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Mad_Dog_Dante

Oink! Or how over 2 years of thinking, designing, prototyping and testing resulted into this gem of gameplay design for PVP

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13 minutes ago, Europizza said:

Which is why I'm amused by the level of sub skill on display here, and disgusted by the level of pvp gamedesign quality.

This. It is not only about unicums gathering huge damage numbers making stuff broken. Any bot can ride a sub to a cap, then dive and take apart BBs with no possible counterplay. It does not make subs okay if the sub is then too stupid to manage dive capacity and dies. It still was able to completely break the game for another player, who was pinged when he did nothig yet in the game but getting close to his position, then being perma-spotted and torpedo-spammed out of nowhere - while most likely having to deal with an enemy 300knt jet super carrier, HE spam and DDs.

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11 hours ago, Europizza said:

 

TLDR; 2 subs in clan DIV chase BB to map border and throw the match just to grief. We won, they got to sink a tier 8 BB together which took them over 6 action packed thrilling minutes. Well done :P

 

Anyone of you devs explain to me, how over 2 years of brainstorming, thinking, designing, prototyping and testing resulted into this gem of gameplay design for a PVP title? What is the thinking behind this?

 

Thanks.

Hi matey,

 

It was the "G" key experience what matters most (according to Wegie)!

 

Besides that, you did your job by kiting them away from the real battle in order to have some influence. Well done on behalf of your team:cap_rambo:

 

So you later on the waves.

 

 

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Vor 20 Minuten, Von_Pruss sagte:

 It still was able to completely break the game for another player, who was pinged when he did nothig yet in the game but getting close to his position, then being perma-spotted and torpedo-spammed out of nowhere - while most likely having to deal with an enemy 300knt jet super carrier, HE spam and DDs.

But that sounds like an enticing and appealing gameplay experience. They should put that up for an ad:

Do not play this game unless you want...

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11 hours ago, Europizza said:

Anyone of you devs explain to me, how over 2 years of brainstorming, thinking, designing, prototyping and testing resulted into this gem of gameplay design for a PVP title? What is the thinking behind this?

You mean perfect gameplay for perfect average customer?:cap_tea:

 

Also old replay, as you can't see pings zooming about anymore

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Vor 23 Minuten, Panocek sagte:

You mean perfect gameplay for perfect average customer?:cap_tea:

 

Also old replay, as you can't see pings zooming about anymore

Exactly this. They reduced the volume of the ping sound and added random white bubbles somewhere 2km around the sub instead of a directional ping. This should totally make this gameplay enjoyable for all sides and ages. Just thinking about it makes my wallet itch to give the geniuses behind this kind of top-notch gamedesign large amounts of money.

 

I also did not see you press "g" during the battle. So not having fun is kinda your fault. Spreadsheet shows that pressing "g" ist very important to enjoy a battle.

 

And finally: I find the spread of entertainment-communists here absolutely alarming. The demands for the equal distribution of the commodity "Fun" in a game (of all places!1!!) are such marxist [edited] that i want to vomit in my own mouth. True freedom can only be achieved if a few people have most of the fun, most people have a little of it and a lot of people have none. But if they have none its their own fault - they should have worked harder. By pressing "g". Or playing subs or CVs. Or, you know, a different game...

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25 minutes ago, Panocek said:

You mean perfect gameplay for perfect average customer?:cap_tea:

 

Also old replay, as you can't see pings zooming about anymore

I'm unsure how this is fun for the average customers to be honest. For the subs, perhaps? Not even sure about that because players with their stats are usually deleted instantly.

 

Old replay? On live? This happened yesterday on live server, I'm not sure what you mean. I did see the new approach on the test server in videos where I would whack a mole a faint blob that's placed randomly around the actual sub location in this case, and to be honest, I'm actually unsure if that RNG isn't already on LIVE for the origin of the ping perhaps? Fek if I know.

 

2 minutes ago, Stockensprotz said:

I also did not see you press "g" during the battle. So not having fun is kinda your fault. Spreadsheet shows that pressing "g" ist very important to enjoy a battle.

