Balance..
Дата: 15.01.2019 15:50:08
N00BT00B, on 14 January 2019 - 08:30 PM, said: The most popular and balanced (vehicles at least) game mode in
years has been Frontlines. Wonder why eekaboo? Tier8
only, operating within some reasonable parameters re armour and
firepower. Big open maps with options to choose a tank for a
particular objective. People get to choose their destiny and their
play style. One or two persons do not determine the outcome of the
match, good or bad. unlike randoms. The issue isn't
whether a E8 gets into a team vs a Defender, it's whether the
tier8s in his team are idiots. The other issue is the constant
stream of idiot top tiers in your team that the matchmaker gives
out while the opponents don't get them. Its not even balanced per
day or even per week. 'Random' they call it, but just how many days
or weeks does a person have to put up with bottom tiers, noob top
tiers and rollover no-hope games before they are allowed to have
fun?eekeeboo:
Rati_Festa, on 14 January 2019 - 09:31 PM, said: There may well be an insane amount of data on the general
subject, but how much of its relevant. For example if I was the CEO
of wallmart and I wanted to make changes to yhe website, I would
have very little interest in the customer behaviour of the BBC news
website. Just because a game is a game doesnt mean the consumers do
the same thing, just like a website is a website each one is
individual. Attempting to transpose customer behaviour across
platforms with only a few points of commonality.... just wouldnt
work at all. Using WOW as an example is interesting...
first guess I would have at that is a gap in the age demographic,
which then raises questions about the avg disposable income.
As for Frontline, I agree it might plateau, but it might implode,
it might also bring lots of customers back. Your point is slightly
irrelevant you could say the same about wheeled vehicles or any
other patch. What I was pointing out is WG didnt need to mess with
the core of the game randoms, they should try new things in new
modes. It seems rather a risky practise to shake up what is
essentially a gold mine.eekeeboo: The reason why it's popular is for a lot of reasons.
The least of which that shouldn't be ignored is that it's
new, it's different and it's unlike anything experienced in the
game before. And you say yourself with balancing, you
can't balance player ability to know how to use a tank and buffing
a tank to be easy to use by the lowest denominator is hardly the
way to go when it comes to balancing (I would hope!).
And yes I can assure you it's random, the very nature of random is
there's no truly predictable nature of it, that's why you notice
the fluctuations, that alone should prove to yourself the random
nature of it.
Noo_Noo, on 15 January 2019 - 08:38 AM, said: Er....my opinion is based on the fact that Wot has lost over
20% of its players on the EU server and also a fair percentage on
the Russian server, all servers in fact and we have a WG
representative simply putting that down to natural decline.
Firstly, I'm not convinced by that argument and secondly any
business that shrinks by that amount in that shorter time should be
looking into it and not have its representatives just passing it
off as natural / normal. That sounds like a head in the sand
attitude to me and moreover it is typical of WG that you have
people within the organisation that simply don't know what the
other side is thinking / doing. Refer to Foch gate for a prime
example of that if you like. The peaks in the player numbers correspond to new content. That to me suggests that people are interested in having a look but as it declines immediately after they're obviously not staying. Each will have their own individual reasons but ultimately they will feel that there's nothing here to keep them, and, to me that's where balance plays a major role. If you have new content and the fundamental issues remain then people will get fed up quickly and leave. And I think that is what is happening. My point here is that WG have made lots of changes that have slowly but surely alienated sections of the player base and that has lead to an accelerated decline. OP premiums, OP/ broken tech tree tanks, Premium ammo, match maker, Artlliery all things which create grievances and while its a personal view of each player these are pretty commonly talked about issues and yet despite all the shiny new maps and tanks and what have you these fundamental issues are still there.
You know QB started a new free to play account right? Yes he has all the map knowledge etc. but he's been forced to physically grind tanks etc. and to him its proved an extremely frustrating experience. I agree lower tier balance is a mess and it could be argued that at lower tiers its should be at its best to actually encourage new players to stay and learn rather than getting owned, felling lost and pi**ed off and leaving.
eekeeboo: That's why further research it carried out. And you can
apply a lot of the information, if the data couldn't be applied or
was found to be flawed you wouldn't find as much information all in
line with one another. Once you delve further into the
area on business practices and start applying other models you will
notice the trend and it's backed up by both Math and Scientific
principles and models. You will find a lot of these findings and
results will actually be covered in a lot of business courses and
you can find even more research covering the area. Yes, you can get
more and more specific, but why would a company invest in that
research for their model based on cost and benefit when you can
spend the money on something better for your player base like
development. As the CEO you should know better than
looking up data on a national news publication that for all its
merits is completely outside of your own market trend and
objective. What you would need to do is gather information on
competitor data and work in website use, which you will never get
as most of this is closely guarded secrets. What you would do is
look at your competitors to assess functionality and take surveys
on your own design prospects to see if they work after completing
ergonomic studies on the layout. Before you even get that stage you
will consult with people who specialise in the area who will have
studied these concepts thoughts and done the research on the design
process and people who research trends etc and technology use. So
you will apply the data to predict trends and what you want to do
in the future. That's more akin to your analogy than what you
stated. You say my point is irrelevant but if you look
up the research and data concerning game design and development as
well as player retention, you need an evolution in your game to
encourage player reterntion and call to action to bring back
players who once stopped and to prevent stagnated game-paly and
boredom. You need to evolve your game to stay competitive and
relevant while simultanously not breaking too far away from the
core of your game that brought people to play it in the first
place. Especially with an anomalous game like WoT that succeeded
despite the trend of game development at the time. I
use WoW because you can readily find player number increase and
decline values and they have extensive data publicly available for
subscription increase and decline in line with patch and release.
