf
einen Blick erkennbar welcher Fortschritt in einer Runde erziehlt
wurde.
Subject: Öffentlicher Test Version 1.12 - Änderungen an Premium Panzern
Link on message: #18414606
ojo666, on 26 February 2021 - 01:30 PM, said:
OK, gekauft..aber wäre es da nicht sinnvoller, die einzelnen Patchnotes bei den einzelnen Forum-Punkt zu posten? So muss jeder in zig treads rumsuchen, um überhaupt etwas zu finden..
Link on message: #18414606
ojo666, on 26 February 2021 - 01:30 PM, said: OK, gekauft..aber wäre es da nicht sinnvoller, die einzelnen Patchnotes bei den einzelnen Forum-Punkt zu posten? So muss jeder in zig treads rumsuchen, um überhaupt etwas zu finden..
Zapfhan: Naja für jede CT gibt es halt die einzelnen Patchnotes und
wenn der Patch kommt, gibt es die nochmal zusammengefasst.
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414602
BoTTinho, on 26 February 2021 - 01:17 PM, said: Sehr geehrter Kunde
_Alter_Sack, on 26 February 2021 - 01:23 PM, said: Mal abgesehen von Bottis sicherlich zu kritisierenden
Formulierungskünsten, ist eines aber doch nicht von der Hand zu
weisen: Den alten Techtree als zu kompliziert zu erachten und dann
für Crew 2.0 ein solches Interface mit verschachtelten Skillbäumen,
Instruktoren etc. zu entwerfen erscheint mir auch etwas
widersprüchlich.
Link on message: #18414602
BoTTinho, on 26 February 2021 - 01:17 PM, said: Sehr geehrter KundeZapfhan: Dann müsste ich dich aber anlügen.
_Alter_Sack, on 26 February 2021 - 01:23 PM, said: Mal abgesehen von Bottis sicherlich zu kritisierenden
Formulierungskünsten, ist eines aber doch nicht von der Hand zu
weisen: Den alten Techtree als zu kompliziert zu erachten und dann
für Crew 2.0 ein solches Interface mit verschachtelten Skillbäumen,
Instruktoren etc. zu entwerfen erscheint mir auch etwas
widersprüchlich. Zapfhan: Ich sage nicht, dass es nicht widersprüchlich sein kann. Nur
finde ich so zu tun, als nur weil etwas vereinfacht wurde (für eine
gewisse Spielerschaft) es nicht mehr möglich sein kann, dass etwas
(auf den ersten Blick) komplizierter wird einfach als zu kurz
gedacht.
Subject: Öffentlicher Test Version 1.12 - Änderungen an Premium Panzern
Link on message: #18414589
ojo666, on 26 February 2021 - 01:06 PM, said: leider wird das Grundproblem bei diesem Panzer nicht
angegangen: Als Med ist das Teil einfach VIEL zu behäbig. Damit
kann man sich auch künftig die "Änderungen auf dem Schlachtfeld"
nur ansehen, da ja der Turm schneller dreht. Eingreifen oder Flake
wechseln kann man damit immer noch nicht. Um effektiver
unterstützen zu können braucht er eine höhere DPM
Link on message: #18414589
ojo666, on 26 February 2021 - 01:06 PM, said: leider wird das Grundproblem bei diesem Panzer nicht
angegangen: Als Med ist das Teil einfach VIEL zu behäbig. Damit
kann man sich auch künftig die "Änderungen auf dem Schlachtfeld"
nur ansehen, da ja der Turm schneller dreht. Eingreifen oder Flake
wechseln kann man damit immer noch nicht. Um effektiver
unterstützen zu können braucht er eine höhere DPM
Zapfhan: Dann ließ bitte nochmal, was geändert wird. Beim T26E4
wird auch die Motorleistung auf 720 PS erhöht Die DPM des
STA-2 ist aktuell gut so wie sie ist. durch den Buff wird er sich
besser vom STA-1 abheben können.
Subject: Who wants crew 2.0?
Link on message: #18414567
Link on message: #18414567
HeatResistantBFG: So players find it easy to find and know to only go to this thread
within gameplay, we're going to pin this thread 
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414554
Shalashaska_666, on 26 February 2021 - 12:14 PM, said: Nur anstatt zu sagen ja ist eine schlechte Idee gewesen,
kommst du mit Marketingsprech und sagst wir hören auf euer Feedback
was leider die Vergangenheit gezeigt hat eher so schlecht als recht
funktioniert. Von daher solltest du dich nicht wundern wenn die
Leute mal etwas direkter werden.
BoTTinho, on 26 February 2021 - 12:24 PM, said: Whataboutism?
Das Selbe Unternehmen rechtfertigt im gleichen Spiel einfachere Techtrees damit, das die Alten zu kompliziert waren und entwirft dann diesen Schrott?
Das ist logische Argumentation und kein Whataboutism.... Hirntot ist keine Beleidigung, wenn man einen schlimmeren Zustand alles völlige Inkompetenz bezeichnen will. Aber gut, einigen wir uns auf massivste Inkompetenz oder einfach dümmer als Claudia R.
Link on message: #18414554
Shalashaska_666, on 26 February 2021 - 12:14 PM, said: Nur anstatt zu sagen ja ist eine schlechte Idee gewesen,
kommst du mit Marketingsprech und sagst wir hören auf euer Feedback
was leider die Vergangenheit gezeigt hat eher so schlecht als recht
funktioniert. Von daher solltest du dich nicht wundern wenn die
Leute mal etwas direkter werden.Zapfhan: Also sind deiner Meinung nach Beleidigungen ok, weil sie ja
nur "direkter" werden? Würde ich so mit wär das wieder großes
Kino von den gleichen beteiligten. das "Marketingsprech" ist
halt die Wahrheit. Und es gab genügend Beispiele aus der
Vergangenheit, die eben auch positive Beispiele abgeben würden,
aber das wird gerne Ausgeblendet.
BoTTinho, on 26 February 2021 - 12:24 PM, said: Whataboutism?Das Selbe Unternehmen rechtfertigt im gleichen Spiel einfachere Techtrees damit, das die Alten zu kompliziert waren und entwirft dann diesen Schrott?
Das ist logische Argumentation und kein Whataboutism.... Hirntot ist keine Beleidigung, wenn man einen schlimmeren Zustand alles völlige Inkompetenz bezeichnen will. Aber gut, einigen wir uns auf massivste Inkompetenz oder einfach dümmer als Claudia R.
Zapfhan: Natürlich ist es Whatabaoutism wenn du zwei Dinge vergleichst
und sie nur auf eine einzige Sache runterbrichst ohne den
jeweiligen Kontext. Dass sich die Änderungen am Forschugsbaum
nicht an dich richten, die Änderungen an der Besatzung
unterschiedliche Auswirkungen haben wird etc. wird einfach Ausen
vor gelassen. Wie dürfte ich dann dich
bezeichnen?
Subject: Das Finale der Clan Rivals & Twitch Drops: Frühlingssturm
Link on message: #18414512
Vopomat, on 26 February 2021 - 12:16 PM, said: Bei WG ist alles knorke...Zuschauerzahlen stimmen,
Zustimmung ist bombastisch. Easy Life!
Link on message: #18414512
Vopomat, on 26 February 2021 - 12:16 PM, said: Bei WG ist alles knorke...Zuschauerzahlen stimmen,
Zustimmung ist bombastisch. Easy Life!Zapfhan: Ach Vopo nur weil du nicht dran glaubst, ändert das
nichts.
Subject: Das Finale der Clan Rivals & Twitch Drops: Frühlingssturm
Link on message: #18414243
manicpanic, on 26 February 2021 - 11:26 AM, said: Von Mal zu Mal mehr Zuschauer die den Stream im Hintergrund
laufen lassen um die Drops abzugreifen.
Link on message: #18414243
manicpanic, on 26 February 2021 - 11:26 AM, said: Von Mal zu Mal mehr Zuschauer die den Stream im Hintergrund
laufen lassen um die Drops abzugreifen.Zapfhan: Selbst vor den Drops. dann dürfte die Aktivität im Chat ja
auf einem deutlich niedrigerem Niveau liegen, was sie jedoch nicht
ist.
