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Terox

Lack of Teamplay and what can be done about it

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The Problem: 
The standard of teamplay on both the random battles and ESPECIALLY the ranked battles is diabolical.
It doesn't have to be like this.
It is possible to turn this around and set by example a precedence on how the game can be played
If a global effort is made to entice players to work as a team, eventually the tide will turn and you will end up with the majority of players working together.
When this occurs the new players follow the example set due to the simple fact that the majority play it that way.
If you achieve this, it will make this game oh so much more enjoyable and way less frustrating for players who want to work as a team

 

I run an Arma Milsim community where teamwork is everything. I, and my community achieve this on our public server where newcomers to the game are a common site. Because we have worked at setting a precedence on how the game in our opinion should be played, we have little problem with the newcomers, they simply copy the way we do things and dont go off soloing in our missions.

Based on this experience and I've been running the community for well over a decade, I know with a concerted effort the same can be achieved in any game providing enough people try and continue to try. Add some help from the DEVS and this is more than doable here.

 

 

Tools Needed

The current tools however do not help the matter.

  1. AFAIK Ranked battles don't allow Divisions, it should be the opposite, it should allow a full side of players to be in the same division and then matched against another evenly sized division or similar balance
  2. There should be a system in place that allows the players to select a commander, who then has additional commander tools at their disposal, such as 
    1. The ability to set the fleet into groups (So you can split the fleet into 2 or more sections) Use colours, red blue green etc
    2. Define the leader of that group, who then has access to the F3 targetting system to allow him to define a target for his group or can set group waypoints
  3. Targetting dialog should be removed from the general player dialogues to stop them spamming it and confusing everyone
  4. VOIP, if only we had voip ..... and  with different channels, Fleet, Division and group chat
  5. The points scoring system leans the player towards solo play, there needs to be a higher reward for players who work in a team and win even if they have to sacrifice their ship in the process


My Hit and Miss attempts at this
The best I am able to achieve at the moment is copy n paste into chat some predefined text
I enter text like....

if your a team player type a "1"

 


Depending on the response, this gives me an idea if I am wasting my time or not

If I have players interested, I spam this...

*** TEAMPLAY WINS ***
Follow the "Named BB"
Stick with him, do not solo ahead
Priority Targets:  DD first then cruisers then BB's

 

and then I designate targets using the F3 key.

 

Sometimes I get some players to work together, sometimes I don't.

I'm sure the language barrier has a little do do with this, but that doesn't cover all occasions

I don't really understand why folks want to play a multiplayer game and then not work as a team, it doesnt make any sense to me.

I once had the entire fleet working together like this and we stormed it and had a really enjoyable game. It was great to see what can be achieved with a little effort and trust


Tactics
Tactical approaches may vary, this is my take on how the teamwork can be approached

  • Option A (Entire fleet sticks together)
  • Option B (Fleet split into 2 sections
  •  

Either way, organise the fleet to do the following

  1. Select a battleship as the Fleet or Sub Group Centre point
  2. Have everyone (Including Aircraft carriers)  follow this Central ship and stay within 2-3km of it at all times
  3. Cruisers MUST, absolutely MUST stick with the battleships.
  4. Use the destroyers to cap what they can safely and then return to the fleet awaiting further tasks
  5. Priority targets for the cruisers and the destroyers are Enemy Destroyers.
  6. Priority targets for Battleships are enemy cruisers
  7. Wherever possible all fire on the same target

 

Why you may ask.... ?

 

Cruisers are good defences to enemy destroyers trying to torpedo battleships or Aircraft carriers
They also provide good Anti Air defences and stop many Aircraft torpedo attacks
Battleships are the most obvious targets and draw the most fire if they are within range of the enemy
If they are unprotected they are easy targets because of their slow fire rate and slow speed
While they take the hits the cruisers can spam the enemy ship and a combined strike decimates that solo enemy player ship pretty quickly
The destroyers can sit in safety at the back either waiting for their time to

  1. deploy smoke to protect the fleet
  2. Go on a "Destroyer Team" ambush or distant strike to an unprotected Battleship or Aircraft
  3. Recap an unprotected capture point

 

Discipline and patience is the key here.

