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Leo_Apollo11

Sad news... the PT WoWs v0.10.7 is here and, as far as I can see, there are still NO visual clues when some specific commander skills are ON / OFF ... incrediible....

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Hi all,

 

Sad news... the PT WoWs v0.10.7 is here and, as far as I can see, there are still NO visual clues when some specific commander skills are ON / OFF ... incrediible....

 

 

"WG: With upcoming update v0.10.7 we will again have Commander Skills update - please enable visual clues when some specific skills are ON / OFF - it has already been 6+ months since first introduction of new skills and we still don't have that implemented"

 

 

This time around there is simply NO EXCUSE WG ... :Smile_izmena:

 

@YabbaCoe @MrConway

 

 

Leo "Apollo11"

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2 minutes ago, Leo_Apollo11 said:

Hi all,

 

Sad news... the PT WoWs v0.10.7 is here and, as far as I can see, there are still NO visual clues when some specific commander skills are ON / OFF ... incrediible....

 

 

"WG: With upcoming update v0.10.7 we will again have Commander Skills update - please enable visual clues when some specific skills are ON / OFF - it has already been 6+ months since first introduction of new skills and we still don't have that implemented"

 

 

This time around there is simply NO EXCUSE WG ... :Smile_izmena:

 

@YabbaCoe @MrConway

 

 

Leo "Apollo11"

AFAIK, those visuals clues, when the selected skill is activated are not planned at this moment.

But I will include this demand once again to the feedback gathered about those changes of commander skills in 0.10.7.

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2 minutes ago, YabbaCoe said:

AFAIK, those visuals clues, when the selected skill is activated are not planned at this moment.

But I will include this demand once again to the feedback gathered about those changes of commander skills in 0.10.7.

Pls do. 

Things like Dazzle f.e. are so shady in their duration and activation its not usable in that state at all. 

Besides: The  benefits are somewhat questionable.  

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Hi all,

 

10 minutes ago, YabbaCoe said:

AFAIK, those visuals clues, when the selected skill is activated are not planned at this moment.

But I will include this demand once again to the feedback gathered about those changes of commander skills in 0.10.7.

 

I am sorry but there is no excuse... we were told in January 2021 that it will be implemented in few patches... now it is 6+ patches after and 7 months after... still nothing... :Smile_sad:

 

How can we have another "Commander Skill" update without knowing exactly whether some skill is ON / OFF at certain point in time? :Smile-angry:

 

 

Leo "Apollo11"

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15 minutes ago, Leo_Apollo11 said:

Hi all,

 

 

I am sorry but there is no excuse... we were told in January 2021 that it will be implemented in few patches... now it is 6+ patches after and 7 months after... still nothing... :Smile_sad:

 

How can we have another "Commander Skill" update without knowing exactly whether some skill is ON / OFF at certain point in time? :Smile-angry:

 

 

Leo "Apollo11"

 

In my bisnuess, its called incompetence. 

 

Sheer incompetence. WG have had a lot of practice at it. 

 

It also doesn't make money adding that into the game. Remember, always remember that our opinions don't mean anything to them. 

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20 minutes ago, YabbaCoe said:

AFAIK, those visuals clues, when the selected skill is activated are not planned at this moment.

But I will include this demand once again to the feedback gathered about those changes of commander skills in 0.10.7.

out of curiosity / how we are supposed to know if these skills are even working? are we supposed to wait for LWM's tests to find out that they don't work ...

amazing developing 

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3 minutes ago, Leo_Apollo11 said:

Hi all,

 

 

I am sorry but there is no excuse... we were told in January 2021 that it will be implemented in few patches... now it is 6+ patches after and 7 months after... still nothing... :Smile_sad:

 

How can we have another "Commander Skill" update without knowing exactly whether some skill is ON / OFF at certain point in time? :Smile-angry:

 

 

Leo "Apollo11"

I don't recall, that we promised this. Probably I mentioned, that it would be good and I will pass this feedback and suggestion to devs. But there was no promise made, as far as I remember.

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6 minutes ago, YabbaCoe said:

don't recall, that we promised this. Probably I mentioned, that it would be good and I will pass this feedback and suggestion to devs. But there was no promise made, as far as I remember.

It's alright Yabba, all we have to do is check your tags

 

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To know everything is just empty words. Dunno why @Leo_Apollo11 get so wound up with broken promises. Entire game is built on it.

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Hi all,

 

12 minutes ago, YabbaCoe said:

I don't recall, that we promised this. Probably I mentioned, that it would be good and I will pass this feedback and suggestion to devs. But there was no promise made, as far as I remember.

