Balance..
Дата: 14.01.2019 20:16:37
Rati_Festa, on 14 January 2019 - 09:59 AM, said: Does research/information for this subject exist? I'm
puzzled how even if it did exist it could be applied to something
as unique as WOT that you could use the data to form actions/plans
from it. You could collate player data on previous MMO games
( I would imagine this data is pretty sketchin as it will be
protected as business intelligence with more forward thinking
companies ) and look at decisions made and the results. That would
be very hard to transpose that information into a different gaming
environment. The nuances of individual game mechanices would
be very difficult to mirror across games. For example I recall a
star wars game where there was 0.001% chance of a character being
able to be a Jedi and then they changed it so you could pick to be
one. That had consequences of balance in the game eekeeboo: There's actually an insane amount of research on the issue,
you can even look up yourself "Natural game life cycle" and go down
the rabbit hole. You will see the difference between viral games
and word-of-mouth games etc. With that you can see that all games
go through a natural process that eventually leads to the decline
and death of a game or franchise. You can readily find
the player base increase and decline for many titles over time.
Games like World of Warcraft help illustrate how continual content
creation can help maintain a player base but they have options like
subscriptions and game sales every expansion that some titles do
not have the benefit of. That's why different aspects are balanced
and developed.
Noo_Noo, on 14 January 2019 - 10:13 AM, said: The view that the player base is shrinking because of a
"natural game life cycle" is just plain ignorant in my
opinion. Wot was growing before things started to go
down. There was no slowing in the growth rate or plateauing of
player numbers. It was growing and then started to fall off a
cliff. Not asking yourself (and the players) why that has happened
is entirely representative of WG's attitude on these
things. WG have been trading for far too long on what is an utterly fantastic idea for a game. The way they have developed it and monetised it has been given a free ride on this idea. Any other game where the initial idea was perhaps not so strong would have fallen a long long time ago. The reason that people still play this game is testament to that initial idea but unless you nurture and mange that idea people will leave and they have been!
eekeeboo: Please refer above, it's important to not state an opinion
as ignorant if it's informed and you haven't done the
research.
Noo_Noo, on 14 January 2019 - 10:41 AM, said: But there was no flat spot. An oak grows for 100
years, lives for 100 years and dies for 100 years. Wot grows
for 8 years (or whatever it was), dies for 3 years (maybe??) 10:44
Added after 2 minutes Thanks yes. I think you'd expect a
plateauing of players for a while not a sharp decline after a
period of growth as we have seen. But to simply chalk it off
without questioning it is.............................I have no
wordseekeeboo: Thanks yes. I think you'd expect a plateauing of players for
a while not a sharp decline after a period of growth as we have
seen. But to simply chalk it off without questioning it
is.............................I have no words If you search
the player numbers over time of WoT on all regions over all
servers, you will see a similar player graph as other games. The
important thing to consider is that WoT monetises differently to
traditional games and still look at the spikes in content released
for free, meaning monetisation needs to take place using other
methods (read above).
Rati_Festa, on 14 January 2019 - 12:46 PM, said: You could even theoretically suggest that if they introduced
Frontline permanently, resolved some of the bad balance issues and
amend the mm that the game would have a second life and survive for
the next 10 years on a plateau of consistent players. No one really
knows a game as complex as WOT can't possibly have its life cycle
mapped out as it is an unprecedented game as it has plugged into
the over 30's market. Over 30's as we can clearly see with
WOT's longevity are quite set in their ways, they know what they
like and aren't as easy to distract away. Keep changing the game at
the extremes is a very risky game for WG to play, as this is
essentially changing what we all psychologically signed up for. The
core game of randoms that they have messed up with +2 templates and
the crazy armour/jap heavies needs to a stable environment,
just throwing in untested ideas that mess up the balance will as we
can see have a negative effect. By all means try new modes
like Frontline etc, but randoms should be insulated from extreme
change. Basically, it worked, revert back as best you can to before
it started to go wrong/decline ( the actual data they do have, not
imaginary game life cycle data ) and then just polish/tweak it
lightly. Then focus efforts on other game modes, don't kill
the golden goose.eekeeboo: If you introduce frontline, you still plateau, you still
saturate and people become bored of the status quo and move
elsewhere. People age and develop different priorities or jobs
etc.