 

  • Cruisers need to learn NOT to charge ahead
  • Destroyers need to stay safe until the endgame part of the battle
  • Aircraft carriers need to start moving with the fleet
  • Battleships need to stop going out on the extreme flanks by themselves unprotected

 

That's my thoughts

 

How many times have you seen absolute idiots who for whatever reason have gone on some suicide run and have the entire enemy fleet fire at them.
Do you really want to be that ship ???

 

 

 

Edited by Terox
  • Cool 8

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Nice piece of work, I agree that teamwork is an issue. But a few remarks :

 

Ranked batles should stay without divisions. WG should implement Teambatles as a seperate gamemode as soon as posible. This game screams for teambatles.

 

The problem with escorting BB's is that many of them stay at the back. Escorting is a two way street. the Ca protects the BB and the BB should protect the Ca. The priority target of a BB should be anything that atacks the Ca-screen. Your own Ca's can most of time manage the enemy Ca's, but they will not survive long as they get citadelled by the enemy BB's. How futher you go in Tier the diffeance in shooting range between BB and Ca becomes larger. If you only escorting BB you can't do anything else and get very few Xp and credits. So the BB's should also push when it is posible.

 

I agree that DD's should be stay a bit saver. They should also cap, but not at all costs. If it becomes to dangerous they should retreat. This happens not enough. I disagree that they should stay at the back. They can be great scouts and disturb the gameplay of the enemie. 

 

Voip is a bad idea. Sometimes the chat is already a bit poisned. You don't need it. The chat is enough. There is already VOIP support but TS does the job just as good. You don't need the discusions over voip. In that case it will often be more a forum as a game.

 

Pointing out a commander is a bad idea. Who to choose. Most names you don't know. There are also trolls around. Acting like a commander works better in my opinion. If you stay polite, your team-members will most of the time act on it.

 

Ca's don't have always to stick at the BB's. Some Ca's are totaly worthless for that. Often it works if you have a group of Ca's who flank the enemy. A team can have great results with it. 

 

 

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I actually think that the ranked battles need divisions, to compensate for at least 1 afker/bot/nobrainer. Would make them far more enjoyable for me knowing that I will have someone covering me/me covering him.

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[ZEUS-]
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I hadn't thought about an additional game mode, but yes totally agree with both of you that there should be a "Division Battles" option.

If that existed, that's the only mode i would play.

 

Teamspeak then naturally falls into place as the obvious comms system to use and it wouldn't be a difficult task to get your division onto the same TS server.

This would be nigh on impossible in a random battle or a ranked battle due to the short time you have to even attempt organisation before they all run off in their own directions.

 

Has Division Battle been commented on before in these forums?

If not I might start a thread up entitled just that and see if we can get enough support to push for that.

I'm only tier 4-5 so the game is relatively new to me at the moment and I haven't got the experience that you guys have on how higher tier battling is done.

 

I do get very very frustrated though with the quality of teamwork as it exists at the moment

 

 

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[OM-S]
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Discipline and patience is the key here.

 

  • Cruisers need to learn NOT to charge ahead
  • Destroyers need to stay safe until the endgame part of the battle
  • Aircraft carriers need to start moving with the fleet
  • Battleships need to stop going out on the extreme flanks by themselves unprotected

 

That's my thoughts

 

How many times have you seen absolute idiots who for whatever reason have gone on some suicide run and have the entire enemy fleet fire at them.
Do you really want to be that ship ???

 

 

 

 

Sorry, I don't quite agree with your points. Here are some additions:

 

1) Cruisers should not charge into their death, but they need to be the spearhead, they need to swipe for DDs and torpedoes. This will be even more important in 0.5.2 where BBs get a rudder shift nerf and torps get a stealth buff. Plus their #1 targets are DDs. If there's a DD, a CA and BB, always shoot at the DD. 

