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Crew 2.0 Feedback (EU)

Дата: 05.03.2021 19:39:37
Einzelganger7: Indeed, I saw that like 5 days ago in Wot express' VK account so this is why I got my hopes up for Crew 2.0, so let's see if people will start to get less paranoid already.

Here the post (Translated with google)
  "The developers justify themselves for the Crew 2.0 WoT.   - Crew 2.0. Your reaction and our observations. Thank you for participating in the testing and sharing your feedback with us. As we mentioned, the current Sandbox is a testing ground for collecting data and feedback regarding Crew 2.0. And it is the reviews that allow us to understand which main points need to be paid attention to and which directions for the development of the new crew should be reviewed. So, here are some of the topics around which there have been serious discussions in the gaming community.   -Experience of "zero" skill.
Players discussed the lack of experience compensation for "zero" skills. According to our plan, in the new system, the presence of Instructors was to completely replace them and ultimately bring more tangible benefits to the player. However, when converting tankers with "zero" skill into new crews, the experience of this skill was not taken into account. From your reaction, we realized that this does not seem fair enough. Let's think what can be done about it.   -Randomness in instructor callings sets.
Another feature that worries players is related to the vocations of instructors. Our idea was this: a random set of callings would not greatly enhance one skill. However, the innovation was received negatively, which means that we have to think about how to solve this issue.   -Effectiveness of skills in new and old systems.
We understand the concerns of some players about the over-efficiency of vehicles with a new crew. For example, STB-1's damage per minute can reach 5400 units, the reload speed of Object 261 is 19 seconds, and the wheel's view can exceed 500 meters. In turn, other players believe that the new crew has become less effective if the criterion of effectiveness is the number of learned skills, and not their impact on the battle.   The idea of ​​the new crew is that now the system will allow creating crew settings for specific combat situations and playing style - this will determine its effectiveness. The value of such a system for the player is the ability to receive significant bonuses in the context of a particular battle instead of constant insignificant bonuses, which he may not have to use.   At the same time, we do not want the changes to result in overly efficient assemblies. Therefore, we will carefully monitor the statistics to make sure that the changes are sufficient, but not overly effective.   * These are not all the questions that you raised and that require additional study. If you have new questions, be sure to ask them - feedback is important to us.
____________________________________________________________ Tests and statistics collection will continue, and we ask you to continue to get acquainted with Crew 2.0. Questionnaires will be sent to you in the near future, we will be grateful if you take the time to do so."  Source: https://vk.com/wotcl...0226354_3838868

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