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Saltface

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Everything posted by Saltface

  1. daily and weekly missions are done with OPs. You got that wrong. Other missions, yes, you are right. However, coop is the least rewarding mode.
  2. or play ranked, randoms and operations. How about that. Personally, I find lots of fun nowadays in operations.
  3. Thank you for the compliment. People may do as they please with my thoughts. I d be happy if I can give food for thought. Coming to your arguments. I cannot say I disagree. I don't have all the information needed to form an educated opinion concerning the economy. That is why my whole post ends with "We will see" and is predicated with a big IF. However, I can use myself as an example. The following picture shows what I have hoarded. Now, go to my profile and check how many ship lines I have grinded. I ll tell you. almost none. Yet I have almost all TX and the resources to get them all if I cared. This is not a good economy. I can tell you how I did it. 20K FXP in every Narai game I would play. Narai week I was spamming games. Not to mention the 45K CXP. One week two lines I could grind. This was not a good economic model. What they (WG) are removing now is this grind bypass. At least this is what the Devils Advocate thinks. Red Boosters are extremely rare (or very expensive). Boosters of other colors are not so easy to get. Having all ships and all resources I don't care. But new players will "suffer" to progress so fast. I see two things. One is they can't let players have all the content easy. Content is running out. If you don't have new content you will get bored. If play quality is a byproduct of this new model remains to be seen. No one can tell how this will turn out. Not even WG. We are all speculating. And again. I am just the devils advocate.
  4. Very true. But, if you lose your credit boosters with the new economy you will go bankrupt and not be able to sustain playing high tiers.This is what I mean by saying economy as a function of playing well.
  5. IF <-- please mark the capital letters If the economy is a function of playing well (for high tier playing) then the gaming experience might get better. This is a net positive in my mind. If they keep the economy more lax for bad play at mid tiers it is fine. Players that just wish to bang the big bangs 0 need to have some fun as well. But, the current model allows what you call a potato (I would say people that don't know how or don't care or can't play well) to populate the tiers where the players that want to play well frequent. This is bad. If the grind becomes very hard for bad play then this might change.
  6. This is true. On both counts. Many small transactions are easier to achieve than one big (capital expenditure). WG is a business, so, it is logical they wish to put in place a business model that works best for them. However, I am willing to pay for good quality stuff. I am not satisfied with low quality. I prefer less for a higher price and a higher quality. I would gladly pay a monthly subscription for a GOOD game. That's why now I don't pay. Only my premium time once a year and maybe a premium pass if the end reward is something I want. My post (devils advocate) was trying to find a logical strain in the actions of WG. I am not ready to accept that a 1Bn company is stupid. I can't think that they want to lose their gold laying eggs duck.
  7. Longer than it takes now. Once you get them all what will happen? If getting the ships is your goal then what? You will leave. And they want to keep you longer. Dwindling server numbers is a problem. Keeping you in the game is something they want. They can't be popping new stuff at the rate they are doing now. You are a good player. They want to keep you as long as possible. If you get all the content you will leave. Here is some more food for thought. Do you like the high tier level of play. Do you like the match experience?
  8. Advocatus Diaboli here. Don't take me wrong, but, in every discussion or discourse one must examine both sides. I am sure that no one will post anything on the other side of the argument concerning the economy changes. If I was a betting man I'd bet that no good reason will be found. However, this will not be conducive to a proper examination of the issue at hand or allow us to form a better informed opinion about what is happening. So, I decided to put on the robe of the devils advocate. In my adopted role I will try to examine two things. I will be a judge of intentions (what is WG aiming to achieve out of this change) and a judge of results (what is the effect of the changes). 