Sandbox 2021: Try Out Crew 2.0!
Дата: 26.02.2021 17:09:05

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!



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.

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


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


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


HeatResistantBFG: 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


HeatResistantBFG: We updated the first post and will try and repeat the
information without spamming it


HeatResistantBFG: 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 



HeatResistantBFG: We have confirmed we will be changing the current approach to
how 0 point perks are handled









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.

HeatResistantBFG: If they have 1x 0 point perk then class 3, if they have 2x
then class 2


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.
Sandbox 2021: Try Out Crew 2.0!