DestoryerO_o Beta Tester 188 posts 384 battles Report post #826 Posted April 19, 2015 Except they said that they will do exactly opposite: After mod has been investigated, they intent to encode scripts and other problematic parts which make this mode and similar "helpers" possible. Nobody`s interest is to see this game sink on its maiden voyage. Thanks Wolf! This is exactly the info i was waiting for. If they gonna fix it, nothing to worry about at the release. Share this post Link to post Share on other sites
Blue_Bug Players 1,428 posts 7,991 battles Report post #827 Posted April 19, 2015 I don`t believe it matters. While making aiming a bit easier and levelling the field in that dimension of gameplay, also increases the importance of other gameplay dimensions. If aiming is made more accessible to all players, then "situational awareness", "positioning" and "coordination" (between players) become far more important. The aiming mod only brings a slight shift to where personal skills make the biggest difference. I feel most people in this thread are being extremely hypocritical and self-serving. The loudest people in the thread want aiming to remain as is, because it`s an easy way to gain advantage over other players. "situational awareness" and "positioning" are more complex skills to develop and "coordination" being a teambased skill doesn`t lend itself to certain players "rambo" aspirations. I`ve played at least a hundred games since this aiming mod discussion blew up. I have not had a single game where i experienced this mod as a negative issue. But then again, i never put much emphasis in the aiming bit anyway. Being in a superior position when the shooting starts and being aware of the evolving situation, has always been far more important than being able to hit something at 20km. Projectile traversal time is 20 Seconds at Extreme ranges. If you can`t Dodge that, you`re not really trying. Again. All the aiming mod does is give everyone access to hitting stuff. It doesn`t mean they generally get more kills or become better players. Being a good player involves far more than than aiming. Other skills are far more important and become even MORE important after the implementation of this mod. I understand your point that other skills are more important, But when aiming becomes that easy (with no skill required) you have more time to look at all the other things you mention. So this mod gives a double advantage, making this game where only little skill is required and a lot will be depending on RNG. I say this as beeing a very bad aimer. But I want to learn to become better. I know when I hit something, I did it my self, and not some stupid mod. In my opinion, everyone using this mod is kidding themselfs and ruining the gameplay of them self and others. So people have a litle proud in your self and stop using this mod. It is more honorfull to loose every batle, than win one batle with the help of this mod. To say that this mod is not getting you more kills is BS. We all read that this mod gets you more hits. More hits means (in short or long term) more kills. This whole story seems to me a way to talk the use of this mod right, this while everyone knows that eventuelly it will kill this game if nothing is done against it. 1 Share this post Link to post Share on other sites
EsaTuunanen Beta Tester 3,552 posts 8,863 battles Report post #828 Posted April 19, 2015 (edited) Why, after reading this topic, am I suddenly feeling like this? Was myself thinking about battleship trying to do max speed run in archipelagos of Finland (like this place) while zig-zagging to avoid fire, but that will do as well. While having 20+ years of PC gaming behind I haven't played any online multiplayer games, though had LAN games with friends 10 years ago. And WoWs looks like really fun game with all that "rock-paper-torpedo" mechanics in different layers from proper use of weapons, maneuvering and tactics varying between ships. But now there's definitely whole bunch of rocks, both above the surface and below it, dead ahead before this ship has even gotten fully out of shipyard. Curious what kind reasons are used in defending this cheat. Including calling it misleadingly as mod instead of correct cheat and approving it because of actual utilized feature being part of the game code. Also iddqd and idkfa were part of the game code, but use of them was never called as mod! In case of torpedoes lead indicator is quite different thing because their travel time is magnitude longer than that of gun shells. Ships had team of people calculating where to launch them for chance of hitting anything, something player lacks while needing to maneuver ship to avoid being sinked. (because DD's armour is made of tinfoil) Anyway getting many hits out of even full broadside of torps should be hard, unless target drives like train or you've managed to maneuver closer. And use of RNG as defending argument runs about as well as an elephant which stepped on AT mine. All RNG does is spread shells inside certain circle around precise aiming point. Getting that spread circle hit ship, and especially mid-ship, from longer distances obviously requires experience and skill. And even more so when target moves in oblique angle. With this cheat anyone can put