Noo_Noo, on 14 January 2019 - 02:32 PM, said: No. What I am saying is that WG are extremely arrogant for
suggesting that is the case without actually considering other
things first. Such things like player satisfaction. Satisfied
players dont walk away. Pi**ed off one's do! eekeeboo: No, it's not just angry players who walk, you call arrogance
in your statement from a blunt and honest fact, but make such wild
and completely inaccurate statements. Please take the time to
research player churn and player base increase and decrease
factors.
Noo_Noo, on 14 January 2019 - 03:07 PM, said: Please. I was responding to the very same comment you
replied to by the mod eekawhatever on that the player down turn was
natural. I don't know why the player base is smaller. I never said I did. I suggested that it would be a good idea for WG to understand why rather than having mods just brush it off as a natural decline. If I was losing 20% of my business I would certainly like to know why.
Would you like my personal opinion on the matter?
eekeeboo: And you assumed we didn't know why, I also explained to
someone why playerbase reduction is natural in any game, especially
in the length of time a game like WoT has been running. The amount
of data and metrics measured and assessed is extensive and
continual. It's why I'm able to say, players aren't leaving because
of balance, but because of other reasons. I can't say what those
reasons are, for what I hope are obvious reasons from my end. I can
highlight the common and factual reasons like player churn and
natural game cycle, which actually explain a lot, vs people who say
that the game is dying and dead because of balance reasons.
Element6, on 14 January 2019 - 03:22 PM, said: You can provide it if you want to, but it will just be pure
speculation. Did you consider what I wrote? Getting a high
number of new players for more than 8 years is a hard task, for any
game, unless we are talking games like chess etc. If the main
reason your payerbase/customerbase is getting smaller is down to
lack of new players/customers, and the rate at which
players/customers leave is more or less the same during the 8 years
you have been on the market, you can be fairly certain that it is
not the changes you have done that has made the players leave,
since they have been leaving at the same rate no matter what you
have done. When the game was launched there was a very high number
of potential customers, and as years have gone by a high number of
players have talked about the game to people they know, like I
have, I have probably talked about the game to something like 15
people. There are something like 21 million accounts in EU so we
can assume that many times that number has heard of the game. Sure
there are coming new gamers on the market each year, but only a
portion of those will be interested in playing WoT, for a number of
different reasons, and the number of new potential customers that
come around each year doe to growing old enough is never going to
reach the number of potential customers available when the game
launched. That would be one aspect of a natural life cycle.
The sea of potential customers has all but dried up, and there is
only a small stream left to fill it back up. Due to the data
they have, they already know if they are losing 20% because more
people are leaving, or if there are simply less players joining.
WoT has been in quite a lot of configurations over the years, and
if none of them has managed to recruit more players then you can be
fairly certain that there doesn't exist an untried version that
would dramatically increase the flow of new players. It's
very unlikely to be WG just brushing it off, it is more than likely
that it is the conclusion after years of playerbase study. eekeeboo: One piece of the very large pizza of player base changes and
I'm happy to see well structured and informed posts! Awesome
work.
Noo_Noo, on 14 January 2019 - 04:11 PM, said: Speculation? I thought it was my opinion? Going purely by the data presented by QB people playing the game has dropped by 20%. These are server stats as far as I know. How trustworthy they are if they are from a second party is open to some debate but I think they are representative. Before this player numbers were increasing. So you've got more players playing and then a big chunk of them decide not to. That would immediately catch my attention. Secondly players on the Russian server are also down. That is their home crowd / core customer and again still that is down.
While i certainly concede that there will be some natural fall off and there are huge challenges in bringing in and then keeping new players into what is an old game (seal clubbing protection for example) and attractors my gut tells me that WG did something to catch the eye (players went up) and then failed to keep these players and its been a rapid decline ever since. So lots of people (new and old) had a good look at what WG were doing at the time and decided over the following period that this game was no longer or not for them. the speed of the decline is the main eye catcher for me. It feels too fast.
