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whaler223

General changes I'd like to see I guess

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Things a crapplayer like myself would like to see added:
individual control of turrets and torpedo tubes, more interesting clan battles instead of the usual 7v7 (and no adding carriers/changing the tier/modifying # players doesn't make it more interesting), meaningful interactions between ships and planes outside of putting things on in port, a dedicated tutorial that teaches not how to do things but why to do things in the game, a working port ui that doesn't freeze everytime you tab out and back in, solo queueing for scenarios that aren't the weekly ones, and an integrated modding system(similar to steam workshop so I don't have to go and download aslains mod pack if I want to use mods).

Things a crapplayer like myself would like to see return:
being able to div with players without tier restrictions, the return of removed scenarios(reworked for post cv rework), old matchmaking system where I can see 11 t10s with my t8(seriously guys it ain't that bad), and old islands of ice

Things a crapplayer like myself would like to see changed:
cyclones (not those moving storm things) be made as a game mode you can queue for/disable in options instead of having my spotting range decreased to 8km 5 minutes into the game every so often, some focus being put on balancing lower tiers instead of some ships being extremely good and others being extremely bad, not balancing the game by adding progressively stronger ships overshadowing older ships that haven't been changed, fixing ghost shells (when shells hit an island but they still render and pass through other objects until they hit the water), and a separate game mode for CVs

These are just things I came up with on the fly, obviously, there are many more things that should be added or changed to improve the game. It just leaves a craptaste in my mouth when I've been playing this game since 2015 and it just seems like wargaming has stopped caring about it's older players and focuses on bringing newer players by adding more and more flashy content. I'm not a great player but I know that as someone who's been playing the game for a long time I don't want to see more gimmicky ships and mechanics, the game was pitched as a naval surface combat game and it does that quite well. However with events like the GZ and PR debacles, the coming addition of submarines, the cv rework, and newer ships almost completely overshadowing older ships (my poor khab please buff it) it just seems like wg doesn't care like making an enjoyable game but a profitable one. Submarines and carriers (reworked) are a potentially great addition to the game however I don't think they fit the format of randoms or any competitive game modes and I would love to see them in their own separate game modes where the devs could potentially add even more ships and content(but we all know that isn't gonna happen). But w/e those of us who've been playing this game for years know better than to get our hopes up.

Edited by whaler223
  • Cool 2

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Yea. And Santa Claus should now email or text all billion kids the Christmas schedule.  It's a game. Don't be so serious ok.

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57 minutes ago, TheLastRollOfToiletPaper said:

Not a "short" list in any case. Unlike other things. 

well yes but actually no

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1 hour ago, whaler223 said:

Things a crapplayer like myself would like to see added:
individual control of turrets and torpedo tubes, more interesting clan battles instead of the usual 7v7 (and no adding carriers/changing the tier/modifying # players doesn't make it more interesting), meaningful interactions between ships and planes outside of putting things on in port, a dedicated tutorial that teaches not how to do things but why to do things in the game, a working port ui that doesn't freeze everytime you tab out and back in, solo queueing for scenarios that aren't the weekly ones, and an integrated modding system(similar to steam workshop so I don't have to go and download aslains mod pack if I want to use mods).

Things a crapplayer like myself would like to see return:
being able to div with players without tier restrictions, the return of removed scenarios(reworked for post cv rework), old matchmaking system where I can see 11 t10s with my t8(seriously guys it ain't that bad), and old islands of ice

Things a crapplayer like myself would like to see changed:
cyclones (not those moving storm things) be made as a game mode you can queue for/disable in options instead of having my spotting range decreased to 8km 5 minutes into the game every so often, some focus being put on balancing lower tiers instead of some ships being extremely good and others being extremely bad, not balancing the game by adding progressively stronger ships overshadowing older ships that haven't been changed, fixing ghost shells (when shells hit an island but they still render and pass through other objects until they hit the water), and a separate game mode for CVs

