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Bics93

WG destroyed Narai XP gains, but at least they fixed bots pathing issues

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My feedback: great job on the "economy rebalancing" side, but what about bots autopilot? Well...

Cattura.JPG

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Ehi @Crysantos, just to be sure: has Narai been pulled out only to have the XP gain nerfed and dev team totally forgot to fix bots pathing? 

shot-20.03.28_09.47.50-0326.jpg

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[WCBG]
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Maybe if WG returned this operation without the AI pathfinding bug they should at least leave the rewards unchanged until it actually runs properly.

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6 minuti fa, BrusilovX ha scritto:

Maybe if WG returned this operation without the AI pathfinding bug they should at least leave the rewards unchanged until it actually runs properly.

 

"We are not satisfied about how this PvE plays and bots patterns don't reflect our high standards, so Narai will be removed from scenario rotation until further notice" a WG Staff guy, probably :Smile_trollface:

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[BYOB]
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They haven't forgotten anything, fixing the OP was never planned. They just wanted a pretext to nerf the rewards.

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WOW! Much much better now! Finally seems like they are real players! :fish_palm:

 

Anyone:  Please, please please WG fix the crappy MM that allow shoppers to play with skilled players, fix the physics that allow the less armored ships to have the better armor, fix the HE spamming decreasing the fire chances, fix the smolensk by removing it, etc etc

WG: LETS FIX NARAI AND REMOVE ALL THE OTHER PVE

 

:cap_like: 


#wgproblemsolving
#removevodka
 

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1 minuto fa, Blaubeeren ha scritto:

Feedback for PT belongs to?

 

Imagine WG reading and listening to player feedback :Smile_teethhappy:

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Honestly the XP nerf needed to happen. It wasn't very sensible that if you wanted to maximize XP gains/hour, your only option was to play the same operation over and over. (I'll miss my 20k FreeXP games, but it was broken AF.)

 

If the more balanced economy between game modes allows WG to improve or add new operations, that's all the better.

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Its so pathetic it beggars belief...

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1 ora fa, Bics93 ha scritto:

 

"We are not satisfied about how this PvE plays and bots patterns don't reflect our high standards, so Narai will be removed from scenario rotation until further notice" a WG Staff guy, probably :Smile_trollface:

"Our high standard" it's about a vodka brand named russky standard, because if it were about the game would make me laugh to tears

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1 hour ago, jss78 said:

Honestly the XP nerf needed to happen. It wasn't very sensible that if you wanted to maximize XP gains/hour, your only option was to play the same operation over and over. (I'll miss my 20k FreeXP games, but it was broken AF.)

 

If the more balanced economy between game modes allows WG to improve or add new operations, that's all the better.

This was only if you would win all the time and is harder to set up compared to most other game modes. On top of that, an often forgotten economic disadvantage for operations is that none of the awards come with signal flags like they do in randoms and especially in ranked where almost every pleb can get High Caliber in just a few tries. Each award that gives signals, gives 10 signals (except for 1 of those awards which awards just 1) which won't need to be purchased for coal or for credits anymore.

Operations are also mostly not valid ways to grind the directives (probably even incompletable if you stay within operations all the time which afaik nobody does), so there's another thing that apparently gets forgotten most of the time.

Setting up an effective group also takes considerably more time (or go rush and end up in a group of non-english "if narai" plebs who are factually hardly any better when compared to random plebs anyway), which is time not played.

Operations has none of these economic benefits and this seems to get neglected when discussing this matter. But these do matter.

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2 hours ago, Bics93 said:

My feedback: great job on the "economy rebalancing" side, but what about bots autopilot? Well...

Cattura.JPG

Care to fill me in on what is so special about that ship?

It's been there from before narai got removed, always seemed to spawn, move forward till it hit something or stopped by itself, reversed a bit and started moving forward again, this time successfully passing the island at H10. My guess is that a long time ago, this ship was purposefully put there to provide resistance to cruisers coming from where the CV went and to kinda force battleships coming in to take the flank at 10 line to make a risk-assessment to either angle in and potentially receive torps from the Farragut (I think it was a Farragut) or to keep steaming the same course (which needed to be done very well timed and rapidly) and risk receiving a packet of shells into your broadside.

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14 minutes ago, NothingButTheRain said:

Care to fill me in on what is so special about that ship?

It's been there from before narai got removed, always seemed to spawn, move forward till it hit something or stopped by itself, reversed a bit and started moving forward again, this time successfully passing the island at H10. My guess is that a long time ago, this ship was purposefully put there to provide resistance to cruisers coming from where the CV went and to kinda force battleships coming in to take the flank at 10 line to make a risk-assessment to either angle in and potentially receive torps from the Farragut (I think it was a Farragut) or to keep steaming the same course (which needed to be done very well timed and rapidly) and risk receiving a packet of shells into your broadside.

No it doesnt since I am usually the CV killer and that is in Sharnhorst, you just drive through and kill everything there, the dd and cruiser escorting the CV are 10x more dangerous then all of those BBs put together since they just sh*t torps like crazy

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3 hours ago, Bics93 said:

My feedback: great job on the "economy rebalancing" side, but what about bots autopilot? Well...

Cattura.JPG

AFAIK bots have override on their predestined patch if there are torps sent their way. So maybe Myoko sent some fishes preemptively which made AI overheat and decide to hug island instead follow usual path.

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7 minutes ago, Yedwy said:

No it doesnt since I am usually the CV killer and that is in Sharnhorst, you just drive through and kill everything there, the dd and cruiser escorting the CV are 10x more dangerous then all of those BBs put together since they just sh*t torps like crazy

No it doesn't what?

Which part of my post are you referring to with this?

 

And being the CV killer in a Scharnhorst is not something which would typically happen outside of a group of random plebs.

With a cruiser, first thing we would usually do, is see where the DD was going. If he went with the CV, the DD would have to be destroyed before he could launch his torps. The Phoenix, try to citadel it.

Both these tasks are trickier to successfully pull off with a Scharnhorst.

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No that ship doesnt counter anything specifically its a f-up that they couldnt be bothered to fix, had they wanted a specific counter they would have sent it up the 10 line or advance very slowly and not hit the god damn island, and ofc i am talking about random setting

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1 hour ago, jss78 said:

If the more balanced economy between game modes allows WG to improve or add new operations, that's all the better.

 

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

:Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy:  :Smile_facepalm::Smile_teethhappy::Smile_facepalm::Smile_teethhappy::Smile_facepalm:

 

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18 minutes ago, Yedwy said:

No that ship doesnt counter anything specifically its a f-up that they couldnt be bothered to fix, had they wanted a specific counter they would have sent it up the 10 line or advance very slowly and not hit the god damn island, and ofc i am talking about random setting

It does counter something. It counters that which I have already explained. It could do some serious damage in the exact way as I have explained.

Perhaps it not sailing into cover behind the island right away was not intended, but since it did what it did (not move behind that island right away), its function was as I explained. And the function it fulfills is that of being a counter which frankly made it more challenging for me and my teammates.

 

Dunno why you are trying to be so negative about this ship, but this ship has been this way for a long time now (iirc got changed the same time when a couple of the ships like the Atlanta stopped moving around the large island at I9 from the west side to more recently passing the I9 island from the east side).

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4 minutes ago, NothingButTheRain said:

Dunno why you are trying to be so negative about this ship, but this ship has been this way for a long time now

OFC thats exactly the point rework of the op seems to be the economic rework aaand... hmm..  well... yes...

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[PWN3D]
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don't mind the exp, nerf, if they original reason for withdrawing the operation is/was fixed.

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