[Sandbox] A New Round of Equipment 2.0 Testing Kicks Off June 25
Дата: 02.07.2020 15:16:47
grasho, on 29 June 2020 - 08:25 PM, said: That comment suggests that WG have already decided to implement
Equip 2.0 before the analysis of feedback and the testing is
complete. As WG’s representative, can you confirm
which of the following is the most likely:
1) Equip 2.0 will be implemented and will meet the stated
objectives (less seal clubbing, less complexity etc)
2) Equip 2.0 will be implemented and will go ahead anyway even if it doesn’t meet the stated objectives 3) Equip 2.0 will not be implemented if testing and feedback suggests players don’t want it.
TTG1, on 29 June 2020 - 09:15 PM, said: I received in game survey to the sandbox test today. Survey is quite long and structured, I was pleasantly surprised. But it will be useful to display some progress (for example in %), how long the survey is. I was missing the back key too. Therefore I posted some things double time or in a wrong part because I thought the survey would be shorter. And I forgot a few things, because I thought, there would be next section. Or when I checked wrong answer about quality of rammer equipment, there was no possibility to go back and correct it. If you want a litte less work when going through long surveys, add a back/return arrow and finish survey button or progress indicator.
ApocalypseH0B0, on 29 June 2020 - 10:18 PM, said: I got the survey but, no reward... What did you get?
Erwin_Von_Braun, on 01 July 2020 - 05:03 PM, said: Hi Dwight Ignoring a simple request for information is just plain rude. May I have an answer please?
MontyPythonFlyingTanks, on 02 July 2020 - 02:41 AM, said: Greetings, I know that I'm a newcomer here, with just over 250 games under my belt however, I think that gives me a unique perspective regarding some of the proposed changes in version 2. My best tank thus far is Level 5. I'll also note that I participated in the sandbox test from June 25th to June 30. First of all, the idea of complete elimination of all equipment slots for Level 1 tanks will NOT accomplish the stated objective of making it simpler for a new player start. In fact will do the exact opposite of its stated intention - it will confuse and bewilder new players. I thank the "gaming god" that I started what has quickly become one of my favorites games before this backwards change is made. Players start, for the most part, with Level 1 tanks. (some invite codes throw in a higher tank or two) After this short sighted change they'll have no area to learn what some of the equipment add-ons actually do. Yeah, you can read about it, but you can't actually play with it until you earn your way up. If one is going to waste a little coin to experiment a bit, a safer place to do so is in a Level 1 tank playing in a Level 1 match. And eliminating damage to crew is even worse. All of a sudden when as player progressed, their crew will start suffering injuries. And these players will not get the experience of seeing this at Level 1 where injuries and crew damage seem more forgiving, but still exist. It's clear to even the most casual observer that these changes will not make the game easier to learn for new players. Someone who's never played the games but had these proposed changes explained to them would even agree. I've read the forums on this a lot and the consensus is that these changes are just for the sake of change and are poorly thought-out at best, and at worst will destroy new players ability and desire to learn and progress. It would make a little more sense, but still not the best idea, if instead they went 1 slot for Level 1, two slots for Level 2, and 3 slots for Level 3+. And that way, for the benefit of new players, the two lowest level's slot availability would match the identity number of the level. Personally I don't care about what they do with the Directives slot as I don't find that the bang (assistance) is worth the squeeze (cost). Perhaps its more useful with higher level tanks, but that I can't comment on that given my current level. And don't even get me started on "certain slots for certain equipment" clearly that's a added complexity for all. Again this is a change that's simply for the sake of change because it makes no logical change at all. It's a completely random change.
2) Equip 2.0 will be implemented and will go ahead anyway even if it doesn’t meet the stated objectives 3) Equip 2.0 will not be implemented if testing and feedback suggests players don’t want it.
Dwigt: My comment doesn't confirm that we're implementing the changes as
is. What I mean is that we always have good intentions to
improve the game proposing any kind of changes. I
would pick the first one cause it's most likely the best one that
describes how we usually work. for these I can tell you
why they don't match2) Equip 2.0 will be implemented and will go
ahead anyway even if it doesn’t meet the stated objectives- If we
want to make some changes to the game no matter if the
community likes it or not, why bother making sandbox servers,
testing it, surveys... ?3) Equip 2.0 will not be implemented if
testing and feedback suggests players don’t want it.- If the
results of the tests (Forum feedback, Survey results, External
platforms, CCs feedback...) show us that the community did not
like the changes we are glad to go back the drawing board and
reconsider it. You have a perfect example with the HE and Shells
rebalancing. But you should keep in mind that not all the opinions
and players are present on the forums. If you see a lot of
negativity in some threads this doesn't reflect the whole
community.
