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Everything posted by Captain_Newman
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Toxicity is in a large part a symptom of a larger problem, so to address that you need to address said problem. How to reduce toxic behavior? First of all, give me a chance to even have fun in the game in periods like these. With the summer holidays started and all the kids logging in all the time, my teams are regularly populated by people with win rates in the low forties and average damage in the low 20's, sometimes even below 10k. Today the teams have been absolutely horrible so I decided to go farm my Atlanta captain xp in operations - hey, it's just bots, how bad could it be? Well, I'll tell you - 7 battles, 5 defeats. Five. Why? Because half the team dies to bots in the first 3 minutes so there's just not enough dpm to defend the base at the end. I'm first of the team consistently in these attempts, and normally, I won't act in a toxic way - I'm happy to communicate with my team, coordinate, crack a joke or two, and if sometimes we lose, I mean, it happens. But when I consistently get defeat after defeat because my teams keep getting populated by people who have absolutely no idea how to play and are quite frankly terrible, it starts to wear me out. So, after 5+ defeats in a row, I might not be in a good mood so if I see someone doing something really stupid that will throw the game, I may not be super nice about it. And this isn't my normal behavior, this is really the community triggering it. So the way to fix it is stat based mm. I know, I know. Hear me out before you start. I'm not talking about stat based MM that WG constantly, and possibly on purpose, misunderstands us with and says "oh this will increase queue times". Look, I'm not asking for the matchmaker to wait until there's enough players in my stat range to form a team. What I am asking for is to simply spread the players evenly based on their stats. For example, if there are 4 destroyers in a queue, and 2 are terrible and 2 are decent, how about you split them evenly and don't give me both of the terrible ones, so they can be dead in the first 2 minutes? It's this uneven matchmaking that leads to the current meta of most matches being complete roflstomps - you're either on the team that stomps or on the team that is getting stomped; one being uninteresting, the other infuriating. So, split players more evenly based on stats. I'm ok with losing if my team knew what they were doing for the most part, but we simply got outplayed. But I'm not ok with getting consistently stomped because my dd's live shorter than some subatomic particles produced at CERN, my hydro and radar equipped cruisers die early game to the very dd's they're supposed to counter, my battleships are either exploring map edges or yoloing into their whole fleet, dying, then raging at the team for not providing the sort of magical support that would need to happen to keep them alive during these yolo rushes. It's pretty clear a lot of these people never even look at the mini map, they just sail towards the first red target they see without any thought put into it. If half my team has players like that and the enemy is full of rank 1, high cb league clan guys as it frequently happens, it gets infuriating fast. The other type of toxicity, people who are toxic by nature regardless of the team they're in (like excessive pingers, function command spammers, people who insult their team mates even when they're doing fine and the team is winning) just need to be banned. But the obvious trolls that are just toxic for the lulz are less frequent than just normal, ok people being completely worn out by defeat after defeat because their teams are terrible so they're not being super nice in chat. So, fix the matchmaking, and you'll fix toxicity by a large margin.
- 152 replies
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- harrasement
- toxic behaviour
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Best ship for 150 hits? (Indianapolis Marathon)
Captain_Newman replied to FearsomeFlotsam's topic in General Discussion
You didn't specify, have you pulled the finger out when done? Give people specific instructions :) -
Best ship for 150 hits? (Indianapolis Marathon)
Captain_Newman replied to FearsomeFlotsam's topic in General Discussion
I don't have a Mino yet but I had no problems doing it in the Edinburgh. First attempt had close to 300 hits but it was a defeat, but I got it the next battle. Cleveland would definitely work, so can USN dd's, Gearing especially but lower tiers can work as well. Lots of good suggestions for viable ships to get this mission done in this thread, shouldn't be an issue. -
Best ship for 150 hits? (Indianapolis Marathon)
Captain_Newman replied to FearsomeFlotsam's topic in General Discussion
Never take out a high tier (or ideally, any) ship without all upgrades in. If you lack money grind it on other ships first. Especially in high tiers you're just gimping yourself without the upgrades. Put them in first then start grinding the b hull. You might also consider going for range before B hull as it only costs 15k xp, and makes the ship a lote more comfortable to play. While the B hull is definitely needed eventually, the A hull is playable enough to go for range first. Up to you either is viable but get your upgrade modules first. -
Ranked Season 8: General Discussion
Captain_Newman replied to MrConway's topic in General Discussion
Please WG, remove that feature where the first of the losing team saves a star. It leads to really bad behavior where people just play to save a star instead of to win. It also creates an unequal atmosphere in the team - everyone should be in the same boat - if the entire team gains a star on a win, the entire team should lose it on a loss. If people want to not lose a star, they need to win, and play towards that goal. The season is really toxic due to this feature and it needs to go away. -
Free commander retraining?