 

This is my original thread from January  2021:

 

 

@MrConway answered - it was not direct promise but we were led to believe that they will do it:

 

On 1/28/2021 at 12:27 PM, MrConway said:

 

We've received this feedback a lot and are looking into it. I cannot promise that we will implement it, but chances are quite good!

 

On 1/28/2021 at 12:44 PM, MrConway said:

 

Definitely not during 0.10.0 and also unlikely for 0.10.1 to be honest, but the functionality of the skills will stay the same so I don't think that should be a deal breaker for the skills.

 

For most of them looking at the minimap will tell you if they are active and for Dazzle you just need to be good at counting :P

 

 

On 2/1/2021 at 9:33 AM, MrConway said:

 

Not true, the skill is only active if there are visible (spotted) ships in your detectability range. Displaying it would just make it easier to see and mean you don't have to check the minimap. :)

 

 

I mean... how hard can this be?

 

 

Leo "Apollo11"

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37 minutes ago, YabbaCoe said:

AFAIK, those visuals clues, when the selected skill is activated are not planned at this moment.

This is why this publisher and it's crap developer can sink and drown in their own crap. How incompetent are Lesta's gameplay designers that they actually did not even plan for this to be implemented? :fish_palm:

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Gerade eben, koliber_1984 sagte:

Still waiting for a coprehensive guide to new captain skills, I hope for a reset button too 

And some cheap retrainings, because AGAIN I will dump some ships which will suffer from the rerererework too much.

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2 minutes ago, MementoMori_6030 said:

And some cheap retrainings, because AGAIN I will dump some ships which will suffer from the rerererework too much.

This is becoming ridiculous. +200 captains, 5 sets of skills equals 1k possoble configurations, OMG. WG, you made your game super complicated...

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49 minutes ago, koliber_1984 said:

This is becoming ridiculous. +200 captains, 5 sets of skills equals 1k possoble configurations, OMG. WG, you made your game super complicated...

 

No worries. Only a few builds per class are viable. WG got you covered that way. :cap_like:

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1 hour ago, Europizza said:

This is why this publisher and it's crap developer can sink and drown in their own crap. How incompetent are Lesta's gameplay designers that they actually did not even plan for this to be implemented? :fish_palm:

We are not the target audience anymore. Why boosting the UI for committed players, when the main goal is to get as many plebs as possible into the game, a crowd that is already overwhelmed by flipping their underpants every other day.

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Vor 1 Stunde, hellhound666 sagte:

out of curiosity / how we are supposed to know if these skills are even working? are we supposed to wait for LWM's tests to find out that they don't work ...

amazing developing

And how would you know whether a skill is really working just becasue your client pops up some UI claiming that it is working. 

 

And just saying, but can anyone tell me one single scenario in which having such a visual clue actually would make a difference in your game performance. I mean, it's not like any of those skills really change the gameplay of your ships so drastically(IF at all) that you would make different decisions based one on a skill being active or not.... Your actions would still be exactly the same. 

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Vor 1 Stunde, Prophecy82 sagte:

No worries. Only a few builds per class are viable. WG got you covered that way. :cap_like:

This rework is like a Rubik's cube. While there are innumerable possibilities, only one result is correct.

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3 hours ago, Von_Pruss said:

We are not the target audience anymore. Why boosting the UI for committed players, when the main goal is to get as many plebs as possible into the game, a crowd that is already overwhelmed by flipping their underpants every other day.

I'm not even playing anymore, it's a simple matter of basic game design this. ^^

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11 minutes ago, Europizza said:

I'm not even playing anymore, it's a simple matter of basic game design this. ^^

Ye, even i can make the changes, just an obvious highlight version made in gimp or inkscape. Different colour for on (so bright green) another for off (bright red) then do some more for those with colour blindness. maybe make the colours into a shape when they are on or off to make it even more obvious.

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4 hours ago, YabbaCoe said:

I don't recall, that we promised this. Probably I mentioned, that it would be good and I will pass this feedback and suggestion to devs. But there was no promise made, as far as I remember.

There simply is no excuse for this crap anymore. Seriously.

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8 hours ago, Prophecy82 said:

Pls do. 

Things like Dazzle f.e. are so shady in their duration and activation its not usable in that state at all. 

Besides: The  benefits are somewhat questionable.  

Dazzle would be pointless even in concept if there was a visual clue if it was active.

The idea is to make them waste their first shot. All that will happen is you'll have 15 seconds wait before they nail you. 

 

ACtually thinking about it a bit more this might be even better as the poor BB will be confused as to what to do: Shoot now with worse dispersion, or wait 15s and probably be torped.

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