Subject: Das Finale der Clan Rivals & Twitch Drops: Frühlingssturm
Link on message: #18414204
Vopomat, on 25 February 2021 - 12:03 PM, said: Interessiert sich momentan niemand für - noch weniger als sonst.
Link on message: #18414204
Vopomat, on 25 February 2021 - 12:03 PM, said: Interessiert sich momentan niemand für - noch weniger als sonst.Zapfhan: Komisch, dass es trotzdem von mal zu mal mehr Zuschauer
werden.
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414186
BoTTinho, on 26 February 2021 - 11:06 AM, said:
Link on message: #18414186
BoTTinho, on 26 February 2021 - 11:06 AM, said: Zapfhan: Und jetzt nochmal ohne Whataboutism und Beleidigungen.
Subject: Sandbox 2021: Probiert die Besatzung 2.0 aus!
Link on message: #18414162
Link on message: #18414162
Zapfhan: Kleine Info:
Auch wenn wir noch keine endgültige Lösung haben, sind wir bestrebt, eure Sorgen anzusprechen. Als Reaktion auf euer Feedback wird es Änderungen bezüglich der 0-Skill Crews und der zufälligen Verteilung von Perks bei Ausbildern geben. Weiteres kann ich aktuell noch nicht mitteilen.
Auch wenn wir noch keine endgültige Lösung haben, sind wir bestrebt, eure Sorgen anzusprechen. Als Reaktion auf euer Feedback wird es Änderungen bezüglich der 0-Skill Crews und der zufälligen Verteilung von Perks bei Ausbildern geben. Weiteres kann ich aktuell noch nicht mitteilen.
Subject: Sandbox 2021: Try Out Crew 2.0!
Link on message: #18413957
NoobGoneBad, on 25 February 2021 - 08:42 PM, said: WG staff is ignoring all the hardest questions and only answering
the ones that are from asswipers. WG staff has been told that they
need to only answer ''good questions'' to highlight people who like
this new system. Sadly this crew moronic new system that u have
created is hated by nearly everybody in this forum. People who come
to these forums represent solid playerbase who care about the game.
Sadly WG and its staff dont care about its players. Can you
please answer these questions - Do you personally think that
it is a good idea to remove 4 tank crews and replace them with 1
tank crew? Do you also think that is a good idea to remove
all service history of tank crews? All the medals and 10 year
history of tank crews? I really liked my special crew members like
O'Treat and Simon Crews etc. The new system where u make them into
''instructors'' is load of cr*p imho
Turtle_Team, on 25 February 2021 - 09:10 PM, said: I'm a little confused, I have every tech tree tier 10 currently in
the game, I don't need my crew to be able to drive 3 tanks as I
already have crew in every tank. . .what's the best way to get the
most out of the change? also I have 2 almost 6 skill crew in my
Manticore but when retraining I only get 55 skill points, is the
equivalent level needed to get 75 skill crew the same as a level 7
crew now ? is that even possible? or is it as the commander had 2
skills for free so they are just lost after the change?
21:13 Added after 3 minute nope my 6 skill crews are currently only
converting to 55 skill points, some of my other 5 skills are only
50, I dont think crew with free bia or skills get anything for the
free skill, might be a bug, my 4 normal skill crew got about 50
again, my head hurts trying to figure it out, and they changed the
tech trees as people that play this game found following arrows too
hard
sutlasthetanker, on 26 February 2021 - 06:35 AM, said: Here is constructive feedback; - Please make skill
categories same as equipment 2.0 which is firepower, mobility,
scouting and survivability. So that there will be consistency
between crew and equipment. - Please put the skills in the
correct categories. Concealment should be in same category as Eyes
Open because they are both related to light tanks more than others.
All skills regarding gun handling must be in the same category,
such as Smooth Turret Traverse and Smooth Ride.
Trostani, on 26 February 2021 - 07:51 AM, said: This is so wrong. In current system step progression take place
when you choose perks (that works when you reach 100%). When you
choose skills (works from beginning depending from %) progression
is linear and feel is MUCH better in old system than 2.0. On top of
this if new player will manage to get 0 perk crew and exp 2
additional (relatively not so much of grind) he will have
absolutely decent 3 perk crew. In new system in same amount of
grind he will have 31 skill points that gives pretty much nothing.
More in old system in most situations there is not much
disadvantage when you use 3 perks crew and enemy have
5-6. In 2.0 similar discrepancy is devastating. Currently you just
can't buy such advantage with your wallet, in 2.0 sky is the limit.
Link on message: #18413957
NoobGoneBad, on 25 February 2021 - 08:42 PM, said: WG staff is ignoring all the hardest questions and only answering
the ones that are from asswipers. WG staff has been told that they
need to only answer ''good questions'' to highlight people who like
this new system. Sadly this crew moronic new system that u have
created is hated by nearly everybody in this forum. People who come
to these forums represent solid playerbase who care about the game.
Sadly WG and its staff dont care about its players. Can you
please answer these questions - Do you personally think that
it is a good idea to remove 4 tank crews and replace them with 1
tank crew? Do you also think that is a good idea to remove
all service history of tank crews? All the medals and 10 year
history of tank crews? I really liked my special crew members like
O'Treat and Simon Crews etc. The new system where u make them into
''instructors'' is load of cr*p imhoHeatResistantBFG:
If you think we're only answering positive feedback I'm not sure you have actually been reading our replies or this thread. "hated by nearly everyone in this forum", okay so let's go to the poll (with very leading answers) in the gameplay section. That has 320 votes, and from that sample, only 16% request absolutely no change. Now you may say but a much larger % said they don't like crew 2.0, but crew 2.0 isn't even close to finished. If this was baking you are saying "No one would ever eat a cake" by looking at an ingredients list, while we are trying to work out if people want a cake. We can change ingredients, see what flavours people want and this is going further into the analogy than I intended
To answer your question, 1.
yes, massively. I played console before one of the best things
console had over pc was the crew system, and counter to many
peoples belief that "no one cares about crews" if you speak to
actual new players who quit the game or stopped the crew is often a
reason. Before becoming a CM I worked for WG at an event (Insomnia
60 on the off chance anyone knows it, I was interviewed by jingles,
good times) and it allowed me to meet a lot of the "casual" players
who make up a player base, and crews really were an issue. So for
me, this is something that is a long overdue area that needs some
attention.2. Honestly hadn't thought about that, I'm not sure what
is going to be kept. I would think that all the info will be kept,
but it just won't be assigned to the crew anymore as the crew is
gone, which is a shame for sure. It's a fair point and something
that can be brought up
If you think we're only answering positive feedback I'm not sure you have actually been reading our replies or this thread. "hated by nearly everyone in this forum", okay so let's go to the poll (with very leading answers) in the gameplay section. That has 320 votes, and from that sample, only 16% request absolutely no change. Now you may say but a much larger % said they don't like crew 2.0, but crew 2.0 isn't even close to finished. If this was baking you are saying "No one would ever eat a cake" by looking at an ingredients list, while we are trying to work out if people want a cake. We can change ingredients, see what flavours people want and this is going further into the analogy than I intended
Turtle_Team, on 25 February 2021 - 09:10 PM, said: I'm a little confused, I have every tech tree tier 10 currently in
the game, I don't need my crew to be able to drive 3 tanks as I
already have crew in every tank. . .what's the best way to get the
most out of the change? also I have 2 almost 6 skill crew in my
Manticore but when retraining I only get 55 skill points, is the
equivalent level needed to get 75 skill crew the same as a level 7
crew now ? is that even possible? or is it as the commander had 2
skills for free so they are just lost after the change?
21:13 Added after 3 minute nope my 6 skill crews are currently only
converting to 55 skill points, some of my other 5 skills are only
50, I dont think crew with free bia or skills get anything for the
free skill, might be a bug, my 4 normal skill crew got about 50
again, my head hurts trying to figure it out, and they changed the
tech trees as people that play this game found following arrows too
hard HeatResistantBFG: nope my 6 skill crews are currently only converting to 55 skill
points, some of my other 5 skills are only 50, I dont think crew
with free bia or skills get anything for the free skill, might be a
bug, my 4 normal skill crew got about 50 again, my head hurts
trying to figure it out, and they changed the tech trees as people
that play this game found following arrows too hard
Currently on the sandbox the 0 point perks
are not taken into account, but as mentioned in the updated FAQ on
the first post and at the bottom of this where I'm gonna add a bit
more
That is going to change
sutlasthetanker, on 26 February 2021 - 06:35 AM, said: Here is constructive feedback; - Please make skill
categories same as equipment 2.0 which is firepower, mobility,
scouting and survivability. So that there will be consistency
between crew and equipment. - Please put the skills in the
correct categories. Concealment should be in same category as Eyes
Open because they are both related to light tanks more than others.