Captain_Newman replied to FixCVs_Nautical_Metaphor's question in Newcomer Questions
You can use elite captain exp to instantly retrain (or, of course, doubloons). Elite xp is still farmable in space battles if you don't have your own 19 pt captains yet. -
It's interesting how these losing streaks only happen on weekends for me. Just had 4 defeats in a row, scoring 1st, earning achievements like confederate, had a kraken in one, but you can't win when your dd's all have stats like 41% wr and 8k average damage and your team is generally dying at a speed of 1 ship per second. Wargaming has to do something, this game is really losing it's appeal because I'm constantly placed in teams with completely incompetent 12 year olds. After the last losing streak I lost it and just asked them in chat how do they even manage to be that incompetent. Of course, immediately reported even though I scored about as much as 2/3 of my team combined. I do not want these players in my team. I'd rather wait 20 minutes for a match than get 4 of these in a row. Have the glue sniffers fight other glue sniffers. I can't take this anymore.
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I've been noticing a notable decrease in AP usability since the last update; where before sailing broadside in a squishy cruiser to a close range battleship meant a death sentence, now they can set a broadside course to a high tier BB, go make some tea, maybe launch some torps, then go watch an episode of their favorite show, come back, notice they took some overpen damage so it might be time to go into cover. Ok, slight exaggeration here but it's not even far from the truth.. What used to be assured citadels and devastating strikes has been replaced with shatters, ricochets and overpens 9/10 times. Now, I'm not asking for a 3 citadel volley every time I pull the trigger, but a light cruiser broadside at 6km to a battleship receiving a full volley shouldn't be able to just keep doing that unpunished. I just had a 2nd game in a row where a cruiser can sail broadside to me at close range without getting punished. 1st time, a Nurnberg was at 8km full broadside to my Alabama. I hit him with a full salvo and score nothing but overpens for like 5k damage. Now the same thing happened in my Missouri with a 6km broadside Charles Martel who could sail broadside to me for 3 volleys - that's almost a minute and a half - before I finally killed him. Meanwhile if I show broadside for even a second in a BB I get punished, severly. I noticed this on other ship classes. Hipper 203's on full broadside Pensacola at some 10km producing nothing but ricochets. I don't know what you guys did with AP but it's making AP reliant ships borderline unplayable unless you sacrificed a goat to the rng gods recently. AP requires skill to use correctly but when that happens, we're still heavily reliant on mostly bad rng for good salvos. Meanwhile everyone spams HE. Worst example, the Conqueror: go ahead and show broadside, you won't get citadeled, and enjoy your 12k + 2 fires HE salvos on angled targets. tl;dr - not sure what you did with AP but it's bad so please fix it.
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I know, my sample size is low to make any qualified judgements. AP seems a lot worse. I guess it could be RNG trolling me, to which I say this game shouldn't even rely this much on RNG; when my torps connect to a target, are 9/10 duds? As it frequently happened during ww2? Ofc not, and they shouldn't be, it's not fun to play being that much of a slave to RNG. But perhaps that's opening a whole new can of worms. I do hope they reduce the influence of RNG, at least on people showing broadside, that sort of thing does need to be punished. Thanks for the replies regardless.
