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Game Modifications: Pros and Cons

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Weekend Tester
7 posts
2,442 battles

I know i am going to be burned at the stake for this but

If you allow it, why not go all the way and make it stock to level the field then? Torpedos and planes already have something similar anyway, if what i have read/hear is right, it was actually in one of the old pre-beta versions

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Beta Tester
189 posts
10,701 battles

 

what aload of bull I seen this  in action  a few times now and to make 100% or 90% of shells hit the same spot is a aimbot cus without it your rounds are spread out over the target. so you do more damg per  round of fire so a cheat get over it if there so many  moan about it  and you want this game to live ban  it. or is this why the shop opened early and the  obt comein sooner then ment so you can get your money   before the game dies

 

The game is already dying... this week whenever i played there are AT MOST 2500-3000 ppl online, where last week it were up to 5500-6000 and I'm pretty sure this mod is one of the reasons for it
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[COSTS]
Alpha Tester
239 posts
5,918 battles

I know i am going to be burned at the stake for this but

If you allow it, why not go all the way and make it stock to level the field then? Torpedos and planes already have something similar anyway, if what i have read/hear is right, it was actually in one of the old pre-beta versions

 

It's pretty much got to be either ban it or implement it really.  Implementing kills off a portion of the skill element though.

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[ST-EU]
Supertest Coordinator, Alpha Tester
1,807 posts
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what aload of bull I seen this  in action  a few times now and to make 100% or 90% of shells hit the same spot is a aimbot cus without it your rounds are spread out over the target. so you do more damg per  round of fire so a cheat get over it if there so many  moan about it  and you want this game to live ban  it. or is this why the shop opened early and the  obt comein sooner then ment so you can get your money   before the game dies

 

For you: This mod does NOT affect RNG!

It shows where you have to aim for good hits if the enemy is sailing straight.

It does NOT change the RNG that decides where around that point the shells are flying in the end.

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Beta Tester
241 posts
1,258 battles

 

The game is already dying... this week whenever i played there are AT MOST 2500-3000 ppl online, where last week it were up to 5500-6000 and I'm pretty sure this mod is one of the reasons for it

 

The game is not dying........ the game hasn't even been released and the "game is dying" statement appears
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Beta Tester
189 posts
10,701 battles

 

Exactly my point :hiding:

 

Yeah but i was DISABLED for a reason (pretty GOOD reason imho) and just because it was there once doesn't make it good now

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[TVOID]
[TVOID]
Alpha Tester
43 posts
16,094 battles

I really cant understand why some people defend it ...

 

Any aiming bot / indicators / wizards etc should be banned , its simple

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Alpha Tester
19,378 posts
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View PostUselessOkuu, on 10 April 2015 - 06:50 PM, said:

I know i am going to be burned at the stake for this but
If you allow it, why not go all the way and make it stock to level the field then? Torpedos and planes already have something similar anyway, if what i have read/hear is right, it was actually in one of the old pre-beta versions

 

See the last paragraph of my post here. If they add it to the game, let it be in 'arcade' battles and give us an option to play 'simulator' battles where this and other mods will not work in. 
 

View PostUlbricht, on 10 April 2015 - 06:56 PM, said:

 

Yeah but i was DISABLED for a reason (pretty GOOD reason imho) and just because it was there once doesn't make it good now

 

Where did I say otherwise? Read my post here so you can see why I pointed it out. 
 
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Beta Tester
1 post

I'm on the boat that if any player made mod increases the performance of a player using it then it shouldn't be allowed. It is an unfair advantage to the players that chose to use it over the players that do not.

 

Stating that you should be able to hit a non weaving ship at maximal range right away after a few battles is a fallacy - the very existence of this mod is evidence of that. Very few players will be making regular citadel hits at the top ranges of the BB's/CA's on their first barrage, regardless of the number of battles they have played, something which this mod enables you to do (RNG be damned, you're still going to get some hits you might not of got otherwise). 