All skills regarding gun handling must be in the same category,
such as Smooth Turret Traverse and Smooth Ride.HeatResistantBFG: Good feedback
Trostani, on 26 February 2021 - 07:51 AM, said: This is so wrong. In current system step progression take place
when you choose perks (that works when you reach 100%). When you
choose skills (works from beginning depending from %) progression
is linear and feel is MUCH better in old system than 2.0. On top of
this if new player will manage to get 0 perk crew and exp 2
additional (relatively not so much of grind) he will have
absolutely decent 3 perk crew. In new system in same amount of
grind he will have 31 skill points that gives pretty much nothing.
More in old system in most situations there is not much
disadvantage when you use 3 perks crew and enemy have
5-6. In 2.0 similar discrepancy is devastating. Currently you just
can't buy such advantage with your wallet, in 2.0 sky is the limit.HeatResistantBFG: I think as someone replied to the same post earlier said, it
depends on the situation. In my example, I used the M56 Scorpion
and for the aspects, I wanted to improve on it I was genuinely
better off with the new one. Of course, this won't be the same for
all, but I'd argue that quite solidly for the first few perks in a
number of situations you are better off, I remember when I first
started playing and I asked for advice on crews you always get the
same advice "6th sense, train repairs/concealment, then train BIA,
then concealment if you need it + finish repairs, then get your
smooth rides, snap shots etc etc) and I have seen people posting
similar and advising similar now. Following this sort of pattern
you are simply better off on the new system than the old simply by
having 6th sense inbuilt + BIA, Repairs + concealment needing all
members trained. I would say there can be a damn huge
difference between a 3 and 6 perk crew... that seems a given. In
fact, you're sort of making that point yourself, you say that
with the old system being able to train more perks (aka 1 per crew
member) gives you more advantage compared to only training stuff on
one, well if you do that x6 then it's an even BIGGER advantage
surely? Not seen many comments about how press accounts with max
perks are "only a bit better than a 3 point crew", have seen a fair
number of the exact opposite though. Then the "coup de grâce",
none of what is on the sandbox is final and is completely up for
change, it is only trying out a concept and even while ironically
trying to say it's bad people have proved the concept is valid. The
execution/implimentation on the other hand are in for many
iterations and changes until something that works is
found. WHICH brings me onto something I'm happy to add
to the information found in the FAQ; "In response to the
feedback around Crew 2.0 so far, the situation has progressed
regarding the two major issues concerns: 0-skill crews and
instructors random skill distribution. Even though we don't have a
definitive solution, we are committed to addressing these
concerns."
Info fresh from our own French John Wick.
So yes we are listening to your feedback, and as we have pointed out nothing is final, the sandbox has always been about testing more drastic concepts and fine-tuning it towards something the players want... somethings need a LOT of fine-tuning but are worth it, some don't need much/any and some aren't worth it because players don't want that change. So please keep giving us your feedback in as constructive and precise a manner as you can, we are listening, we are reacting and we want the best for this game and that means the best for its players... all of them!
Info fresh from our own French John Wick.
So yes we are listening to your feedback, and as we have pointed out nothing is final, the sandbox has always been about testing more drastic concepts and fine-tuning it towards something the players want... somethings need a LOT of fine-tuning but are worth it, some don't need much/any and some aren't worth it because players don't want that change. So please keep giving us your feedback in as constructive and precise a manner as you can, we are listening, we are reacting and we want the best for this game and that means the best for its players... all of them!
Subject: Sandbox 2021 : testez l'équipage 2.0 !
Link on message: #18412391
Galaad__, on 25 February 2021 - 05:02 PM, said: Quelqu'un peut me dire ce que vont devenir les recrues que j'ai
dans la caserne et que je n'ai pas encore recruté ? vais-je les
perdre ? dois-je alors vite les recruter pour un char que j'aurai
dans un mois ou deux quand j'aurai monté la branche qui va
bien ?? 
Link on message: #18412391
Galaad__, on 25 February 2021 - 05:02 PM, said: Quelqu'un peut me dire ce que vont devenir les recrues que j'ai
dans la caserne et que je n'ai pas encore recruté ? vais-je les
perdre ? dois-je alors vite les recruter pour un char que j'aurai
dans un mois ou deux quand j'aurai monté la branche qui va
bien ?? Actinid:
J'attends plus d'informations là dessus. Sinon : Suites aux premiers retours sur les équipages nous cherchons une nouvelle solution pour convertir les équipages avec le "0-skill" compétence à 0%.
J'attends plus d'informations là dessus. Sinon : Suites aux premiers retours sur les équipages nous cherchons une nouvelle solution pour convertir les équipages avec le "0-skill" compétence à 0%.
Subject: Sandbox 2021: Mürettebat 2.0'ı Deneyin!
Link on message: #18412382
Link on message: #18412382
vuque: Arkadaşlar yeni bir haberi sizlerle paylaşmak istiyorum; "0
Beceri sahibi mürettebatların çeviri kuralları hakkındaki geri
dönüşleriniz üzerine, bu konu hakkında 0 Becerilerin de dikkate
alınacağı bir çeviri sistemi çözümü üzerine çalışmayı
düşünmekteyiz.Ayrıca rastgele verilen Eğitmen yetenekleri ile
ilgili opsiyonları değerlendirmekteyiz."
Subject: Sandbox 2021: Try Out Crew 2.0!
Link on message: #18412315
Link on message: #18412315
Dwigt: Hey guys, If I can not answer all your questions, we are
currently covering different platforms and gathering feedback.On
the bright side, we have some good news and our lovely CZ Community
Manager, Sstyx was able to compile some of your frequently asked
questions that you can find in the spoiler below or in the first post.Feel free to use to share those
answers. Regarding the Instructors random skills and
zero-skill perks conversion, based on your initial feedback, we are
considering different solutions. Everything is
confusing, we have to spend a lot of time to transfer the crew and
everything takes a long time. Will there be any simplification for
those who have many crews and tanks? The tips system will help you
choose the best skills. Then, once you are more familiar with the
system, it will not take you that long to reset the crew. Crew
transfers will be made manually for each specific vehicle
separately and the players themselves will be involved in the
process. It may not look very comfortable and simple, but we don't
want to make decisions for you regarding the transfer of your crew.
Only the players themselves should decide. In manual crew
conversion, the total experience of all crew members in the vehicle
is divided by the number of all members. As a result, the new crew
will receive their average value of all the experience gained by
the old crew. Depending on the amount of experience, the new crew
will immediately gain a certain level of crew and benefits that
correspond to this level. This ensures that experienced crews
retain their experience in the new system. It was difficult for
many players to have 6 or 7 abilities, let alone 13. Now five
skills will be transferred to a new crew with 75 points. Does
training this crew for 5 abilities takes as long as 75 points? Yes,
but not quite. We introduced new features as a bonus to the
Instructor's crew experience and the use of the free experience
that now affects the entire crew, not just one crew member as
before. Accelerated crew training now also affects the entire crew,
not just one crew member. What happens after reaching 75 points?
After investing level 75 in you will no longer gain skill points
and the commander will unlock the elite procedure (professional
qualification). With each new level of professional qualification,
the crew gains a smaller increase in vehicle handling. In most
cases, however, it is a symbolic increase for a well-trained crew.