1. Intentions It is obvious that the perceived intention is to make the economy harsher. According to many Forumites this is done in order to achieve a higher economic return to the Company (WG). This could be the case, however, current monetization schemes were working just fine. The constant flow of new lines with hefty early access prices was, demonstrably, very successful. Dockyard events where people funneled large amounts of doubloons to get the award ship on the second day were not uncommon. Crates with goodies for substantial amounts of doubloons again all over the place. It was a working model that, despite all forum complaints from the "vocal minority" was working well. Wargaming revenue is $1.1B annually. After extensive research and analysis, Zippia's data science team found the following key financial metrics. Wargaming has 1,750 employees, and the revenue per employee ratio is $628,571. Wargaming peak revenue was $1.1B in 2022. (other reports bring Wargaming's estimated revenue per employee down to $305,418 but this has to do with number of employees). So we have a working model and a 1 Billion Revenue company. Why would a successful model be changed? This is a good question. IMHO the model was not so successful. While it produced short term revenue, the revenue source would be exhausted fast. With the very rewarding economy the game was losing the ability to retain paying players. Players could reach the end game (and eventually lose interest) very fast. So, new lines were created, new classes were introduced, new gimmicks. We reached a point that Frankenships (hybrids, destroyers with planes, BBs with DesMo guns etc) started popping up. This eventually will end. What is next? How inventive will WG be in order to satisfy the need for new stuff. They are already popping up a new line every patch or so. We have already almost one supership per line. Options are being exhausted very fast. With the Old Economy model players like me (regular players for over 4 years) reached the end game very fast. Boosters (old flags) camos and a rewarding XP and Credit system allowed us to reach to T10 very very fast. Many got bored and left the game in search of other excitements (don't forget that retention of interest is hard). Some stayed and felt the frustration of high tiers being flooded with novice and ignorant players who rushed the tiers to get to hear the Yamato guns. It was a common discussion in this very Forum that the very lax economy of the game was a net negative contributor to the game. So, now we have reached a point were WG has no new ideas (really where will they find logical new stuff? they exhausted all possible ideas even to a point of stupidity). the end game is easy to get to for anyone (just a few battles and you have a TX), so they are losing old players and they are damaging the game quality. The later, is very significant. If you base an economic model on new players coming in and milking them to the expense of losing your "veteran players" you are destroying your game quality and your sustainability. A returning customer is worth double. In this respect, the lax economy model and basing the Company's revenue on new players alone is a very short sighted model. At one point the new players will not be enough and you're dead. Not to mention that the game has become so big that new players need two days to install. This is expensive to technically maintain and it is a deterrent to people that just want to try the game. Most probably WG realised this. All in all, the old economy system that was rewarding was, while looking nice and dandy, harming the game in the long run. Not only harming but posing real obstacles to development. No 1B company wants to see their precious Billion run away and find new pockets to lodge in. So, WG decided to change the model, create a harsher economy where you will have to play better to progress, make the end game a bit of a longer term target, reducing the saturation level, mitigating in parallel the difficulty of creating new content and kinda of improving play quality. Result: Boosters of the game economy and progress pushers are the first to go. Try to buy red boosters. You cant even find them on sale. It will be harder to grind the lines, harder to get RB points. And this way new players will "last longer". Well at least that's what I want to think. We will see 2. Results I don't know. No one does. We will see. OFC the "vocal minority" (we the forum dwellers) will B1tch and whine for our lost ability to hoard resources and buy whatever we want for free. Will the game benefit? Really I can't tell. But I do agree that the gaming experience has deteriorated. High tiers are random indeed. Random in the result. Not the composition of the team. Winning is not a function of Playing Well. It comes down to luck. It depends on how many novice players end up on your team, or even worse, how many bad players have reached high tiers due to the lax economy of the game. And all these new additions, really bust my nuts. Gimmick upon Gimmick, Frankenship upon Frankenship. If this proposed new economic model keeps low quality players in lower tiers and push them to learn how to play in order to progress and if this will diminish the need for so much new content will be seen. If the new model will retain players for a longer period is an unknown. We will see. Well, at least those of us who remain in the game will maybe see it. This is the Devil's Advocate view.
  9. Saltface

