[CR33D] orlathebeast Beta Tester 630 posts 9,067 battles Report post #851 Posted April 20, 2015 play BB now is impossible. cruiser seee you as a fish in a barrel. to easy. and i'm disappointed, cause i liked this game so much, but i can't play here if cheating is legalized. you guys can say "ok install also you the mod" but... naa... i think i'll leave the game if this mod will be legal... and wg will lose more or les 50 euros, i was ready to buy the 3 ships pack. 2 Share this post Link to post Share on other sites
OnboardG1 Beta Tester 202 posts 4,490 battles Report post #852 Posted April 20, 2015 Lol at the guy who thinks BBs are hard. You have bigger problems than the aim assist mod amigo. Share this post Link to post Share on other sites
H_E_R_T_Z Beta Tester 185 posts 647 battles Report post #853 Posted April 20, 2015 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. I also thought about it, but wouldn't the incorporation be a serious indirect nerf of DD's? The chance to be seriously hit no matter how much they maneuver is greatly increased so their main asset (speed and manuvrability) is mostly neutralized. 1 Share this post Link to post Share on other sites
GIANTMONSTERS Beta Tester 21 posts 6 battles Report post #854 Posted April 20, 2015 Not really, DD's are so fast and agile that actually this mod is a buff to them, especially to the gun oriented DD's, if you keep at range even with the mod it's incredibly hard to hit a decent captain while cruisers, BB's and CA aren't agile, cruisers being the most but you can still hit them reliably. Share this post Link to post Share on other sites
Silu_0 Beta Tester 71 posts 14 battles Report post #855 Posted April 20, 2015 I also thought about it, but wouldn't the incorporation be a serious indirect nerf of DD's? The chance to be seriously hit no matter how much they maneuver is greatly increased so their main asset (speed and manuvrability) is mostly neutralized. More like an indirect BBs buff. 20km range? No prob, immediate full salvo right at the target, no ranging shots, no estimations. Share this post Link to post Share on other sites
GIANTMONSTERS Beta Tester 21 posts 6 battles Report post #856 Posted April 20, 2015 Now imagine what will happen when the American BB's come out, or the German Cruisers. Hard hitting fast ships. This mod will give ships with good fire-power and high mobility a great advantage, while slower ships even if with higher armor will get hammered away into oblivion especially since if you attack from 11km+ the shows would lend on the deck making HE's a nightmare more then they should. Share this post Link to post Share on other sites
moth_hunter Beta Tester 151 posts 283 battles Report post #857 Posted April 20, 2015 (edited) I've done a small standardised test, and to my personal surprise, my hit rate didn't go up noticeably when using this mod. I've been playing alternating battles with the mod turned on and off in my Fuso, generally keeping the engagement at long to medium ranges. I'm certainly not a particularly good player, so basically this is the setup where you would expect the biggest advantage due to the mod - BB at long range with mediocre aiming skills. However, after 20 games (=10 each), my hit rates are virtually identical (19.8% vs. 19.4%). Even when I exclude the outlier for the "mod off" dataset because it included one longer engagement <<10km, the hit rate without the mod only drops to 17.5%. The differences are far from being statistically significant (p>0.23). The dataset of 10 vs 9 is, of course, quite small, but if there was a major effect from the mod on hit rate it should be visible. I think this is mostly because at long ranges where the mod is most useful, 90% of the shots either overshoot or fall short anyway due to spread, while at shorter ranges ranging is a matter of shooting one shot and waiting for a few seconds, so the effect is quite small here. There are, of course, some situations where the mod enables you to shoot when you otherwise couldn't have (e.g. shooting at an enemy behind an island), which would not show up in the hit rate. Edited April 20, 2015 by moth_hunter 1 Share this post Link to post Share on other sites
ParaB Beta Tester 32 posts 370 battles Report post #858 Posted April 20, 2015 IMO it's cruisers that would suffer the most if that "mod" would see widespread use. They aren't maneuverable enough to dodge salvos at medium-long range like DDs and can't take hits like a BB. 2 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #859 Posted April 20, 2015 IMO it's cruisers that would suffer the most if that "mod" would see widespread use. They aren't maneuverable enough to dodge salvos at medium-long range like DDs and can't take hits like a BB. Which is why I will be around my max firing distance in my cruisers for as long as possible. Not because I am a coward, but because I can deal damage without significant risk to loosing hitpoints myself. I will move up with other cruisers and bb's, but closing to 12-10km like I done before as a rule is a no-no now 1 Share this post Link to post Share on other sites