These are just things I came up with on the fly, obviously, there are many more things that should be added or changed to improve the game. It just leaves a craptaste in my mouth when I've been playing this game since 2015 and it just seems like wargaming has stopped caring about it's older players and focuses on bringing newer players by adding more and more flashy content. I'm not a great player but I know that as someone who's been playing the game for a long time I don't want to see more gimmicky ships and mechanics, the game was pitched as a naval surface combat game and it does that quite well. However with events like the GZ and PR debacles, the coming addition of submarines, the cv rework, and newer ships almost completely overshadowing older ships (my poor khab please buff it) it just seems like wg doesn't care like making an enjoyable game but a profitable one. Submarines and carriers (reworked) are a potentially great addition to the game however I don't think they fit the format of randoms or any competitive game modes and I would love to see them in their own separate game modes where the devs could potentially add even more ships and content(but we all know that isn't gonna happen). But w/e those of us who've been playing this game for years know better than to get our hopes up.

1. Define "more interesting clan battles".

2. Changing tiers and # of players in CBs most certainly does make things more interesting.  Variety is always a good thing.

3. No tier restrictions on divs?  HELL TO THE NO!!! If anything, I'd rather that divs be required to be of the exact same tier without exception.

4. Old islands of ice map?  Yes, please.  Agreed, 100000000000000000000000000000%.

5.  MM that allows 11 tier 10's and 1 tier 8?  hell no.

6. Cyclones as a separate game mode?  HELL NO.  HELL TO THE HELL TO THE HELL NO!!!  You shouldn't get a choice about whether to play cyclones or not.  What I'd prefer is to have cyclones be returned to what they were like original in terms of visual immersion, where the cyclone wasn't just a mathematical weather event, but they actually did limit your actual visibility with fog, etc.  The original cyclones were so good that you couldn't even see islands that were outside of the max detect range.   And ships at the edge of max detect range actually started to blend into the fog and got harder to physically see.  I will say that last clan battles season where cyclones max detect range was bumped up to 12 km so that it equaled max radar range was pretty good, and would probably be a nice change in cyclones in randoms.

7. Separate game mode for CVs?  Hell no.

8. Regarding the Khab, I don't think that it needs a buff to enhance its current strengths.  I think that Russian and some other gunboat DDs need a reworking.  I think that they need to have their concealment values decreased to competitive levels.  High concealment gunboats are not legit DDs.  They can't perform proper DD functions because they're spotted from the moon.  They need competitive concealments so that they're able to get closer and do spotting and contending for caps.  The downside for these DDs is that their guns really aren't optimal for gunfights at that range.  Some have very slow turning turrets.  OTOH, a gunboat like the Khab has nice guns and fairly quick turrets.  But it's not an issue with HER guns so much as the Khab's guns are better suited to longer ranged fights where other DDs have much floatier shells.  But overall, the idea is to give these gunboats some incentive to come in close and do regular DD jobs like spotting and cap contention, etc., rather than being undersized but very fast (sort of) CLs.

Would they be OP with lower, competitive concealments?  I don't think so, because I think that coming in close is a double edged sword for these gunboats that balances the upsides of lower concealments.  But for some reason, WG has a hair across their behinds about making Russian style gunboats have high, uncompetitive concealments that force them into being super fast CLs rather than proper DDs.

 

 

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Two things that bug me

 

Make Ocean show up more

 

Be able to shoot behind islands when you aren't targeting a ship.  You are telling me that guns physically can't shoot behind islands unless a ship is there?  Like c'mon :(

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7 minutes ago, Crucis said:

1. Define "more interesting clan battles".

2. Changing tiers and # of players in CBs most certainly does make things more interesting.  Variety is always a good thing.

3. No tier restrictions on divs?  HELL TO THE NO!!! If anything, I'd rather that divs be required to be of the exact same tier without exception.

4. Old islands of ice map?  Yes, please.  Agreed, 100000000000000000000000000000%.

5.  MM that allows 11 tier 10's and 1 tier 8?  hell no.

6. Cyclones as a separate game mode?  HELL NO.  HELL TO THE HELL TO THE HELL NO!!!  You shouldn't get a choice about whether to play cyclones or not.  What I'd prefer is to have cyclones be returned to what they were like original in terms of visual immersion, where the cyclone wasn't just a mathematical weather event, but they actually did limit your actual visibility with fog, etc.  The original cyclones were so good that you couldn't even see islands that were outside of the max detect range.   And ships at the edge of max detect range actually started to blend into the fog and got harder to physically see.  I will say that last clan battles season where cyclones max detect range was bumped up to 12 km so that it equaled max radar range was pretty good, and would probably be a nice change in cyclones in randoms.