    Operation Wolfpack

    We do have a Discord Server dedicated to operations. I made it and it is open to all. Anyone that wants to play operations is welcome. https://discord.gg/27ARRGSFJD It works very simply. Either you get in a channel and wait for others to join or you just pop in a channel with people playing and say hi. They will invite you to the division and you are on to play OPs with fellow forumites. TBH this Discord Server has a few regulars and slowly slowly new people come in a and join. We recently "managed" to be 7 in a division and we switched to Subs for Wolfpack. It was fun. So, here you go. All of you that want to play subs (I honor you for not bringing them in randoms) a Wolfpack channel is now born. https://discord.gg/d846FuZNHq
  10. FIFY It seems WG does not want players playing the game well. This is in contradiction to their desire of having a real competitive scene coming close to something like esports. This contradiction baffles me. How on earth will you develop a competitive scene? Who the hell will man your KOTS teams? Eventually, even the few good players will be bored to extinction. I can understand that a pay to play economic model is more profitable. But for people to desire to pay to play (willingness to spend) the product must be good. Before 4 years, I did have the will to spend. Now, I lost it. The product, while not as bad as we make it sound here in the Forum, is inferior to the product I enjoyed 3 or even 2 years ago. However, WG is making good money. So, maybe, people do want to "duh, shooting muh big gans" game. Who knows?
  11. IMHO all the last changes to the economy of the game (which was very rewarding TBH in the past) show that they are guiding the game to a Pay to Play mode instead of a F2P game. Every change they make is to subtract resources from all payouts. On the other hand, I can't blame them so much. The game economy was very rewarding. Players like me (regular player for over 4 years) have hoarded lots of credits, FXP, CXP and all the other resources. I could buy all ships for resources without a sweat, or FXP any line a want, or just convert my FXP to RB points. Or be playing superships with relative credit impunity. Most probably they want to make players like me start spending resources or deplete my reserves.
  12. Saltface

    LMAO...muh muh WR muh muh...

    The kind that you demonstrate you are. But I wouldn't go so far as to insult apes. Arguably, while the forum is frequented by a good number of inexperienced players, no one is so delusional to concoct the mental abomination you just spat out. I really wonder how many functional brain cells you have at your disposal. Your experience is in losing games. I really hope so. Arguing with you may be entertaining for a bit, but, Surgeon General advises that prolonged durations are really bad for our health.
  13. Saltface

    LMAO...muh muh WR muh muh...