[ROY] Hatalante Beta Tester 67 posts 12,546 battles Report post #860 Posted April 20, 2015 To developpers : i have started to use Aim mode today. You can monitor my stats, before and after. first feelings : its a lot easier so, either its in the game for everybody, or its forbidden...too much difference with or without. Share this post Link to post Share on other sites
Arnoniem_ Beta Tester 3 posts 272 battles Report post #861 Posted April 20, 2015 I only play destroyers or CVs now because they are least affected by this mod Share this post Link to post Share on other sites
[KOOKS] krautjaeger Modder, Beta Tester 1,514 posts 3,350 battles Report post #862 Posted April 20, 2015 To developpers : i have started to use Aim mode today. You can monitor my stats, before and after. first feelings : its a lot easier so, either its in the game for everybody, or its forbidden...too much difference with or without. Ditto. I decided to check it out myself now that the discussion has ended in a trench-war and I don't want my arguments to be met with 'you haven't tried it so you do not know what you're talking about'. After testing the different classes I will, like most sane people, remove it. My first impression is that BB greatly benefit from this in the opening salvo's of a match because you effectively remove the ranging from the equation, where you fire a couple of salvo's to get the bearing on the enemy ship. You get the red dot, and all you need to do is aim a little in front, above or below it to get your first hits in. Even fast moving DDs when they're close enough for torpedo range you can quiet easily pop them if your guns are pointing in the direction of that red dot. Even cruisers are an easier target as you know where to point immediately. Cruisers have an extreme advantage with this mod if they band up and focus fire on a BB, you almost never miss. They also have an easier time taking out a fast moving DD. Destroyers, while mainly reliant on torpedoes, can effectively shoot from the hip at the red dot without zooming in when at close range, making them a lot more deadly and as if they were not deadly before. DD's hunting other DD's this way, and the one without the mod will have a really hard time. The only way I could justify such an implementation, as I have said before, is if WG banned this and made something themselves where it would affect the accuracy of the guns (higher spread on shells) and you would probably miss a lot more than if you aimed manually. There are people, disabled, handicapped, poor eyesight and others that most likely will benefit from a WG made version like this. There are more than a few of those playing MMO's as a way of socializing and coping. I can now say with full certainty, as I know what I am talking about now, that this mod should not be allowed. 3 Share this post Link to post Share on other sites
DumbleDerp Beta Tester 659 posts Report post #863 Posted April 20, 2015 Finally this issue made it into Mingles with Jingles. His opinion: It's cheating and I fully agree with him. It's a game breaking and it's down right scum baggery cheating. 4 Share this post Link to post Share on other sites
Kyono Beta Tester 512 posts 675 battles Report post #864 Posted April 20, 2015 Well time to jump on the bandwagon and start cheating like a mofo with the rest of them. All of today I've been constantly one hit killed in my Mogami by enemy BBs and CAs firing at me at max range and getting automatic citadel hits, so GG WarGaming for refusing to take a stance on this other than "We shall monitor the situation". So now we'll be renaming the game to "World of Aimbot Warships". Share this post Link to post Share on other sites
[OCTO] Kostis_Larsson [OCTO] Beta Tester 130 posts Report post #865 Posted April 20, 2015 This mod is epic, i bought a BB and now i kemp some wave and play like arty bombing 20km away. Share this post Link to post Share on other sites
