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How is WG stealing our personal reserves time

Дата: 01.02.2019 12:27:17
View PostApocalypseSquad, on 29 January 2019 - 01:39 PM, said:   Why do faster games have less reward?  I had no idea you got exp for just time spent in game....   In any event, it doesn't matter why.  The point is I did, I played differently and I enjoyed it less.

eekeeboo:   The longer you spend in the game the more spotting you do, the more damage you do, the more you can spend closer to the enemy for more xp. The shorter the time you spend in that game the less time you get to perform those actions that result in higher rewards.      10:32 Added after 5 minutes

View PostApocalypseSquad, on 29 January 2019 - 04:23 PM, said:   But he's wrong.  It's not a conscious process - you can just feel that pressure from that clock ticking down in the back of your mind and that affects how I (I am making no claims for anyone else) play.  If I could just switch it off I would.   You may also be wrong about the best return from reserves being from quality rather than quantity.  That will also vary by individual but doubtless for some churning through as many games as possible is going to get them a better return - particularly if they are not that good.   I can categorically say that running reserves reduces the enjoyment I get from games though.  I like to play slow, and would normally watch a game to the end and cheer on my teammates once I am dead, but with reserves? - Forget it, I am out and on to the next one.   

eekeeboo:     If you're so drastically affected by something you have control to activate or not, then do not activate them. This is simply down to your own choice on applying pressure from what you've said.   

View PostApocalypseSquad, on 29 January 2019 - 02:51 PM, said: Yes, but the point I am making is that you don't go into a battle thinking "I am going to play worse".  It is the pressure of the clock and the subconscious desire to squeeze as much out of those reserves as possible that result in the mistakes being made.   And even if I could control my subconscious, who's to say that the 1 extra game I get in by rushing things isn't going to be worth more to me than the extra 5% or so exp I would have got for taking things slower?   I am just stating that for me at least, the way personal reserves work at the moment result in me playing worse and enjoying the game less.  It may be completely different for you.   Either way, I accept that they work as they do and I do not expect that to change.  I just wouldn't complain if it did....  

eekeeboo:     If you're saying you're sure of the "pressure" you perceive from the reserve, then yes, you are aware and think "I'm going to play worse". Being self aware is just as important as being aware of external influences whether manufactured or not.    I highly doubt the rush and die game will equal 5% of a really good game. The only time that "might" work is if you rush, do a bazillion spotting, get a lot of assists and be done.    I'm pointing out that the reserves themselves don't cause pressure, you have created this because of how you view reserves.   

View Post____Green____, on 29 January 2019 - 03:02 PM, said:   Mate, this is just my opinion. Ok, most part of players do opposit and play 20-30btls in a row. Ok, but how about individual personal reserves for SH and clan activity? Ok, I dont ask for all 50% credit bonus from my personal reserves when I play shX or shVIII. Just make these reserves 50% in random battles and 25%@SH Why not? Clan reserves work this way! You get more when play SH and less % when play random.  Why not? Last year I have wasted tons of personal reserves, because after activation I get invite to join SH and I cant say NO to my buddys. Just put this idea on the desk or lets make a poll. Just my opinion.

eekeeboo:   Part of this can simply be down to the economic benefits you already get from SH, I'm sure you've noticed how much you can earn and grind in credits from SH vs Random battles.    Once more: Polls on the forums don't work, the reason being: The forums don't represent a majority in anyway for the game and the player base.  10:35 Added after 7 minutes

View PostThorgrimBrenadim, on 29 January 2019 - 03:35 PM, said: Another point PR are more useful now since wargamming screwed up so badly with the MM, we make less XP and def less silver in each battle on average than we would if wargamming had actually used some level of intelligence before implementing 3-5-7 MM. Now eekeeboo sorry to say you do not know what the majority of players want just as none of us here do, and maybe you need to understand that for a portion of players PR as they are at present is not ideal they do not benefit the player and in many of those cases do not benefit wargamming as player happiness/enjoyment should be wargammings number one priority.   Now is it worth wargamming looking at how they implement PR ? I personally would say yes though I accept that does not mean they will change how they work. None of us here can speak for everyone else we can only speak for ourselves and voice our own opinions. Now some ideas will be too far fetched to even look at  but others really do deserve wargamming spending time on, and if they start listening more to the players then hopefully player enjoyment will increase and in normal business if enjoyment increases so does the profit margin. 

eekeeboo:   You are greatly mistaken in this regard both in the first and second point. I do understand that PR don't suit a portion of the players. But the whole point is that you can't make something like PR suit everyone, some things will benefit certain demographics, not everything has to be perfect for everyone, then it's perfect for no one.    And listening to some feedback like changing PR to per battle, this was given before, answers were given before, extensively and people have forgotten or ignored this because it doesn't suit them personally regardless if it might suit the majority. 

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