2) DDs should try to stay safe, yes, but the _most_ important part in early (domination) matches is capturing points. That means that DDs have to get into points ASAP, cap them, clean them of enemy DDs (if possible with friendly cruiser support) and then GTFO. As soon as a point is capped, it's likely to stay this way for some time if your team is doing its job quite well - after all, you just have to fire at enemies in cap to keep the point from falling into enemy hands. Additionally, DDs #1 priority is capping. If there is an uncapped (or capped) point with no apparent enemy nearby, go there, cap it. And if there's a big, juicy battleship the other way, [edited]it. The capped point will provide your team with more points over the long run than the dead battleship (which, due to its speed, isn't that big a hazard to your capped points anyway). 

3) Can't disagree with you here, that's totally true. Additionally, because of 2) one of their biggest priorities should be scouting caps for enemy DDs. 

4) Not quite. Battleships shouldn't do any flanking *at* all, at least not in domination mode. Their firepower is needed close to the cap points, and that's NOT the 1/2 line. Best example is hotspot: Each time I see enemy battleships going down 1/2, I rejoice. The reason: They can't decap A, they can't keep A from getting capped due to the mountains, and because of that they can do even less about points B and C. Meaning: They've removed themselves from the battle for the objectives as efficiently as possible. Just had such a match on Hotspot today, a friendly Zao and Yamato decided it was a good idea to go upwards right of C. Well... nice for them, they even got kills. Just didn't matter crapbecause the enemy then capped B and A, and there was NO possibility for them to cap the points in the next five minutes or so. 

 

Patience at the beginning of a domination match is wrong. Your team needs to start with pure aggressiveness, and try to cap as many points as possible, or at least keep the enemy from capping. As soon as you've done that, you can fall back again and keep the enemy coming, because now the points are ticking in your favor. From now on, you're free to exert patience. But not any second earlier. 

 

The number one reason of teams losing on domination maps is because of players being overly cautious and allowing the enemy to cap first. And usually a defeat occurs not because of suicide riders, but rather because of border huggers who don't take risks to cap points. 

Edited by clancy774

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The standard of teamplay on both the random battles and ESPECIALLY the ranked battles is diabolical.
 

The destroyers can sit in safety at the back either waiting for their time to

  1. deploy smoke to protect the fleet
  2. Go on a "Destroyer Team" ambush or distant strike to an unprotected Battleship or Aircraft
  3. Recap an unprotected capture point

 

Discipline and patience is the key here.

Problem of ranked is that its implementation is epic fail with all AFKs/bot/comatose potatoes/parasites being able to fail their way up.

No doubt 90+ % of those bad play problems would be solved if getting stars would require contributing to victory instead of zero XP being enough for it:

Ranked Team.jpg

Some amount of damage or capping would be reasonable requirement.

(if that "spotting damage" mechanism is materialized that would also work because few early salvoes from BBs can wreck or sink couple enemy cruisers giving notable advantage)

 

 

And besides CV's planes best scout for enemy DDs is other DD.

Simply only bad DD player would voluntarily show himself to cruisers.

Again stealth of other DDs makes it about impossible to avoid them when trying to close for better torp launch.

Besides DD being best for as fast capping as possible.

 

Of course lot would depend on skill of player because of DD's fragility punishing seriously from any bigger mistake.

So less skilled players should stay closer for protection.

While highly skilled player in gunship DD easily exterminates lonely enemy DDs and depending on DD can seriously threaten even cruisers without need to count on torps.

Especially with 130mm gunned Soviet DD you're just not prey of cruisers but can citadel quite many cruisers with APs.

And their flat trajectory is excellent for long range bombardment.

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I do get very very frustrated though with the quality of teamwork as it exists at the moment

If you want something done you better be ready to do it yourself.

Anyway with enough skill DD is the least team (in)competence dependant ship.

