An Attempt to Save 2.0 with WGNA's Tools
Дата: 22.09.2015 04:06:43
BoilerBandsman, 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.
An Attempt to Save 2.0 with WGNA's Tools