The personal training manual with 850k XP has been converted to
250k XP. Why? We take the average number of crew members, which is
four members. The experience we provide to this crew is more than
850,000 XP per crew member. This means that in the new system, one
manual with 250k XP is a better option for the entire crew. Old and
new skills. We do a lot of work to find out which skills are good
and which are not. Now every skill concerns a certain situation and
certain vehicles. For example, the "Sharp Sight" and "Spatial
Imagination" abilities used to be very useful. Now the "Eyes Wide
Open" ability is 4%. But the previous two skills gave 7%. We tried
to select useful capabilities for different types of vehicles so
that each type of vehicle could get something useful. There is also
the opportunity to improve the efficiency of the skills with the
help of Instructors and Guidelines: you can upgrade them, say, to
20 lvl and increase the efficiency. At the end of the tests, we
will look at the test results and see what skills are popular among
players and which are not. If necessary, we will change the values
for these abilities or even the whole set of skills. Is it good to
have such a large number of skill sets? It's not an RPG, but an
arcade game. We already have experience with equipment that doesn't
have as much variability as the new crew system, but when we look
at the ways players use and combine it, we see that there are many
different sets and players use them differently according to their
preferences.
Take, for example, the Bat.-Chat tank, which you can play in several ways. There are about three standard game styles: shelling from the bushes with an autoloader, playing a supporting role, where you help the team on different parts of the map, or you can attack more aggressively. Each of these game styles requires a certain set of abilities, and the new system can help and highlight each individual player's style. Question about instructors: when I create an instructor, he gains certain skills, but I can't change them myself. We are monitoring this situation and the reactions to it. Our main aspect of the change was to have random instructor traits that help diversify skill sets so that our players can create certain "preset" abilities based on the instructor's abilities. But we see your reactions and we will think about how to change this and make instructors more valuable and useful to players. We are aware that the feedback to the instructors is what it is and we are thinking about what we can do about it and how to adjust it. What happens to female crew members for a personal mission? They will be 3 class instructors and their experience will be transferred to a new crew. "Universal Crew Books" and instructors for non-recruited crew members will be added. Why such high prices? Prices are slightly lower compared to the old system. For any operation, such as resetting skills using credits, not gold. All such operations, which are transferred from the old system to the new one, are cheaper when compared to the prices for one operation in the old crew system multiplied by the number of crew members and the price for the new crew. What happens to the unique crew members (Santa, the crew behind Prime, etc.)? According to our prepared concept, all members of the special crew (Holiday Operations, Chuck Norris, Battle Pass heroes, etc.) will become new valuable characters - instructors. They provide the crew with additional skill points (above the 10-point limit) and increase the experience gained after each battle. How is the new number of crew XP calculated during the transfer? When manually transferring a crew, the total experience of all crew members on a given tank is divided by the number of its members. As a result, the new crew will receive the average value of all the experience gained by the old crew. How does the transfer work for a crew with a zero perk? The zero perk does not contain any experience and therefore does not add any experience during the conversion. The only experience actually gained in battle counts. Instead of a zero perk, you get an instructor. Please note that this is only for current Sandbox tests and may change in future iterations based on test results and player feedback. Example: 1. On the tank you have Commander Chuck with zero perks and, for example, with 2 learned perks, and the rest of the crew is ordinary. What happens during the conversion: - In this case, Chuck will become an instructor and his experience for 2 learned perks will be taken into account in this conversion when converting experience to skill points. Next in line (sitting in a tank) becomes commander. If the tank commander is not unique, but an ordinary tanker, this commander becomes the new commander in the new crew system. 2. In your tank, all crew members are unique with zero perks (for example, in the tank all snow ladies sit with 2 learned perks). What happens during the conversion: - In this case, all ladies will become instructors and their experience for 2 learned perks will be taken into account when converting to a new crew for a given tank. In this case, the commander will generate a system for you randomly and you can change his name, gender, and appearance in his personal record. Instructors are divided into three types based on certain values: if the special crew member had one zero perks, he will be a third class instructor; if the special crew member had two zero perks, he shall be a second-class instructor; first-class instructors will be introduced later with more info. Based on the current reception of the conversion rules for 0-skill crews, we are now considering other solutions that could take the 0-skill into consideration for the xp conversion. We are also considering other options for the random Instructor skill allocation. What impact will this have on the battles? According to our calculations, the influence of the new crew on the game will increase 1.5 times compared to the old crew. Furthermore, a number of situational skills and talents will be added. Is the release date already known? There is currently no exact Release Date for Crew 2.0. Our most important and priority task now is to gather all the feedback from the players who participated in the Sandbox and tested the proposed crew system. Play, share your opinions, fill out questionnaires - based on your feedback, we will take further steps by the crew. Nothing is final and many things can change. What will happen to the crew from Mirny-13? All crew members, such as the Mirny-13 boys (i.e. a crew who had so much experience for x-perks but had no zero perk): If you have already converted this experience into perks and settled these members into tanks, they will be on the given tanks (except in cases where they are on premium tanks but are not trained for them) they will be transferred to the barracks. Example:
The second option is: All crew members in the barracks
whose experience is not sufficient to acquire one level of ability
will be automatically transferred to the crew books of the relevant
nation, which can be used further. Their experience, which you did
not distribute, is transferred to the crew books in the
corresponding XP equivalent. In addition, there will be their skins
that you can use as well. If I have a crew trained for 3 tanks, and
one of those tanks is destroyed in a battle, can I start
another battle with on one of the two remaining tanks, without
waiting for the end of the previous battle? No. I have a crew
trained for a tank I do not own yet. Will I have to buy
this tank when converting the crew or can it be done without it?
No, there is no need to buy a tank. Please proceed as follows:
Click on the barracks and click on "recruitment". Choose the tank
you sold from the list, but your crew is trained for it. Convert
crew. Choose a tank.
Take, for example, the Bat.-Chat tank, which you can play in several ways. There are about three standard game styles: shelling from the bushes with an autoloader, playing a supporting role, where you help the team on different parts of the map, or you can attack more aggressively. Each of these game styles requires a certain set of abilities, and the new system can help and highlight each individual player's style. Question about instructors: when I create an instructor, he gains certain skills, but I can't change them myself. We are monitoring this situation and the reactions to it. Our main aspect of the change was to have random instructor traits that help diversify skill sets so that our players can create certain "preset" abilities based on the instructor's abilities. But we see your reactions and we will think about how to change this and make instructors more valuable and useful to players. We are aware that the feedback to the instructors is what it is and we are thinking about what we can do about it and how to adjust it. What happens to female crew members for a personal mission? They will be 3 class instructors and their experience will be transferred to a new crew. "Universal Crew Books" and instructors for non-recruited crew members will be added. Why such high prices? Prices are slightly lower compared to the old system. For any operation, such as resetting skills using credits, not gold. All such operations, which are transferred from the old system to the new one, are cheaper when compared to the prices for one operation in the old crew system multiplied by the number of crew members and the price for the new crew. What happens to the unique crew members (Santa, the crew behind Prime, etc.)? According to our prepared concept, all members of the special crew (Holiday Operations, Chuck Norris, Battle Pass heroes, etc.) will become new valuable characters - instructors. They provide the crew with additional skill points (above the 10-point limit) and increase the experience gained after each battle. How is the new number of crew XP calculated during the transfer? When manually transferring a crew, the total experience of all crew members on a given tank is divided by the number of its members. As a result, the new crew will receive the average value of all the experience gained by the old crew. How does the transfer work for a crew with a zero perk? The zero perk does not contain any experience and therefore does not add any experience during the conversion. The only experience actually gained in battle counts. Instead of a zero perk, you get an instructor. Please note that this is only for current Sandbox tests and may change in future iterations based on test results and player feedback. Example: 1. On the tank you have Commander Chuck with zero perks and, for example, with 2 learned perks, and the rest of the crew is ordinary. What happens during the conversion: - In this case, Chuck will become an instructor and his experience for 2 learned perks will be taken into account in this conversion when converting experience to skill points. Next in line (sitting in a tank) becomes commander. If the tank commander is not unique, but an ordinary tanker, this commander becomes the new commander in the new crew system. 2. In your tank, all crew members are unique with zero perks (for example, in the tank all snow ladies sit with 2 learned perks). What happens during the conversion: - In this case, all ladies will become instructors and their experience for 2 learned perks will be taken into account when converting to a new crew for a given tank. In this case, the commander will generate a system for you randomly and you can change his name, gender, and appearance in his personal record. Instructors are divided into three types based on certain values: if the special crew member had one zero perks, he will be a third class instructor; if the special crew member had two zero perks, he shall be a second-class instructor; first-class instructors will be introduced later with more info. Based on the current reception of the conversion rules for 0-skill crews, we are now considering other solutions that could take the 0-skill into consideration for the xp conversion. We are also considering other options for the random Instructor skill allocation. What impact will this have on the battles? According to our calculations, the influence of the new crew on the game will increase 1.5 times compared to the old crew. Furthermore, a number of situational skills and talents will be added. Is the release date already known? There is currently no exact Release Date for Crew 2.0. Our most important and priority task now is to gather all the feedback from the players who participated in the Sandbox and tested the proposed crew system. Play, share your opinions, fill out questionnaires - based on your feedback, we will take further steps by the crew. Nothing is final and many things can change. What will happen to the crew from Mirny-13? All crew members, such as the Mirny-13 boys (i.e. a crew who had so much experience for x-perks but had no zero perk): If you have already converted this experience into perks and settled these members into tanks, they will be on the given tanks (except in cases where they are on premium tanks but are not trained for them) they will be transferred to the barracks. Example:
Subject: Sandbox 2021: Vyzkoušejte posádku 2.0!