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Possibly, but in that case my luck took a severe nosedive since the last patch. Meanwhile I have clan mates experiencing the same thing.
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So if you target switches but your aim remains the same your shells fall somewhere between the two ships. How is that not a bug? Is it a feature? Why would someone even introduce something like that? Whatever for? It's clearly a bug.
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Detonations are a garbage mechanic, to be fair. If one player beats another, it should be because of skill, not because he grazed his ship with 1 HE shell and was lucky enough to detonate his opponent. Detonation flags don't really fix this issue, because you need to be a victim of bad RNG first to even get them. They also need to reduce the RNG on some other things, particularly AP. Six ricochets on a full broadside Pensacola at 8km by a bunch of AP firing 203's means it's getting ridiculous. Relying too heavily on RNG is lazy and bad game design.
- 8 replies
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- content removal
- improved gameplay
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That's a fix on the same level as "doctor, it hurts when I do this. -well, don't do that then". It's a bug and it needs fixing. Particularly when it's so easy to accidentally switch targets in this game. Please don't white knight WG, I suspect they have enough to hire their own lawyers :) Jokes aside, I suspect the OP knows about workarounds, but he's reporting a bug that really should be fixed whether there are workarounds or not.
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Richelieu, your opinon on guns dispersion?
Captain_Newman replied to elblancogringo's topic in General Discussion
Just making shooting AP more reliant on skill and less casino luck-type would fix a lot of these issues. If a ship class is a brawler and less effective at range, so be it, if I go for that line I'll adjust my play style - but when I hit, especially a broadside target, don't give me that ricochet and overpen crap. I know WG is trying to balance things by reducing the amount of bb's, but making them super frustrating to play isn't the way to do this. Neither is giving torp missions that basically guarantee most matches will have 5 DD's in them - that's not fun even if I'm one of said DD's. -
Richelieu, your opinon on guns dispersion?
Captain_Newman replied to elblancogringo's topic in General Discussion
I feel like AP was nerfed across the board with the recent patches, that might have something to do with that inconsistency as well. Today I had to switch to HE spamming in my Hipper because a Pensacola was giving me nothing but ricochets on full broadsides. A ship whose armor is largely made of wishful thinking takes a full volley amidships when full broadside by a bunch of 203's and I get 6 ricochets. 6. Not even a single overpen, just 0 damage by a cruiser whose strength is supposed to be AP. Had a similar experience with a New Orleans recently, he was spamming me with AP and doing reliable damage when heavily angled, I AP'd him several times when he was giving me almost full broadside for nothing but ricochets and shatters. Battleships are the same, it's come to a point when even when I've had a high damage game in an AP-strong ship, it was just luck. It's hard to enjoy the game like this. Don't even get me started on overpenning yamato's citadel from 5km, or all those normal pens for 0 damage that have been happening a lot lately. Doing any sort of damage with AP has become way too glitchy and reliant on dumb luck. When I jump in my Fletcher I don't get dud torpedoes every 8/10 hits, now do I? When a torp hits, it hits. But shells, it's ricochet city if you haven't sacrificed a goat to the rng gods lately. Really, really frustrating. -
I have these streaks as well. It's like MM goes one day "oh you want to play this ship today, well guess what, you're only getting terrible teams on that ship today". That feeling when you start checking your teammates stats and stop after the 6th one with avg damage below 20k... And then you get these kind of players every. single. match.