that aiming point and spread circle directly on midship at first shot unless you keep zig-zagging every second of the game. Now if using this lead indicator would double or triple that spread then RNG could be used for defending it. I'm all for having some kind gun lead indicator available as option in training mode, or what ever it is called, but in actual PvP gameplay I don't see place for it. If bothering to learn that basic skill is too much thinking then people should accept being not on the top end of score board or stay in click something/smash the buttons as fast as you can arcade games. But obviously this everything-to-me-now-already-without-slightest-effort bunch of people can't stay out of cheating. (be it in game or society) Also having ship texture mods or for example own flag in pole is something I can completely agree with. But unless this kind clear cheat methods, and no doubt lot worser future ones, aren't taken care of this whole game is on very slippery icy slope and in shoes made in warm country... whose hard plastic bottoms have as much grip on ice as bar of soap on PTFE coated frying pan. Without taking cheat preventing seriously chances for me paying for premium features could be described by this: "The chance of success in these talks is the same as the number of "R's" in "fat chance..."" Heck, would have troubles finding interest to play at all. My interest is limited to World of Warships, not to World of Cheats. Edited April 19, 2015 by EsaTuunanen 3 Share this post Link to post Share on other sites
[CAIN] G01ngToxicCommand0 Beta Tester 2,177 posts 23,318 battles Report post #829 Posted April 19, 2015 After labouring all weekend in testing the AimAssist mod there are now statistical data available so people can decide on an informed basis whether the mod is gamebreaking or not. http://forum.worldofwarships.eu/index.php?/topic/11207-aimassist-battle-statistics/page__p__194978#entry194978 Long story short the conclusion is that while the mod does cause slightly more citadel hits it is heavily influenced by RNG and target ship movements and is intrinsicly inadequate for shooting at targets with a changing range rate even when bearing rate is constant and against targets that take evasive maneuvres. In addition it makes less critical hits and fires that might make it inferior against players that do not use the mod as the decreased loss of vital equipment and use of repair kits makes the mod user more vulnerable to those thus losing firepower and maneuvrebility to a greater extend resulting in lesser combat effectiveness. Ultimately it is best used by new players in a PvE enviroment as tool for learning naval artillery but against seasoned players in a PvP enviroment it do not offer any noticable advantage over players that do not use the mod. 3 Share this post Link to post Share on other sites
DestoryerO_o Beta Tester 188 posts 384 battles Report post #830 Posted April 19, 2015 anyway... it seams WG has already made decision on their course of actions regarding this. If you read the BigBadVuk's post, few posts above, you will find that the culprit part of client will be encoded and this and similar (targeting) modding prevented in the future. Share this post Link to post Share on other sites
[VRNG] j00j Alpha Tester 51 posts 13,127 battles Report post #831 Posted April 19, 2015 2 games in less than 5 minutes, killed instantly. Please ban this mod or include into the game, its totally unfair Share this post Link to post Share on other sites
Grim_Destiny Weekend Tester 125 posts 1,710 battles Report post #832 Posted April 19, 2015 After labouring all weekend in testing the AimAssist mod there are now statistical data available so people can decide on an informed basis whether the mod is gamebreaking or not. http://forum.worldofwarships.eu/index.php?/topic/11207-aimassist-battle-statistics/page__p__194978#entry194978 Long story short the conclusion is that while the mod does cause slightly more citadel hits it is heavily influenced by RNG and target ship movements and is intrinsicly inadequate for shooting at targets with a changing range rate even when bearing rate is constant and against targets that take evasive maneuvres. In addition it makes less critical hits and fires that might make it inferior against players that do not use the mod as the decreased loss of vital equipment and use of repair kits makes the mod user more vulnerable to those thus losing firepower and maneuvrebility to a greater extend resulting in lesser combat effectiveness. Ultimately it is best used by new players in a PvE enviroment as tool for learning naval artillery but against seasoned players in a PvP enviroment it do not offer any noticable advantage over players that do not use the mod. qft Share this post Link to post Share on other sites
GIANTMONSTERS Beta Tester 21 posts 6 battles Report post #833 Posted April 19, 2015 Trying to evade in something that's not agile is useless. They just spam barrage after barrage while you are firing ranging shots trying to get it right while evading and making sure you are not hitting an island, a player or some torpedo's. Either we all have it or no one. In LoL a highly competitive game played by millions they had a mod which gave the buff timers and Dragon timers, as usually players had to keep track of the timers. Now they made it incorporated to the game so everyone has it. I will personally get this mod, in the long run it's not fun fighting someone with what is essentially an aim-bot for slow moving projectiles. Share this post Link to post Share on other sites