Link on message: #18412310
SRudolf, on 25 February 2021 - 01:53 PM, said: ja mam otazku. preco vyrocna posadka 100rokov takov prestane
existovat
a niesu ani vo vybere
faceliftov
brucoun112, on 25 February 2021 - 01:58 PM, said: Tak já si koupím za real peníze posádku k tanku s nultým perkem
abych tedy byl trochu ve výhodě a oni ji jen tak zničí bez
náhrady,Fajn dejte 10 skill bodu at si mužu v uvozovkách naházet
novou BIA.
Schmudla, on 25 February 2021 - 02:20 PM, said:
FAQ je výbornej, díky za něj pokud už se tam přímo vyloženě nelže tak jsou tam alespoň jenom polopravdy ...
jenom namátkou, věnovat tomu víc času je zbytečné: lež: A: Po investování 75. úrovně do již nebudete získávat dovednostní body a veliteli se odemkne elitní postup (odborná kvalifikace) . S každou novou úrovní odborné kvalifikace získá posádka menší zvýšení ovládatelnosti vozidla. Většinou se však jedná o symbolický navýšení pro dobře vycvičenou posádku. proč: bonus za další postup přidá tuším až 20(?) bodů do ovladatelnosti, cožjsou minimálně 2 bonové ventilace, to je opravdu jenom takové symbolické navýšení a rozhodně to neotvírá nůžky mezi těmi co to zaplatí a těmi co ne ... A: Ceny jsou ve srovnání se starým systémem o něco nižší. Pro jakoukoli operaci, jako je např. resetování dovedností pomocí kreditů, ne goldů. Všechny takové operace, které jsou přeneseny ze starého systému na nový, jsou levnějšími, když je porovnáme s cenami za jednu operaci ve starém systému posádky vynásobenými počtem členů posádky a cenou za novou posádku. proč: porovnáváte jablka s hruškama, už jsem to psal na FB : přeškolení dneska za kredity (v porovnání s cenou knížek je jakákoliv cena za toto směšná
je 10% ze základu - tedy nějakých 40000XP, po novu bude
těch 10% klidně i 1 000 000 XP (při slušném veiteli), i kdyby to
byl nějaký lemrák bavíme se o vyšších stovkách tisíc ... to
rozhodně není OK a ani levnější (tu ztrátu budu muset nahradit
knížkama za miliony kreditů), dneska si dám pár bitev a 40k XP je
na posádce hned zpátky - zde je jasný tlak na převod za goldy a to
potom rozhodně není levnější než je teď (edit: ve smyslu, že teď
převádět za goldy reálně nemusím, není žádný důvod).
vlastenec97, on 25 February 2021 - 02:30 PM, said: "Nultý perk neobsahuje žádné zkušenosti".... ČOO?? Hodinami
strávenými s tankami si hráči vyjazdia posádky z Mirny-13 a iných
eventov, často patria medzi najlepšie posádky v garáži alebo čakajú
na regrut... a vy ich skonfiškujete (premeníte v inštruktori) a
dáte im niečo horšie? Veď zmena, nie?
Celý systém tých inštruktorov
čo ste vymysleli úplne ničí celkom podarenú CREW 2.0. ZMAŽTE to kým
nie je neskoro! 2: "vliv nové posádky na hru zvýší 1,5krát
ve srovnání se starou posádkou." A nie je to málo? Skutočne
má mať posádka takýto vplyv na celú hru? Niektoré tie čísla perkov
sú prepálené, ale prečo považuje WG za vhodné otvoriť medzi starou
a novou posádkou tak obrovskú priepasť? Prečo? 
Koggli, on 25 February 2021 - 02:33 PM, said: Otázečka na Sstyx. Ta finální fáze Sandboxu bude přesně znamenat
co? Jako, že to vše co se teď testovalo a otestuje bude v té
finální fázi najednou? Tedy zmrzačené HE granáty, posádky a další
ty fičury které ještě zbývají k otestování?
brucoun112, on 25 February 2021 - 03:00 PM, said: Mám posádku vytrénovanou na nějaký tank, který nevlastním. Budu
muset při konvertování posádky tento tank kupovat nebo to lze
udělat bez toho? Ne, není potřeba si tank kupovat. Postupujte
prosím následovně: Klikněte na kasárny a klikněte na „nábor“.
Ze seznamu si vyberte tank, který jste prodali, ale je na něj
vycvičená vaše posádka. Konvertujte posádku. Vyberte si tank.
Co když mám posádku z souboju velitelu např kranvagen
ale ten tank jsem zatím neměl?Stějně jako Obj 140,T-62. Potom jsem
si posádku expil k ničemu když mi ji seberete.
noesek, on 25 February 2021 - 03:03 PM, said: Je již známé datum vydání? V tuto chvíli neexistuje přesné datum
vydání Posádky 2.0. Naším nejdůležitějším a prioritním úkolem je
nyní shromáždit veškerou zpětnou vazbu od hráčů, kteří se
zúčastnili Sandboxu a otestovali navrhovaný systém posádek. Hrajte,
sdílejte své názory, vyplňujte dotazníky - na základě vaší zpětné
vazby podnikneme další kroky stran posádky. Nic není konečné a
mnoho věcí se může změnit. Na jakém náměstí je možné
dotazník vyplnit? (není to prosím žádná osobní narážka)
almandr, on 25 February 2021 - 03:04 PM, said: Reakce k FAQ: - systém tipů pomůže vybrat nejlepší schopnosti -
pokud ho neupravíte, je mi líto nováčků. U 60 levelové posádky na
Type 64 mi to doporučilo Coherence a open Eyes, což je ok, a pak 3
perky na pohyblivost, asi proto abych dostal talent. Zbylo 10
levelů a stejně mi to nedoporučilo maskování. To vážně nejsou dobré
tipy. - instruktoři - tvrdit, že můžu zlepšit efektivitu
posádky instruktory je sice pravda, ale zlepšení nechtěných perků
díky náhodnému výběru ve výsledku posádku vlastně skoro
nezlepší; Chuck a spol. nebudou nikdy hodnotnými instruktory, pokud
k dobrému perku dostanou náhodný zbytečný - jsou
degradováni na III. třídu - ceny - už to tu je - průměrná cena
za přeškolení 100.000 kreditů a ztráta pár zkušeností v současném
systému fakt není dražší než 500.000 kreditů a 10% zkušeností,
naopak je výrazně dražší nový stav. U 60 levelové posádky zaplatím
za přeškolení 7.000.000 kreditů pro zachování úrovně posádky
přeškolení + víc jak 3 knížky po 2.000.000,- (nevadí mi cena, ale
nesmyslná ztráta hromady expů ) - vliv posádky na bitvu - u
posádek nad 70 level, spíš ještě výrazně lepších asi bude jejich
výkon 1,5x lepší než je nyní; u posádek horších pod 40 level jsem
přesvědčený, že budou horší než aktuální posádky - celkově mi uniká
smysl, kdy dosažení použitelné posádky bude nejspíš náročnější než
dřív, ale pak si můžu vytvořit supermanskou posádku (teda hlavně
když vytáhnu peněženku a pořídím knížky, protože hraním to
bude na vyšší tisíce bitev 
methoz, on 25 February 2021 - 03:06 PM, said:
Snaha se cenní, ale jinak je to zbytečný. Všude je vidět, že se to drtivé většine nezamlouvá (změny ano, ale takové co mají hlavu a patu) a pak si WG vylže znova 70% nebo i více procent kladné vazby. Je to akorát tak frustrace pro lidi, co to zkouší, píšou sem, co je špatně a pak je to ignorováno. Vylepšení systému posádek ANO Posádka 2.0 NE Sandbox mi akorát potvrdil, že to je špatný a potřebuje to předělat, tohle nemůžete přece vypustit na veřejnost.
