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raz207

Time to tell WG how to fix it (No Rant) -

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[-WHO-]
Players
132 posts
10,740 battles

Ok so we cried our heart out and we yelled but lets give WG what the community thinks needed to be fixed:

Point system:

1. The amount of points need to be reasonable: 17-18-259K, 18-19 - 300, 19-20->350, 20->21-400

2. 5% is ok, but dismissing captains for XP we already earned is not fair: 50% for free, 75% for credits, 100% for doubloons

3. If a captain can have 4 different classed, let him be trained for 4 different ships one of each class. That will compensate on the 21pt

4. Buff all existing captains by one point as compensation.

 

UI:

1.Let me assign a captain to a ship from the UI

 

Skills UI:

1. redistribute skills every time we made a mistake or we want to change 1 skill is simply not reasonable in terms of price, leave 20% of skills as flexible so we can change for example 1 4pt skill between battles

2. Undo if i clicked master and havenwt played a battle yet

3. Build an FAQ for the skills with examples

 

Skills - I don't think even after 8K battles that I'm capable of evaluating the new skills effects, so i can only suggest what i have seen so far:

1. Kill or NERF dead eye - Easy

2. Talk to top players and get some advise from players who knows the game better than you, Ask the community because your product managers needs to listen

 

 

 

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[TEAR_]
Players
15 posts
6,710 battles

Your points are fair but they have done this to earn more money and fixing it like you suggest negates WG goal.

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Players
921 posts
6,026 battles

the way to fix aim bot eye, would be to have it based on the targets relative course and speed when firing, with a bonus if the target is moving under 15 kts.

ie,

on a parallel course with a ship moving faster than 24 kts, no bonus

on a parallel course with a ship moving the same speed, half bonus

target moving any direction under 15 kts, half bonus

target moving parallel under 15 kts full bonus

target stationary 1.25 bonus.

 

after all, coordinating traverse of your turrets to track a moving target will throw off your point of aim

 

and the perk itself should have a flat 10 sec reload penalty, not the detection penalty. since reworking the breech and elevation mechanisms could be said to take up the space of power loaders.

 

the fact that weegee treats the perk system as bonuses, and not specialisations with internal cost benefit undermines the entire premise this is a competitive game.

 

24 minutes ago, _Segador said:

Your points are fair but they have done this to earn more money and fixing it like you suggest negates WG goal.

they would get more money selling "officer retraining manuals", cost based on how many points they have, that gave you 24 hours per captain to retrain them as a trial period.

im not spending money on a thing if a dont know im not going to make my experience worse.

and that is likely the same for the majority.

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[DREAD]
Players
10,860 posts
7,471 battles

I think we all know what is happening.

 

a) we (the players) have too much Free Cpt XP and WG wants us to grind again and devalue what we have 

 

b) resetting once in a new skill system is a placebo - people will start experimenting with it over the coming month and will inevitably come to the point of needing to redistribute. That will either deplete Free Cpt XP or swamp doubloons in the direction of WG. This will probably go for at least a year

 

c) you are correct that assigning captains feels less easy now. Not a showstopper but annoying

 

d) the idea to have a captain on four ships is not really amazing. While you can make out with fewer top captains now and when using a lot of premium ships it becomes quite confusing with too many ships. If such system is supposed to work I think we would need to proper captain management tool

 

e) dead eye is stupid - yes. And it is almost mandatory. Which is also stupid. Just turn it around, give the bonus only for targets within your secondary range or straight up delete it

 

f) I always wanted accuracy depend on the targets movement, speed and curse change. Meaning sniper accuracy on stationary targets and wild RNG on fast moving DDs. But WG doesn’t seem to like the idea 

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Players
3,173 posts
22,843 battles

When will you people get it through your heads that

WG does not care what you tell them?

To Wargaming, you are all just a market to be milked.

Neatly broken down into target demos.

Like so much livestock.

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Weekend Tester
303 posts

my Ideas for improvements to the current situation:

 

UI: give us the option to skill all classes no matte which ship the captain is on, in general the look of the all skills window is how you should have done it

 

Skills:

 

BBtree:

- in general too expensive for a semi working build you now need 18 points which is extremely bad for new players and cuts down build diversity to non existance

- return superintendend as the new extra consumable skills are useless and the extra heal is too expensive (see above)

- rework deadeye, so that it improves Accuracy inside your Concealment and with that create the option of Non concealment builds

- priority target down to 1 point

- Grease the Gears needs a fixed value again

- secondary Acc buff needs to be improved as its currently too expensive for the little value it has

 

CA Tree:

- Priority target to 1 point

- return Vigilance

- in general too many Torpedo buffs on a class which is not using it as a main weapon some survivability improvements would be better

 

DD tree:

- return Vigilance, DDs are the eyes of a fleet and Vigilance helped in that role

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[MBHH]
Players
794 posts
Vor 3 Stunden, raz207 sagte:

3. If a captain can have 4 different classed, let him be trained for 4 different ships one of each class. That will compensate on the 21pt

 

By doing this, you inflate the whole system and Commander XPs become a useless source, even within the new 21 Points system. In addition, you will inflate the use of Super Commanders and their talents. So this is not a good idea.

 

 

The most annoying part is obviously the XP system, so I would, as a first step, suggest to adjust the steps according to the previous table:

 

Skill Points XP Required Total XP Required XP Difference Increase for next level % XP Increase 
0        
1 1,500 1,500    
2 2,500 4,000 1,000 67%
3 4,000 8,000 1,500 60%
4 6,000 14,000 2,000 50%
5 9,000 23,000 3,000 50%
6 14,000 37,000 5,000 56%
7 21,000 58,000 7,000 50%
8 30,000 88,000 9,000 43%
9 41,000 129,000 11,000 37%
10 54,000 183,000 13,000 32%
11 69,000 252,000 15,000 28%
12 87,000 339,000 18,000 26%
13 108,000 447,000 21,000 24%
14 132,000 579,000 24,000 22%
15 159,000 738,000 27,000 20%
16 189,000 927,000 30,000 19%
17 222,000 1,149,000 33,000 17%
18 259,000 1,408,000 37,000 17%
19 300,000 1,708,000 41,000 16%
20 345000 2,053,000 45,000 15%
21 396000 2,449,000 52,000

15%

 

These are still ~740k CP but it is in line with previous levels and should spent enough time for "motivation" (WG). Although XP points increase exponentially, playing time does not!

 

 

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