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Clans and Clan Wars Community Discussion

Дата: 01.11.2013 21:37:03
Quemapueblos: Hi folks,
Last Friday we held a discussion about Clans, Clan Wars and its future with members of the community. We covered many topics but we’d like to share with everyone the basic ideas of what was discussed and we want to hear your opinion!
WG Responses are in bold
The Current State of Clan WarsCurrently it takes a while to march inland to an area such as the Dakotas from the current landing provinces.
While Revolts somewhat mitigate this, we do acknowledge this is an issue.Greenland has too few landing provinces with a large gap in between.
The ratio in Greenland of landing zones to standard provinces is near equal (9.96% overall, 9.52% Greenland). The unique design of Greenland should be taken into account, and perhaps an additional LZ or two may be necessary.The number of time zones has been reduced since the relocation to the American maps; the number of high-value targets in the eastern time zone is disproportional to those in the others.
We plan on analyzing the current map in order to find an optimal solution.Is the player mentoring program still in existence? Will it return?
It sort of died, mostly due to the “what’s in it for me” mentality. Not many people who are qualified to be teaching less-experienced players are willing to do it in any sort of long-term timeline, even though many may express initial interest. Many Clans are willing to facilitate players who are improving their gameplay already, and this program is likely redundant.Tank Locking harms newer/smaller Clans disproportionally than those with more end-tier tanks.
Tank Locking is a very complex issue. On one hand, players with enough end-tier tanks have worked hard for them and should be rewarded with the flexibility they enjoy. On the other, it makes it difficult to bring newer players into Clan Wars due to their limited effectiveness. Katukov presented an excellent solution which allows players to “play-down” their locking times in Tank Companies, which also has an effect of giving players practice in those tanks. We will be discussing this idea with the development team.My Clan is outside of the top ten, how can I see my Clan’s battle statistics?
We will find out from the developers what is possible.Why do we have to have a feature as part of our Clan Wars just because another server wants to use it?
Clan Wars is developed as one uniform game mode, regardless of the server. This makes the development cycle much simpler and far more stable than if there were 7 separate systems for each server. Some individual mechanics may be able to be toggled on/off (riot/ransack...), however others are hard-coded into the system (such as no landing zone re-taking).
Subversions
There were several concerns about how Subversions work, including the balance of power between portal/in-game actions, overall mechanics of Subversions, and the mechanics/results of individual Subversion tactics.
We discussed the expected uses of the tactics by Clans, possible effects on the map, and we explained the features in great detail, including how reducing revolt chances and the use of counter-spies will help in reducing the chance of success of a Subversion against you and that a spy must be effective against you before a Subversion may be attempted.
At the time of the meeting, a final decision was not yet made on Subversions for the NA Region. As a result of player feedback (before, during, and after this meeting) and that of the regional offices, we have decided that Subversions will be disabled on the NA Server until some of our concerns are addressed. Our decision may be different than that of other regional offices, and may change in the future pending any future development or map environment changes.
Campaign 2Much of the discussion of Campaign 2 was about clarifications on the Fame/Victory Point systems.
Now that the details are released, things are clearer than they were during this meeting. Questions and their answers are all being added to this topic so they are all in one place.There was a positive reaction to the ability to choose between remaining in Sandbox Mode or participating in the Campaign.
What is being done this time to make a more stable event?
At Wargaming’s Clan Wars Summit in Minsk following the previous Campaign, the NA office’s primary concern was the stability of the Campaign modes. A great demonstration of this emphasis is the fact that the secondary map was added a week in advance of the Campaign to ensure there were no bugs related to this new map’s existence during the Campaign, and rather during a short bonus time. Additionally, we scheduled Campaign 2 to avoid patches and new releases as this was a source of instability last time.Stage rules will be published with more time for Clans to prepare for the next stage.
Getting More Players into Clan WarsWe all want to improve the level of competition for all clans. We want to see a high level of competition and this requires increasing the competency of all players involved and this means increase the size of our player base in order to expand and improve the situation on the Clan Wars map for all clans. In order to aid in this we need to present a more defined progression from a player’s first battle to success in Clan Wars.
Tank Companies are not as appealing to newer/less-experienced players as they could be.
The addition penalty for losing is a big factor in participation
We agree this is a big roadblock to increasing Tank Company popularity
We would like to see Tank Company features that make the experience closer to Clan WarsTraining rooms could be improved to support Clan Wars training directly
An option for fog of war in training rooms would be very helpful in emulating a Clan Wars environment.
This is an interesting idea and we bring this suggestion to the development teamThe training room UI could use some improvements, everything from the limited number of players that can displayed in the waiting area to organizing players by something other than alphabetical.
Picking teams in a training room is a nightmare right now and an easy solution is to allow the room owner to designate a second player with the ability to also invite and move players to the room
It would be great if we could invite whole clans to training rooms to easily organize scrimmages between clan
All these suggestions are great for improving training rooms. Streamlining the training and practice process would not only help Clan Wars training but also benefit eSports. Additional Requested FeaturesIn addition to training rooms, a challenge system would be helpful for clans for organize matches between them. A special battle window could pop for each side but it still would be nice in training rooms to designate a secondary person to invite and move players.
What about mercenaries?
We looked into mercenaries and decided the system was too exploitable and not likely to happen. We would need to align the “what’s in it for me” from the merc and “what’s it going to cost me?” for the Clans in order to make it worthwhile. Both do not align enough to make it a development-worthy feature.Is the 16th FC slot still in the works? This would be very great to not have to drive a tank while calling a battle. What if we gave it a test run in Absolute Tank companies?
This is a somewhat complicated request as it deals with the game code directly and there are strategic implications as well that we need to explore more, but it is not out of the question.An in client calendar would be very helpful for clan commanders and players for organizing clan related events.
This is definitely a common request and we working on giving Clans more tools to manage their clan.

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