7. Separate game mode for CVs?  Hell no.

8. Regarding the Khab, I don't think that it needs a buff to enhance its current strengths.  I think that Russian and some other gunboat DDs need a reworking.  I think that they need to have their concealment values decreased to competitive levels.  High concealment gunboats are not legit DDs.  They can't perform proper DD functions because they're spotted from the moon.  They need competitive concealments so that they're able to get closer and do spotting and contending for caps.  The downside for these DDs is that their guns really aren't optimal for gunfights at that range.  Some have very slow turning turrets.  OTOH, a gunboat like the Khab has nice guns and fairly quick turrets.  But it's not an issue with HER guns so much as the Khab's guns are better suited to longer ranged fights where other DDs have much floatier shells.  But overall, the idea is to give these gunboats some incentive to come in close and do regular DD jobs like spotting and cap contention, etc., rather than being undersized but very fast (sort of) CLs.

Would they be OP with lower, competitive concealments?  I don't think so, because I think that coming in close is a double edged sword for these gunboats that balances the upsides of lower concealments.  But for some reason, WG has a hair across their behinds about making Russian style gunboats have high, uncompetitive concealments that force them into being super fast CLs rather than proper DDs.

 

 

1/2) something other than changing tiers and # of players would be nice, idk maybe making it arms race or some crap

3) why is this a problem? don't like your yamato dying to an umikaze?

5) it's literally more damage for you to get and more rewards why wouldn't you want either of those

6) if you're not playing a ship that is effective at close range cyclones just ruin your game, maybe relegating them to a seperate mode is a bit much but it just lasts too long and reduces your vision by too much rn

7) noone likes cvs and I say that as a rts cv main in competitive, they're not fun to fight against because all you can do is pray they [edited] up and your aa does something

8) khab beats kleber purely in a 1v1 and probably most other dds too but this is a team game and as it stands ships like khab/zao/z52/GK/etc... are overshadowed by more powerful ships in comp and randoms.

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14 minutes ago, whaler223 said:

1/2) something other than changing tiers and # of players would be nice, idk maybe making it arms race or some crap

3) why is this a problem? don't like your yamato dying to an umikaze?

5) it's literally more damage for you to get and more rewards why wouldn't you want either of those

6) if you're not playing a ship that is effective at close range cyclones just ruin your game, maybe relegating them to a seperate mode is a bit much but it just lasts too long and reduces your vision by too much rn

7) noone likes cvs and I say that as a rts cv main in competitive, they're not fun to fight against because all you can do is pray they [edited] up and your aa does something

8) khab beats kleber purely in a 1v1 and probably most other dds too but this is a team game and as it stands ships like khab/zao/z52/GK/etc... are overshadowed by more powerful ships in comp and randoms.

1/2) Honestly, I don't like arms race.  But I wouldn't mind if AR was added as a new randoms battle mode.  Personally, I'm sick and tired of CBs being at tier 10 so often.

3.  I can't seriously believe that anyone would think that it's NOT a problem.  I'm serious when I say that I think that divs should only allow ships of the exact same tier without exception.

5.  I don't mind being bottom tier.  But there's a difference between being bottom tier when the dispersion of ships of different tiers is pretty even, and being the only bottom tier ship with the other 11 being top tier.  That's just insane.

6. I disagree.  Hell, I think that cyclones should last the entire battle.

7. You don't speak for everyone, so don't try.

8. Whooooooosh!  That's the sound of my argument going right over your head.  Also, the Khab isn't overshadowed by more powerful DDs in randoms and comp.  In comp, teams want DDs that do DD things, not a smaller, faster CL.  Make it so that the Khab (and other relatively similar DDs) are able to compete as regular DDs, and I think that they'd be more useful.  I will say though that in comps, the Khab even with (for argument's sake) a 6.5 km Concealment wouldn't be overly popular because it'd still be outspotted by pretty much all other DDs (assuming that the Kleber got a similar treatment).  As I'm sure you'd agree, comps tend to favor DDs with excellent (sub-6km) concealment.  But I think that in randoms, a 6.5-ish km concealment for the Khab would let them be more competitive as regular DDs.  

