How would you solve current gameplay issues (MM, tank imbalance, etc) in WoT?
Дата: 26.02.2019 13:49:39
Ace42X, on 25 February 2019 - 06:40 PM, said: Eh, Riot were always unhappy about the Runes system, and
eventually (way overdue, admittedly) ditched it because of how
unhealthy it was for the game. Not sure that's a good example
of "they all do it". Persistent runes are materially
different to one-use consumables too; grinding out runes represents
progress, grinding out credits to blow on chocolate / gold ammo
does not.Runes would be more comparable to spending credits on coated lenses, etc - something no-one's complaining about here to the best of my knowledge. Unlocking champions with a grind is a non-issue, and not comparable to OP premiums that can't be ground out at all. Coincidentally, champions go down in grind-cost as time goes on. OP champions can be banned via a pick-and-ban system to limit their potential to impact the game; and are nerfed pretty frequently (Anyone remember when the reworked Gangplank was dominant at Worlds like 4 years ago or something? Don't think he even lasted into the start of the subsequent season?)
I don't think your comparison is fair, I'd say WG's monetisation is pretty cynical in a number of ways, I'd argue way worse than LoL's; but of course you're right to point out that WoW isn't F2P and thus isn't comparable. If the game is intrinsically fun, then "doing it all" isn't an issue. People still play football in the park without "introducing new content."
Do you not think there's a moral question at work here if people are being manipulated into playing a game which is no longer fun by using cynical marketing ploys? Shouldn't the focus instead be on making the core experience enjoyable - IE not so boring that people don't want to do it some more?
eekeeboo: You say this, but look at how good some champions are on
release and people can pay to play them before they're nerfed. I
wasn't trying to make a "fair" comparison for like for like,
because they're different sized games, different audiences and have
vastly different monetization and marketing strategies. Least of
which Riot makes a significant investment and returns on the LCS
and pro leagues. And the thing is the core experience
hasn't changed, only people want the core experience after 40k
battles and would like things to change, but not change and for
things to be suited entirely to them.
Gremlin182, on 25 February 2019 - 07:32 PM, said: With the MM I thought the solution was just to revert to the prior
MM, however WG have commented that there has been a shift in
numbers of tanks at some tiers and this is the problem. So how
about a normal matchmaker like we were used to but the option of a
single tier game to drain off excess numbers. Its difficult to come
up with solutions if you don't know specifics. The MM seems
a little better since the last update maybe because more players
are grinding the Armoured Cars so filling out tiers 6 and 7 or
maybe front Line drained off a lot of tier 8 tanks. Fact remains if
too many of us are playing a particular type or tier there is
little the MM can do. Premium ammo There is some logic to
reducing the damage for some premium ammo a 75mm APCR shell has an
approximately 56mm core so it could be argued it does similar
damage to a 56mm shell maybe 110 damage instead of 150. Problems 1
there are none premium APCR shells should their damage be reduced
too. 2 Some tanks need to use Premium shells more than others
either because they are undergunned or in their stock form. This
would make stock grinds much more expensive and some tanks even
with their top gun less effective those tanks will become much less
popular. A better idea might be to leave the damage as it is
but emphasise the differences of the types. They already have good
and bad points just increase those so players need to choose the
ammo type based on target angle range etc. eekeeboo: Please take the time to look at the suggested templates and
the way they might be able to achieve what you think would be
good.
Laatikkomafia, on 25 February 2019 - 07:50 PM, said: I have played League since season 4 (2014) IP grinding
didn't take that long. I ended up with 12 rune pages and the
champions I like to play. The only time I have spent money on
League has been when I bought skins, that give no advantage.
If LoL had WoT's economy model, you would be able to buy champions
that start the match at level 11 instead of level 1.eekeeboo: How many games did that play when you had to grind
for runes and rune pages and the champions. It was not a small
thing, in the old days when you also had to buy xp boosters to
level to 30 faster so you could do this. You can refer above about
the economical and play style/marketing differences.
LordMuffin, on 25 February 2019 - 09:10 PM, said: WoT release : 2011 LoL release: 2009 Dota 2: release 2013 Warframe
2013 The new champions get nerfed if they are to good.
Defender doesn't get nerfed. And you don't need to add new
content which are superior to the old content if the game is good.
Dota 2 and LoL have way less (none) p2w aspects. WoT have
plenty where Defender is one of them.eekeeboo: Look at the difference a game goes through in 1-2 years.