 

Speed and stealth allows keeping more dangerous bigger punch ships farther unless you allow them closer and in fight those allow dictating/choosing terms.

 

Or in case of Soviet DDs you can really hurt cruisers without need to count on unreliably hitting torps.

Ten seconds before screenshot moment that Omaha misprioritizing Langley had ~18k hp:

https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0

 

In this one as last survivor I went 1 vs 1 for 20k hp Furutaka using stealth to position myself 7km from its side and AP'd it.

Loosers Score.jpgLoosers team.jpgLoosers details.jpg

Actually started that match with two citadel hit/5k damage salvo to other Kuma putting three more citadel hits into it. (last from 10km)

 

Soviet DD cruiser slow gun traverse just is merciless for lack of proper strategy.

But once mastered their accuracy and penetration power makes USN 127mm feel like mortar.

 

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[ZEUS-]
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If you want something done you better be ready to do it yourself.

 

Every battle without fail, i attempt to get some teamwork going with differing results, so its a bit unfair to state such a thing and my original post pointed that out also.

The most effective thing I have tried is a copy n paste of the following.

 *** TEAM PLAY ***
If 2 BB's agree to stick together, I will follow you
Any takers ?????

 

That seems to have a better success rate than anything else I've tried.

And I'm no teenager on some power trip here, My testosterone levels are at rock bottom these days. I really enjoy multiplayer teamwork, which to me is more important than score or winning.

 

its frustrating to play with morons who have no concept of such a thing and the small size of divisions doesnt allow enough of you into a battle to get that sort of teamplay via teamspealk

3 players on teamspeak is nice, but not enough to have a decent impact on the battle

 

Edited by Terox

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AHOY shipmates (that's funny to me being "middle aged"!! and X Royal Navy)

Team play.... hmmm, well the painful truth is that most players want a quick fix of XP etc. The willing that do attempt team play often loose out. Those who are willing to 'take one for the team' so to speak, possibly are limited to those who bother to read the forum, view training vid's etc, generally bother with more than just shelling the red guys.

 

How to resolve this issue and encourage genuine cooperation?? Honestly I am not sure it can be done.

 

Draconian penalties drive people away and "WARGAMING" will never add stiff penalties for that very reason.... loss of revenue.:P

I played War Commander for 5 years, in the final 3, I was an admin for a clan of around 250 players. It is/was a good clan with a very strong and faithful core of leaders and players. I say 'was' because the game suffered with cheats, hackers and a generally ridiculous series of ever more absurd changes to the game and the cost of playing at higher levels ( I achieved level 42 when 50 was the highest by the end of the game for me)..... I digress...

 

Leader-board type scoring does not help in a game like this either. I have played some excellent battles (win and loose) very enjoyable. I have also played some really quite shockingly abysmal games of total clueless chaos.

 

There are players that are just "along for the ride" and get good XP off the work of other team members. :DGenuinely, I am a less than average player, but I do try to play with the team or at least play in a beneficial way for the team ie sink the enemy and cap, provide AA for Carriers and Battleships, navigate in a way that doesn't cause collisions.

I do try to play well but I have noticed that there are many (FU) players who, given that there is no consequence, are simply obnoxious and play badly. (team killers should be banned btw)

 

:bajan:I am X RN,  I have "seen action" as the saying goes.... hence a slightly warped sense of humor, I make benign comments in the game chat selflessly, ( if someone finds it funny good for them) . Don't let that fool you, I play to improve my skills. I will never cheat either, I would rather sink because I suck than win because I have a hack.:izmena:

:look:I take for granted that most players are half reasonable human beings, with some form of intelligence (<-- that's not offensive, I'm not Welsh!!) .

:ohmy:I have been drinking "Woods 100" so off course, I could go on.......