[-SBF-] dan_can Alpha Tester 467 posts 2,316 battles Report post #834 Posted April 19, 2015 (edited) After labouring all weekend in testing the AimAssist mod there are now statistical data available so people can decide on an informed basis whether the mod is gamebreaking or not. http://forum.worldofwarships.eu/index.php?/topic/11207-aimassist-battle-statistics/page__p__194978#entry194978 Long story short the conclusion is that while the mod does cause slightly more citadel hits it is heavily influenced by RNG and target ship movements and is intrinsicly inadequate for shooting at targets with a changing range rate even when bearing rate is constant and against targets that take evasive maneuvres. In addition it makes less critical hits and fires that might make it inferior against players that do not use the mod as the decreased loss of vital equipment and use of repair kits makes the mod user more vulnerable to those thus losing firepower and maneuvrebility to a greater extend resulting in lesser combat effectiveness. Ultimately it is best used by new players in a PvE enviroment as tool for learning naval artillery but against seasoned players in a PvP enviroment it do not offer any noticable advantage over players that do not use the mod. Since you are already biased in your opinion about the mod usage, how do we know that those numbers are not made up ? /edit : Not to mention that you did your tests with BBs. Have you also ran tests with more DpM-capabale machines that do not have the same shell dispersion as BBs? Edited April 19, 2015 by dan_can 3 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #835 Posted April 19, 2015 Since you are already biased in your opinion about the mod usage, how do we know that those numbers are not made up ? /edit : Not to mention that you did your tests with BBs. Have you also ran tests with more DpM-capabale machines that do not have the same shell dispersion as BBs? Made up intentionally or just the cause of conformation bias, it doesn't matter in the end. 1 Share this post Link to post Share on other sites
[CAIN] G01ngToxicCommand0 Beta Tester 2,177 posts 23,318 battles Report post #836 Posted April 19, 2015 (edited) Since you are already biased in your opinion about the mod usage, how do we know that those numbers are not made up ? /edit : Not to mention that you did your tests with BBs. Have you also ran tests with more DpM-capabale machines that do not have the same shell dispersion as BBs? Since you are already biased in your opinion about the mod usage, how do we know that those numbers are not made up ? /edit : Not to mention that you did your tests with BBs. Have you also ran tests with more DpM-capabale machines that do not have the same shell dispersion as BBs? So it is not the message that matter but the messenger.. You know that is really bad style and by your own admission it is clear that you are not capable of participating in this discussion in an objective, informed and constructive way - always nice to know whose arguments you can reject before eveb reading them, it sure makes it easy to "win" a debate when you dismiss your fellow debaters out of prejudice. Edited April 19, 2015 by atomskytten 1 Share this post Link to post Share on other sites
OVanBruce Alpha Tester 2,543 posts 16,031 battles Report post #837 Posted April 19, 2015 So it is not the message that matter but the messenger.. You know that is really bad style and by your own admission it is clear that you are not capable of participating in this discussion in an objective, informed and constructive way - always nice to know whose arguments you can reject before eveb reading them, it sure makes it easy to "win" a debate when you dismiss your fellow debaters out of prejudice. Well, sorry if I'm not a gullible person. 2 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #838 Posted April 19, 2015 (edited) Prejudice is only prejudice is it doesn't correlate to the truth. If it does, it is just the truth and nothing else. The problem lies in your thinking that you are a suitable control group on your own, and your numbers match your conclusion you gave before doing the control test to verify it. Even if the numbers are gathered honestly, you are not a trustworthy control group on your own, if you add your observations with all the other observations made in the proper thread, then we can gather them and see if it leads to a conclusion. Thinking otherwise is not a sign of being able to have a discussion based on facts and not anecdotes. edit: just to make clear, while I don't trust the messenger I will still hold your message to hearth when trying to come to a conclusion, but it will not be based on your observations and opinion alone. Edited April 19, 2015 by mtm78 Share this post Link to post Share on other sites
