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Things to save this game.


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F1O1 #1 Posted Feb 11 2019 - 05:55

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The most important thing war gaming can do right now, is not even within this game,  it is to re-organize its development staff, modelers, and supertesters into actually playing this game. This reduces the amount of nonsense released into this game like LT432, 252 / defender, 268 V 4, Type 5.....and increases the amount of normal balanced tanks like T62A or  T110E5, or 110. 

 

That out of the way, actually in-game, this 25% RNG has got to go. From right out of the barrel, damage / penetration, to even accuracy reticle dispersion to where your shot lands. Damage / penetration need to be +/- 4%, meaning they play negligible roles in the game, and accuracy needs to be shifted into two different regimes, fully reticle down, and non-aimed reticle. Fully reticle down accuracy needs to have shot placement to how it was pre-8.7 before accuracy changes, non-aimed accuracy can remain how it is.

 

+1 MM using 5-10, 6-9, 7-8, 8-7 spreads need to be implemented. Ever community contributor agrees to it, and one of the most common complaints tiers 4-8 is this imbecilic notion that war gaming adheres to. War gaming does not have a single clue over what their game is, tying into the first point. 

 

Dumbing down premium tanks. Accordingly buffing tech tree tanks.

Does that mean buffing powerful tech tree tanks like Type 5 or lS3 or cromwell? No.  Why buff an object 140, when you have tanks like 121? No clue.

The ones that really need and deserve it, like Black Prince, Tiger P, King Tiger, T-34-2, Bat Chat12T, M41 Bulldog.

Tanks like LT432, 252/defender, T3485M, Skorpion G/SU130PM, lS3A really need to be looked at. Lorraine, Progetto too, T44100 was over buffed.

 

Module damage RNG. Module damage needs to be dumbed down to under 50% HP, when your tank starts to lose dramatic health and actually appear damaged. Not playing an  oi  heavy tank and take a 45 damage HE splash from SU5, and 2 crew members are killed and turret ring damaged. That is so incredibly dumb. But on the flip side, outer modules like guns, tracks, these can remain susceptible and easily damaged, as these are a means of supporting your team directly. 

 

Skilled based queuing into a match is very hard, because bad players outnumber good players, and although bad players would be getting their matches with other bad players, good players with their fewer number would not be getting into 15v15 battles. This presents a problem. So what could be done, is a PR sort directly into teams. Let say an average of 5.5K PR, your standard player 47-51% WR tiers 6-10. Team one gets guys with 8K, 6K, 6K as there top players, not tiers mind you, just the -players-  and team 2 has 7K, 7K, 6K. And the rest of the 12 guys are made up with your average and bad-to-bot players. This is no different to a school yard pickup game, where the skilled captains pick the best players, and go down accordingly to the next best. Until the bads are left. This ensures that one team, is not 10K, 9K, 8K, 7K people, and the enemy team is 4K, 4K, 4K, 3K. Well, obviously re-roll skirmish heavy players interfere with this system, as they effectively hide their PR, but this system just removes one more way people consistently complain about skill based MM. 

 

Map design is pretty bad. Of all the time l hear community contributors complain about bad maps, either being too campy and bushy, or too urban and boxed in. We need some balance. Another thing, maps that favour one side, like Mines Encounter....or Ruinberg Standard.....Or achieving hill supremacy Malinovka right spawn. Or newly added things not well thought out that favour spawns, like achieving pedestal hill right spawn on Fjords. Spawning improperly placed heavy tanks in westfield, down the hill at cap instead of at the foot of the ridges. Map design really needs help, from incite of actual gamers. 

 

Tanks immune to AP, or severely combat resistant to it. Take for example, King tiger. an AC48, a super pershing, Lowe. These tanks have thick frontal hull armour, that if you auto aim, with a standardized 212mm penetration AP, you are going to bounce. Very likely, assuming an average listed pen roll. And 212mm AP is pretty common tier 8. But likewise, with that same AP shell, if you took the time to aim:  King Tiger lower hull, turret front, cupola     AC48 machine gun cupolas, view range finder, rear AA turret, lower hull    Super pershing front hull knob, turret cheeks, under the turret spaced armour arms   Lowe, under the gun mantlet and lower hull, cupola ......you get the point? All of a sudden both A) armour means something and you can't auto aim the target  and B)  if you aim you can still BREAK THE ARMOUR in front of you. See how this had nothing to do with gold ammunition being used? But with tanks like oho, 252/defender or newly buffed Tortoise, Liberte/  Type 4/5, object 268 V 4, you either have very small pixels vulnerable to AP, or just switch to gold rounds and screw it. Because the tank armours are too thick, no credible weakspots, or too angled. Defenders lower hull is like an lS7, roughly a King Tiger upper hull. So yes, 225 AP breaks it most of the time, without much angle by the driver though.  oho is basically 205-225, BUT EVERYWHERE frontally, meaning theres not a single weakspot. Half the time with japanese heavy tanks, you aim for the weakspot, like a supposed cupola, and still bounce. And by the way, these tanks use high damage HE softball throwers, that don't need to aim in return against your tank.

 

 

This is a terrible game, that l answer 0/10 for every question on every survey. No, gamers experience is terrible. No, the game has no sense of balance and fair design. No, l would not likely share this game with friends and ask them to play.  No, this game is not headed by responsible staff seeking to consistently diligently and constantly address gaming health concerns, instead is made up of incompetent staff that manage tickets through automated responses, or worse extremely biased nationalistic pre-Berlin Wall tech developers who don't even have a spark of incite on what they are producing. 