 

I would say as well that I would be disappointed if the ship predictive movement was added (re-added?) to the game officially (which is frankly the only fair thing to do if these such mods are allowed). I personally like my multiplayer games to consist of a lot of skill based systems - leading shots and judgement of distance is a large part of this game, and I'd hate to see it lessened by this being added/allowed.

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Beta Tester
189 posts
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Where did I say otherwise? Read my post here so you can see why I pointed it out. 

 

Darn didn't mean to quote you was supposed to be a general reply

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Beta Tester
75 posts
325 battles

If WG want the players to have to learn how to lead shoot, then it will be banned. If not it will be a free for all. Why not combine it with an ability to monitor peoples maneuvers and, if there is a pattern, predict ahead where they might be? 

 

I really hope hope they go fir the player skill & disable cheat mods route, but based on WG EUs stance on mods so far......I am not hopeful!

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Alpha Tester
19,378 posts
6,105 battles

 

Darn didn't mean to quote you was supposed to be a general reply

 

No problem, didn't take it personally was just surprised you seemed to think that I didn't feel the same way.

 

If WG want the players to have to learn how to lead shoot, then it will be banned. If not it will be a free for all. Why not combine it with an ability to monitor peoples maneuvers and, if there is a pattern, predict ahead where they might be? 

 

I really hope hope they go fir the player skill & disable cheat mods route, but based on WG EUs stance on mods so far......I am not hopeful!

 

How would you feel if they did both? Both 'arcade' battles with lead aim, and 'simulator' battles without mods working at all?

Edited by mtm78

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Alpha Tester
133 posts
222 battles

For me it doesn't even matter, if the mod is defined "helping you to practice aim" by you. It's clearly removing one important step, finding the right range.

Players, who have played the game alot, doesn't need this mod, since they know how to aim. Though this mod is properly not fully cheating, as you can aim anywhere else you want, but that isn't what is needed.

 

You guys, WG, are really not showing interest in the community. Maybe only when testing the game, but afterwards it dies. If you want proofs, then look at WoT EU.

You should gather the player feedback, and clearly the feedback about the aim assist mod is 90 % negative, and you should make your decision out from that.

A mod isn't a feature in the game, so banning it wont affect nothing. It'll only make all the users return to the old way of playing the game, and that's also how you guys wants the game to be played.

If a gaming company doesn't listen to its players, then it'll someday loose them. That day and happen already on release day.

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Beta Tester
176 posts
8,566 battles

I was thinking to buy all the preorders, but first I wish from Wargamming an official post forbidden all way of mods, that can be used to gain some adventage.

 

I know it´s difficult, from the way it´s turn in "Wot", but this is an spectacular game, I´m worried about the "red lines" of  Wargamming.

 

Sorry by my non speaking english, but I must give my two cents.

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Beta Tester
84 posts
6,379 battles

Well you wanted some feedback, this is roughly what I'm seeing past 4-5 matches, win lose or draw similar results with the aim assist mod in usage, rough maths its around a 59% hit ratio. Realistically and honest thoughts is that it slightly improves BB gameplay and makes them tiny bit more fun to play and the turn outs at end of match covers the costs of higher tier BBs right now, however it removes quite abit of skill involved in using the BBs mains.

 

My question to WG is, the mod gives BB combat a better and smoother feel and slightly more reward for landing shells, which in turn is allowing better xp and credit ratios after battle. However vanilla with server desync doesn't allow this kind of gameplay.

 

If Desync between client and server was sorted would BB gameplay become what the aim assist mod is providing? A better real time on screen display of  ACTUAL ship position so more shells land for BB guns.

 

Speaking from the point of view of vanilla prior to knowing of this mod, BB combat resulted in shared shots at 17-20km, little hitting then closing to 15km where either you get torped, shot by other BBs or cruisers, this was fun however it brought to question as to why BBs have long range guns in the first place and also why the large dispersion values are on on the main guns of BBs.