Lastly I don't for one minute think that balance is the sole reason for this but I do think its a big part of it especially if we lump many of WoT's "most Moaned" into that one category which is entirely possible. ie Premium tanks, premium ammo, arty etc.
eekeeboo: As mentioned above, covered extensively by the post you
replied to that explains quite well just one piece. Something you
need to consider is cultural shifts, game age and competition in
the market. WoT when released and for the following years was the
only option in the market, that has VERY much changed with even
competition with its own market with things like World of Warships.
Balancing is a large reason for player satisfaction, but you will
find this is an issue only for a section of the playerbase and not
for all. Incidentally, new players are less likely to be aware of
balancing issues and just assume it's something else that is
causing frustration. Player decline rate, is all
subjective, the figured presented in the video you mention for
instance were based on a small set of data on a set portion, in
terms of drop off rate compare all titles and the release of other
games at the time too. Games live and die on more than just
balance.
LordMuffin, on 14 January 2019 - 09:32 AM, said: Changes is not independent from buffs/nerfs. It is perfectly
possible to change a class and make the version that it is changed
into overall stronger then the version it was changed from. Just
like with arty. Physics changed in 1.0? Only soapstone
rocks. No other physical engine changes since 2017. Auto-reloaders
is hardly a mechanical change, only a new type of gun. Also,
only at T8+. Autoloaders existed before 2017, so that is not a
change. Armour changes or not game mechanical changes, they
are just changing of figures. No changes have been made to how
armour works or how AP/APCR/HEAT etc interacts with armour since
2017. You still haven't put up a single reason to why the
powerrlevrl between T6 and T8 tanks haven't changed since 2017. You
claim mechanical changes,yet doesn't produce any argument as to why
these mechanical changes effect the difference. You claim MM
changes, yet not produce any argument to why these changes
effect the difference. You claim map changes, but don't produce any
argument to why these map changes effect the difference.
This discussion is pointless if you refuse to come up with an
atgument supporting your view. Heavies can work very
well, and do work well on open maps. WG have gone from
1 or maybe 2 to strong T8 premium tanks (Type 59 and KV-220) above
T5 in the first 6 years to almost only release premium tanks which
are to strong in the last 2 years. But I assume this is not a
change at all. T34, Löwe, FCM50t, CDC, Jgtig 8.8, IS-6, KV-5, T-54
mod.1, FV4202, WZ-111, 112, T-34-3, STA-2,Indien Panzer premium,
Panther II premium, T-4-100, Type 59 (after nerf), Super Pershing,
Mutant, Revalorise (all pre buff) where indeed all considered
OP or to strong T8 premium tanks, right? I can't remember any other
pre Skorpion G premium tanks at T8. I have
searched for "natural game cycle" more hits on Google, no articles
found, no wiki page found. Some diagrams without any explanation
nor clarification about what they are supposed to show, nor
why they are to be assumed to be correct. Churn rate is not a
computer game based term, that term includes so much more.
And I am pretty certain that a 10-20% loss in playerbase can
not be attributed to "old players leaving". Yes, by not
knowing the skill level of the player, i think is
harder/impossible to have team work. By adding more players it
is harder/impossible. And I would claim WOT has more mechanics,
only different mechanics. With team play being harder/impossible to
have, the general team work in WOT is lower then in Dota. The only
instance of teamwork between more then 2-3 players in WOT can be
found in SH/CW. You can't get a 8000+ PR by playing T6 or
below while getting carried to high winrate. You can most probably
don't even achieve a 8000+ PR by playing only T6 at all. And for
giving a rough estimation of skill, that is enough. If you are
really interesting in getting a better then rough image of
someone's skill, you just look at the same players score in his
individual tanks. But I am not interested in a precise skill
measurement of a player. I know that a 45% WR 3000 PR is worse then
a 50% WR 5500 PR is worse then a 55% WR 7500 PR is worse then a 60%
WR 10000PR player, and that is enough. I have never
ever won or lost a game on Overlord due to a beach rush. If you
have, please give me the replay. Current map design have specific
'engagement zones' where WG thinks engagements should take
place,this is a way of shaping meta game or forcing the engagements
to certain areas of the map. WG in their map design tells the
players where they should fight, where they should camp bush etc.