Kyono Beta Tester 512 posts 675 battles Report post #866 Posted April 20, 2015 First game used. Citadel hit with EVERY SINGLE SALVO FIRED. Definitely a game breaker. I feel like a dirty noob and need to go take a shower, then I'll come back and continue to break the game due to WarGaming not caring. 1 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #867 Posted April 20, 2015 Finally this issue made it into Mingles with Jingles. His opinion: It's cheating and I fully agree with him. It's a game breaking and it's down right scum baggery cheating. Sadly it's not his decision to make, according to his morals it is cheating but only WG can actually declare it such. So for now, it's not cheating Share this post Link to post Share on other sites
H_E_R_T_Z Beta Tester 185 posts 647 battles Report post #868 Posted April 20, 2015 Sadly it's not his decision to make, according to his morals it is cheating but only WG can actually declare it such. So for now, it's not cheating For now not..but according to the statements they made it will be banned... Share this post Link to post Share on other sites
DumbleDerp Beta Tester 659 posts Report post #869 Posted April 20, 2015 So for now, it's not cheating Only officially. I think we can all recognise that it is cheating, although not recognised as such at the moment. Share this post Link to post Share on other sites
ApocalypseSquad Beta Tester 7 posts 88 battles Report post #870 Posted April 20, 2015 (edited) Sadly it's not his decision to make, according to his morals it is cheating but only WG can actually declare it such. So for now, it's not cheating [edited] Edited April 24, 2015 by BigBadVuk This post has been edited by a member of the Moderation Team, due to inappropriate content. An official notification has also been sent. 3 Share this post Link to post Share on other sites
Shepbur Alpha Tester 1,545 posts 469 battles Report post #871 Posted April 20, 2015 (edited) Tuccy, on 10 April 2015 - 02:59 PM, said: This is not to say we do not follow the influence of aim prediction or any other mod out there, but I hope this helps to put the matter into a bit better perspective. The devs are following the statistics and the feedback - and preparing both countermeasures to harmful mods, easier installation of harmless mods... and so on. preparing both countermeasures to harmful mods Ladies, Gentlemen, Pirates, In response to all the heated discussions around modifications I would like to reiterate what members of our Community Team have been imparting on you already: We have taken note of the issue and are working towards a solution. We like mods and know that moddability makes it simply more fun and more personal. It also allows us to see solutions that we have not thought of ourselves or did not have the resources to implement. Of course there are mods which introduce a variable into our design that we don't want or are not sure about. These we will keep an eye on and take action. At this time we are still in a closed pre-release phase which we are using to full effect. Part of that is seeing what kind of mods appear, how they work and how they affect the game. Because of this we are not immediately condemning any general group of mods, but we are also not going to indefinitely ignore anything that breaks the game for our players. On a side note, our definition of "breaks the game" is entrenched in statistics and design experience, not only direct community feedback. But you already knew that. As part of the steps taken to combat the appearance of mods like these, we are considering encoding our script files and making our file architecture different from World of Tanks. This should slow down the appearance of modifications directly ported from WoT, which is very easy at the moment. Building on that we would then change certain game logics that modders could exploit and encode even further. All of this together means that over time we would be increasing the hacking difficulty of our scripts, making them more and more difficult to break, and most importantly – to support. Unfortunately, this would also impact harmless mods, at least initially, but that's a bridge we will cross when we get there. Another thing we are considering is revisiting our own target prediction system, which we had tried in Alpha. We have a few ideas on how to rework it to make it work better than it did before and make it fulfill the role we originally intended it to. However, we are not quite sure we want to go down that road yet. For the meantime you will have to endure in the face of potential mod users, but rest assured that we are taking steps to work it out. Action Stations! http://forum.worldofwarships.eu/index.php?