I pressed '4' instead. :Smile_ohmy:

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4 minutes ago, Europizza said:

Old replay? On live? This happened yesterday on live server, I'm not sure what you mean. I did see the new approach on the test server in videos where I would whack a mole a faint blob that's placed randomly around the actual sub location in this case, and to be honest, I'm actually unsure if that RNG isn't already on LIVE for the origin of the ping perhaps? Fek if I know.

I thought it already went live :cap_hmm: apparently its just on PTS and scheduled for next (11.4) update. But IIRC drawing distance of that "ping lazor" is capped at 8km, so whether sub is at 8 or 11km, you can't tell as game doesn't tell you so.

 

I don't recall seeing subs in those few battles I've played in last two weeks, so I couldn't confirm nor deny presence of that change myself.

 

5 minutes ago, Europizza said:

I'm unsure how this is fun for the average customers to be honest. For the subs, perhaps? Not even sure about that because players with their stats are usually deleted instantly.

Exactly, as WG wants to grab new customers with the subs, while you can sell someone a Tirpitz only so many times. Griefing also sells, while WG seems to be aiming for subs to be "CV level annoying", as in annoying to deal with, but not completely gamebreaking overpowered wheelchair of doom in hands of "server averages".

 

9 minutes ago, Europizza said:

I pressed '4' instead. :Smile_ohmy:

Now thats a major skill issue

:Smile_trollface:

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Vor 5 Minuten, Europizza sagte:

I pressed '4' instead. :Smile_ohmy:

And there we have the problem.

 

Can you imagine how incredibly frustrating it must be to design game mechanics for a playerbase that can not tell apart "4" (Meh.) and "G" (Wheee!)?

 

Can you imagine having a great idea and your boss then telling you: "Can't do it. They would not understand that. Also: You do not need to wear trousers in a zoom meeting but when you come to my office please do."

 

Can you imagine the kind of medication you would need just to get through the day? The side effects? The self-loathing? The game mechanics based on pure anger to "make the wretches suffer" that you write into the little black book as a coping mechanism as your therapist requested? That book you hide in the bottom drawer of your workdesk? That (by accident) gets implemented into the game while you are on holiday because they went through your drawers to get new gameplay ideas?

 

Its all your fault random (and disappointingly abled) game company customer number 354433223. Hang your head in shame and never again question great game design. 

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51 minutes ago, Stockensprotz said:

I also did not see you press "g" during the battle. So not having fun is kinda your fault. Spreadsheet shows that pressing "g" ist very important to enjoy a battle.

I rather think that Wedgie invented the "G" button to honor Dasha and to compensate for her husbands shortcomings........

 

Now she will enjoy the attention of the complete playerbase :cap_horn:

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I don’t think there is any thinking behind it other than £$€ Kerching 

 

CV’s and Subs don’t fit into a surface warship game in the style of Wows 

 

The fault for that lies with WG hence keep wallet closed until it either changes (🤣🤣) or I get bored again and have a break 

 

PS CV and sub players shouldn’t be blamed for playing the ships they like, well, only sometimes 😂

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14 hours ago, Europizza said:

 

TLDR; 2 subs in clan DIV chase my BB to map border and throw the match just to grief. We won, they got to sink a tier 8 BB together which took them over 6 action packed thrilling minutes. Well done :P

 

Anyone of you devs explain to me, how over 2 years of brainstorming, thinking, designing, prototyping and testing resulted into this gem of gameplay design for a PVP title? What is the thinking behind this?

 

Thanks.

And that was the most excellent counterplay - if you may call it that - I've seen so far. I don't know how you survived for that long.

Oh and subs are getting buffed in 11.5, did I mention that?

 

I am not allowed to call for a strike, so I wont. 

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Every player and probably even their mothers know that submarines don't work. And then there's Wargaming..

But u can calm down, they keep an close eye on it! Sure, sure.. Submarines = Big market = End of the Story.

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What this makes abundantly clear is that WG created a game that current staff fundamentally do not understand how to balance. For example, every broken shop or mechanic is clearly balanced by them by playing the broken ship or class as opposed to playing the ones affected negatively by it. It's impossible for anyone at WG to play as a CV or sub target and honestly say the game feels fun or balanced, and if they do, it's because they just received their pay check and are in front of their boss.