    OK now, these are your statements in this thread. When @DFens_666 pointed out that "So that means the Sejong actually capped" you replied: and when I asked you "You gave 2 to 1 cap advantage and you say your team was not fast enough?" you doubled down and said: You can't deny that you wrote the above. Obviously, your reasoning is that you had to do what you did because your teammates did not go for the early home cap. This is what you state (with a straight face Oh Lord!). Now let's see what happened in reality. Because your statements are patently untrue and pretentious. You behave like the child that was caught with the cookie jar in his hands and claims that he just picked it up because the cat dropped it on the floor. Image No. 1 (41 seconds in the game) shows your course going nowhere near the home cap and on the other hand shows the Sejong and the Musashi having a straight course to the home cap. As a matter of fact the Sejong is taking the shortest possible route as his course goes directly to the centre of the cap meaning that he will enter the cap in the least amount of time. Image No. 2 (1 minute 12 sec in the game) shows the Sejong in the home cap while the red home cap has not even flipped yet. Evidently, the Sejong got in the cap first. This is enough proof that your first three statements above are untrue. They were not wasting time as you claim, and, obviously, the Sejong was not very slow to do so. The word very was bold in your statement as if you wanted to convince us all that what you write is so very true and so blind strikingly obvious. It also shows that you actually don't even remember what happened in the match. You just spit out childish excuses in a futile effort to defend a dumb play from your side and to blame everybody else for your shortcomings. I will come to the ethical and moral extensions of this later. Image No. 3 (1 minute 51 sec in the game) shows that the Sejong has taken first the home cap and that you are already building this early score advantage. (LOL) Image No. 4 (1 minute 59 sec in the game) shows your early cap advantage. 6 whole points! The amount of delusion is mindblowing. Concerning this part of your "strategic" play it is proven beyond any doubt that your statements are pretentious and untrue. You had no intention at all to help your team cap the home cap since they "weren't fast enough" (sic) to cap. You just had a stupid idea on how to play the match. You played out your stupid idea and you lost. Not only your idea was wrong but your play was full of errors and blunders. This we will see now with the next set of pictures. This is your other statement trying to excuse your dumb play. Image No. 5 (1 minute 57 sec in the game) shows the moment you first spotted the Delaware. So, you know that a hybrid ship is very close. And you can also deduce where he is going to fly his planes that are ready (it takes 90 seconds to ready your first sortie in a US hybrid). And you also know you are right on his flight path that will expose your position. All this while you know that you have a T9 BB (Ruprecht) and a T9 Heavy Cruiser (Alaska) on your other broadside. Very very questionable positioning. However, you had ample time to change your dumb plans. You should break hard port and seek cover behind the island on E4, get in a kitting position and be safe and useful with gunnery and fire damage. But no. You decide to go on with the dumb plan of yours and... Image No. 6 (3 minutes 36 sec in the game) shows the start of your torpedo attack. Look at your rudder it is to the starboard. You don't launch at once. but you wait a couple of seconds for Image No. 7 (3 minutes 38 sec in the game) where you launch and change your rudder to the port (seen in the video replay). Giving this way broadside to the Cherbourg and the Delaware on your starboard flank and the Alaska and the Ruprecht on the other flank. The right play would be to keep your rudder hard to starboard while hitting the S key, Show your bow to the Cherbourg and the Delaware so you can tank a few salvoes and pray the Musashi can deal damage while your torps touch, and, at the same time use the island to protect you from the Alaska and the Ruprecht. But no you continue to break port and ... Image No. 8 (3 minutes 58 sec in the game) You sad demise not even 4 minutes in the game. First Blood on your team. Broadside to both flanks. What we see here is a series of bad decisions. One after the other that led to your early sinking. But, this is OK. We all screw up. The problem lies in the ethical and moral extension of your post. And this is why I take the time to give you a substantiated answer. It is factually proven that you lied to accuse your teammates, to shame a teammate that was way better than you. Why? Just to excuse your inability to perform in the game and to support your narrative that performance (good or bad) is due to rigged MM and RNG. You, my dear fellow, are a bad player and a liar with no ethical bounds. You do not hesitate to make a false narrative in order to accuse your teammates. Worse, you even believe you are right. You have such a poor understanding of the game that you can't even get your lies to stick. Shame on you.
  14. Saltface

    LMAO...muh muh WR muh muh...

    Dude, you gave the C cap to the red team. You gave 2 to 1 cap advantage and you say your team was not fast enough? Oh Lord, you do not deserve any kind of critique. You deserve to be left alone in your ignorant cloud. Bye bye from me.
  15. Saltface

    LMAO...muh muh WR muh muh...

    Absolutely not. You could have gone on the red X in the picture below. Get in a kitting position ready to bail. You could cover the far cap and support your DD, and spam HE on anyone that sailed wide. You could help to stop a push and you had an escape route if all went bad. I described your mistake in my analysis of the game. Childish excuses. You made a very bad decision. IFFY
  16. Saltface

    LMAO...muh muh WR muh muh...

    Did it for you. also posted an analysis of the game OP posted in prev. page. Here are the ranked battles of the Musashi player. He is very decent player.
  17. Saltface

    LMAO...muh muh WR muh muh...

    Happy we saw the same things
  18. Saltface

    LMAO...muh muh WR muh muh...

    check my post prev page
  19. Saltface

    LMAO...muh muh WR muh muh...

