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Sandbox 2021: Try Out Crew 2.0!

Дата: 25.02.2021 12:47:17
View PostRagnaguard, on 25 February 2021 - 02:56 AM, said: and how Wg will profit from this? u left the MOST IMPORTANT factor out of the equation.... go think better plz and return with an option that profits WG... then they might consider it 02:59 Added after 2 minute name ONE sandbox tested change that did not reach the live! even rubicon mega fail is returning ... only difference is instead of milking the cammo they do it with something that will affect EVERYBODY! the crew.....   plz name ONE change that was not implemented prove me an idiot! 03:02 Added after 5 minute ahhahahahhahahahahah  my eye fell on the -30% which is 17 million exp! means the crew get alzheimers and forgets to even walk!!!!!!! ahahahahhahahahahahahha laughed like crazy on this!  go on do the credits one and loose almost 7 mil exp!!!!!! ahahaha alll these hours playing for this!!! ahahhahahahahh eeepppiiiiiccccccc.

HeatResistantBFG: name ONE sandbox tested change that did not reach the live! even rubicon mega fail is returning ... only difference is instead of milking the cammo they do it with something that will affect EVERYBODY! the crew.....   plz name ONE change that was not implemented prove me an idiot! 03:02 Added after 5 minute ahhahahahhahahahahah  my eye fell on the -30% which is 17 million exp! means the crew get alzheimers and forgets to even walk!!!!!!! ahahahahhahahahahahahha laughed like crazy on this!  go on do the credits one and loose almost 7 mil exp!!!!!! ahahaha alll these hours playing for this!!! ahahhahahahahh eeepppiiiiiccccccc.  Ammo Rework, Health Rework (to work with Ammo Rework), Changes to Pen Drop over Distance and Changes to the overmatch mechanic (IIRC this one made it all the way to CT), That's 4 (and you could argue ammo is more than 1 as it went through multiple iterations and versions IIRC) that didn't make it to live. It's well known that things going to sandbox do not mean they will enter the game. 

View PostFozzy50, on 25 February 2021 - 03:14 AM, said:   I completely agree with you, your full post. Be careful when you write 'I expect crew 2.0 to go live as is' ; WG read 'I want crew 2.0 to go live as is'. :facepalm:

HeatResistantBFG:  As much as I'm sure our lives would be easier if we did that :D We really don't. The point of the Sandbox is a test of concept and not a test of "execution/implementation", Example would be "do players dislike a change to Aspect X, or do they dislike THE change to aspect X?". So I would want more context, and from reading their comment I would take it as they don't like the concept :) 

View PostFinnHit, on 25 February 2021 - 04:17 AM, said: This whole system seems like WG's desperate efforts to drill with massive double barrels into players' Uranus in hopes to find more gold there.   And then we have these heroes trying to explain how everything is sunshine and rainbows with the new system:     You do understand that 0-skill basically doubles the experience you have grinded so far with the crew member? The free first skill(s) for 0-skill crews is kind of misconception, because it's actually the last skill(s) that you get for free - you grind for the first ones that has low experience requirements and on top of those you get one or two skills for free. And because every additional skill requires a bit more experience than all the previous skills combined, the absolute experience bonus of every 0-skill gets massive the more skills you have. So if you have example Santa with two 0-skills, skillwise that equals roughly normal crew member of 4 times the experience.   To make this into rough formula   Grinded crew experience * 2(amount of 0-skills) = Experience required for normal crew member with the same amount of skills   Thus one 0-skill crew member:   Grinded crew experience * 2 = Normal crew member would need double the grind to have same skills   And two 0-skill crew member (like Santa):   Grinded crew experience * 4 = Normal crew member would need four times the grind to have same skills   Now you see how massive the bonus is for these 0-skill crews for grinded experience? This is why people have spent real money buying the Rudys, Thunderbolts, Tiger 131 etc. to basically halve the needed grind for the current skills for these crew members. In Crew 2.0 all of these crew members are translated into commanders taking into account only the base grinded experience, plus additional 3rd or 2nd grade instructors giving some random minor skill boost + crew training bonus. This does not get even close to what the special crews are in current system and everyone who have these special crews from events, missions or bought with premium tanks has legit right to be upset for what these crew members are converted in crew 2.0.   People have already explained pretty much everything related to the pros and cons of the crew 2.0 in this thread, and there's some really good posts all over here. But just to summarize what I think about this system so far:   The basic ideas in this system is great:   The crew mismatches when grinding the trees are gone when representing the crew with single commander. No more 50% or 75% crews. 6th sense as default skill. Training curve flattened, so that the later skills are actually achievable. Crew can be used in multiple tanks.   But as with example team clash, WG has amazing ability to turn great ideas into garbage with full of holes with their bad designing and implementation.   The major concerns for me:   0-skill crews are totally screwed and lots of people have bought these crews for real money. People having lots of tanks with their own crews are getting shafted compared to people who have concentrated into few crews. Consolidating the crews is the way to go in crew 2.0, but by doing so people with own crews for every tanks loses 2/3 ~ 1/2 of all the time & money put into these now useless crews. Tool to turn these extra crew members into experience (like crew books) you can then use to boost the remaining crews is needed.   WG please, start hiring smarter people to avoid these disasters.