 

:cap_old:

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41 minutes ago, EgyptOverseer said:

What this makes abundantly clear is that WG created a game

It is already impossible to balance the game because for  years Wedgie has done nothing else, than to cram line after line in the game also crossbreeding classes and inventing retarded unnecessary mechanics, also introducing a whole new class while pretending....

 

 

 

wuogcf8molc71.jpg

 

..and: selling high tier ships in which the protected MM is conveniently circumvented.

 

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19 hours ago, Europizza said:

 

TLDR; 2 subs in clan DIV chase my BB to map border and throw the match just to grief. We won, they got to sink a tier 8 BB together which took them over 6 action packed thrilling minutes. Well done :P

 

Anyone of you devs explain to me, how over 2 years of brainstorming, thinking, designing, prototyping and testing resulted into this gem of gameplay design for a PVP title? What is the thinking behind this?

 

Thanks.


WG be like 
''Hear me out here, 2 of the 3 players in this encounter had fun, therefore BIG SUCSESS'' 

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1 hour ago, lilgoth said:


WG be like 
''Hear me out here, 2 of the 3 players in this encounter had fun, therefore BIG SUCSESS'' 

More like: "so, two coordinated submarine took so long to sink a single ship it cost them the game. Yuri, bring out the buffstick, subs need help and need it now"

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It's sad they did not just surface in front of your face and shotgun you, surface within 2km of you to make you mald extra hard, because if they surface within 2km to shotgun you, you can't even do your cope 800 air strike damage while you go back to port. I love submarines that shotgun you within 2km because they are clearly doing it to make you cope and seethe extra hard. I can appreciate that, playing a video game to make others cope and seethe is based.

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8 hours ago, COPlUM said:

It's sad they did not just surface in front of your face and shotgun you, surface within 2km of you to make you mald extra hard, because if they surface within 2km to shotgun you, you can't even do your cope 800 air strike damage while you go back to port. I love submarines that shotgun you within 2km because they are clearly doing it to make you cope and seethe extra hard. I can appreciate that, playing a video game to make others cope and seethe is based.

Oh no worries there, the only other 2 times i died to subs last month was by players abusing the dolphin hack and popping up and shotgunning me in the bow at 2 km while hunting them with a light cruiser. So i got to see the full spectrum of Lestas schizo submarine gameplay design. I hardly ever die to subs, but when I do its in a bizarre way. :Smile_facepalm:

 

Its poor gameplay design is what it is. And Im a broken record :fish_cute_2:

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8 minutes ago, Europizza said:

I hardly ever die to subs, but when I do its in a bizarre way.

Same as with CVs. You don't really die because you misplay like not angling, you just happen to be the victim of choice.

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The "staff member" that responded in German has 611 games with a 50% WR on his entire account.

Players that have strong or contrary opinions with no statistics to back it up? 50% WR player with sub 1000 games giving you tips to beat the subs? Get outta my lawn.

 

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20 hours ago, EgyptOverseer said:

What this makes abundantly clear is that WG created a game that current staff fundamentally do not understand how to balance. For example, every broken shop or mechanic is clearly balanced by them by playing the broken ship or class as opposed to playing the ones affected negatively by it. It's impossible for anyone at WG to play as a CV or sub target and honestly say the game feels fun or balanced, and if they do, it's because they just received their pay check and are in front of their boss.

 

:cap_old:

 

Yes these "staff member" noobs that aren't ready for even a real T5 match and are convinced they possess the knowledge of the game.

 

They are the analogy of poor call center peasants that just drill from procedure book with fixed replies written by their company. They are intentionally clueless. WG put them here to spread dogma and shut down concerns by the power of them not knowing the real situation. It's hard arguing with someone when you know you're full of crap. When you don't it's easier.


Somewhere up in the high castle the management is hellbound on giving a turkey shoot game to highly paying customers where turkeys are actual people playing surface classes.
And then developers are in between and they must please the mgmt. They for surely know how the game works like but have no say in the balancing.

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