Crew 2.0v2- Practical Feedback
Дата: 04.08.2021 23:32:43
Mikosah, on Aug 04 2021 - 12:11, said: I'll try to be as direct and pragmatic as I can here. If we take it
as a given that crew 2.0 is inevitable, let's work with what we
have. To be clear I still think every possible benefit of the new
system could have been implemented piecemeal into the current
system just as they did with the intuition rework for instance. And
if so the overall result would have been both simpler, more
effective, and more well-received. But the writing's on the
wall, that just isn't what's going to happen. So be it. I
will make a point of saying there are at least a few things the new
system does well. The obvious being that very necessary features
like sixth sense and sound detection are given to everyone by
default. Another is that a starting commander with 3 skills can
easily round up basic utilities like camo, repair, et cetera.
One more is that existing skills have been nicely consolidated, for
instance situational awareness also includes recon and signal
boosting. Likewise repair also improves firefighting, clutch
braking has been merged with offroad driving, and that
there's just the one skill that protects all of the internal
modules. These simple but useful consolidated 'packages' of the
existing skills are good to have. Now here's my concerns:
-The rate of transfer is questionable. A current commander with 4
skills is more or less 'maxed', but in the new system the same
commander is only roughly halfway done training skills, not
even counting the additional 8 prestige levels. A good rule of
thumb ought to be using the superficial rank of the crew to
determine how many skill points to give it. A commander at the rank
of major should remain a major. -The instructor system as a
whole is an eyesore. Frankly we'd be better off without it both for
monetary, aesthetic, and balance reasons. A better way to preserve
unique crews is to simply make them skins, and perhaps just
have them retain more experience during the transfer or
alternatively reintroduce 'zero-skills' integral to that
particular commander. -A number of the new skills
are highly situational and/or conditional. For instance one
improves dispersion but only if stationary for a while, and another
that improves horsepower but only during the first few seconds of
movement. In situations like these, far better to keep skills
simple, passive, and universally relevant. -The 'talents'
often also suffer from the same problem. Besides this, the whole
concept of only unlocking them by focusing 30 points in just one
category is an unnecessary complication. Many of the
categories of the skills seem arbitrary and irrelevant. Perhaps
better if the talents instead become available just by having given
thresholds of total skill points on a commander. -In
particular, using that one skill that reduces RNG as a publicity
stunt to praise the current RNG values was a very low blow.
Reducing the RNG spread in itself is neither an advantage nor a
disadvantage, of course players would instead prefer skills that
are direct performance improvements. That's hardly proof
that the current RNG values are beyond reproach. The devs were
reaching really far to give themselves a reach-around. -One
last concern is that simply because the previous test of crew 2.0
was so ill-received, no matter how perfect the new iteration may be
it'll still be treated with intense suspicion. Any possible benefit
will be rendered counterproductive if the community just isn't
interested. Better to either roll out individual tweaks slowly over
multiple patches or re-brand the entire package.
KRZYBooP: Thank you very much for your constructive feedback. WG Devs
are asking for us on the Community Team to forward Feedback from
everywhere World of Tanks is on, and any constructive criticism is
welcomed on the long list of feedback.
Crew 2.0v2- Practical Feedback