Arguably, the real problem with DDs and competitive play (somewhat less so in regular randoms) is the extreme emphasis on concealment.  Pretty decent DDs like the Z-52 and the Grozzy don't see much play because they just can't cut it at 6.0 concealment.  Their guns and torps aren't good enough to offset their less than excellent concealment.  If their concealment was better, they might be seen more.  Heck, even the Daring has around a 6 km concealment, and it's probably borderline, though it seems some play, presumably due to it being a very good anti-DD gunboat.  Regardless, I don't know what the solution to this could be.  All I do know is that I don't like the direction that WG has taken the Khab and Kleber with the bad concealments.

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50 minutes ago, Crucis said:

1/2) Honestly, I don't like arms race.  But I wouldn't mind if AR was added as a new randoms battle mode.  Personally, I'm sick and tired of CBs being at tier 10 so often.

3.  I can't seriously believe that anyone would think that it's NOT a problem.  I'm serious when I say that I think that divs should only allow ships of the exact same tier without exception.

5.  I don't mind being bottom tier.  But there's a difference between being bottom tier when the dispersion of ships of different tiers is pretty even, and being the only bottom tier ship with the other 11 being top tier.  That's just insane.

6. I disagree.  Hell, I think that cyclones should last the entire battle.

7. You don't speak for everyone, so don't try.

8. Whooooooosh!  That's the sound of my argument going right over your head.  Also, the Khab isn't overshadowed by more powerful DDs in randoms and comp.  In comp, teams want DDs that do DD things, not a smaller, faster CL.  Make it so that the Khab (and other relatively similar DDs) are able to compete as regular DDs, and I think that they'd be more useful.  I will say though that in comps, the Khab even with (for argument's sake) a 6.5 km Concealment wouldn't be overly popular because it'd still be outspotted by pretty much all other DDs (assuming that the Kleber got a similar treatment).  As I'm sure you'd agree, comps tend to favor DDs with excellent (sub-6km) concealment.  But I think that in randoms, a 6.5-ish km concealment for the Khab would let them be more competitive as regular DDs.  

Arguably, the real problem with DDs and competitive play (somewhat less so in regular randoms) is the extreme emphasis on concealment.  Pretty decent DDs like the Z-52 and the Grozzy don't see much play because they just can't cut it at 6.0 concealment.  Their guns and torps aren't good enough to offset their less than excellent concealment.  If their concealment was better, they might be seen more.  Heck, even the Daring has around a 6 km concealment, and it's probably borderline, though it seems some play, presumably due to it being a very good anti-DD gunboat.  Regardless, I don't know what the solution to this could be.  All I do know is that I don't like the direction that WG has taken the Khab and Kleber with the bad concealments.

3) what is the problem? that you don't like dying to a ship that shouldn't normally be able to fight you?

5) again more damage=more rewards

8)when was the last time you saw a team like YIKES/07 run khab (the answer is never btw)

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1 hour ago, whaler223 said:

3) what is the problem? that you don't like dying to a ship that shouldn't normally be able to fight you?

5) again more damage=more rewards

8)when was the last time you saw a team like YIKES/07 run khab (the answer is never btw)

3)  No, I don't like to be on any team where there's some dopes who knowingly form a total fail division because I know that they're not taking the game seriously.  Divisions should be REQUIRED to be all of the same tier.  No exceptions!!!!

5)  This isn't about rewards.  It's about feeling like you're so overmatched that you have no hope of doing squat.  At least when teams are something like 4 t10, 4 t9, and 4 t8, you don't feel so overwhelmed.

8) No bleep sherlock!  But making a Khab a more powerful Khab as is WILL NOT fix this!!!  What needs to happen is to make all DDs have competitive concealments, because in competitive play, it's concealment uber alles!!!

 

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