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An Attempt to Save 2.0 with WGNA's Tools

Дата: 22.09.2015 04:06:43
View PostBoilerBandsman, on Sep 20 2015 - 15:11, said: It's generally believed that WGNA does not have the power to fundamentally alter game mechanics in any way, no matter the amount of protest they receive and/or submit to Minsk.  However, they can sometimes tweak around the margins: turning off marginal features like subversions (temporarily anyway) and altering numerical values and multipliers.  It's clear that 1.0 will not come back, nor a hypothetical 3.0 arrive, without the change being initiated from Minsk.   With that in mind, I wanted to offer proposals that WGNA might actually have the power to implement for NA only, in the hope of making 2.0 livable for the time being.   Influence Economy It's quite clear at this point that the cost of functioning (defined here as actually fighting and campaigning, not simply paying upkeep and nothing else) in 2.0, particularly at tier 10, is simply too high to be borne by anyone but true no-lifers.  To combat this, I propose 2 changes: first, double the influence payout of all tiers while adding a ~20% credit boost to the losing team in Absolute SHs.  Secondly, tier 10 divisions now cost the same as tier 8 divisions.  This increases the ability of clans to climb the tier ladder while not punishing the back-and-forth divisional losses of a war nearly as harshly.  It also makes throwing into an LZ more attractive, particularly when combined with the auction changes to follow.   Auctions and Defense Bids Auction spamming looking for techs rather than good gameplay a la EG and the recently-spotlighted CABRA conglomerate is terrible gameplay for everyone and encourages griefing at the expense of fighting.  To combat this, we bring back defense bids, with the caveat that an influence point spent in a defense bid counts the same as 4 offensive points.  A determined bidder can thus still force 1 or 2 landings, but generating a dozen simos will be incredibly hard.  The difference in costs will be easily covered by the fact that a defender will need to cover several territories, while an attacker can focus their entire bank into 1 or 2.  Thus inactive clans will still face battles, but anyone with decent influence generation will require a focused effort to create even 1 or 2.  I would prefer removing auctions and adding more LZs, but that's outside the bounds of the exercise.   Strikes Remove them.   If not, Strikes should be prohibitively expensive (multiple thousands of influence, particularly post-influence-buff) and the module should last only 1 day.  They should be a tool to break a specific turtle on a specific map against a specific clan, and should be a major commitment to use, rather than the general every-division, every-battle use they see now.   ELO ELO can stay as a prestige tool, but it needs to be divorced from province income.  Highly upgraded provinces will attract attackers naturally, to the point that only deserving clans will be able to hold them.  Combined with the influence costs for the upgrades, the number of top-tier farms will be naturally limited without the artificial ceiling imposed by ELO.  Alternatively, the scale should be heavily modified to reflect what is possible, (1200-1400 ELO for the top tier of income) as outlined in Gyarados' thread here: http://forum.worldoftanks.com/index.php?/topic/458298-the-elo-system-mission-impossible/     All of these changes SHOULD be possible for WG to implement, as they only require the changing of some numbers in a database.  Make the game livable, guys. Please.

veganzombiez:   All the values on the Front Parameters are things we can adjust based on a particular region's data.  More information on how Seasons affect those values will be coming.   Currently, we're reviewing the Influence economy, gold distribution, effects of ELO on battles (and techs), discrepancy in gold:effort ratio between Tier VIII and X, and more.  These changes will not happen immediately upon "yeah, this number/solution seems good"; they'll be rolled out at the same time.  WGNA's working with the devs to be able to get some of this information out as early as possible to the community.

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