NekoPuffer_PPP, on 19 July 2021 - 04:02 PM, said: WG, look! Feedback!:

Dwigt: I believe this post is from the first Crew 2.0 iteration. And iirc
we merged all Crew 2.0 threads back then and redirected them to
your poll. And based on the negative perception of the first
iteration, we did not move forward with it and decided to address
the concerns and issues you pointed out.
PROJECT_Callum, on 19 July 2021 - 04:05 PM, said: Why does it have to be so complicated? just keep it as it is, and
if you feel the need to change stuff, rework some of the useless
skills, or add some new ones in
Dwigt: We are trying to
GrayDwarf, on 19 July 2021 - 04:06 PM, said: That was the case in the first test but I somehow can't find the
corresponding information in the news post or the video. Where did
you find it?
Dwigt: The video and the article are mostly focused on what was changed
from the previous iteration. The features that you liked in the
first Crew 2.0 proposal were maintained and are still
there. You will get to see the reworked version once the
servers are live at 2PM CEST
Kuratovsky, on 19 July 2021 - 05:58 PM, said:
Let's count together then. Retraining for credits currently costs
~40k crew exp for ~100k credits on average. Imagine you move this
crew 4 times from tier 6 to tier 10 as you progress upwards. That's
~160k crew exp and ~400k credits lost altogether.
In the new system, a retraining costs ~160k crew exp for an
experienced crew and 500k credits. The number of required
retrainings won't change: although a crew can be used for up to 3
tanks, separate retrainings are still required. Which means 4 times
~160k crew exp and 500k credits, so ~640k crew exp (instead of
~160k) and 2M credits (instead of ~400k).*
Do you understand now?
* Note that these numbers are rough estimates only and take into
account the example WG has given. I have no information about the
exp requirements of new crew skill levels. Still left this
explanation as it is, since it illustrates clearly how moving crews
around simply isn't a viable option in the currently proposed
system.
Dwigt:
feies_vlad, on 19 July 2021 - 06:17 PM, said: That is the part about the crew 2.0... YOU HAVE TO RETRAIN the crew
even if you unlock those "tank slots" for the crew... And I already
mentioned if I wanna grind a new line aswell and I have a good crew
for that line, moving the crew from one tank to the next tank, WILL
REQUIRE retraining which means 500k credits each retrain and lose
alot of crew xp aswell with each retrain... How hard is it to
understand...
Dwigt: What LethalWalou is trying to say, if I understood his point
correctly, is that once you will have 1 trained crew for 3 tanks
you won't need move the same crew over and over again which will
reduce your overall retraining cost.Yes you still need to retrain
and unlock the slots but you will need to retrain 1 crew for 3
tanks. This will help you train one commander faster for 3 tanks
and reduce the need to move around that 1 trained crew from a tank
to another, which for new players will be a huge time and XP
saver.Again I wouldn't count on the values on the sandbox server.
they are just there for testing reasons.
SfMercenary1312, on 19 July 2021 - 08:19 PM, said: Let's take a quick answering to a poll about this. Let's see how
poeple feel about this.
http://forum.worldof...3-crew-20-poll/Dwigt: I believe the survey we have in-game is much more detailed and will
help us more understand what was appreciated and what was
not.
L0rd_0f_War, on 19 July 2021 - 10:37 PM, said: Some much needed improvements (as per the video, will confirm later
myself) from the first terrible Crew 2.0 iteration. HOWEVER:
2. The instructors are once again poorly
implemented with some instructors giving way more bonus (read P2W)
for bought crews like Sebaton. Anyone too poor to not have those
special crews or have been accumulating Twitch commanders over the
last few years is going to be left behind (i.e., even more of a gap
between P2W and F2P crews). Such a bad idea. WG needs to
stop trying to create and even larger disparity between paying and
F2P players. VH/BIA and Instructors are just the worst of many bad
and poorly thought out ideas. From a 4/5 person crew per tank, we
will now be having a 4 Instructor crew (which can be used for 3
tanks if you pony up the gold). How is that an improvement for
regular players who don't have a ton of instructors??