/topic/10185-aiming-mod-exposed/page__st__645__pid__185911#entry185911 Thought you guys might want to read some of the WG responses again... I've even highlighted the important bits so you don't have to stress yourself too much with reading the whole thing Also... if you want it even more blantantly obvious... here's a (google translated) copy of the 0.3.1 bulletin from the RU news... The architecture of the client With version 0.3.1 we start in test mode to test the system of protection against changes in scripts. It is necessary to take control of the creation of unwanted modifications for us and ensure the safety of the client. It is a long process that will require constant adjustment, and require more than one update before we can draw definitive conclusions. However, now stands ready to ensure that the transition to version 0.3.1 most of the mods will stop functioning and will require serious processing. Unfortunately, at this stage, this effect will affect the part of useful mods, but we're going to gradually establish a dialogue with conscious modders and even build cooperation with them, providing access to the necessary data. http://worldofwarships.ru/ru/news/common/bulletin-031/ So does this mean we can stop with all the pointlessly angry rants about mods in the game and actually get back to testing the game mechanics again? Edited April 20, 2015 by Shepbur 11 Share this post Link to post Share on other sites
Silvercat18 Beta Tester 273 posts 4,109 battles Report post #872 Posted April 20, 2015 I see there is finally a topic on this in the American forums - what the opinion of the Russian forums on all this? Share this post Link to post Share on other sites
[KOOKS] krautjaeger Modder, Beta Tester 1,514 posts 3,350 battles Report post #873 Posted April 20, 2015 Also... if you want it even more blantantly obvious... here's a (google translated) copy of the 0.3.1 bulletin from the RU news... Block Quote The architecture of the client With version 0.3.1 we start in test mode to test the system of protection against changes in scripts. It is necessary to take control of the creation of unwanted modifications for us and ensure the safety of the client. It is a long process that will require constant adjustment, and require more than one update before we can draw definitive conclusions. However, now stands ready to ensure that the transition to version 0.3.1 most of the mods will stop functioning and will require serious processing. Unfortunately, at this stage, this effect will affect the part of useful mods, but we're going to gradually establish a dialogue with conscious modders and even build cooperation with them, providing access to the necessary data. http://worldofwarships.ru/ru/news/common/bulletin-031/ So does this mean we can stop with all the pointlessly angry rants about mods in the game and actually get back to testing the game mechanics again? +1 for relaying that new. As I understand it, from that point on this and other mods will simply stop working. I really wonder how that will affect battles, and I am looking forward to having everyone at equal footing. There will most likely be more than some people finding themselves not really suited for naval warfare after all. ;-) Share this post Link to post Share on other sites
daki Weekend Tester 1,677 posts 20,268 battles Report post #874 Posted April 20, 2015 .... So does this mean we can stop with all the pointlessly angry rants about mods in the game and actually get back to testing the game mechanics again? +1 Shepbur It is difficult to understand why people need to just repeat and repeat over again the same things / opinions which were already expressed in the first few pages of this topic more than enough times. It is good to see that WG devs are taking into account the community feedback, and now lets see if the community here will take into account the devs feedback and scale down this rather boring and repetitive whine. Share this post Link to post Share on other sites
Shepbur Alpha Tester 1,545 posts 469 battles Report post #875 Posted April 20, 2015 +1 for relaying that new. As I understand it, from that point on this and other mods will simply stop working. I really wonder how that will affect battles, and I am looking forward to having everyone at equal footing. There will most likely be more than some people finding themselves not really suited for naval warfare after all. ;-) Correct, i have a feeling all the camera mods which gave people unfair advantages will disappear from the game too (eye of sauron + the other one which was half-way inbetween) as a result of this update seeing as it's talking about encoding all the scripts in the game (which is currently how those mods are produced). I'm probably more happy about the camera stuff being stopped than i am about the aim assistance... It gave a much bigger advantage to players imo >.> 1 Share this post Link to post Share on other sites