Second Campaign General Feedback
Дата: 17.12.2013 12:15:32
Gnomus, on 16 December 2013 - 04:37 PM, said: Hi dear WG and other players. Here’s some thoughts about
Campaign II. As feedback to WG and as points of discussion for
other player. Please share your opinions and point of views so we
can get Campaign III better than this one. Warning:
Wall of text coming. :) General: 1.
This Campaign was much better than
earlier in my opinion. 2.
Rules should have been published even earlier (still much better
than last time) and opened up. For example stage 1: “Increased
change of revolt” is just words. “100% change of revolts and half
of your provinces revolting” would have been hard facts. More about
this in VP section. Or even better, publish rules and listen for
feedback and then modify them. Now it took most experienced players
about 5 minutes to see how FP's can be exploited, but this seemed
to surprise WG. 3. Big
alliances couldn’t dominate, but all clans needed to work for their
points. This was great. 4.
This changed CW metagame, as instead of safety and area control
clans were forced to look for maximum number of (winnable) battles
and try to attack and provoke encounters and attacks as much as
possible. I liked this. 5. As
main point of Campaign was FP’s (or VP’s for top clans) gold
farming was nicely reduced (wise farmers would have been at basic
CW map). Most areas were looted most of the time, as stacks went
through and holding areas was not necessary. Also clans came and
went from riots leaving much room to map. This resulted in nice
flow of game, including few chip actions, like 1-1, 2-1 or 4-5. At
least for us. Interesting to use less than full stacks on map.
6. For good clans it was
still unwise to fight each others as long as there were other
targets available, but once there were no easy battles left, it was
battle time no matter who was next to you. 7.
Separating VP’s from FP’s was
brilliant. Both had problems in themselves, but having different
measures for players and clans was good in theory. 8.
One of
biggest problems with FP’s was that clan leadership had to make
hard choices about who gets battles and who doesn’t. This was
especially true for clans with lot of active players and no “chip
accounts”. This was something I didn’t like, as I had to say to
some clan members: “Sorry, you are not getting playtime, as getting
you to 10k is risky and we need to secure tank to those who can get
it.” I hated this. Hated. Did I say I hated it? Yes! I hated it
really much! 9. Campaign was
still too long. I know several CW-leader that got burnt out at
third stage (point 8 didn’t help this). 3x12 was not necessary. 3x7
or 4x7 if T4 would be included would have been better. 10.
Tier coefficiencys for FP’s were
pretty good. There was hardly difference between stage 1 and 2
battles and stage 3 had only slightly bigger amount of FP’s per
battle. Good job there. Interestingly it wasn’t the tiers, but maps
that made FP difference. From a nice victory in Campinovka with
medium lineups clashing one could get only near to 4k mark, with
heavy lineup in Ensk even 5k was possible per battle. 11.
Fame points from missions should
have been visible as soon as mission is finished. There will be lot
of butthurt when someone who reached 10k with hard work will be
dropped out after campaign as mission rewards are added.
Points and situation should be visible all the time to
increase competition, but also to show actual situation of player.
12.
Otherwise Missions were good. They didn’t give too much fame, but
that fame came to all players in clan. Nice addition to give
reasons to do something else. 13.
Please add medal descriptions to
“Winners of…” news. Not much work, but then players could see what
clans did to get that medal instead of trying to search old news
for finding one telling what was needed to get that medal.
14. Also gather up all important
information to clear place. Now there’s official pages, news, news
discussion and forum clan section discussions.
Exploiting rules: 15. This
was totally crap. There were no clear rules what is exploit, what
is intelligent use of game mechanism and what is just tactically
stupid. 16. Now only rule was
“don’t exploit”. Asking for replays was basically ok, but that is
something that shouldn’t be clans responsibility (serverside
replays anyone?). 17. Now
only few clans got punished for exploiting, and either they must
have been stupid (say it loud themselves), very obvious (low tier
tanks etc.) or just unlucky (WG decided to concentrate on them).