 

Preaching to the choir now, play fair, play well, play to better your skills, play to help others, play to win:aqua: May the wind be in your sails, splice the mainbrace:honoring:

 

 

 

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The Problem: 
The standard of teamplay on both the random battles and ESPECIALLY the ranked battles is diabolical.
It doesn't have to be like this.
It is possible to turn this around and set by example a precedence on how the game can be played
If a global effort is made to entice players to work as a team, eventually the tide will turn and you will end up with the majority of players working together.
When this occurs the new players follow the example set due to the simple fact that the majority play it that way.
If you achieve this, it will make this game oh so much more enjoyable and way less frustrating for players who want to work as a team

 

I run an Arma Milsim community where teamwork is everything. I, and my community achieve this on our public server where newcomers to the game are a common site. Because we have worked at setting a precedence on how the game in our opinion should be played, we have little problem with the newcomers, they simply copy the way we do things and dont go off soloing in our missions.

Based on this experience and I've been running the community for well over a decade, I know with a concerted effort the same can be achieved in any game providing enough people try and continue to try. Add some help from the DEVS and this is more than doable here.

 

 

Tools Needed

The current tools however do not help the matter.

  1. AFAIK Ranked battles don't allow Divisions, it should be the opposite, it should allow a full side of players to be in the same division and then matched against another evenly sized division or similar balance
  2. There should be a system in place that allows the players to select a commander, who then has additional commander tools at their disposal, such as 
    1. The ability to set the fleet into groups (So you can split the fleet into 2 or more sections) Use colours, red blue green etc
    2. Define the leader of that group, who then has access to the F3 targetting system to allow him to define a target for his group or can set group waypoints
  3. Targetting dialog should be removed from the general player dialogues to stop them spamming it and confusing everyone
  4. VOIP, if only we had voip ..... and  with different channels, Fleet, Division and group chat
  5. The points scoring system leans the player towards solo play, there needs to be a higher reward for players who work in a team and win even if they have to sacrifice their ship in the process


My Hit and Miss attempts at this
The best I am able to achieve at the moment is copy n paste into chat some predefined text
I enter text like....

 


Depending on the response, this gives me an idea if I am wasting my time or not

If I have players interested, I spam this...

 

and then I designate targets using the F3 key.

 

Sometimes I get some players to work together, sometimes I don't.

I'm sure the language barrier has a little do do with this, but that doesn't cover all occasions

I don't really understand why folks want to play a multiplayer game and then not work as a team, it doesnt make any sense to me.

I once had the entire fleet working together like this and we stormed it and had a really enjoyable game. It was great to see what can be achieved with a little effort and trust


Tactics
Tactical approaches may vary, this is my take on how the teamwork can be approached

  • Option A (Entire fleet sticks together)
  • Option B (Fleet split into 2 sections
  •  

Either way, organise the fleet to do the following

  1. Select a battleship as the Fleet or Sub Group Centre point
  2. Have everyone (Including Aircraft carriers)  follow this Central ship and stay within 2-3km of it at all times
  3. Cruisers MUST, absolutely MUST stick with the battleships.
  4. Use the destroyers to cap what they can safely and then return to the fleet awaiting further tasks
  5. Priority targets for the cruisers and the destroyers are Enemy Destroyers.
  6. Priority targets for Battleships are enemy cruisers
  7. Wherever possible all fire on the same target

 

Why you may ask.... ?

 

Cruisers are good defences to enemy destroyers trying to torpedo battleships or Aircraft carriers
They also provide good Anti Air defences and stop many Aircraft torpedo attacks
Battleships are the most obvious targets and draw the most fire if they are within range of the enemy
If they are unprotected they are easy targets because of their slow fire rate and slow speed
While they take the hits the cruisers can spam the enemy ship and a combined strike decimates that solo enemy player ship pretty quickly
The destroyers can sit in safety at the back either waiting for their time to

  1. deploy smoke to protect the fleet
  2. Go on a "Destroyer Team" ambush or distant strike to an unprotected Battleship or Aircraft
  3. Recap an unprotected capture point

 

Discipline and patience is the key here.

