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Crew 2.0v2- Practical Feedback

Дата: 04.08.2021 23:32:43
View PostMikosah, 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.

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