Also, WG in their map design punish plays which are outside of
their intended design. In general, if you go to an area which are
not a WG predetermined engagement zone, you are very likely to get
into a crossfire and/or killed by the TDs camping in their WG
designated bushes. If my team camp bush, so do I, the battle
is lost anyway in that case (unless the enemy team are terribly
bad) so I just try to maximize my damage for most possible credits.
High HE damage shells is a stupid idea. And there is a huge
difference between being able to do damage frontally with a E8 and
a KV-2. The E8 have to hit a certain spot, like a cupola/other
weakspot to have a chance, something that will not always happen,
depending on range and size of weakspot. A KV-2 just have to hit
somewhere on the tank and will also do 2 times to 3 times the
damage. Just because an E8 can pen a T8 heavy frontally, it
doesn't mean it always will. The chance is enough, especially on
current maps where frontal engagements are what the maps are
designed for? I have never stated balance is to
make it easier to get good outcome. In many ways, WOT is way to
easy, it is way to easy to get a 'good' outcome in WoT. The Arty,
Japanese heavy lines, some of the new heavies are prime example of
tanks that are 'maximum outcome for no effort'. Balance is
to give every player in a game the possibility of having an impact
on the outcome of the battle regardless of which tanks he/she plays
(this is not the case in WoT). Balance is giving both
starting points on a map equal chances of winning that battle
(this is not the case on many maps in WoT). Games in WoT
should be decided on the skill of the players and not which tank
they picked for battle or how much premium ammo/premium consumables
they use. In next patch, Obj 279 will get
buffed after just a few weeks. I guess some data is gathered faster
then other.eekeeboo: You should search more on the changes in 1.0 to do with
physics, including the map destructible objects and map changes.
And the "soapstone" still is a physics change.
Autoloaders, autoreloaders are both drastic mechanics to introduce
to a game that can hugely affect the typical engagement between
players in tanks and the situations involved. Armor
changes are very much mechanical changes, you have to consider that
again, these affect engagements the way people will deal with them.
Giving more tanks spaced armour affects the shell choice for
vehicles and the way artillery can deal with them. Choosing and
picking what counts what changes counts is how you suddenly say "No
balance changes ever made." By increasing things like LFP angling
and armour effect you affect the way people will hold flanks and
locations on a map. I haven't put up information
because you want to show that it has increased, whereas I'm saying
it hasn't. You still face the same challenge now dealing with a
tank 2 tiers higher that you always have. You are choosing to
ignore things that don't conform, like MM changes. You have issues
facing tanks 2 tiers higher, go to 3,5,7 you face less tanks 2
tiers higher.... 2 instances right there combined. You're looking
at things in a simple 2D perspective. Please try to put them all
together. Look at the maps from pre 1.0 and now, look
at the map changes available in multiple patch notes from changing
rocks, bushes and even inclines on hills that vastly affect the
play style on those maps. You are demanding all the evidence,
proving non yourself and making no effort to do any research. I
don't know of a single map that is the same now as it was when it
was introduced. The simple fact is for support:
Look up MM changes and effects. Look up patch notes and map
changes and how they affect balancing (heat maps help too).
There's SO much information out there, exactly what pool
would you like to choose from, you state the discussion is
pointless with no evidence, but you have provided non yourself only
assumptions and presumptions. If you are trying to tell me that the
balance between tanks with a difference of 2 tiers has worsened,
how? Because the difference and the way you deal with them is still
the same now as it was before. You never, ever just pressed 2 and
won the game, you never had a tank with high pen able to reliably
punch through a heavy 2 tiers higher than you frontally.
For premium tier 8 tanks? The Jg 88? If you
can't find results on Google from that term? I've got a whole list
here, some academic, others not but all end up with the same
summary and overview. Here's just one such publication found
with my first search: article I'm going to not reply until you
take the time to read up more on the issue as you've been unable to
educate yourself on the issue. Once we've got past that hurdle I
can help you go through the rest of your statement.
Balance..