 

  • Cruisers need to learn NOT to charge ahead
  • Destroyers need to stay safe until the endgame part of the battle
  • Aircraft carriers need to start moving with the fleet
  • Battleships need to stop going out on the extreme flanks by themselves unprotected

 

That's my thoughts

 

How many times have you seen absolute idiots who for whatever reason have gone on some suicide run and have the entire enemy fleet fire at them.
Do you really want to be that ship ???

 

 

 

yeah..... that'll be me but it comes from a good place (LOLZ):teethhappy:

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AHOY shipmates (that's funny to me being "middle aged"!! and X Royal Navy)

Team play.... hmmm, well the painful truth is that most players want a quick fix of XP etc. The willing that do attempt team play often loose out. Those who are willing to 'take one for the team' so to speak, possibly are limited to those who bother to read the forum, view training vid's etc, generally bother with more than just shelling the red guys.

 

How to resolve this issue and encourage genuine cooperation?? Honestly I am not sure it can be done.

 

Draconian penalties drive people away and "WARGAMING" will never add stiff penalties for that very reason.... loss of revenue.:P

I played War Commander for 5 years, in the final 3, I was an admin for a clan of around 250 players. It is/was a good clan with a very strong and faithful core of leaders and players. I say 'was' because the game suffered with cheats, hackers and a generally ridiculous series of ever more absurd changes to the game and the cost of playing at higher levels ( I achieved level 42 when 50 was the highest by the end of the game for me)..... I digress...

 

Leader-board type scoring does not help in a game like this either. I have played some excellent battles (win and loose) very enjoyable. I have also played some really quite shockingly abysmal games of total clueless chaos.

 

There are players that are just "along for the ride" and get good XP off the work of other team members. :DGenuinely, I am a less than average player, but I do try to play with the team or at least play in a beneficial way for the team ie sink the enemy and cap, provide AA for Carriers and Battleships, navigate in a way that doesn't cause collisions.

I do try to play well but I have noticed that there are many (FU) players who, given that there is no consequence, are simply obnoxious and play badly. (team killers should be banned btw)

 

:bajan:I am X RN,  I have "seen action" as the saying goes.... hence a slightly warped sense of humor, I make benign comments in the game chat selflessly, ( if someone finds it funny good for them) . Don't let that fool you, I play to improve my skills. I will never cheat either, I would rather sink because I suck than win because I have a hack.:izmena:

:look:I take for granted that most players are half reasonable human beings, with some form of intelligence (<-- that's not offensive, I'm not Welsh!!) .

:ohmy:I have been drinking "Woods 100" so off course, I could go on.......

 

Preaching to the choir now, play fair, play well, play to better your skills, play to help others, play to win:aqua: May the wind be in your sails, splice the mainbrace:honoring:

 

 

 

if Troublemaker_CRO tells me off again, I may sulk (jk):P

 

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If you want team play you need to have a shared reward, everyone gets the same xp no matter how much they suck, I was in a cruiser today firing at a BB the two bb's with me are firing at the spent cv, battlestations was good for teamplay, but you never had people chasing xp, ninja dd's that can go off on there own to hunt cv points, cruisers that can twirl about in a dime and spam h.e everything to death and so forth, as for sniping bb's, they could retract the grid as the game goes on, force them to close the distance.

 

There is so much from battlestations I would borrow if I knew how to make games like this, especially cv and Aa play.

 

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I like the shared xp idea, bad players wont change their play style until their is a direct, tangible advantage to doing so, so bribery is perfectly acceptable if thats what it takes, and to be fair, it means average or mediocre players who have all the right intentions get a nice reward for their unselfish play style.

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Every battle without fail, i attempt to get some teamwork going with differing results, so its a bit unfair to state such a thing and my original post pointed that out also.

DD is good for going in front of others.

Probably once in a while get some players to follow me on other flank instead of all lemming training on one side of map.

Isn't it normally one of the problems that no one wants to take lead?

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Well there seems to be some support for this which is nice to see.