It's pretty difficult to find other such public data. But you can
refer this data against the models discussed on game life cycles
and you will notice the trend. You will also be able to conduct
further research and see how game evolution greatly influences
development - WoW specifically wass referenced because it was
brought up in a previous comment too. Fortunately I've played games
for so long my knowledge of them is a little bit on the crazy
side. For game data, it's all useful because though
younger ages traditionally have less disposable income, they get
older and develop into having disposable income. It's all about
looking to the future.
Gkirmathal, on 15 January 2019 - 09:42 AM, said: I share your opinion on this. I can underline this, only
anecdotally though, by looking at my (former) clan's FB page. Each
patch, until recent patches, some members always came back to see
if the things that drove them away (things you, Tajj and others
have listed) from the game had improved. Only to be given a reality
check a few weeks in before they decided to leave again due to
nothing fundamental for them had been changed. I know for certain
that if the thing listed here, which have been discussed to heel
and back, were addressed a major influx of older player will occur.
At least in regards to my old clan 1VTD. A bit off topic,
but I just needed to say this. (Btw, I do not mean the following to
be disrespectful of other opinions. I can relate to most pov's here
and or where they come from) Quite some forum folk have always
seemed a-okay about the direction of where the product is being
taken, with little objections or criticism shown on said direction
and development choices. Most showed a similar content attitude as
far back when SerB and Storm were at the helm. So attitude seems
independent regardless who is at the helm. Also vise versa of those
(my included) who are more prone to be more critical. I don't mean
to say 'you should', that's up to you, but take this into
consideration if you want an endless back and forth argument driven
conversation to refute/persuade the other of ones pov in an endless
loop that leads nowhere. Sometimes it is better knowing just to
agree you don't agree, leave it at that and no go into lengthy
discussion to nowhere. eekeeboo: Please define "short time", you're using subjective
terminology. You say lost 20%, please take a look at the loss over
exactly the period of time and the events that take place in there.
It's not short or uneventful not without the release of gaming
competition and changing trends in the gaming community. You
perceive it to be head in the sand... this is biased. Head in the
sand is "It's fine, nothing to worry about". This is a realistic
and open view, but also explaining that when someone says "OMG
balance is driving people away" - No.... no it's not. If the rate
at which players stop playing doesn't increase in rate, then is it
balance or is it something else? You can readily see
the peaks and troughs in absolutely any title of any game, anywhere
that's been live as long as WoT. I'm aware of the
videos and the work that is being done, oddly this is the primary
source of explanation and evidence people use with their own views
and opinions without taking the time to learn the opposite spectrum
of the view. This is important when assessing cause and effect and
make sure you find an effect and assume the cause. Furthermore, the
video you state you haven't looked at objectively, can you truly
say the frustration experienced now is any different to before? I
can assure you human bias and rose-tinted views of the past is a
very real thing. As a player improves and becomes
accustomed to the current status quo, do you truly and honestly
remember what it was like accurately grinding tier 1 with 50% crew
and not able to afford equipment, camo or being able to use gold
ammo. When camo was cheaper but harder to get and you couldn't buy
it with credits. Do you remember square view and draw distance
ranges that so drastically affected gameplay it was crazy. There
are sooooo many changes and effects made over time that people
simply forget, like when you were required to have premium to play
in a platoon?
Rati_Festa, on 15 January 2019 - 11:22 AM, said: So you are basically suggesting they have done an indepth study why
people leave and concluded its nothing to do with balance.
While ignoring we have a forum full of players screaming about
balance... logically conclusion... I think not. Head in the
sand already suggested looks a lot more likely. Not to
mention they are actively trying to "fix" balance why spend time an
effort on something if there is nothing wrong? So many gaping holes
in your logic... its all looking a rather blinkered view of the
situation. No matter how much speculating any of us do, its
very clear balance is a community concern, so to rule that out as a
reason for player decline, seems rather a ridiculous
response.eekeeboo: Good point well made, I know from my own side I have the
obvious enviable position of explaining to people why X doesn't
lead to Y or Z, because of a certain video that doesn't have the
full picture. (Which is no fault of the individual) but it's
important for people to remember not the believe everything they
read from one source. It's important to find your own answers and
take the time to learn the matter in and out, make informed
opinions... this is the only real way to have healthy debate and
it's OK to have differing opinions as long as they are still
somewhat based on facts.
