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_ENO_

Tired of gimmicks but challenged to find alternatives...

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I’ve been around here and played the game enough to know that the gimmicks and power creep are getting old. 

With that said I’d also like to try and be the guy who brings solutions or at least alternatives to the conversation. Are gimmicks the only practical way to offer the variety to broaden the player base and maintain its level of engagement?

Would ship specs be adequate? 

What are other ways to provide slightly unique experiences between Nations and ship classes- assuming that we’re stuck with what we have in game so far.

Is it too late to change or is there still opportunity to stop adding gimmicks and adjust the approach?

Thoughts? 

 

Edited by _ENO_

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People always say gimmicks are so terrible and they hate on them, but without them, I think the game would be much worse off. It would be boring cookie cutter ships that all have playstyles that are close to each other. Instead we have ships meant to brawl, meant to start fires, battleships that can flank, dds that can brawl and repair, and so on

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Another issue is that most of the gimmicks require certain captains skills.  Culling the gimmicks would require a massive respec of skills.

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3 minutes ago, DrHolmes52 said:

Another issue is that most of the gimmicks require certain captains skills.  Culling the gimmicks would require a massive respec of skills.

Valid point and culling not practical. So let’s keep the ones we have... are there new / different ways to offer variety?

Edited by _ENO_

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I do think WG could have made new nations / ship lines without the gimmicks, but they didn't, and no we have gone down the rabbit hole with no way out.

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We are lucky to have the filters. turn them all off and see how the game looks with all the fantasy elements in full view. Were way to far down the rabbit hole.

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10 minutes ago, iEaTDaGrudge said:

:cap_popcorn:200000x just enjoy the game

Hmmm- didn’t you just start a thread saying you’ve been gone and asking what’s new? 

Play the game a bit before you get too much popcorn in your teeth. 

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I don't think the devs are paying much attention to general feedback right now, except maybe bug/crash reports.

The much-ballyhooed CV Rework is their BFD right now, and will likely determine the fate of the game.

Personally, I think we may be headed down a hole that has nothing to do with rabbits.

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3 hours ago, _ENO_ said:

I’ve been around here and played the game enough to know that the gimmicks and power creep are getting old. 

With that said I’d also like to try and be the guy who brings solutions or at least alternatives to the conversation. Are gimmicks the only practical way to offer the variety to broaden the player base and maintain its level of engagement?

Would ship specs be adequate? 

What are other ways to provide slightly unique experiences between Nations and ship classes- assuming that we’re stuck with what we have in game so far.

Is it too late to change or is there still opportunity to stop adding gimmicks and adjust the approach?

Thoughts? 

 

The best and cleanest solutions are the opposite of what everyone expects usually.....those pesky Occam's razor and laws of Parsimony concepts....  Oh gosh, I just violated a rule of forum behaviors: I postulated that the solution may in fact have some valid and advanced theories involved....  I do apologize !    We are on a one plane path as most acrade FPS's are:  we follow the line the revenue and sales create and never deviate so as to not disturb revenue flow....  Think of WoWs being the center line of a Mobius Loop........as the dev's create change, they stay right on the line as they cut the loop exactly on that line......"if it ain't broke don't fix it theory".....or even, the Abilene Paradox............and the loop doubles in size compounding everything on that plane x2.....the good, the bad or the ugly.....

The real issue is that we are "hollowing out" the game's value proposition: WW2 to WW1 LOS, pre-information age warship conflicts....  That is what actually brought me to this game.  I play Harpoon or other modern naval games if I want high tech naval battles.......  He's the reality of where we are.......WG tested a disruptive technology a while back (radar) on a limited basis and found players were clamoring to defeat the meta smoke and torpedoes created....even though they were close to WW2 and earlier roles, weapons effects and doctrine (close mid you and skewed up not down.....)  WG saw "real value" in this and created a cruiser line split that enhanced the use of radar and HE spam meta's that significantly boosted their profit margin.........they stayed on the Mobius center line......  Now, we are seeing high volume guns......  The end of traditional roles because of the meta and it's all aimed at making the game "more exciting" for the younger customers.....since there are more of them than the Baby Boomers (whom have the most disposable income of those in the game.....) whom tend to enjoy the history of the game and teams.....  The kids have won and WG will continue to exploit history for the sake of revenue.......they are a business after all.  What we will see is that the game will "hollow" out as the average players leave the game.  It will become a 'us' versus 'them' population.  We are right now losing players to these meta gimmicks.....

So, the answer is simple.....escape the loop and regain control of the timelines, the tools and the technologies......in other words, divide the game by technologies and re-establish the roles based on the technologies.....  Let WW2 be pre-information age (one ship = one radar).  Create a Pre-ww2 Washington treaty mode that can not contain the new metas.  Create a modern mode where WG can introduce the 1950's and 60's missiles and tech and that allows for the Aluminum ship era and finally, create an "open class" mode where all of these other modes can play and have "mitigating consumables" or attribute change opportunities for sale in that mode only.....

Other wise, we implode as 'us' or 'them' leaves and we have anarchy without a valid value proposition to sell the game from to new players..... 

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3 hours ago, DrHolmes52 said:

Another issue is that most of the gimmicks require certain captains skills.  Culling the gimmicks would require a massive respec of skills.

While you are correct, I'd say captain skills still need a total overhaul, regardless of how much work it would take.

For example, Concealment Expert and IFHE are so skewed that they've become ubiquitous, with each being game-breaking in their own right.  By high tier the Survival skills are essentially the only skills battleship players can take if they want to survive.  The must-have carrier skills are exactly that, and not taking them means a carrier would be woefully underpowered compared to a carrier slavishly obeying the meta.  Captain skills as they are now add nothing to the game but meta-based stat increases. There's little to no variety in the skills that get taken, and in all honesty, they're boring.

Were I to change them, there'd be specific skills tied to the class of ship rather than the captain, with some overlap.  They'd be percentage based, and each level of the captain and crew would provide a number of points to spend in each skill/ability, with extra abilities added based on the number of skills spent in a category.  It would allow some flexibility in making hybrid builds while keeping them valid, while making specialists in one or two categories truly amazing in their chosen roles.

The example that comes to my mind is the way abilities/skills were done in the original Borderlands.  Each skill tree for each character was powerful in their own right and had side effects once a certain number of points spent in each tree reached a threshold.  Specializing made one a monster in one or two specific areas, while diversifying into multiple trees had their own payoffs and synergies.

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