 

Earlier in the thread there was mention of a "Division Only" game mode.

This may be the way to go, so what I would like to do here, is develop the idea and then when it's complete enough, create a new thread., detailing the developed idea with the sole aim of bringing the game mode to life, ofcourse with as much help as I can.

 

So........... here's a few questions

 

Division Game mode

  1. How many slots should each side have
  2. How many of those slots should be allowed for 1 Division (My vote All)
  3. How should game balancing be achieved if there is a mismatch with division sizes for either side
  4. How should ship balance be done (To me with my limited experience that seems to be fine and even when you have a mismatch, to me that allows for greater experimenting with tactics)
  5. How should the reward/score be split/shared (My vote:  Even share across all players on the same side. This makes it simple and allows a player to sacrifice himself with no loss for him personally)
  6. How can you integrate differing tiers into the same battle
  7. What Ingame tools need to be added to improve a commander players ability to control or administer the fleet
  8. What else, that i havent though of ?

 

Edited by Terox

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Sometimes its just .... wtf? I felt like my whole team was competing for who will die first. Its becoming absurd, Its coming again feeling that there is no way You can enjoy this game playing with just random peoples.

I hope "karma" feature will help a bit, no need reports/compliments limits - sometimes You need to report whole team. Also, get divission members limit out - 3 players still cant have full control of match outcome.

 

And here is why im posting this:

Ridiculous_game.jpg

 

Edited by Leemos

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We need clan functionality implemented asap

 

observation.... Clans tend to become, basically, bullies. If a player just wants to play for fun, but cannot because 8 ships (for example) shell that player out of the game. Clan V clan in game is absolutely fine, as a game mode of course.

 I speak from some experience too, 3 years as an admin for a clan of 250 players in war commander.

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[ZEUS-]
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observation.... Clans tend to become, basically, bullies. If a player just wants to play for fun, but cannot because 8 ships (for example) shell that player out of the game. Clan V clan in game is absolutely fine, as a game mode of course.

 I speak from some experience too, 3 years as an admin for a clan of 250 players in war commander.

 

This is exactly what we are hoping to push for.

lets call it Division play as that is the term used by WOW to group a set of team mates together.

In order to achieve this, I posted some questions earlier in the thread to try and get some idea as to what that would require and how best to set it up.

 

This then leaves the solo/casual players to do their thing and stop them causing so much frustration for those who want a better standard of gameplay.

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Players
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observation.... Clans tend to become, basically, bullies. If a player just wants to play for fun, but cannot because 8 ships (for example) shell that player out of the game. Clan V clan in game is absolutely fine, as a game mode of course.

 I speak from some experience too, 3 years as an admin for a clan of 250 players in war commander.

 

Depend what fun you talking about , i play for fun, but there are some that for them fun is "200 xp in t8 match earned and QQ on forums about high repair costs of Atago"

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[ZEUS-]
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I started a thread asking for ideas and to help develop Division Only Gameplay mode

Here's the link:

 

http://forum.worldofwarships.eu/index.php?/topic/39512-a-call-for-a-division-only-gameplay-mode-teamwork-play/

 

If you really want some teamplay please contribute to the thread and entice as many other players as you can to also get involved. Together we may be able to get something done here.

Edited by Terox

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Alpha Tester
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We need fully enabled training rooms ( aka WG sanctioned one's not the one available through modding ) and then we can set up something like STGA for WoWs. That will be the best way to get new players up to speed the quickest, because it can cater to a wide variety of skill sets. 

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The Problem: 
The standard of teamplay on both the random battles and ESPECIALLY the ranked battles is diabolical.
It doesn't have to be like this.
It is possible to turn this around and set by example a precedence on how the game can be played
If a global effort is made to entice players to work as a team, eventually the tide will turn and you will end up with the majority of players working together.
When this occurs the new players follow the example set due to the simple fact that the majority play it that way.
If you achieve this, it will make this game oh so much more enjoyable and way less frustrating for players who want to work as a team

 

I run an Arma Milsim community where teamwork is everything. I, and my community achieve this on our public server where newcomers to the game are a common site. Because we have worked at setting a precedence on how the game in our opinion should be played, we have little problem with the newcomers, they simply copy the way we do things and dont go off soloing in our missions.