TTG1, on 29 June 2020 - 09:15 PM, said: I received in game survey to the sandbox test today. Survey is quite long and structured, I was pleasantly surprised. But it will be useful to display some progress (for example in %), how long the survey is. I was missing the back key too. Therefore I posted some things double time or in a wrong part because I thought the survey would be shorter. And I forgot a few things, because I thought, there would be next section. Or when I checked wrong answer about quality of rammer equipment, there was no possibility to go back and correct it. If you want a litte less work when going through long surveys, add a back/return arrow and finish survey button or progress indicator.
Dwigt: I heard that it's a long survey but it's well organized and our
devs count on it to evaluate the changes So thank you for participating and
filling the survey!
ApocalypseH0B0, on 29 June 2020 - 10:18 PM, said: I got the survey but, no reward... What did you get?
Dwigt: It should normally arrive within the next 14 days. Keep an eye on
the notification center. Thank you for your
participation
Erwin_Von_Braun, on 01 July 2020 - 05:03 PM, said: Hi Dwight Ignoring a simple request for information is just plain rude. May I have an answer please?
Dwigt: Sorry that I didn't get back to you earlier but like someone
already replied to you, at this stage we do not have any
additional information regarding the improved and bounty equipment
changes or equipment 2.0 in general. We count on your feedback
and the results of the survey
MontyPythonFlyingTanks, on 02 July 2020 - 02:41 AM, said: Greetings, I know that I'm a newcomer here, with just over 250 games under my belt however, I think that gives me a unique perspective regarding some of the proposed changes in version 2. My best tank thus far is Level 5. I'll also note that I participated in the sandbox test from June 25th to June 30. First of all, the idea of complete elimination of all equipment slots for Level 1 tanks will NOT accomplish the stated objective of making it simpler for a new player start. In fact will do the exact opposite of its stated intention - it will confuse and bewilder new players. I thank the "gaming god" that I started what has quickly become one of my favorites games before this backwards change is made. Players start, for the most part, with Level 1 tanks. (some invite codes throw in a higher tank or two) After this short sighted change they'll have no area to learn what some of the equipment add-ons actually do. Yeah, you can read about it, but you can't actually play with it until you earn your way up. If one is going to waste a little coin to experiment a bit, a safer place to do so is in a Level 1 tank playing in a Level 1 match. And eliminating damage to crew is even worse. All of a sudden when as player progressed, their crew will start suffering injuries. And these players will not get the experience of seeing this at Level 1 where injuries and crew damage seem more forgiving, but still exist. It's clear to even the most casual observer that these changes will not make the game easier to learn for new players. Someone who's never played the games but had these proposed changes explained to them would even agree. I've read the forums on this a lot and the consensus is that these changes are just for the sake of change and are poorly thought-out at best, and at worst will destroy new players ability and desire to learn and progress. It would make a little more sense, but still not the best idea, if instead they went 1 slot for Level 1, two slots for Level 2, and 3 slots for Level 3+. And that way, for the benefit of new players, the two lowest level's slot availability would match the identity number of the level. Personally I don't care about what they do with the Directives slot as I don't find that the bang (assistance) is worth the squeeze (cost). Perhaps its more useful with higher level tanks, but that I can't comment on that given my current level. And don't even get me started on "certain slots for certain equipment" clearly that's a added complexity for all. Again this is a change that's simply for the sake of change because it makes no logical change at all. It's a completely random change.
Dwigt: Hey Monty, Thank you for your feedback and I'm really
interested to hear what new players think about these changes. Note
that these are not the final changes. As a new player
yourself, you've probably struggled a lot to get a grip on some
basic mechanics of the game because your tank was destroyed very
early in the battle. This is why we increased the HP and Ammo Rack
on low tier tanks. We think that as a newcomer you have other
things than crew and module damage to focus on like, aiming,
bouncing, positioning. Tier 2 3 are not that hard to reach. Also as
a newcomer you don't have enough credit to waste on equipment that
costs 50k or even more. Regarding the category bonus, it's a
way to help you chose the right equipment to your tank. You can
still equip another piece but you will not get the
bonus. Again this is how we think it would improve the game
but we count on your feedback to know if we're heading in the right
direction
[Sandbox] A New Round of Equipment 2.0 Testing Kicks Off June 25