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Why WoT Will Never be Popular in the USA

Дата: 23.12.2012 11:46:48
View PostDeutschPantherV, on Dec 22 2012 - 04:30, said: The game takes too long
A common issue with this game is that it takes forever to move past around tier 4-5. This is due to the very nature of the game, and the intent is for it to encourage players to spend money on the game while also ensuring (to some degree) that there is somewhat equal spread between the tiers. In much of the USA games like CoD (WHICH I HATE) and other fast paced, low grind games are very popular. Even though there are still items to unlock in those games, they are not essential to perform, leading to the next part.

GeneralDirection: I disagree. The pacing is very well balanced. If you don't want to spend a dime, you can make it to tier 10--but it's not going to be a cake walk. It's going to require more effort and more time. That's the trade-off for not having to spend money on the game. We have to pay our bills somehow, and it's not by giving tier 10 tanks away with no effort.

View PostDeutschPantherV, on Dec 22 2012 - 04:30, said: It is easy to feel useless
This is seen from the moment you start up the game. The login screen shows a bunch of big tanks and nice explosions, then the first tanks you see in the garage are lame midgets. To get better tanks, you must spend a ton of time and meanwhile face superior tanks that are much stronger than yours and thus require more experience or at least intelligence to have even the slightest chance. In the games that are popular in the USA, you are able to drastically change a battle from the first minute. The unlock-able objects just serve to augment your strengths, versus giving advantages to such a degree that nobody can face you without similar equipment. Yet again, this is the nature of the game. Changing this would pretty much ruin it.

GeneralDirection: At lower tiers I will agree--it's "easy" to be removed from the equation in a battle. However, once you tier up a bit, it's all up to how well you understand the game mechanics. If you do, you're going to contribute--perhaps even influence victories consistently. If you're still learning, then yes, you're not going to feel like you're contributing.
If this is ever the case, I recommend spending more time at lower tiers. Never rush ahead (both in a battle and in progression), because it's going to be a detriment to your experience.

View PostDeutschPantherV, on Dec 22 2012 - 04:30, said: The reward method is practically absent from the game
When playing this game, there is only one way to succeed. To kill enemies, die, repeat. Creativity is rarely rewarded as there are few ways in which you can utilize unique tactics without being countered. This is largely due to the structure of the maps as they force players to go to several choke points and allow snipers to cover the rest of the map thus preventing good flanking or other strategies that do not include directly facing the enemy. There are occasional battles where this is not the case, but they are not the norm. As a result, the only thing most new players see to do is rinse and repeat the usual try to kill a few tanks before you die technique. In addition to this, there are few ways to earn credits and/or experience other than the usual. There are no bonuses for achievements or reaching milestones that make players feel the desire to move ahead.

GeneralDirection: The reward method is fairly cut and dry, and is not absent at all. Deal damage, earn experience and credits: the reward. If you perform exceptionally, you might also get an achievement or two (or three), and you might get a Mastery badge.
However, there is nothing wrong with positive reinforcement--even if someone is having a bad battle. Pointing out the good contributions while educating on the bad is important. We're working on that.

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