I’m pretty sure that many clans did exploiting more or less and
punished clans weren’t only ones or perhaps even worst. Couple of
clans contacted us trying to fix match results, but we declined
them all. The punished clans were just picked as public warning to
others. Arbitrary punishment. Needed, but I would have preferred
clear line of what’s ok and what’s not and then some way of make
sure that line is same for everyone. 18.
As there’s no official alliances or
any way WG can control clans communication it’s pretty much
impossible to prevent milder exploiting as even clans part of same
community are officially separate. How can one sanction for allies
fighting against each other when there are only informal alliances
based on communication between players? 19.
Example of mild exploiting: Winner
is decided diplomatically and other side brings weaker players,
non-optimal but still useful tanks or, easiest, just informs enemy
what tactic they are using so they die because of “bad tactical
choices”. Pretty much impossible to “prove” as exploit, but means
that clans can gather FP’s easier. Not as fast as clans
getting high WR for proper battles, but can more easily distribute
FP’s to players needing them regardless of player skill or
tank garage. Problem for clans is losing stacks while doing this.
20. Side note: My clan
decided at start of Campaign to fight properly and every battle was
fought to the bitter end. In the end it was good decision, as we
managed to get clearly positive winrate and generate more FP’s than
could have been done in arranged battles (with 50/50WR). Also
everyone getting tank knows they have earned it (few players who
should have gotten tank didn’t get it L). We were offered few times
fixed battles or NAPs, but it was refreshing to decline them and go
for YOLO attacks around. Only problem was lack of delays, as we
rarely had actively friendly neighbors. Victorypoints:
21. Having very restricted
VP’s was good. Getting them needed some work (or luck), especially
in stage 2 and 3 22. Having
VP’s as meaningful only to few top clans (FP multipliers, big gold
reward) was not good. If you weren’t part of top game it was enough
to aim for top30 positions. If you wasn’t part of top30 competition
VP’s were totally useless and uninteresting. 23.
There should have been more gradual
change. Some bigger reward for positions 4-10 to keep clans
fighting for those positions (1-3 got good enough rewards). Also
some reward for others too, like 20 000 gold for positions 31-50
and 10 000 gold for 51-100. That would have made non-top clans
interested in VP game instead of just folding out of big clans way
because for them VP’s meant nothing. 24.
VP numbers were badly out of
balance. Stage 1 gave too much in comparison to stage 2 and 3.
25. VP generating in stage 1
was badly off. To get points as landholder one mistake meant you
got nothing while for rioters one lucky success meant you got your
reward. As this wasn’t clear from rules (point 2) this made whole 1
stage badly balanced. When situation got clear some clans had clear
lead while others had big potential hold that they would have
needed to dump to try rioting way. I see three possible solutions:
a) Some coefficiency, like 0,5 to 0,75 for
looting VP b) Longer cooldown for leaving
map, so it’s not so easy to raid every evening. c)
Some more difficult system, like
banking 10% of potential VP’s per day for landowner. For example 1
day you get 250VP so you get 25VP to bank and 225 as potential.
Next day you get another 250, so you have 475 potential so 48 goes
to bank etc. Longer you hold area more you get to bank, but there’s
still plenty for rioters. 26. Fix changes from
stage to stage and random bonuses from WG. a)
End of stage 1: Landowners needed to stay
on map to gather their VP’s. Rioters could leave map as soon as
battles were resolved, so they were in better position when stage 2
started. This in combination to rioting being more profitable in
stage 1 punished landowners some more. b)
Route of trains in stage 2. Some clans hopped to train and
followed it through stage as well as their skill and power
permitted. Some other clans met invisible barrier as train went
through landing zones meaning that they couldn’t anymore catch that
train as they would have needed to take longer route. Trains moved
too fast. Staying in one place for a day would have given time to
setup some kind of assaults on them. Now they were already gone
when you got near them. c) Stage 2
and 3: Clans getting a train or gold mines in their areas got free
VP’s for more than half a day with no need to do anything. Just
random bonus from WG. Best example from start of stage 3 BIA
(nothing against BIA, you are just best example of this) got more
than 8k from lucky positioning. It took more than two days for VP
hunting clans to go past them. [As of writing this BIA is 6th on S3
with 13k VP’s instead of 24th with 5k VP]. Also clans that
got hold of train or goldfield just before removing them got only
small benefit as they didn’t get full 24h reward. d)
Worst example: MUROP was doing Mission, so
had their HQ moved to Kiev, and then wild Goldfield appeared over
Kiev and MUROP HQ annihilated. MUROP got screwed badly and EFE got
hold of one whole goldfield at end of stage and rocketed past RSOP
to victory. And of course all the added drama on forums thanks to
this. This almost changed winner of Campaign, so one random
placement of Campaign things can have really big cumulative effect.