SupraWez Weekend Tester 10 posts 253 battles Report post #839 Posted April 19, 2015 What was a great game is currently being ruined, I now find myself playing less and less. If people wish to cheat and WG are going to allow it then clients with mods / cheats should be kept separate from those without. Share this post Link to post Share on other sites
3Form Weekend Tester 103 posts 1,174 battles Report post #840 Posted April 19, 2015 (edited) Long story short the conclusion is that while the mod does cause slightly more citadel hits it is heavily influenced by RNG and target ship movements and is intrinsicly inadequate for shooting at targets with a changing range rate even when bearing rate is constant and against targets that take evasive maneuvres. In addition it makes less critical hits and fires that might make it inferior against players that do not use the mod as the decreased loss of vital equipment and use of repair kits makes the mod user more vulnerable to those thus losing firepower and maneuvrebility to a greater extend resulting in lesser combat effectiveness. All shots are influenced by RNG equally, regardless of whether the aim mod is installed or not. RNG is irrelevant in this discussion. As for changing rate, the mod determines one dimension for you. If a target is turning you now only need to lead one dimension instead of two. Anyone with half a brain can work this out. Against a target that is evading the mod user will still have an advantage. Edited April 19, 2015 by 3Form Share this post Link to post Share on other sites
[-SBF-] dan_can Alpha Tester 467 posts 2,316 battles Report post #841 Posted April 19, 2015 You know that is really bad style and by your own admission it is clear that you are not capable of participating in this discussion in an objective, informed and constructive way - always nice to know whose arguments you can reject before eveb reading them, it sure makes it easy to "win" a debate when you dismiss your fellow debaters out of prejudice. How can I take your analysis seriously if I don't have any info on how this data has been collected. So it is not the message that matter but the messenger.. Nope, but I can question your investigation when I know that you are already biased. You know that is really bad style and by your own admission it is clear that you are not capable of participating in this discussion in an objective, informed and constructive way - always nice to know whose arguments you can reject before eveb reading them, it sure makes it easy to "win" a debate when you dismiss your fellow debaters out of prejudice. Yeah thanks, I did not reject any of your arguments just out of spite just because I don't agree with your, I just doubt that the analysis has been biased from the start. And I really start to see a pattern here, as soon as someone does not agree with you your either start to discredit them by accussing them of the same things you are doing right now or your pronouce their arguments as invalid.. I would have understand your reaction if I had posted 'stfu noob'. You are already taking this too personal. The only saving grace for now is that RNG usually garantees that not all shells hit a target. It is like driving a ship with an analog firing solution computer (aka brain) against a digital one. 2 Share this post Link to post Share on other sites
Vogel Alpha Tester 2,062 posts 4,171 battles Report post #842 Posted April 19, 2015 If the mod makes zero difference, why use it? Surely it will only eat up CPU with little gain? Share this post Link to post Share on other sites
[KOOKS] krautjaeger Modder, Beta Tester 1,514 posts 3,350 battles Report post #843 Posted April 19, 2015 Trying to evade in something that's not agile is useless. They just spam barrage after barrage while you are firing ranging shots trying to get it right while evading and making sure you are not hitting an island, a player or some torpedo's. Either we all have it or no one. In LoL a highly competitive game played by millions they had a mod which gave the buff timers and Dragon timers, as usually players had to keep track of the timers. Now they made it incorporated to the game so everyone has it. I will personally get this mod, in the long run it's not fun fighting someone with what is essentially an aim-bot for slow moving projectiles. Yep. Target sighted, press alt to see seconds for shell travel, try to estimate, fire, almost, fire again, some hits and so on until you get a good firing solution. That is the "normal" and proper way to do it. At 20km+ you do not insta-hit anyone time and time again with near perfect shots from the first salvo, but that is what is happening. I am not sure they even bother to zoom in, just fire at the red dot and thus even have better view to manoeuvre. 4 Share this post Link to post Share on other sites
Grimdorf Beta Tester 97 posts 1,294 battles Report post #844 Posted April 19, 2015 All shots are influenced by RNG equally, regardless of whether the aim mod is installed or not. RNG is irrelevant in this discussion. As for changing rate, the mod determines one dimension for you. If a target is turning you now only need to lead one dimension instead of two. Anyone with half a brain can work this out. Against a target that is evading the mod user will still have an advantage. Truth. I really do not see how this can be disputed. A lead aim mod give an advantage to the user, that a vanilla player does not have (ie IT IS CHEATING) 6 Share this post Link to post Share on other sites