 

 Now from my point of view from playing WoT for quite awhile, by tier 8 I should be making decent damage, 2-3 kills in most cases and a decent bit of credits, taking this point of view, by tier 8 I would kinda expect the pictures I've provided results but slightly bit more toned down, something in the range of 190k credits and 1.9k xp with damage around 140k, by tier 8 the player should be good enough to accomplish that if they are skilled at the game. But those results would certainly not be possible even server desync remained, it would however be possible with the aim assist mod.

 

From a BB players point of view, if gameplay were to become like the aim assist mod is providing then yes it would be rewarding and enjoyable to a certain extent and it would indeed make the BB feel like well..oh Its a battleship with feared big guns,  but I would expect some kind of drawback for creating such results or atleast results not to be as big as what is currently showing. Take note these results are without premium aswell, personally I could live with the results below being somewhat close to premium account rates, but certainly not for non-premium its abit over the top.

 

3sENygz.jpg

Edited by Skullcap

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[ST-EU]
Supertest Coordinator, Alpha Tester
1,807 posts
13,100 battles

In the Terms and Policies you can find the following part:

 

 No modifications shall be created which, according to Wargaming.net, bring undesirable changes to the gameplay of Wargaming.net Games.

 

Wasn't that in the first place the reason why they removed it some time in the Alpha?

A mod that brings a once undesirable part of the game back is now suddenly acceptable? :sceptic:

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[PRAVD]
Alpha Tester
1,427 posts
923 battles

While the feedback is indeed negative, there is also a measure of knee-jerk reactions mixed in. Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase?

If it has indeed become pervasive to the point of more vulnerable classes being useless (mainly BBs, due to their lower reaction capacity), then action will be taken.

 

I don't need to tell whether the person who got a good shot on me uses the mod or not to know how bad of a thing it is.  I tried it out.  It's ridiculous.  We took out a two man platoon and whatever we fired on was crippled at best with the first volley.  We were two-teaming full health ships with one volley at maximum range.

 

I'm a passable shot, I don't normally need ranging volleys or so on to hit a ship at long range, but against fast ships and in terms of dead centre hits, which are far more effective, it's an absurdly helpful mod.  Critical hit counts went through the roof, even though we were engaging at longer ranges.  You can do better than most of the videos show, too, because they misunderstand what the mod does, precisely.

 

If it gives an unfair advantage to those using it, it should be banned whether it is pervasive or not.  How is that not obvious?

 

 

 

To the OP:  It does improve accuracy.  That is exactly what it does.  It just does not improve precision.

 

 

I very much support the moddability of the game, but you need to ban gameplay advantageous mods and put sanctions in place against them.  Having a sniffer script search for known ones and log a report on any account being found to use them would be a good starting point.

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Alpha Tester
133 posts
222 battles

and if they does not think that i guess it is not against the rules :(

 

And in this case it'd cost the best testers (those giving alot of feedback etc.), so I'm only seeing % for WG.

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Alpha Tester
222 posts
554 battles

Played few games with it to check. While it has issues with tracking few ships (mainly DDs) it still makes aiming sillingly easy and there is still huge aim improvement even for experienced alpha tester (popping cruisers over 18+ km was never as easy). If that will end up being allowed upon release I will probably skip wows completely.

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Alpha Tester
839 posts
21,368 battles

sry folks, but I AM RAGING :angry: !!!! This aimingbot takes out ALL THE FUN OF THIS GREAT GAME !!!!!

Repeatedly getting serious critical hits by far underpowered ships compared to mine, even significantly increasing 1shot kills my poor ships have to suffer :( 

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Weekend Tester
50 posts
557 battles

Point and click pvp? No thanks. I will have an eye on the forums to see when its worth my time to play again.

 

QFT (ran out of +1)
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Beta Tester
3 posts
91 battles

i cant believe this comes from game developer, next thing, aimbots are ok coz someone needs to press that button

Edited by Tarantoga

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Beta Tester
241 posts
1,258 battles

This topic makes me regret purchasing 2 of the pre-order packs....

 

you know the feedback is negative yet you guys do nothing about it..

Edited by brainfear1
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