HeatResistantBFG:  I think you have misunderstood what 0 point perks are, the way they work is that they don't increase the XP requirements for subsequent skills. But even if they did, that wouldn't change the XP calculation currently being used, it isn't taking 1 skill = X, 2 skill = 2X, 3 skill = 6X or something like that, it used the amount of XP earnt... So even if it had worked as you said you would still keep the XP earnt exactly the same. But currently, the reason o point perks aren't included is exactly the opposite of what you're saying, they don't contribute to the XP earnt on your crew in any way and so it isn't counted when converted and so when the XP earnt on the crew is added together and then averaged they aren't adding to that total.  People their concerns with the 0 point crew conversion is the best way to have how it happens changed for future iterations though, so make sure to play the sandbox and then if you get a survey include it in any feedback. That way you are not only heard "once" here but also a second time there :) 

View PostRagemane, on 25 February 2021 - 04:50 AM, said: Question for WG Staff:
I couldn't handle all the 49 pages, so sorry if you have given an answer already!
Is there any chance to see which skills/perks an instructor will boost BEFORE we select anything? eg. I want to have +2 Concealment, so I chose Technical Training but I only got Pain Threshold and Firefighting - Technically this instructor is now wasted and is bound to these skills....
I mean otherwise it is some sort of RNG-fest and you would have wasted a valuable resource (aka instructor) for nothing...   Another negative point:   The "4-Tanker Crew" (Rudy) will be automatically converted with 4 fixed instructors who cant be removed/replaced AND have fixed skills/perks which are not optimal at all or what I want.... I've paid real money for this crew..... from my subjective point of view this is a big middle finger to everyone who spent money and bought Rudys to get valuable 0 perk crews... (beside the "spent money" argument... as the skills/perks are very crapy.... my 0 perk crew got from "best crew because I get one perk for free" to "worst crew because I've lost 1 skill/perk during the conversion as 0 perk skills are not contributing towards the xp conversion (because 0 perk = 0 xp) and compared to an old non-0 perk crew I cant even use instructors with skills/perks I want"... this is even a bigger middle finger... )  

HeatResistantBFG:  So currently you get the choice of the 3 options, but you can't be certain to get perk X no. But it is subject to change, this is just a test of concept and if people don't like the execution we will change it try and find something our players like, and if they don't like the concept then it will likely be scrapped (as previous ones I mentioned in my first reply did). To the second part, I would reiterate it is all subject to change, currently, that is how it was implemented but isn't guaranteed to stay that way. Letting us know here and again in any survey you get from the sandbox is the best way to make your feedback heard :) 

View Posttrispect, on 25 February 2021 - 07:15 AM, said: So when I converted my AMX 30 crew which is at 78% sixth skill I got level 65 commander and when I converted my Batchat crew which is at 98% on fifth skill I got level 72% commander. That's messed up.

HeatResistantBFG:  The way the new crew is created is based on the XP earnt on the crew, if you have any 0 point skills on the first crew that would explain it.  