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Toxic Moaning Community
Captain_Newman replied to 2nd_coming_of_RNGesus's topic in General Discussion
There's lots of toxicity. Sometimes it's kind of justified, because a player that is at least decent keeps getting put into really, really terrible teams and suffers defeat after defeat. So after he sees 3 battleships on the edge of the map doing nothing, DD's avoiding caps like they were infected with the plague, and that one cruiser rushing the one cap where the entire enemy fleet is alone, who can blame that player for getting annoyed. Keep in mind that 1) there's a lot of new players with the steam release, a lot of which still haven't learned the basics of the game (but are somehow in high tiers), and 2) more "weekend drivers" are playing with the french event going on, trying to get a free t8 from a box drop. Sometimes, though, you run into the most useless member of the team, often with "private account", raging at people when he's contributed nothing and is usually raging about nonsensical things not even realizing where the failure was (hint, it's in the mirror more often than not in these cases). I get reported mostly for idiotic reasons. My favorite time was in my Alabama when I had 5 kills, some 150k-ish damage, confederate, kraken, last one of the team to survive and I won that battle for us; after the battle I find I lost karma. Thanks salty kids, that was a nice compliment there :) Today I got reported when I was in an A hull hipper, last one alive (with a high damage game so not due to inactivity or border humping), because I was told not to fire my guns so I don't get seen and killed. This would all be fine if we weren't behind on points, I wasn't spotted by enemy aircraft anyway, and our base was being capped. So of course I fired, they saw me anyway and I'll at least try to defend the base under these conditions, tho being the last one alive my odds were pretty terrible. So, yea ofc I'm to blame and get reported, in a situation where me doing nothing and surviving would have just as surely lost the game. Raging kids at their finest. In it's current state, reports, karma system, it's a cynical move by WG. The mere existence of the option "plays poorly" is cynical. Wargaming, are you really going to start sanctioning players for bad gameplay? Even when that would lose you all that money people are spending on Tipritzes? We all know this option does nothing, it's merely a button for salty kids to press. We all know you won't do anything to bad players that have horrible win rates and avg damage and always bring their teams down, no matter how much they get reported. Let's not pretend. You're running a business. You want more profit, not less. Just be honest about it. The entire system needs to be removed and then reworked properly. Or at least hidden, but I'm also happy just ignoring it's existence. Reporting is useless and I tend to just do it when someone heavily crosses the line in multiple ways. A shinonome that declared he was going to be afk the entire match because he got uptiered +2, but then still went into the enemy cap at the end of the match to farm xp is one example when people get the full brunt of my reports, for all the good that does. Not much as far as I can tell. -
Chance of getting special missions for french battle ships is real low
Captain_Newman replied to ZHLvictor's topic in General Discussion
Just completed the French Progression event and opened my last grindable container. Out of 25 containers, I got: a Bretagne, which I consider the worst t5 BB in the game, and absolutely nowhere near close to actually finishing the collection. On my last 7 containers I knew I had to get 4 original items to be able to complete the collection with duplicates; I knew the chances of that were not great, but having 1 original and 6 duplicates just made me laugh.I guess I had bad luck. Oh, well, if the whole ship line was a little more interesting, and if I didn't feel like WG is really, really trying to force my hand to buy those gambling containers, I might even open that wallet, but as it is, I'm out on the whole french thing. Disappointing event for me, I hope the next one is handled better. I'm more likely to spend money if I'm not feeling like I'm being scam baited into getting rng containers with a high probability of dropping garbage. Hopefully the Italian lines will both be more fun to play and be handled better. Thanks for the port slot, I guess, that's what the Bretagne comes down to for me. I know she'll have her defenders who'll say she's not that bad, but at t5/6 I'd much rather be in bb's like the Konig, Iron Duke, Kongo, Bayern, QE, Fuso, etc... -
First of all: this is all academic, since it's a premium ship so it's just not getting nerfed. A lot of people paid for doubloons to get her in time, and then having what you paid for nerfed is something WG explicitly said it's against their policy numerous times. Like it or not, it simply is not happening making your poll a bit moot. Secondly, Missouri radar has 9.45km range and lasts 35 seconds. While it can give it an edge against an ambushing / smoked up DD, it's not exactly a DM or a Moskva there, and while it does make it strong it does not make it overpowered. Thirdly, nobody wants a Missouri that's basically identical to Iowa but makes more cash. Lastly, while the sample size is low, the votes here do indicate what I suspect as well - that it would be a very unpopular decision. Thankfully, it's not happening. What is happening is that the number of Missouris in the game will stop rising quite soon, if that is any comfort. My personal opinion is that Missouri shouldn't lose it's radar any more than high tier german DD's should lose their hydros.
