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OldSchoolFrankie

Submarines interaction can´t get worse? Now on PTS..

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2 hours ago, ghostbuster_ said:

Extensive testing? :Smile_teethhappy: 

Tell us, did you have fun while trying to guess where sub is? 

 

 

Extensive testing indeed confirmed ASW planes turned into pure guesswork as planned, therefore working as intended :cap_tea:

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2 hours ago, Seraphice said:

We performed extensive testing of this new mechanic last week as a community team.

Extensive testing you say?

 

Care to post here the test plan and all the documented test scenarios with results?

 

You know. The regular stuff that extensive testing entails (preconditions, execution steps, expected outcome, actual results)

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3 hours ago, Seraphice said:

I assure you we are looking at this mechanic.

"Looking at" in the sense of merely observing the thing, or "Looking at" in the sense of actually doing something about it?

 

Submarines in their current form make the game measurably worse (except - conceivably - for griefers); only casting your eyes over the problem is going to produce far worse commercial results than actually fixing it.

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Vor 3 Stunden, Seraphice sagte:

We performed extensive testing of this new mechanic last week as a community team.
I assure you we are looking at this mechanic.

Fair seas captain!
~Ser

 

......and about 3 (???) years of development time used to nail such an early stage drawing board to the shins of the players. Do the developers actually know that the players finance such an adventure, which is generally called an "online game"???

 

And when will the rights for this unfortunately totally catastrophic development be sold to Hollywood? From the income, WG could finally develop things that the players really want.

 

Whether these are super suuuuubmarines ..... we'd rather answer another time :Smile_popcorn:

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5 hours ago, Seraphice said:

We performed extensive testing of this new mechanic last week as a community team.
I assure you we are looking at this mechanic.

Fair seas captain!
~Sera

So, you knew these "puffs" in the water were just at total random and showed nothing of where the sub actually is? These are no more useful than the beam in the water that the pings make so you might as well just take these puffs out of the game since they are useless and just fools the playerbase there is actual counter to subs.

 

So, the actual test is made by the playerbase on PTS and not by you? Or did you all just miss this that Flamu found in minutes? 

 

I actually dont know which is worse.....

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Hell, i'm just going to play CV's untill subs are fixed. At least i avoid most of them that way...

 

images?q=tbn:ANd9GcQX_bjC8S6RC17R_uDfjT8

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18 minutes ago, CptnSamuel said:

Hell, i'm just going to play CV's untill subs are fixed. At least i avoid most of them that way...

 

images?q=tbn:ANd9GcQX_bjC8S6RC17R_uDfjT8

This is probably WG's actual intention to artificially boost CV numbers after the Great CV Rework.

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21 hours ago, Shirakami_Kon said:

Look, I know you're here paid to face all the community rants for all devs in charge and do your best to try to convince everyone that they care and are looking into this awful mess they are pushing, but it's getting to the point where pretending so feels insulting since everyone knows they don't and no one buys all the predetermined nice responses, because it's sad that we're already tired of them.

 

Someone needs to get through the devs skulls that subs are a failed project and give up on them already instead of destroying the circle peg trying to ram a square through it (said circle being the entire game in this case).

Trust me that we really are giving this new ping mechanic the attention that it deserves, including giving community and our own feedback about this.
 

 

21 hours ago, ihan_paras_nimi said:

Extensive testing you say?

 

Care to post here the test plan and all the documented test scenarios with results?

 

You know. The regular stuff that extensive testing entails (preconditions, execution steps, expected outcome, actual results)

As mentioned we simply tested this as a community team here in Europe, we cannot share this with you, but will make sure that it reaches the relevant people, along with your feedback.

 

 

18 hours ago, OldschoolGaming_YouTube said:

So, you knew these "puffs" in the water were just at total random and showed nothing of where the sub actually is? These are no more useful than the beam in the water that the pings make so you might as well just take these puffs out of the game since they are useless and just fools the playerbase there is actual counter to subs.

 

So, the actual test is made by the playerbase on PTS and not by you? Or did you all just miss this that Flamu found in minutes? 

 

I actually dont know which is worse.....

We performed such tests a week ago or so.

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position. As I mentioned, we are closely looking at this mechanic. Unfortunately for now I cannot share any details.

Fair seas captain!
~Sera

 

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Just now, Seraphice said:

Trust me that we really are giving this new ping mechanic the attention that it deserves, including giving community and our own feedback about this.

It doesn't take a masters degree in game development backed by 5+ years of experience to notice current iteration... misses the mark by at least mile. Unless its designed to reduce effectiveness of, until now, easiest and most effective way of dealing with subs, then it achieves that goal just fine.

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2 hours ago, Seraphice said:

Trust me that we really are giving this new ping mechanic the attention that it deserves, including giving community and our own feedback about this.
 

 

As mentioned we simply tested this as a community team here in Europe, we cannot share this with you, but will make sure that it reaches the relevant people, along with your feedback.

 

 

We performed such tests a week ago or so.

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position. As I mentioned, we are closely looking at this mechanic. Unfortunately for now I cannot share any details.

Fair seas captain!
~Sera

 

 

Can we just entirely move away from this dumb concept of pixel-spotting as a means of counterplay already?

 

Its dumb, it has no place in the game. If you want to give information to players, make it a ui element, or dont bother doing it at all.

 

We dont play this game to spot pixels, we play it for its tactical combat.

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2 hours ago, Seraphice said:

Trust me that we really are giving this new ping mechanic the attention that it deserves, including giving community and our own feedback about this.
 