View Postaleksije89, on 25 February 2021 - 07:32 AM, said: well, you get less bang for your buck. Old 5 skill crew can get everything, +7% view range from Situational awareness and Recon, +100% repair and camo, firefighting, Snapshot, and Smooth ride, BIA, Safe Stowage, intuition, preventive maintenance, everything.
In the new system you'll get +4% view range from "eyes open", +5% handling from "cohesion" (BIA equivalent), +80% repair and camo, Smooth turret traverse, smooth handling, firefighting and you are left with 5 more skill points...
It would take about 90 points to get the same performance from your tank.
I like the situational skills and instructor system, but the skill system overall is a nerf...
Also they need to allow us to do something with the unused crew. in the Q&A stream Eekaboo and Luca said that nothing will be done about it. Special crew was introduced back in 2016 if I remember correctly, and old players worked hard and participated in events to get 0 skill BIA crew and replace old 2-3-4 skill crews. I have over 130 "instructors", hence 130 crews that are just waiting in the barracks. Make a system to recycle them in some way, not doing anything about it is the wrong way to go. I know that giving hundreds of books might be OP, but at least you can allow players to put more crew members of the same tank when converting. (p.e. both of my 3 skill crews for Leopard 1 to get a 5 skill crew). 
I welcomed all changes and they turned out fine, but this is the first time I'm thinking of uninstalling if the system I saw on sandbox goes live... If you're going to nerf what we can get from skills and leave me with the 130 crew (and their XP) in the barracks, I would feel abandoned. The whole stream they were talking about "new players", I guess you don't need the people that played the game and supported you for years.

HeatResistantBFG:  With instructors, you can get more than that 4% and then on top of that the new "crew skill" level you can currently get with a maxed out crew is around 141% before situational perks which can add around another 20% to the crew and at least 3% directly to the view range. So if you dig deeper you can actually go above the current levels on any single aspect, but it would be harder to buff across the "whole" as it would before. To say the overall change is a nerf is factually inaccurate though, you have to specialise more than before and the result is certain aspects get buffed a LOT more than before in some cases. I did a comparison of a max perk crew and max lvl on the new system and the new crew was better by some way in most areas without even taking into account the situational boosts. "All crew members in the Barracks who do not have enough experience to train at least one skill will no longer occupy bunks in the Barracks. They will be automatically converted to Crew Books of the corresponding nation, which can then be used to improve new crews." This is from our main article, so any of the 100% crews you have lying around will be turned into books :)  All of this is subject to change though, this is the current implementation and the entire idea of the sandbox is to see what our players think, like and dislike about the more drastic/large scale changes. So there is still plenty of time to influence how or even IF this comes to the game. 

View PostEImo, on 25 February 2021 - 07:39 AM, said: The agenda behind this change is that they want it to be christmas all year around. The instructor randomness is in place so they can start selling packs containing instructors and then you gamble to get 1st class instructors with right skills (aka fifa player decks). They smell money and are not backing down.

HeatResistantBFG:  Considering it isn't final, and is not even remotely like you're describing kinda takes away your point. Is it completely random? No, you can choose the category and then there are 3 choices. Is this system going to he the final system? No necessarily. Is it even remotely like Fifa packs.. not in the slightest :D Could it be better? For sure! And that's the aim of the sandbox :) 

View PostSturmi_0545, on 25 February 2021 - 07:54 AM, said: is it only me, or did they remove direct access to this thread from the portal ("discuss" button)?   advice: if you wrote pages of feedback - and there is some good stuff in this thread -, save it somewhere in a word file on your pc. WG might moderate things to the ground to get their "70% approval rating".

HeatResistantBFG:  

View Posttrololooooooo, on 25 February 2021 - 07:59 AM, said:   Discuss button still works for me.

HeatResistantBFG:  Nope, as said here it still works and is there :) Also, the idea that we are removing posts that say negative feedback is kinda laughable :teethhappy: . Have you been through this thread? 

View PostTrostani, on 25 February 2021 - 08:32 AM, said: What is most funny - this new system will screw new players a lot. Sealclubers will be able to make 1-3 broken crews and banging new players without asking for their names. And do you know how many battles in one tank new player will need to reach 75 points commander? Of course new player will be able to pay hundreds of € for each commander to catch up and this is main reason for those changes.

HeatResistantBFG:   I tried converting a relatively new crew (1 perk trained, 60% or so training) and the crew was actually much better on the Sandbox than the Live, so there is actually some nice bonuses to new players thanks to the more gradual skill gain rather than nothing for X games and then suddenly a boost, then nothing for 2X games then boost etc.

And people can boost commanders no differently than now, so not sure how suddenly that's a reason for these changes... In terms of people who like to play low tiers, they would have good crews at these tiers anyhow, so now they may also play the higher tiers with the same crew and spend less time at low tier so it seems unlikely they would suddenly play even more low tiers or with stronger crews.

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