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How would you solve current gameplay issues (MM, tank imbalance, etc) in WoT?

Дата: 26.02.2019 13:49:39
View PostAce42X, 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.   

View PostGremlin182, 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.   

View PostLaatikkomafia, 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.   

View PostLordMuffin, 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 ;)   

View PostSquirting_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... :( 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.    

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 :(   

View PostDerethim, 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.   

View PostLordMuffin, 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.   

View PostIncandescentGerbil, 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.   

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