Kejoz, on 15 January 2019 - 12:12 PM, said: MMO's are a new thing (when you compare them with other
genres), companies rarely share their data about player,
monetization and other business related stuff. Successful MMO's are
unicorns, there are only few examples that are relevant
in this discussion and all of them are still alive (WoW, DOtA,
EVE, Warthunder and others). WoT success in its
initial years was based on word of mouth marketing, i found out
about this game from my friend and dragged 6 other friends into the
game, most of them are playing it to this day. 2015-2016 rapid
growth was based on a heavy marketing campaign, WoT was popping out
everywhere, media, ads, merchandise, affinity campaigns. This is
the exact moment that the game started to change, large investment
had to pay itself back. Game had to become more opened to new and
younger customers (back in the day, wot was the slow "old man's
game" ), monetization had to by cranked up, game had to be faster
and game mechanics "dumbed down". Having this in mind, we can point
to an exact moment in which player numbers started to fall for the
first time in WoT history, can we call it "natural" or rather
"forced" game life cycle? Of course, without the data about
playerbase i can rely on my marketing knowledge and speculate, but
WoT and its balance became a victim of businessmen not developers.eekeeboo: This again is dangerous, yes people take a look at data,
assess the information and look at all the breakdown and look at
the feedback from the community and as a whole create strategies
with a roadmap while at the same time making decisions that are
good for the game as a business. I will repeat it's
VITAL for you to remember the forums aren't the whole community or
player base. Take a look at the people on the forums, the whole
player base and give me a %, not factor that people don't agree and
the nature of the forums. You're making biased opinions into
"facts". Take a step back and think objectively at the entire
player base (Not just EU) and how they all inform the process in
the game development. And you take the time to evolve
your game, you do that or die. Simply put when your game is
out-dated you lose customers, you listen to all the feedback and
look for trends and player sentiment then make a decision, for
instance, do you think MM was a bigger concern or that people
struggled to run the game. Now once you've got past that stage, the
number of players unhappy at MM vs the game client state and other
tech-related issues like physics, would an engine update address
more of the sentiment, decrease development cost and reduce
development time while simultaneously covering more player wishes
vs MM. - Just some of the many questions you must ask and be more
than likely asked on the path to where we are now. For
balance, yes it's always a community concern, but at the same time,
players would also like everything for free without spending any
money, I sure hope you'd realise how that would play out for a
game.
Rati_Festa, on 15 January 2019 - 12:42 PM, said: I had a suspicion you would go down that path. So lets for a
minute agree that they have a lot of data they have
sourced it from the wilds of the internet collating all knowledge
currently known to man regarding mmos and video games across all
age cross-referenced referenced it with the vast quantity they
have accrued themselves. Giving them one huge database of
information the big data of video gaming lifecycles. They can now
query this to their hearts content, garnering gems of insight to
the end of days. What have they achieved with it? A
drop in customers numbers, and they have generally ignored the fact
they have a forum full of concerns about balance from all level of
skill players on the forum. Even the forum moderator doesn't think
balance is an issue, the forum he moderates.... selective
reading????????? Its that bad that they have to on a daily basis
delete forum posts about MM and arty...... does that sound like an
issue the community has with balance, it sure does to me?
This sweeping masterstroke of marketing masterclass
analysis we are witnessing has ended up with considerably fewer
players.... a reputation for being money grabbers and very
little to be found positive about them on their own forums.
Even the people that play their game, have very little good to say
about them, that is a damning verdict for any company actions.
So here are some logical conclusions to this scenario
They don't have the data They do have the data and don't
read it They do have the data and don't know how to read They do
have the data and misread it ( 1.0 hints at this to me ) They do
have the data know how to read it and ignore it and do what makes
the most money. ( This is screaming out at me as the real answer )
We can't add they had the data and used it well as they have
lower customer numbers, the reason why they have lower customers is
staring them in the face...... BALANCE and the fact it
isn't a priority over profit. Short term gains simple as
that. Its all over the forum, the perception is the
game is unbalanced. There are complaints about arty, complaints
about OP prems, complaints about armour, complaints about +2
these are all issues with people concerned that when they play the
game they aren't given a fair game to play ie balance. So to
dismiss balance as not a reason for people to leave is just well
scary to be honest. eekeeboo: Indeed that's why it's difficult to provide the "applicable
data" requested above. Luckily games like WoW have extensive data
to illustrate the models given and support research. You make
valid points, and they are indeed factors, but also there are
variables and factors out of the game that also influence this like
competitors and the emergence of other more popular and viral game
genres. With advertising and marketing, the other thing to consider
with this is that marketing has evolved in the last decade or so
from the blanket one, blanket all with the same info. It's more
about marketing more intelligently after you hit a saturation point
and you need to consider marketing in a magazine mostly read by
people so vastly outside your player demographic and target
audience is a bad business decision. When you then have to also
consider that as a business, marketing to your target audience who
subsequently are less likely to purchase your goods, where is your
ROI (Return of Investment)?
Balance..