e) These kind of random changes place
clans on uneven footing and their effect can be quite high if
competition is though. Most of all, there’s no reason for such. If
information is available beforehand clans can plan for it. Then
it’s up to their skill, not some arbitrary random decision. Any
actual reason not to tell trains route or goldfields positions in
advance? Use as little RNG or random jumps as possible or at least
give all possible information in advance. If gold field positions
would have been given in advance this kind of fiascos would not
happen. It would give more options and planning to clans instead of
these “hey, have a 10k VP bonus” or “whoops, we just screwed your
HQ, have fun” happenings that had major influence to results of
whole campaing. Technical issues: 27.
When you learn to have some quality control? 28.
Wrong logos on maps. Though only when turn was
changing. 29. Homepage languages as random (not
CW problem, but makes reading news and announcements quite
difficult). 30. CW map closed for “scheduled
maintenance” every primetime. If servers need this to be stable and
count all moves properly, then it’s ok. What’s not ok is not tell
about it (Russian server had announcement, but EU not). Now you
couldn’t know if whole CW is down or is it just calculating turn
results, so lot of people had to just wait instead of doing
something useful like playing randoms or doing household chores.
Also don’t use that same picture as every time server is down. Some
day we don’t believe anymore that it’s “scheduled” blow up of
servers. Perhaps “CW calculating results, be back in few minutes”
instead? (Or “We are having server problems, we are sorry” if it’s
actually down.) 31. FP’s missing from lot of
battles. 32. FP’s doubled or tripled for some
battles. 33. First stage bonuses and FP
multipliers applied several times. 34. Battles
not showing up. 35. Battle results not having
effect on map. 36. Randomly placing goldfield on
an area with attack declared. Remove attack and place stack to
cooldown and basically spoil on clans plans. Why not place that
stack to riot in minimum? (Or better yet, don’t place things on map
randomly without advance notice.) 37. You can
move your own chips to rioting area if you own that area. Clear and
good rule. When having a “redivision of world map” (normally this
is not problem, but we had these twice when some clans stayed on
map) you can’t move your own chips from your own province to
another own province? Why? Of course you are free to move your HQ
and place down chips. Logic? Simple solution if Igor is too
tired to code this properly: remove cooldown for moving HQ during
redivision of the world. At least that way one could get their
chips on map from HQ to defend against lading clans. 38.
Chips getting removed from map. That one bug of battles
not showing up spoilt us one whole day, we were half strength next
day as stacks were wrongly positioned and couldn’t get battles or
defend areas and even third day we were still having effects
from wrong positionings. Thanks WG. Having chips returned as green
was nice, as otherwise we would have been even worse off. Also
giving 1000FP for all affected landing clans and 2500FP for
affected clans on land was nice, but in one day we could have
gotten 5-15k FP’s to players who actually needed those points.
39. As you can see from earlier point
(and 26d) even small changes can have very big effects on map. It’s
really nice and appreciated that we get some reaction (freezes
removed, FP compensations etc.) instead of old “CW is beta, so suck
it up”, but we would like more to have even playing field where
results are not decided by unclear rules, random changes or bugs,
but clans own action. Now we had probles quite often and having
major bug only few days before end of Campaign made it hard for
some players to compete for positions at 10k. Having some battles
not showing up at last night can pretty much mean that not all who
would have deserved tank got it.
Decept1on: On a serious note, it is a
really great constructive feedback and will definitely use every
line for my final report. Thanks a lot to you and also all
participants of the Second Campaign. This campaign had its
bumps but overall it was good and dynamic and based on this,
hopefully we will do much better :)
Second Campaign General Feedback