 

But don't worry, they are going to fix this game. Totally, 2019. By nerfing gold rounds. That is what is killing the game. Just like 1.0 was heralded to fix the game? They sure pampered up and put makeup on the w h o r e that is this game. How well did that work?

 

 



stalkervision #2 Posted Feb 11 2019 - 06:05

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I have concluded a long while ago WG designs this game more for max profit far more then user satisfaction. ;)

GenErwinRommel #3 Posted Feb 11 2019 - 06:40

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wargaming could care less about non Russian tank trees

and the people who play them

they turn there backs on any non Russian tank that could use some rebalancing

and they certainly don't care what the americans have to say on the NA  server

they turn there backs on the americans and just take there money

screw you wargaming

take your game back to Russia where it should stay

there you can dream up the make believe they were good Russian tanks all you want



F1O1 #4 Posted Feb 11 2019 - 07:15

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View Poststalkervision, on Feb 11 2019 - 05:05, said:

I have concluded a long while ago WG designs this game more for max profit far more then user satisfaction. 

 

But don't you agree, you keep profiteering if 35,000 players, are playing? Not 13,000? 

 



WeSayNotToday #5 Posted Feb 12 2019 - 11:08

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A few points of rebuttal/ commentary to a pretty good post:

 

  • "insight"
  • Map design is balanced by rotation, which mitigates some poor map quality and maps favoring certain tank types, mostly.  There are problematic maps, but they do not repeat much in a session for me, so, they become part of the noise in "map variety."
  • Your armor design/ AP shell paragraph contains good ideas that should be tested.  Speaking of which, the test server needs to be regulated to be more like the live server conditions.
  • The skill sorting between 2 teams already drawn from the MM should be tested, extensively.
  • I disagree about how terrible the game is, I find it to be quite a good game.  However it is hard to recommend it to others, because the new-player experience is terrible, and the work-arounds each of us has learned/ achieved to deal with the problems of the game are hard to explain and justify to others, and platooning is dis-favored at the moment in the MM.
  • You make good points about tank-balancing.
  • I have little problem with RNG, it is part of what makes this a team game, instead of a CoD-in-tanks game.  Plus, the economy and tank/ shell design are all balanced around RNG as it is....
  • MM DOES need work.  Punishing players for buying tier 8 premium tanks with bottom tier a lot is a really bad design "feature," and, platooning yielding "almost never top-tier" [except in tier 10, and then mostly same-tier battles, so, not really "top"] is really bad.


Heat_Stroke #6 Posted Feb 15 2019 - 16:34

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View Poststalkervision, on Feb 11 2019 - 06:05, said:

I have concluded a long while ago WG designs this game more for max profit far more then user satisfaction. ;)

 

Yup. Free games are rarely free!

15pounder #7 Posted Feb 17 2019 - 21:14

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The main problem with the game as far as Random Battles go, is the artificial WIN %.

 

Wot keeps players between 40% to 60% in most cases.

 

You win some, you lose some.

 

It is the basis balancing of teams and and the use basis RNG to insure what sort of win or lose team you are on, and that makes for bad and really bad games !

 

To top it off, when they place you on a losing team, they insult you with low credits and low experience, no matter how well you play.

 

Until WOT changes their scoring method, nothing will change.


Edited by 15pounder, Feb 17 2019 - 21:18.


WeSayNotToday #8 Posted Feb 18 2019 - 10:07

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View Post15pounder, on Feb 17 2019 - 21:14, said:

The main problem with the game as far as Random Battles go, is the artificial WIN %.

 

Wot keeps players between 40% to 60% in most cases.

 

 

Only by game design.

 

15 member teams, random choosing by the MM, and +/- 25% RNG on accuracy and damage combine to dilute the impact any 1 player can have on the game.

 

"They" do not keep the win rates at any artificial level, however, the design choices they made and make, DO have a large impact on winning win rates.



Swearengen5 #9 Posted Feb 18 2019 - 11:49

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I wouldn't recommend this game to anyone either,

 

Wheeled vehicles accelerating (forward and reverse) like Ferraris, driving over 75km/hr, able to be top tier, with the fastest aiming guns in the game, and hard as hell to hit due to their speed/maneuverability/size.  Gameplay with wheeled vehicles is just [edited]-rotten.  Flanking/strategy/tactics have now ended.  Wanna flank??  Use a LT or else you'll be spotted immediately because there's so many goddamned LTs and tanks with overly huge vision ranges.  Nowadays, I see too many battles where entire teams are spotted so damn early that flanking can't even get started without 1 or 2 players being shot as they leave spawn. 

 

What's next???   My prediction is the [edited]at WG will sell a PREMIUM WHEELED VEHICLE....probably buffed to the sky to drive up sales (and in many ways better than its tech tree variant...e.g. IS-3A, LT432, leFH, Type 59).  It'll screw up the game even further, but oh the $$$$$$$$$$$ they'll grab !!!!!!!   With WoT's track record of insatiable greed and senseless gimmicks, I'm amazed it's not on sale already.



AMO #10 Posted Feb 18 2019 - 21:55

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This is a rigged game designed to make people grind and spend money.

 






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