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Crew 2.0 Really Screws Over a Lot of Your Crews

Дата: 23.02.2021 17:11:07
View PostAhrtoo, on Feb 23 2021 - 09:47, said:   I guarantee you that some version of this will be going live. It is the direction that WG wants to take the game in and they have invested a LOT in developing what is in this test. They won't throw it away now.   If there is no form of Crew 2.0 that will make you happy, you might as well quit the game now. If you think there might be a form you can live with, then figure out what that is and post it. WG is not going to listen to a bunch of complaints. They might listen to a suggestion on how to make something they have pretty much already committed to more palatable for existing players.   Similar story with the conversion process. It *is* going to be messy, You aren't going to be able to get the exact same configurations you had before. This is a major rewrite to a section of the game and there is going to be a learning curve. Accept it or quit. Just crapping all over it or threatening to quit is going to accomplish nothing.

TeriyakiTanker:
Here is what I can live with: 1.  Count the zero skill BiA as if it was the first skill, that seems reasonable to me.2.  Allow crews to develop more than 75 skill points, 90-100 seems more reasonable to approximate what you can currently have on a vehicle.  Even with that your crew will not be as good as it is now.3.  Allow me to see what my instructor will be statted out like before I lock them in. Those three things would make me reasonably ok with the changes.  As I said in my OP it is the kernel of a good idea.

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