    Look at the Mainz that contributed to losing the match. Game opening: The Mainz abandons her flank and role to protect the DD. The Mainz abandoned the spawn flank and the Jutland. Instead of creating an equal powered east flank that could contest and/or defend the far cap she wondered off to do God knows what Ah yes! to become shark bait before the 4th minute of the game. Game opening step two: The Mainz decides to go to the worst position she could go (Image 1). Result she trades with the Cherburg and both become first blood. This was a dumb move. A Musashi with a Sejong are more than capable to get the Home Cap and defend it. Even if the red team had three ships on that flank, the combination of a Sejong and a Musashi could hold anything back (very hard to push a bow in Musashi which is supported by a low concealment torpedo spammer like Sejong - no DD on that side - Sejong outspotted everything) and the east flank would have ship superiority and a Mainz to support the DD. Due to the Mainz booboo, the Red team had 4 ships over 3 on the east flank and a DD with a good hydro. Naturally you lose the Jutland you abandoned and the whole flank collapses. And now for the end game. The Sejong smokes up in front of a destroyer and a radar ship, eats a torp in smoke and gets waxed by the Alaska. The Alaska also killed the Nebraska that thought she is a CV with guns and not a BB with planes. The Alaska knew where to shoot the Musashi. The Musashi did not lose the one to one. The Alaska won it. The Musashi stayed back, the Alaska moved out, went bow in for a drive by (Musashi turrets cant follow such a close drive by) and got the Musashi on the weak spots. Look at the first salvo on the Musashi's cheek (Image 2). Look at the second and third shot aft (Image 3). All calculated and well placed. Also, look how the Alaska faints a drive by from the starboard of the Musashi turning his rear turret to starboard and then changing course and sailing by the port side (Image 4). That way he rear turret never came in the game for a shot to kill the Alaska. Look where the turrets are in Images 2 and 3. All in all I will not say you lost the game for your team, but you contributed. The Alaska won the game for the red team. The Musashi is a far better player than you. Could he play better? Yes. He could continue to reverse and his sides would not be open for a drive by and he could have time for one more shot that could have ended the game in Green favor. But, that was his mistake compared to your mistakes that were bigger. And I find it very bad taste to come to the forum to call out another player , who is a lot better than you, just to justify your failures the same way you purport to be convinced that results and rankings and stats do not show a player's quality. Either you are ignorant and can't even read a game, you have no understanding of cause and effect and how they differ from causality, or you are a bad character. Choice is yours. Image 1: your very bad positioning that made you first blood on your team before the 4th minute of the game Image 2: Alaska penning the Musashi on the port cheek. Good salvo. Look at the damage he did. If I took the snapshot a few frames later you would see that he took even more HP Image 3: The Coup de Gras Image 4: The Faint (look at the turrets)
  20. Saltface

    Change tier-matching for tiers 9-11?

    Let me understand this, you want to play your T9 against T7 and only see T10? I don't think it sounds fair. Sounds a tad entitled I 'd say. So, you want special treatment for T9? on what grounds? Most of my high tier games are in T9. And I have my highest win rate of all high tiers in T9. So, I guess I never had that feeling that you describe. While you are a rather good player at mid tiers you can't perform well in high tiers. That's why you feel like you feel.
  21. Saltface

    Saltface on YouTube

  22. Saltface

    Saltface on YouTube

    So I decided to make some videos of my DD play. I also added commentary where I try to explain how I think and point out my mistakes as well. I hope you like it. Regards Salt https://www.youtube.com/channel/UCuvHA1Z6C7SA1z7EBf0JM1Q/videos
  23. Saltface

    Why can't a T8 and a T6 play operations in a division?

    It worked LOL and it was the fastest Newport I have played. It was in a T8 full Forum Division. Now, what we also discovered by playing in a full Forum Division of 7 in OPs, is that when we are a full T6 division the red ships are almost half HP and their shells do not hit as hard. Actually, the red shells inflicted punny damage. We played a full T6 Aegis (it did not give decent XP, not worth it) but the red shells did something like 300HP damage per shell. Anemic. Also, this was the fastest third wave kill and fastest Aegis game I have had. The escorting bots disappeared. Top Left corner of the vids is the timer. Forum Rules @lup3s @DFens_666 @VenividiviciNL @SurfaceFish @Captain_82 @T1kutoos @Saltface
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