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Found 4 results

  1. WG apparently has a problem with AFK-ers and people who leave the game before they are destroyed. Their “solution” is punishment. This is a poor approach on so many levels. Presumption of willfulness WG is presuming that the player is willfulling abandoning the game. Client crashes are a more reasonable expense. Presumption that WG can spot leavers A player can “leave” the game by killing the client, or they can leave the game by just yoloing. Presumption that leaving the game is “bad” it is a perfectly reasonable for a player to leave a game if the player gets reduced to 10% of their health in the first 5 minutes of the game; or if the player is burning or flooding to death. WG should instead focus on rewarding players who stick it out. For example, if a player is at less than 10% health, any spotting XP is multiplied. A player gets a bonus for scoring damage. Lastly, WG should seriously focus on fixing the client crashes, the failures to connect and join the battle.
  2. Renato1280

    Reward

    If players that are 90 days inactive earn a ship, what does players that log in 90 consecutive days receive?
  3. Ok, so I've been with WoWs since CBT on EU before coming to NA thus seen on two communities games, players and how their approaches to the game as whole has developed throughout the years. And the topics that come up again and again, that creates frustration for many is winning and getting less rewarding for players with the lopsided games, losses and all that which has already been discussed to death. This post is not going to remotely touch that, but will present an alternate possible solution to how Random Battle matches are played and rewarded. What if we instead of going for the 'Win' made all games about personal performance in battles. How well you perform, how well you do, is how you get rewarded at the end of the battle. Now it will still be split up in to teams as we need someone to play against, and technically there is a win or a loss, but the importance of that is hopefully taken out of the equation and instead people that do well on both teams get good rewards, people that do medium on both teams get medium rewards and so on and so forth. This should give people more of an incentive to improve their gameplay further as you will no longer be 'carried', if you play poorly you get poor rewards. This is not a 'curved' system, should all 12 on a team perform admirably they would all get max rewards. Wargaming need of course find a system on how to measure personal contribution to the match and find a balance in such, which of course can be hard enough in itself, but could it end up more a more rewarding and I hesitantly use the word 'fun' for all or the grand majority of the players. The focus on Win Rate, hopefully, will be overshadowed by a system that will show how well you as a player do. Win or loss, contribution is the key. Now why take an age old tradition like 'Wins' out of a competitive game? Well, as we've seen here in countless discussions and even in the last days the 'Win' isn't the main goal for most gamers any more and oldtimers both know and feel that, not only in this game but in other games we play as well. It creates insane frustrations when two gaming generations meet like this and try to interact in the same "sandbox". Instead of continuing down that road, could it not be possible to have a new system that could please both old and new generations, where the old generation have something to be measured by and the new generation sail on like they love to do. We'd both be in the same arena, but we can both pursue the goals we want without it affecting the other to such a degree that it does today. Again, this proposal is for Random Battle mode only. This is to try, at least try, to imagine something constructive and/or possible solution to what is often fiery topics both here, and other WG titles as well. Looking forward to your input on the matter, wish you all a good day sailing!
  4. After completing all missions in the latest 7.7 PTS, I collected my earnings today. And although things like my premium time, camo, and normal signal flags came in at the right amounts, I found that I am missing 2 full sets (10 flags total) of the valuable draconic signal flags. I earned 12 sets. 3 from completing Raptor Rescue 3 star twice (6 sets total, 30 flags total) and yeah, even Narai twice with 3 stars (another 6 sets, 30 flags total). Yet although I received 3 full sets of 3 each, one of the sets came in at only 1 flag each, not 3. (Thus instead of getting 60 draconic signal flags totay, I only got 50) I have screenshots of when they came in like that, but obviously there was no mission that you were only rewarded 1 of reach draconic flag. It was supposed to be 3. Did this happen to anyone else?? I have sent in a ticket, so awaiting a response. But figured to post it also here in case its a wider problem. I think most of us suffered greatly trying to accomplish Narai.
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