Dwigt: Genuinely asking, how would that increase the disparity between a
new player who, in the current version, does not have special crews
and veterans who have been playing and participating in events and
own special crews. At least F2P players or new players will now
start with 3 zero skill perks on their commanders and be able to
customize and pick skills that fit the their tank and
gameplay.
Dont_call_me_j3fr0, on 20 July 2021 - 12:51 AM, said: Why we gotta lose all our hard earned progress on various
crews????? You lookin to lose more players WG?!?!? Why not jus add
new crew skills if you wanna try new things, not this....
Dwigt: We are making sure that if Crew 2.0 will be implemented, nothing
will be lost and you get to keep your hard earned crews. Adding
crew skills is not a good idea for several reasons mainly
because:You still need huge amount of XP to train those new
skills.Veterans will have extra skills and it will increase the gap
between players.
Shrewd_Ape_In_The_Mist, on 20 July 2021 - 01:10 AM, said: We would all be well advised to protest once again because when it
goes live there'll be no going back.
Dwigt: The better way would be to test it first, see what has been changed
and if you don't like it you can always pick the negative answers
in the survey.
Gremlin182, on 20 July 2021 - 01:49 AM, said: For those complaining about the huge cost of retraining crews.
You get to retrain your crews for free Ill just repeat that
in case you missed it first time You get to retrain your crews for
free. Start sandbox the crew you have in say your KV1 had
before the chage 4 skills. After the change to 2.0 you have the
same skills and maybe some more skills. If you still like those
skills then fine carry on. If you want to change them for some new
skills you can do that for free. If you want to change them a
second time then you pay. Some skills/perks apparently come
for free there are 3 of them. There are maybe things to
complain about and still some unknowns but little point in pointing
out problems that do not exist. I have close to 200 crewed tanks
and some spare crews sitting in the garage with no tank mostly
these came from premium tanks. If I keep those I guess I will have
to pay to retrain them for tanks as and when I need them. But I
would have to do that anyway with or without crew 2.0. I do
aggree the trainers and the advantages they might give paying
players a bit of an advantage. ok maybe a big advantage lets try
this out and see. Currently the differences between a 4 skill crew
and one with more skills isnt that great imo. Once you have BIA
then the usual sixth sense snapshot clutch braking or smooth
ride etc then either repairs and or camo. With those you have
the main skillset for any tank. So yes on paper some will
maybe have 7 or 8 skill crews which could be powerful. On the other
hand crew 2.0 also gives every player sixth sense triangulation and
mentor I will try it out give feedback and then wait. BTW
just because your particular feedback was not addressed does not
mean there is a vast army of players with the same concerns. Some
will love the changes some want different changes. Not getting
precisely what you wanted does not mean WG did not listen. If they
made all the changes players asked for we would have SPGs no SPGs
premium ammo for credits for gold and no premium ammo.
Dwigt: I like your approach sir, keeping an objective stance and going
through what was changed and addressed. Thank you for your
feedback!
mynameispuffs, on 20 July 2021 - 09:05 AM, said: As I said for the first iteration, the proof will be in the
testing, but can't say I'm currently convinced on the idea as a
whole. Clearly, there has been some reworks for things that
desperately needed fixing, but not enough to give me that warm
fuzzy feeling that all is well in world. Currently
going through the lower tiers with a friend who is brand new to the
game, so I asked him what he thought of the current system. He
thought it frustrating to have to grind for sixth sense, (Crew 2.0
solves this now) but otherwise all is laid out in a cohesive
manner, and was easy to understand. After showing him the 2.0
video, he could only offer up "Why do this?".

Dwigt: I appreciate that early feedback and perception from a new player.
I am not sure if your friend got a deep look at the current system
and new changes. The video only talks about what was changed in
this second iteration. Would like to hear his opinion on the 3
tanks per crew, the reduction of XP required and all the features
in Crew 2.0.But again, thank you