SWAT0013, on 25 February 2021 - 03:36 PM, said: Tohle je největší (EDITED) na celé té konverzi. Posádky s
nultým perkem se dávaly jako odměny za spoustu akcí (které by jinak
nikdo nejezdil nebo je jezdil v omezené míře), jako odměny za
nejtěžší mise a posádky s nultým perkem se dokonce dávaly i jako
marketingové lákadlo do balíčků. Celkově jste nultý perk sami
zdůrazňovali jako největší přednost těchto posádek. Takže celý
tento koncept náhle zahodit a ukázat hráčům vztyčený prostředníček
je prostě pěkná sprosťárna od WG. Místo toho abyste
uznali, že to byla chyba, tak se snažíte obhájit krádež za
bílého dne... 




Bynk_hero, on 25 February 2021 - 04:38 PM, said: Kde vlastne nájdem na sandboxe ten dotazník???
Link on message: #18412310
SRudolf, on 25 February 2021 - 01:53 PM, said: ja mam otazku. preco vyrocna posadka 100rokov takov prestane
existovat
a niesu ani vo vybere
faceliftovSstyx: Děkuju za upozornění, přednesu výše, jen doplňující dotaz, posádka
se vyjezdila v akci nebo jak přesně se získala?
brucoun112, on 25 February 2021 - 01:58 PM, said: Tak já si koupím za real peníze posádku k tanku s nultým perkem
abych tedy byl trochu ve výhodě a oni ji jen tak zničí bez
náhrady,Fajn dejte 10 skill bodu at si mužu v uvozovkách naházet
novou BIA. Sstyx: Update informací (již zaneseno ve FAQ ) zvažujeme možnost, kdy se
nultý perk bude konvertovat také v rámci XP.
Schmudla, on 25 February 2021 - 02:20 PM, said: FAQ je výbornej, díky za něj pokud už se tam přímo vyloženě nelže tak jsou tam alespoň jenom polopravdy ...
jenom namátkou, věnovat tomu víc času je zbytečné: lež: A: Po investování 75. úrovně do již nebudete získávat dovednostní body a veliteli se odemkne elitní postup (odborná kvalifikace) . S každou novou úrovní odborné kvalifikace získá posádka menší zvýšení ovládatelnosti vozidla. Většinou se však jedná o symbolický navýšení pro dobře vycvičenou posádku. proč: bonus za další postup přidá tuším až 20(?) bodů do ovladatelnosti, cožjsou minimálně 2 bonové ventilace, to je opravdu jenom takové symbolické navýšení a rozhodně to neotvírá nůžky mezi těmi co to zaplatí a těmi co ne ... A: Ceny jsou ve srovnání se starým systémem o něco nižší. Pro jakoukoli operaci, jako je např. resetování dovedností pomocí kreditů, ne goldů. Všechny takové operace, které jsou přeneseny ze starého systému na nový, jsou levnějšími, když je porovnáme s cenami za jednu operaci ve starém systému posádky vynásobenými počtem členů posádky a cenou za novou posádku. proč: porovnáváte jablka s hruškama, už jsem to psal na FB : přeškolení dneska za kredity (v porovnání s cenou knížek je jakákoliv cena za toto směšná
Sstyx: Vše jsou informace od Devs, které jsou poskytnuté (a některé již
pozměněné ) na základě zpětné vazby. Jak je opakovaně řečeno, vše
se může měnit a nic není vytesáno do kamene.
vlastenec97, on 25 February 2021 - 02:30 PM, said: "Nultý perk neobsahuje žádné zkušenosti".... ČOO?? Hodinami
strávenými s tankami si hráči vyjazdia posádky z Mirny-13 a iných
eventov, často patria medzi najlepšie posádky v garáži alebo čakajú
na regrut... a vy ich skonfiškujete (premeníte v inštruktori) a
dáte im niečo horšie? Veď zmena, nie? Sstyx: Viz. odpověď výše: (již zaneseno ve FAQ ) zvažujeme možnost,
kdy se nultý perk bude konvertovat také v rámci XP na základě
feedbacku, který jsme obdrželi.
Koggli, on 25 February 2021 - 02:33 PM, said: Otázečka na Sstyx. Ta finální fáze Sandboxu bude přesně znamenat
co? Jako, že to vše co se teď testovalo a otestuje bude v té
finální fázi najednou? Tedy zmrzačené HE granáty, posádky a další
ty fičury které ještě zbývají k otestování?Sstyx: Finální fáze by měla být ohledně testování všeho dohromady, ovšem
je tu ALE. Toto bude platit pouze v případě, že vše bude finální a
připravené na celkový test, pokud ne, mohou některé části chybět a
otestuje se jen to, co je připravené.
brucoun112, on 25 February 2021 - 03:00 PM, said: Mám posádku vytrénovanou na nějaký tank, který nevlastním. Budu
muset při konvertování posádky tento tank kupovat nebo to lze
udělat bez toho? Ne, není potřeba si tank kupovat. Postupujte
prosím následovně: Klikněte na kasárny a klikněte na „nábor“.
Ze seznamu si vyberte tank, který jste prodali, ale je na něj
vycvičená vaše posádka. Konvertujte posádku. Vyberte si tank.
Co když mám posádku z souboju velitelu např kranvagen
ale ten tank jsem zatím neměl?Stějně jako Obj 140,T-62. Potom jsem
si posádku expil k ničemu když mi ji seberete.Sstyx: Děkuji za nadnesení, zjišťuji jak tomu bude v takovémto případě.
noesek, on 25 February 2021 - 03:03 PM, said: Je již známé datum vydání? V tuto chvíli neexistuje přesné datum
vydání Posádky 2.0. Naším nejdůležitějším a prioritním úkolem je
nyní shromáždit veškerou zpětnou vazbu od hráčů, kteří se
zúčastnili Sandboxu a otestovali navrhovaný systém posádek. Hrajte,
sdílejte své názory, vyplňujte dotazníky - na základě vaší zpětné
vazby podnikneme další kroky stran posádky. Nic není konečné a
mnoho věcí se může změnit. Na jakém náměstí je možné
dotazník vyplnit? (není to prosím žádná osobní narážka) Sstyx: Dotazníky budou chodit in-game, s jejich distribucí se brzy začne.
Jinak je možné zanechat feedback na našem FB, Discordu či fóru.
almandr, on 25 February 2021 - 03:04 PM, said: Reakce k FAQ: - systém tipů pomůže vybrat nejlepší schopnosti -
pokud ho neupravíte, je mi líto nováčků. U 60 levelové posádky na
Type 64 mi to doporučilo Coherence a open Eyes, což je ok, a pak 3
perky na pohyblivost, asi proto abych dostal talent. Zbylo 10
levelů a stejně mi to nedoporučilo maskování. To vážně nejsou dobré
tipy. - instruktoři - tvrdit, že můžu zlepšit efektivitu
posádky instruktory je sice pravda, ale zlepšení nechtěných perků
díky náhodnému výběru ve výsledku posádku vlastně skoro
nezlepší; Chuck a spol. nebudou nikdy hodnotnými instruktory, pokud
k dobrému perku dostanou náhodný zbytečný - jsou
degradováni na III. třídu - ceny - už to tu je - průměrná cena
za přeškolení 100.000 kreditů a ztráta pár zkušeností v současném
systému fakt není dražší než 500.000 kreditů a 10% zkušeností,
naopak je výrazně dražší nový stav. U 60 levelové posádky zaplatím
za přeškolení 7.000.000 kreditů pro zachování úrovně posádky
přeškolení + víc jak 3 knížky po 2.000.000,- (nevadí mi cena, ale
nesmyslná ztráta hromady expů ) - vliv posádky na bitvu - u
posádek nad 70 level, spíš ještě výrazně lepších asi bude jejich
výkon 1,5x lepší než je nyní; u posádek horších pod 40 level jsem
přesvědčený, že budou horší než aktuální posádky - celkově mi uniká
smysl, kdy dosažení použitelné posádky bude nejspíš náročnější než
dřív, ale pak si můžu vytvořit supermanskou posádku (teda hlavně
když vytáhnu peněženku a pořídím knížky, protože hraním to
bude na vyšší tisíce bitev Sstyx: Tyto tipy jsou stále ve vývoji a mohou se měnit na základě
feedbacku a dat, které k tomu budou k dispozici.Stejně tak je tomu
v případě instruktorů a cen/XP etc., kdy ani toto není konečné
a může se to upravovat na základě obdržených dat.