Based on this experience and I've been running the community for well over a decade, I know with a concerted effort the same can be achieved in any game providing enough people try and continue to try. Add some help from the DEVS and this is more than doable here.

 

 

Tools Needed

The current tools however do not help the matter.

  1. AFAIK Ranked battles don't allow Divisions, it should be the opposite, it should allow a full side of players to be in the same division and then matched against another evenly sized division or similar balance
  2. There should be a system in place that allows the players to select a commander, who then has additional commander tools at their disposal, such as 
    1. The ability to set the fleet into groups (So you can split the fleet into 2 or more sections) Use colours, red blue green etc
    2. Define the leader of that group, who then has access to the F3 targetting system to allow him to define a target for his group or can set group waypoints
  3. Targetting dialog should be removed from the general player dialogues to stop them spamming it and confusing everyone
  4. VOIP, if only we had voip ..... and  with different channels, Fleet, Division and group chat
  5. The points scoring system leans the player towards solo play, there needs to be a higher reward for players who work in a team and win even if they have to sacrifice their ship in the process


My Hit and Miss attempts at this
The best I am able to achieve at the moment is copy n paste into chat some predefined text
I enter text like....

 


Depending on the response, this gives me an idea if I am wasting my time or not

If I have players interested, I spam this...

 

and then I designate targets using the F3 key.

 

Sometimes I get some players to work together, sometimes I don't.

I'm sure the language barrier has a little do do with this, but that doesn't cover all occasions

I don't really understand why folks want to play a multiplayer game and then not work as a team, it doesnt make any sense to me.

I once had the entire fleet working together like this and we stormed it and had a really enjoyable game. It was great to see what can be achieved with a little effort and trust


Tactics
Tactical approaches may vary, this is my take on how the teamwork can be approached

  • Option A (Entire fleet sticks together)
  • Option B (Fleet split into 2 sections
  •  

Either way, organise the fleet to do the following

  1. Select a battleship as the Fleet or Sub Group Centre point
  2. Have everyone (Including Aircraft carriers)  follow this Central ship and stay within 2-3km of it at all times
  3. Cruisers MUST, absolutely MUST stick with the battleships.
  4. Use the destroyers to cap what they can safely and then return to the fleet awaiting further tasks
  5. Priority targets for the cruisers and the destroyers are Enemy Destroyers.
  6. Priority targets for Battleships are enemy cruisers
  7. Wherever possible all fire on the same target

 

Why you may ask.... ?

 

Cruisers are good defences to enemy destroyers trying to torpedo battleships or Aircraft carriers
They also provide good Anti Air defences and stop many Aircraft torpedo attacks
Battleships are the most obvious targets and draw the most fire if they are within range of the enemy
If they are unprotected they are easy targets because of their slow fire rate and slow speed
While they take the hits the cruisers can spam the enemy ship and a combined strike decimates that solo enemy player ship pretty quickly
The destroyers can sit in safety at the back either waiting for their time to

  1. deploy smoke to protect the fleet
  2. Go on a "Destroyer Team" ambush or distant strike to an unprotected Battleship or Aircraft
  3. Recap an unprotected capture point

 

Discipline and patience is the key here.

 

  • Cruisers need to learn NOT to charge ahead
  • Destroyers need to stay safe until the endgame part of the battle
  • Aircraft carriers need to start moving with the fleet
  • Battleships need to stop going out on the extreme flanks by themselves unprotected

 

That's my thoughts

 

How many times have you seen absolute idiots who for whatever reason have gone on some suicide run and have the entire enemy fleet fire at them.
Do you really want to be that ship ???

 

 

 

 

salute, n!ce work M8, agree 100%

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