King_ExtincE Alpha Tester 6 posts 284 battles Report post #845 Posted April 19, 2015 first CM post after 6 days and 618 messages.. 2 CM posts in total out of 844 and counting.. I thought the CM team was much more pro-active here than in WoWP but it's barely any different I suppose.. This mod is almost as bad as the mod in WoWP where you can see current exact speed and amount of bombs/rockets left of opponents plane, where there is still not one response to after well over a month, so doubt this mod will be gone soon. As of today I'm calling WoWP goodbye, but reading this I guess I will withhold myself from picking up on WoWS too for now. Share this post Link to post Share on other sites
GIANTMONSTERS Beta Tester 21 posts 6 battles Report post #846 Posted April 19, 2015 I am trying out the mod, right off the bat the game changes before you had to range shots against a decent opponent at long range there's a lot of miss, miss hit without the mod with it that changes while I am evading easily, firing torpedoes and not wasting 3-4 seconds to fire. Now the X if you shoot on it, you will most likely hit the enemy ship on it's tail. You will notice players firing barrage after barrage and hitting you on your tail each time, 90% that's a mod user. Now what happens when a decent players uses this mod, what happens when they make the mod helping you target the citadel of the enemy ship, the game will be a use the mod or die, that simple. This was one of reasons the game "Titan fall" failed, they gave players the chance of using a pistol that aims for you. in an FPS game. One of the hardest part of this game is getting the shoots down at long range. Ban this mod, do something that will win you respect. You want to make this game easy, I get it and respect that after all you want to make money off it. But this will kill your paying fan-base. I'm not a programmer and I have no idea how these programs work, but would it be difficult to have a software that scans through the mod folder of the players once they connect checking out for illegal scripts, give them warnings then ban them, if they want to unlock their account they'll need to pay a certain amount of gold. 2 Share this post Link to post Share on other sites
Silu_0 Beta Tester 71 posts 14 battles Report post #847 Posted April 19, 2015 I'm not a programmer and I have no idea how these programs work, but would it be difficult to have a software that scans through the mod folder of the players once they connect checking out for illegal scripts, give them warnings then ban them, if they want to unlock their account they'll need to pay a certain amount of gold. It's not that easy. When I was playing wot there was a mod that was making trees and bushes transparent. That gave an obvious unfair advantage. This mod was officially banned and illegal since always. You see, I left wot almost 2 years ago, didn't keep track of mods or the game since then. Just a moment ago, out of curiosity, I googled the mod and it is still there, updated to the newest version. So yeah... They can't really prove the user anything, until he is dumb enough to post a screenshot/video with the mod installed. There will be lots of modifications that will alter the same files, it's virtually impossible to prove and detect anything. They had few years to get rid of the aforementioned transparent foliage mod, making it officially illegal was the only thing they could do. Share this post Link to post Share on other sites
[GAMUS] sunday Weekend Tester 233 posts Report post #848 Posted April 19, 2015 (edited) Yep. Target sighted, press alt to see seconds for shell travel, try to estimate, fire, almost, fire again, some hits and so on until you get a good firing solution. That is the "normal" and proper way to do it. At 20km+ you do not insta-hit anyone time and time again with near perfect shots from the first salvo, but that is what is happening. I am not sure they even bother to zoom in, just fire at the red dot and thus even have better view to manoeuvre. Some people, me included, are unable to read the very small font in which the info that appears when pressing Alt is displayed, because of age, and because the UI is not scalable as of now. Edited April 19, 2015 by sunday Share this post Link to post Share on other sites
ParaB Beta Tester 32 posts 370 battles Report post #849 Posted April 19, 2015 Some people, me included, are unable to read the very small font in which the info that appears when pressing Alt is displayed, because of age, and because the UI is not scalable as of now. Then there should be an option to increase the size of the font. I still don't understand why there is a discussion about this at all. The mod greatly simplifies the challenge of long-range gunnery. Either incorporate it into the game FOR ALL in the form of some "beginner mode" setup battles or call it what it is, a cheat, and take measures to prevent people using it. 2 Share this post Link to post Share on other sites
Silu_0 Beta Tester 71 posts 14 battles Report post #850 Posted April 19, 2015 or call it what it is, a cheat, and take measures to prevent people using it. Read my previous post. Share this post Link to post Share on other sites