methoz, on 25 February 2021 - 03:06 PM, said: Snaha se cenní, ale jinak je to zbytečný. Všude je vidět, že se to drtivé většine nezamlouvá (změny ano, ale takové co mají hlavu a patu) a pak si WG vylže znova 70% nebo i více procent kladné vazby. Je to akorát tak frustrace pro lidi, co to zkouší, píšou sem, co je špatně a pak je to ignorováno. Vylepšení systému posádek ANO Posádka 2.0 NE Sandbox mi akorát potvrdil, že to je špatný a potřebuje to předělat, tohle nemůžete přece vypustit na veřejnost.
Sstyx: FAQ není nikdy zbytečný, FAQ znamená ucelený přehled odpovědí na
nejčastější dotazy hráčů s tím rozdílem, že když je to v jednom
postu, tak se to neztratí v tématu a každý si to bude moci
dohledat.Již probíhají nějaké změny (něco již zaznamenáno do FAQ )
a opakovaně - nic není dáno, vše je ještě předmětem úprav a změn.
SWAT0013, on 25 February 2021 - 03:36 PM, said: Tohle je největší (EDITED) na celé té konverzi. Posádky s
nultým perkem se dávaly jako odměny za spoustu akcí (které by jinak
nikdo nejezdil nebo je jezdil v omezené míře), jako odměny za
nejtěžší mise a posádky s nultým perkem se dokonce dávaly i jako
marketingové lákadlo do balíčků. Celkově jste nultý perk sami
zdůrazňovali jako největší přednost těchto posádek. Takže celý
tento koncept náhle zahodit a ukázat hráčům vztyčený prostředníček
je prostě pěkná sprosťárna od WG. Místo toho abyste
uznali, že to byla chyba, tak se snažíte obhájit krádež za
bílého dne... Sstyx: Viz. odpovědi výše.
Bynk_hero, on 25 February 2021 - 04:38 PM, said: Kde vlastne nájdem na sandboxe ten dotazník??? Sstyx: Dotazník se brzy začne distribuovat do herních klientů.
Subject: Sandbox 2021: Try Out Crew 2.0!
Link on message: #18412134
none666, on 25 February 2021 - 02:32 PM, said: LOL are you for real?
whahahaa
and I thought Im stupid, my BIA 0 skill is not removed, its just
not BIA anymore 

bbmoose, on 25 February 2021 - 02:43 PM, said: I appreciate your kind and political correct answer, but I'm
sure you get my point. It's not how detailed a survey or poll is,
but about if people want something or not. There surely are some
aspects of crew 2.0 that I may possibly like, but it doesn't
outweigh the fact that I don't want a new system. I don't want to
learn something new, or want to invest a lot of time in something
that I didn't asked for. You want to change something that I am
perfectly fine with. So what I like about crew 2.0 is not really
relevant, unless you want to add it to the current system. I will
have a choice that way; I could keep on playing like I did the past
7 years, or start using new skills/perks or adding instructors. And
I know for sure that a big part of the community feels the same
about it. Why don't you guys do a survey before you develop
a whole sandbox concept? I'm sure that this crew 2.0 wouldn't have
been on sandbox if you asked your players about the crew system,
because nobody ever asked for a compleet rehaul. It has never been
a problem or issue in this game, in contrary with other subjects
like arty, WV's, maps, matchmaker and game balance.
NoobGoneBad, on 25 February 2021 - 02:52 PM, said: Can you please answer these questions - Do you
personally think that it is a good idea to remove 4 tank crews and
replace them with 1 tank crew? Do you also think that is a
good idea to remove all service history of tank crews? I
really liked my special crew members like O'Treat and Simon Crews
etc. The new system where u make them into ''instructors'' is load
of cr*p imho
gunslingerXXX, on 25 February 2021 - 03:06 PM, said: Come on Dwight, you know 1 extra skill point on an instructor is
useless. And I'm not even considering that point might RNG roll in
a useless skill either. 0-skill crew was bought and earned to
get up to speed without having to grind. Taking this away
(replacing it by something useless is basically taking it away) is
not cool. Please don't pretend it make sense or that its
fair, it is not.
WigglyWorm, on 25 February 2021 - 03:06 PM, said: Here is a problem in itself. I haven't been able to
answer any WG surveys since I started running a modpack (an
"approved" one). The Survey will not go past the first
question each time. I lose the ability to finish the survey if I
restart the game in safe mode. One of the questions from the past
in surveys is "Do you use mods ?". If others experience that issue,
your survey results are going to be skewed. So, yeah.
Surveys are great and all.... as long as you can answer them.
Trostani, on 25 February 2021 - 03:15 PM, said: It's true for retraining using gold. If retraining for
credits cost is higher but I could live with this (but 500k for new
players is a lot). What about exp lost during retraining? I have
good crew for progetto, if I want retrain it now for credits I'll
lost additional % of base qualification (for 100% crew fixed
amount, around 30k?) which I could catch up in several battles. On
sandbox on top of 500k credits I will lost 1,8 MILLION exp.
Retraining for free - over 5 Millions (!!!). How you can call this
similar or lowered to current system?
teriaksu, on 25 February 2021 - 03:24 PM, said: Dwight, do you consider this to be a healthy way of solving
the problem ? True, we didn't grind for that 0-perk, because
WE PAID REAL MONEY FOR IT. That was the point! We paid REAL
MONEY to gain an advantage over those who didn't cough up the
dough. Now you're taking away something we paid real money
for (I keep repeating this idea, but I cannot
stress this enough) and in return you give us more RNG. It's not a
slap in the face. It's 3 slaps in the face, at
least.
In what universe is this acceptable? I'd really like to understand the WG pov Furthermore, the fact that WG considered this to be acceptable shows WG doesn't really care about what players think, it's all about the green. It doesn't matter if WG doesn't implement crew 2.0, other "ways" to milk the paying players will show themselves. I really can't respect that.
SovietBias, on 25 February 2021 - 03:42 PM, said: I'm sure you realise this is unacceptable. And even
IF one wants to consider the bonus points from instructor as a way
to mitigate the loss, 4 instructors (max per crew) account for 8
RANDOM skillpoints, and only when your crew hits level 60. A full
skill in the old system takes 10 skill points. All this
system accomplishes is to heavily nerf the most common 3-4 skill
crews, then nerf BiA crews, and then proceed to remove the cap
allowing crews at 75 skill points to grow beyond what could be
possible before with 7-skilled crews. Nice ideas with the
new skills, I can even accept the extra 750 to train crews for
multiple vehicles, but the rest is just widening the performance
gap in order to monetize.
