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NoZoupForYou

Measuring Success in WoWS

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Kills?  XP?  Damage?  All great indicators.  But sometimes your impact can't be measured by those things and a W is more important than any of the measurable indicators.  

 

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I find that the team that knocks out the Red DD CV first wins.  Oh wait...

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As a BB main I pretty much rate myself as follows in T8 or above; If I do less than 100k, I didn't perform well or the team was horrible. If I get between 100-120k, I consider that an OK game. 130-140k I consider a GOOD game. 150-180ish, I consider a great game. Anything 200k or above I consider a MONSTER game. My thought is that I will typically have done much more of a service to the team if I do 200k+ and only get one kill over getting a kraken and doing less than 100k. I look to get the max damage I can out of each salvo I fire, and if I devastate something, my hope is that my CA team mates will finish it off with their DPM so I can try to land a huge hit on another high HP target. I do know when I have to prioritize securing a kill over getting a huge damage salvo, but aside from those instances, I feel that BBs are getting better use out of their salvos when they are shooting at targets that are the most likely to yield the highest amount of damage and letting high ROF teammates finish off low HP enemies if they are in your vicinity. 

Edited by admiralsexybeast

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The true measure of success, is how much progress did you make in the current mission that you're grinding.

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I agree... if i am  CV and takes 5 to 10 minutes just spotting dd without doing much damage, cause i cant bomb and it is difficult to torp then, numver will mean nothing to me... I could be farming damage since beggining, but if i dont, i will not have great numbers. 

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Don’t flame me...

I measure success by how much fun I had.  I play this game to have fun. If I’m not having fun, then why am I still playing?  In the past I have measured success by how many games I won.  And inevitably got frustrated by losses that were just beyond my control.  I recently came off a 14 game losing streak.  But it didn’t bother me, because I could tell that I was playing well, based on all those measurable indicators. So I enjoyed those games, even though they were losses.

There are so many ways to define success, and you need to consider more than one way to measure whether you had a successful battle.  Shoot, even if a stat is objectively bad, you can still consider it a success if it’s an improvement over what it once was.

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19 minutes ago, SeaGladius said:

Don’t flame me...

No flames here.  Three cheers for having some actual fun!

Other measures for me:

Did I do my job?

Did I help my team?

Did I improve somehow?

Did I do something different that influenced the outcome?

 

Interesting video @NoZoupForYou  You were playing a CV, but at least you weren't playing one in a double-CV T4 match.

 

Mendoza Line: .200 (though he actually hit .215)  Glad to see I'm not the only one that uses it 'round here.

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Its a combination of win rate, damage done, and kills.

We have a value that combines all 3 and normalizes for each ship, this is known as Personal Rating, or PR.

It is not flawless, but it is by far the best measurement of success we have.

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It's simple how I measure it.

I'm still here playing, when I leave it is because the game has "successfully" taken the biggest metric for me from it "Fun"

 

 

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4 hours ago, SeaGladius said:

Don’t flame me...

I measure success by how much fun I had.  I play this game to have fun. If I’m not having fun, then why am I still playing?  In the past I have measured success by how many games I won.  And inevitably got frustrated by losses that were just beyond my control.  I recently came off a 14 game losing streak.  But it didn’t bother me, because I could tell that I was playing well, based on all those measurable indicators. So I enjoyed those games, even though they were losses.

There are so many ways to define success, and you need to consider more than one way to measure whether you had a successful battle.  Shoot, even if a stat is objectively bad, you can still consider it a success if it’s an improvement over what it once was.

Bingo !  We have a winner..........!!   All of the above to some extent with Fun as the driving metric.....

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Fun is a measurement of success, unfortunately some people find winning 29% of the time fun.  

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5 hours ago, DolphinPrincess said:

Its a combination of win rate, damage done, and kills.

We have a value that combines all 3 and normalizes for each ship, this is known as Personal Rating, or PR.

It is not flawless, but it is by far the best measurement of success we have.

I'm still fascinated by the fact that WG never fixed cap point API after it broke shortly after Open Beta, and by the fact that base XP without premium was never avalible to begin with.

Do they not understand their audience at all?

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Success is victory. That is not up for debate.

Satisfaction with the result is quite another matter, and we all know that victory can feel hollow while not every defeat is a heartbreaker.

Perhaps a more pertinent question would be: "When you walk away feeling not so bad after a loss, what were the mitigating factors?"

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11 minutes ago, Ensign_Cthulhu said:

Perhaps a more pertinent question would be: "When you walk away feeling not so bad after a loss, what were the mitigating factors?"

A match that goes to the last 5 minutes or down to the wire. These typically you have no clue who will win in the first 3 minutes and have no yolo's, afk or Chat problem makers.

In a loss I want a true GG where both teams could have won and finding that one defining moment is hard without watching a replay 4 or 5 times.

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14 minutes ago, Mustangrde1 said:

In a loss I want a true GG where both teams could have won

I have been in such battles, when both sides were still clawing for the last-minute win and the chat was openly full of BOTH sides agreeing with statements like, "Whoever ends up winning, this was a great fight."

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