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WTF is going on with this game?!
Captain_Newman replied to SovietFury43's topic in General Discussion
It's particularly rough today, worse than any "normal" weekend, I guess people are checking out the new patch hoping to get into tier 8 by dropping a lucky container (because that's what we need, more people who get into high tiers and don't know what they're doing). I played a few matches today, every single one I was either at the top of the team or somewhere close there, and every single one was a defeat because literally half my team is dead before the first 3 minutes are up - not even sure how they manage. Then you go look at their stats and yea, team full of people at around or below 15k avg damage and win rate through the floor. It's impossible to win with these people in the team in such numbers unless MM rng favors you and you somehow end up in a team that isn't quite as inept as the enemy. WG do need to do something, this isn't fun. And when a game isn't fun people stop playing. -
WTF is going on with this game?!
Captain_Newman replied to SovietFury43's topic in General Discussion
That really depends on how strict the requirements are. As popular it is to blame the BB's (and to be fair they do often border hump and it's annoying), other ship types mess up just as often. A cruiser decides to rush an enemy fleet at a cap alone. Earlier today I had a game at the new map where our Kagero and Shima basically did nothing, just sailed around the edges the entire map. They were both so useless I checked their stats - both were around 5k games, and after those 5k games both had below 20k dmg average. So, yea, if you filter for super unicums, that'll make MM impossible. What about just not allowing the worst of the worst in high tiers randoms and ranked? Like, have at least 30k average damage. That's still low but it provides an incentive to players to get better so they can play their T10 in randoms. As it is people can just fail upwards. All I really want is that someone at high tiers understand the basics, how to play his ship and what is his role in the team. Then if we still lose, ok - we were outplayed by a better team. But losing because a bunch of kids were trying to figure out how to press keys on the keyboard is annoying at high tiers. -
Disconnected during a battle if it's WG server fault = doesn't count toward stats. My internet connection remains uninterrupted but the game likes to disconnect me at least once a day. Last time it happened was in my Alabama with an Atago coming in for a torp run. By the time I reconnected I was dead to flooding with barely any damage done. My stats shouldn't tank because WG servers decided to hiccup.
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Eh, he's used to updates landing on Thursdays, while you're right they did announce it all there's no need to be that harsh :)
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"Just playing to have fun" without any effort to actually put good gameplay in and support your team leads to ruining the fun for 11 other people. This shouldn't be that difficult to understand, psychologist or not. Some people don't like to lose because someone else is playing high tiers without even the basic understanding of the game.
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Detonations may be "historically accurate" and "realistic", but realism is one thing, good gameplay quite another. Especially in a game where hydroacoustic search and radar are short duration consumables with a few charges, hydro sounds like active sonar where it was basically a fully passive system you could use as much as you wanted, etc. Clearly realism made way to game mechanics there. I would also argue that this reliance on RNG is just bad game design. Yes, I know, you get flags that prevent it. But to get them you first have to get unlucky. For example, the last time it happened in my Benson I basically completely outplayed this Aoba, first torping him then switching to AP on the opposite side of his turrets. I'm full health, he's getting wrecked, finally he turns his turrets towards me so I pop smoke and decide to finish him from there. He fires anyway, one shot grazed my stern and my full health Benson detonates. Aoba is left with some 1200 hp after hitting me one time. Did he win in this fight against me? Technically, yes. But it should never have happened. This is completely stupid and unfair, making the guy favored by rng win in a fight where he was clearly outplayed. Relying on RNG too heavily for anything feels like gambling and is simply bad game design. In the same way that a North Caroline showing me broadside at 10km in my Missouri will one day take 3 citadels and die, and then the next 5 times won't get punished for showing broadside at all and will get away with minimal damage, overpens, shatters and ricochets. Good aiming and good gameplay needs to beat dumb luck with RNG. Detonations aren't fun and they aren't engaging, they're bad, lazy and infuriating game design that's aimed at people getting so triggered that they go to the premium shop to stock up on a ton of those flags. Just get rid of this dumb mechanic already.