 

As mentioned we simply tested this as a community team here in Europe, we cannot share this with you, but will make sure that it reaches the relevant people, along with your feedback.

 

 

We performed such tests a week ago or so.

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position. As I mentioned, we are closely looking at this mechanic. Unfortunately for now I cannot share any details.

Fair seas captain!
~Sera

 

Sorry mate, this whole answer is an insult.

As the community team in Europe have tested this whole sh!t - you don't even want to involve your public test team into this - and decided to release, it clearly states that you are not giving any attention to this. How TF do any of you think that this is a suitable counterplay against a non-wanted, promised-to-not-introduced, broken-from-the-beginning, unbalanced class?

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On 4/26/2022 at 3:11 PM, Seraphice said:

Hello everyone

Please keep in mind that this is the PTS and things are still subject to change.

We are keeping a close eye on the new ping interaction and submarines in general.

Fair seas captain!
~Sera

That's just SO reassuring to hear! 😂👍 Now we KNOW it will all turn out for the best!

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19 hours ago, Seraphice said:

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position. As I mentioned, we are closely looking at this mechanic. Unfortunately for now I cannot share any details.

You can't keep compensating a lack of well designed gameplay with magic RNG snuff every time you people fail to create something fun and engaging. Lay off the randomization crack a bit boys and girls. :cap_like:

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19 hours ago, Seraphice said:

As mentioned we simply tested this as a community team here in Europe, we cannot share this with you, but will make sure that it reaches the relevant people, along with your feedback.

We can trust you? Thanks a lot, but how..

I love the new transparency that Wargaming has so big announced.

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27 minutes ago, OldSchoolFrankie said:

We can trust you? Thanks a lot, but how..

I love the new transparency that Wargaming has so big announced.

To be fair I do trust Seraphice. He's been nothing but candid and straightforward with us. However I don't trust that WG is giving him the full picture instead of just some talking points. That's not on him, that's on WG.

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2 minutes ago, WalkingDutchman said:

To be fair I do trust Seraphice. He's been nothing but candid and straightforward with us. However I don't trust that WG is giving him the full picture instead of just some talking points. That's not on him, that's on WG.

True. It's usually not about the person, but always about the company behind it.

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20 godzin temu, Seraphice napisał:

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position.

 

And everyone (who can put 2 and 2 together) understands that this only shows general direction to sub, not position and don't use ASW solely based on this. Unfortunately this new mechanics can be understood as showing actual position and will make players send ASW on this location only to get zero hits and cool-down on ASW. This is not even equivalent or blind firing into smoke, as this is skill based and there are correct visual cues where ship firing from smoke is located. In this case visual cue is actually misleading and RNG based, so no amount of skill can go around this.

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1 hour ago, OldSchoolFrankie said:

We can trust you? Thanks a lot, but how..

I love the new transparency that Wargaming has so big announced.

There will be more information about this very shortly.

Fair seas!

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9 minutes ago, Seraphice said:

There will be more information about this very shortly.

Fair seas!

 @Seraphice could I get back coal that I gave for Salem half year ago (I played more than 1 battle in him) because that ship is unplayable now in Random with subs and with this new I can forgot on that ship. Can I get back my coal and coupon and you could take back Salem? Tnx.

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I gave up on this game. Call me back when subs are gone or a "classic" mode with surface ships only is created.

What a way to kill a beautiful game.

 

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42 minutes ago, Seraphice said:

There will be more information about this very shortly.

Fair seas!

Aaaaaand we got the news, don't worry comrades they are listening to us. And it looks extremely promising...for uninstall. The amount of sheer dumba**ery is astounding.  Let me quote :

 

The new effect makes it easier to find the source of the ping. If the submarine emitting the ping is undetected, the effect is displayed at a certain distance from the submarine in order to give the submarine a chance to avoid taking damage.

After the Public Test, we got a lot of feedback about this new effect. Mainly:

  • The effect disappears too quickly and is difficult to notice.
  • The effect is often displayed too far from the submarine to determine its actual location

Therefore, we are introducing the following changes to this mechanic:

  • Increased the time the effect remains visible to 5 seconds.
  • The distance at which the ping from the emitting submarine is displayed has been halved.

So... the absolutely dumb, crazy idea of the invisible effect is kept, but you won't be able to see it for longer time... Great.

Now it won't be 3km away from the sub, but "only" about 1.5km...Fantastic, you can still play whack-a-mole.

 

Please tell us once again Mr. Propagandist, how much and thoroughly you are testing this crap. We totally, certainly and utterly believe you.

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21 hours ago, Seraphice said:

The mechanic currently shows the ping indicator in the general vicinity of the submarine, but not the exact position. As I mentioned, we are closely looking at this mechanic. Unfortunately for now I cannot share any details.

Fair seas captain!
~Sera

 

"General vicinity" as in some ASW bomb squares away from the actual sub? The ping itself gives a way better tell where the sub is then this.

 

So you aim is to include yet another totally useless/faulty mechanic into you already bugg-filled game, like island bugg, lock on bugg, shells falling short bugg, torps turning with ship bugg etc etc etc. If this is the level of reliability you're aiming for with this new water puffs then why even cram them into the game? It's just a BS way for you to say there is a counter to subs........ when there isn't.

The oil slicks on the surface that should tell us where the damage sub is, are those also as incorrect as these water puffs? So, the sub might even be 6-8 km away from the oil slick? Maybe its time to question even more stuff that you say works in different ways in the game.

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