Link on message: #18412134
none666, on 25 February 2021 - 02:32 PM, said: LOL are you for real? Dwigt: I guess there's a better way to push your argument
Yes, your zero-skilled bonus
is not removed from the game, it's changed from BiA (or whatever
that zero-skill was) to another bonus that is called "Skill
Point".
bbmoose, on 25 February 2021 - 02:43 PM, said: I appreciate your kind and political correct answer, but I'm
sure you get my point. It's not how detailed a survey or poll is,
but about if people want something or not. There surely are some
aspects of crew 2.0 that I may possibly like, but it doesn't
outweigh the fact that I don't want a new system. I don't want to
learn something new, or want to invest a lot of time in something
that I didn't asked for. You want to change something that I am
perfectly fine with. So what I like about crew 2.0 is not really
relevant, unless you want to add it to the current system. I will
have a choice that way; I could keep on playing like I did the past
7 years, or start using new skills/perks or adding instructors. And
I know for sure that a big part of the community feels the same
about it. Why don't you guys do a survey before you develop
a whole sandbox concept? I'm sure that this crew 2.0 wouldn't have
been on sandbox if you asked your players about the crew system,
because nobody ever asked for a compleet rehaul. It has never been
a problem or issue in this game, in contrary with other subjects
like arty, WV's, maps, matchmaker and game balance. Dwigt: That's it! Sometimes we have changes coming from the community
and sometimes we come up with those proposals that we think
they might improve the game.As we mentioned in the video, the
article and during the live Q&A on Tuesday, some systems in the
game have been there since the start. You may see it as change for
the sake of change but it's not.In the current system, the skill
combination is almost the same on every tank. You will say
"why don't you add more skills then"? Two reasons: - Veteran
players with well trained crews will - It's already had enough
to train your 4th skill and on. Some of those added skills will
take forever to complete. One of the other reasons
is that new players are joining the game and there's a huge gap
between veterans and newcomers. That's why we want to make sure
that, while we reduce the gap, your experience and investment is
not thrown in the bin. We know that new changes (especially
big ones) will not be appreciated by everyone, that's why we want
you try to the new systems and let us know if we should add it or
not and if yes, what should be improved so that it will fit all of
our pl
NoobGoneBad, on 25 February 2021 - 02:52 PM, said: Can you please answer these questions - Do you
personally think that it is a good idea to remove 4 tank crews and
replace them with 1 tank crew? Do you also think that is a
good idea to remove all service history of tank crews? I
really liked my special crew members like O'Treat and Simon Crews
etc. The new system where u make them into ''instructors'' is load
of cr*p imho Dwigt: Personally speaking, as a new WoT player and a hardcore MMO
player: Having 1 crew on 3 tanks IMO is great. I don't have to
train my well trained crew to switch between my ST-I and IS-4.
Good thing they don't forget how to operate the previous tank
I pretty much like the new tree
system. There's more diversity and more options to personalize your
crew to fit your gameplay. We want to make sure that if those
changes hit the live server, your progression and achievement is
not wasted. The system on the sandbox server is not final yet and
is still missing some details. For now we're just testing the core
mechanics. Regarding the Instructors, I don't see that
as a downgrade as some of you are. Instructors are meant to
train your crew and pass their knowledge. However, I personally
don't like that the Instructor Competence is random and I believe
it's random for balancing reasons so that players can not abuse and
boost 1 particular skill and I get that.If some of you feel
that the Instructors or the bonus they provide is not equal to the
zero-skill perks in the current system, we will review that after
the sandbox results. Make sure you include that in your survey
feedback. It was well noted on our side!
gunslingerXXX, on 25 February 2021 - 03:06 PM, said: Come on Dwight, you know 1 extra skill point on an instructor is
useless. And I'm not even considering that point might RNG roll in
a useless skill either. 0-skill crew was bought and earned to
get up to speed without having to grind. Taking this away
(replacing it by something useless is basically taking it away) is
not cool. Please don't pretend it make sense or that its
fair, it is not. Dwigt: Unfortunately we can't answer that right now. We believe that
the overall new system will have more impact on your tank and
gameplay.Your concerns regarding the RNG skill and if that extra
skill point matches the zero-skill perk have been noted but will
require further studies and tests after the sandbox. After
all, we want those instructors and instructors should help you but
not boost your crew and make you indestructible
WigglyWorm, on 25 February 2021 - 03:06 PM, said: Here is a problem in itself. I haven't been able to
answer any WG surveys since I started running a modpack (an
"approved" one). The Survey will not go past the first
question each time. I lose the ability to finish the survey if I
restart the game in safe mode. One of the questions from the past
in surveys is "Do you use mods ?". If others experience that issue,
your survey results are going to be skewed. So, yeah.
Surveys are great and all.... as long as you can answer them.
Dwigt: I'll check that with the team and see if there's a known issue with
mods.If so you might need to uninstall it before you take the
survey.
Trostani, on 25 February 2021 - 03:15 PM, said: It's true for retraining using gold. If retraining for
credits cost is higher but I could live with this (but 500k for new
players is a lot). What about exp lost during retraining? I have
good crew for progetto, if I want retrain it now for credits I'll
lost additional % of base qualification (for 100% crew fixed
amount, around 30k?) which I could catch up in several battles. On
sandbox on top of 500k credits I will lost 1,8 MILLION exp.
Retraining for free - over 5 Millions (!!!). How you can call this
similar or lowered to current system?Dwigt: You're right, that's why I said on average. Especially if you have
one crew and you like to switch it between 2 or 3 tanks.Now you can
train 1 Italian crew on the Progetto, Standard B and Pantera
without loosing XP or credits every time. Also keep in mind
that those values on the Sandbox might change in the future
according to your feedback.
teriaksu, on 25 February 2021 - 03:24 PM, said: Dwight, do you consider this to be a healthy way of solving
the problem ? True, we didn't grind for that 0-perk, because
WE PAID REAL MONEY FOR IT. That was the point! We paid REAL
MONEY to gain an advantage over those who didn't cough up the
dough. Now you're taking away something we paid real money
for (I keep repeating this idea, but I cannot
stress this enough) and in return you give us more RNG. It's not a
slap in the face. It's 3 slaps in the face, at
least. In what universe is this acceptable? I'd really like to understand the WG pov Furthermore, the fact that WG considered this to be acceptable shows WG doesn't really care about what players think, it's all about the green. It doesn't matter if WG doesn't implement crew 2.0, other "ways" to milk the paying players will show themselves. I really can't respect that.
Dwigt:
SovietBias, on 25 February 2021 - 03:42 PM, said: I'm sure you realise this is unacceptable. And even
IF one wants to consider the bonus points from instructor as a way
to mitigate the loss, 4 instructors (max per crew) account for 8
RANDOM skillpoints, and only when your crew hits level 60. A full
skill in the old system takes 10 skill points. All this
system accomplishes is to heavily nerf the most common 3-4 skill
crews, then nerf BiA crews, and then proceed to remove the cap
allowing crews at 75 skill points to grow beyond what could be
possible before with 7-skilled crews. Nice ideas with the
new skills, I can even accept the extra 750 to train crews for
multiple vehicles, but the rest is just widening the performance
gap in order to monetize.Dwigt: I get your point, and we brought it up to the devs. From what are
seeing, some of you feel that that random skill points are not
worth the zero-skill perks that you currently have. As I said
earlier, we are not removing the skill but replacing it with with
another one. There's still a bonus provided that you don't have to
pay for or grind to unlock.To sum up:You earn XP to unlock a skill
> XP is converted and you get skill points.You had 1 free zero
skill perk > you get 1 free skill point + XP bonus for your
crew.
Subject: Sandbox 2021 : testez l'équipage 2.0 !
Link on message: #18412103
billoudav, on 25 February 2021 - 03:14 PM, said: Ok WG ne nous demande pas notre avis (on est d'accord sur le
principe) mais au moins essaie d'apporter de la nouveauté (et un
peu de cash au passage pour ceux qui veulent payer pour quelques
pourcentages en plus, parce que c'est bien de ça qu'on parle).
Link on message: #18412103
billoudav, on 25 February 2021 - 03:14 PM, said: Ok WG ne nous demande pas notre avis (on est d'accord sur le
principe) mais au moins essaie d'apporter de la nouveauté (et un
peu de cash au passage pour ceux qui veulent payer pour quelques
pourcentages en plus, parce que c'est bien de ça qu'on parle).Actinid: Au contraire, c'est pour ça que nous faisons des tests ouverts à
tous. Je vous invite grandement à tester le bac à sable par
vous même, et à laisser vos suggestions et retours ici ainsi que de
répondre au questionnaire. D'ailleurs entre-temps j'ai reçu
quelques stats que je peux vous partager : Plus de 150K
joueurs ont essayé le bac à sable. Plus de 70k joueurs ont répondu
au questionnaire.
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