It's also important to note the amount of change LoL went through
as well before it found the place it has now, least of which were
unstable servers and various companies involved. And the main thing
with LoL is meta shifting and changes, which you find to an extent
but far more nuanced in WoT. LoL had just as much progression pay
elements that WoT did. The difference is people with short memories
forget all of this. You say pay to win, but defenders won't
overcome a lack of skill, just like a bad player with bad map
awareness won't be buffed by an OP champion more often than
not. WoT was 2010
Squirting_Elephant, on 25 February 2019 - 09:11 PM, said: You make some good points. In fact I don't know why I didn't think
about that when I posted that... Yeah scrap the garage and the
thing about the premiums and a few others indeed. After all, WG is
not a charity. Same with customizing tanks I guess. I think it
would be fun and add a lot of extra playstyles. But the development
& balance costs would be insanely high. Too high... But maybe some
simple things like giving us the option to carry more ammo at the
cost of engine ratio & max-speed. Changes like going open/closed
roof is probably asked too much but many tanks could have been so
awesome if I could just change them a tiny tiny bit. The changes we
have now in the research tree are mostly no-brainers, just take the
highest tier gun, engine, etc. There is no real customization. Crew
skills and modules don't change enough + it's usually the same for
every tank: 6th sense, BIA, gun rammer, vents. And a camo net
doesn't exactly hide my JagdTiger the size of a house behind a
bush, maybe if I could strip some of it's armor... About
garage: I was originally thinking something like a customizable
garage with unlockables (decorations, different hangars, music,
name it) that you can earn/buy/grind where you can also display
tanks along with some plate with stats that your
friends/guildies/public can visit. Basically show-off and maybe
something you could even drive in while the MM is searching or when
creating a team for stronghold (takes long) so you all spawn in
somebody's garage. I'm always alt-tabbed out currently after
joining because, boring takes long and I alt-tab back when WoT
flashes red. Current garages are terrible imo as is most of the
garage-GUI. But yeah it would cost a lot of dev-time, drains more
performance for toaster PC's and not sure if other players even
want something like that anyway. It does return something but
probably not enough. The idea is probably bad anyway. But at
least the tanks should be available for purchase then: Say I
encounter a Defender and I think it's op or fun (whether it really
is or not is not the point) and I also want to get one to level the
playing field. Oh wait I can't because it's not in the shop
currently and god knows when, if ever, it will return. This
mechanic I find really ugh... If I encounter an enemy tank, I
should be able to either grind or buy it at any point during the
year. Not to mention tanks that got retired and are never available
again, yet I still have to fight them even though I never can get
to learn them myself. Can't get/buy it... eekeeboo: But at least the tanks should be available for purchase
then: Say I encounter a Defender and I think it's op or fun
(whether it really is or not is not the point) and I also want to
get one to level the playing field. Oh wait I can't because it's
not in the shop currently and god knows when, if ever, it will
return. This mechanic I find really ugh... If I encounter an enemy
tank, I should be able to either grind or buy it at any point
during the year. Not to mention tanks that got retired and are
never available again, yet I still have to fight them even though I
never can get to learn them myself. Can't get/buy it...
Feels left out and sometimes plain unfair.
But yeah marketing reasons, making something limited and changing
the shop all the time to attract attention and etc. etc. I get
it... But I'm not happy with it! But maybe spall
liner buff, medkit nerf, good gold ammo nerf and something to stop
that stupid bumrushing & yolo-rewarding. Also I kinda miss
an FAQ with common ideas and why they are not implemented so we
understand it better. I'm sure most have been answered over time.
Example: Q: Why are premium tanks not equal or lesser compared to
grindeable tanks? A: Because we need to sell a different game
experience and do our best to balance them and sometimes it goes
wrong or meta shifts over time and we can't change the premium
tanks because players would go mad over it. (or something)
And other common questions like: Why can't we blacklist maps, why
gold ammo, why 2 tier difference in mm, why 3 arties, etc. WG must
have valid reasons but I/we don't understand them.
The customisation is indeed one thing a lot of progress is
being made on in recent time with the engine and physics upgrades,
the least of which are the cool new 3d styles. You
mention about tanks not being in the shop, while tanks put in the
shop frequently also get criticism and there's no winning
unfortunately as there's always someone who will be happy and why
there's the default, don't buy if you don't want. I/We
are working on more info like FAQ for players but these changes
take a long time and finding the right style that helps players.
Even then they don't always help as some people don't like to
search the forums or read the info already there
Derethim, on 25 February 2019 - 09:46 PM, said: Warframe still has more players and isn't pay to win, also
doesen't fall into any of your categories. LoL and DOTA are MOBAs
as well, yet the rune pages don't affect the gameplay - they are
NOT pay two win, so it's pay to progress, which WoT is, but
it's also pay to win. See the point? There are 0 pay to win
elements in LoL and DOTA. They are the same genre of a game, just
slightly different - but in WoT you also have predetermined Heavy
lanes, light lanes, TD spots, arty spots because of small maps.eekeeboo: Warframe is also a much "newer" game that only begun to find
its legs quite recently and thus the new mass appeal that Tanks
went through years ago, WF too will eventually become an older game
and begin an element of change. Rune pages VERY much
affected game play, by A LOT and give massive advantages vs those
without. You could buy them and skip or grind them and earn. I see
the point, but you're completely missing your own. You can still
buy the champions on release when they're strongest, this isn't
OP/P2W because.... reasons? It's a different system and the same
problem dressed in a different outfit.
LordMuffin, on 25 February 2019 - 09:55 PM, said: No you don't, if you have a good game you will still have
players in it. Though if the game becomes crap, then new
content is probably the only rescue. The reason to play WoT
is to have fun. And that reason is not prevented by
having less content implemented each year. eekeeboo: No matter how good your game is, people eventually become
bored of the same and in a F2P game that aims for a long life span
not a limited life span for a sequel, it's very different.
IncandescentGerbil, on 25 February 2019 - 11:28 PM, said: Game is far too broken to ever be fixed. The only question is how
quickly WG will kill it. Of course, if it's player retention
they are after, getting rid of artillery would have had a far
greater effect than introducing armoured rally cars... eekeeboo: 35k battles would say the game isn't as broken as
your dramatise.
How would you solve current gameplay issues (MM, tank imbalance, etc) in WoT?














