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New Personal Reserves for Frontline

Дата: 22.07.2019 17:53:58
View PostVokatius, on 18 July 2019 - 01:52 PM, said: Sooooooo at first, you bump the XP requirements between FL 2018 and FL 2019 up by roughly 100% and now you would like to sell us some boosters that increase the gained XP by 100% to make the progression as easy as last year.....

Oh well, still better than releasing more Op premium tanks.   So you have realized that many ppl simply don't want to bother with Frontlines because of the astronomical increases in XP needed for each stage now (3x as much as the original).   Well, that's good, but the question is .... why buy them when they will probably cost an arm and a leg ?   PS: In case someone missed this, this is a fix (that will cost money) to a problem that WG themselves created.

Sael_:   Well, first FL happened for a relatively short duration as a one time only event, while for this year it was brought back with a different structure and duration - one week every month for most of the year. If the event is longer, how wrong could it be that the requirements to complete it are also higher? :D Now, the mode was brought back due to its popularity, people loved it mainly because it was fun to play. The current progression system was added as a plus, for the interest of that part of the audience that likes to dedicate themselves to a game mode with a specific goal/prize in mind, and likes the challenge of reaching it by putting in regular amounts of effort. If the challenge were to be too easy or too short to complete, the prizes would lose their value (not to mention rarity and prestige) and the game mode would get boring very fast for that type of players. Making the challenge tough but fair ensures the longevity of the mode, and a higher amount of fun to be had by playing it overall. Your feedback concerning the progression however has been pointing in the direction of it being a bit too much time consuming and grindy in general, so we have decided to do something to aid you in your journey. If we were to suddenly reduce the requirements, we would be rendering useless a lot of the effort that part of the players have already largely invested to reach the point they are at, so we have opted for something that won't erase the challenge, but will make it more tolerable to face.  

View PostVarzA, on 18 July 2019 - 03:09 PM, said: So you made an error, saw players quiting, found a solution, but still have to make money out of it ...   How typical Wargaming Introduced during the later part of the season, when people are real tired of the grind but with the end just barely in sight. Probably at about the same point when they know people will give up on the vehicle marathons and just buy the damn thing. Funny how that worked out!

Sael_:   For the version being tested right now, the personal reserves are free if you earn them by playing random battles. We understand, however, that some players are experiencing a certain burn out, so we put a price on them to be obtained immediately. If we were to give them away with no effort and no price, it would not be very cool in regards of those that have been investing a lot of time and effort grinding their way up until now, would it? Heck, some are protesting about this right now, even if there's still effort to be put/a price to pay with this fix. :D  

View PostJumping_Turtle, on 18 July 2019 - 05:33 PM, said: FL not so popular anymore? People don't like it because everybody has arta+spotting "skill" and you get sh1t on by roaming packs of EBRs? How to fix that? Ah yes, give them xp-cookies so they feel better playing a mode they despise. makes sense

Sael_:   This change is not being introduced as an universal cure for every single issue perceived by the community. You have expressed negative feelings concerning how tough the grind is, and we're implementing something new to follow up on your feedback concerning this issue. Other problems flagged by the community may require more data to be gathered and more internal testing before we're able to fix what needs fixing. Let's take the introduction of a new map for example! A normal map for random battles requires a long process to be made, tested, balanced and changed before being released. A map for FL is like a bunch of maps for random battles having to come all together, so you can imagine this increases time before release significantly, and yet there's a new one on the way that should be released at least before the year ends if no mishaps take place.
This is an essential process that you definitely don't want to rush just for the sake of variety, as a map not built or tested properly will make for bad gameplay.  

View Postmgns, on 18 July 2019 - 01:59 PM, said: The only reason I play frontline is to unlock missing modules on stock tech tree tier 8s, before taking them to randoms. If I didn't do that I would not touch this mode at all.  

Sael_:   There are very many reasons to play or not play FL mode. Some people play it for the prizes, some others just for fun. We're not telling you how to play what to play, we're trying to offer something to look forward to for every type of player out there. Some players didn't get involved with FL at all, and that's why there is an entire rest of the game still there to entertain them. :D  

View PostRittmeister39, on 18 July 2019 - 02:03 PM, said: Are there any plans on when reserves will be introduced? Will there be enough time to get those from randoms before episode 7?

Sael_:   Currently we are testing them, so we won't know the answers to these questions until this phase is over and we will decide whether we want to test another change or implement them in the client.  

View PostZamieszki, on 18 July 2019 - 02:58 PM, said:

Sael_:

View Postvixu, on 19 July 2019 - 06:12 PM, said:

Sael_:

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