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8_Hussars

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  1. Upvote
    8_Hussars got a reaction from NoobestNoob in DPM-to-Health Ratio: THE Defining Difference Between the Tiers   
    Kuroialty
    This is an interesting perspective but there is one key component overlooked from your analysis that I believe leads you to some erroneous conclusions. 
    In all minor sports low tier play (younger ages/beginners) is dominated by strong individuals and high tier play (older/more developed) is dominated by unified teams.  This is pre-dominantly outside of any established “game mechanic” and is directly related to player growth and development.  As some point the strength of the team overshadows that of the strong individual. 
    In WoT the DPM-to health may certainly be a contributing factor however the skill progression of the player (and team) has not been addressed and is arguably more important; from simply learning technical skills (drive, shoot), individual tactics (angling, vision, camo, tank set up), team tactics (using spotters, creating overmatches, suppressing fire), team play systems (supporting pushes, holding flanks, defending cap), to strategy (reading lineups, initiating pushes, map meta and counter-map meta, as well as making your teammates useful and better)
    A high DPM-to health ratio essentially limits the number of decisions a player can make, meaning in low tiers outcomes are even more RNG based since skill has less a chance to assert itself and ultimately it seems to match the targeted player’s development level (in general).  Where low DPM-to health ratios at the high tiers provide opportunities for players and teamwork (either coordinated or ad-hoc) to “outwit, outplay, and outlast” other players.
    Anecdotally,  on the Common Test server, where lower skilled players get the opportunity to play T10s (with low DPM-to health) the matches are "fast-paced, fast death, fast kills" much like the lower tiers.

    There is a culture of players (in any game/sport) who don't see the need to improve because they are happy/complacent with their performance or are just not interested in doing the work to get better, its human nature.  They skill cap themselves and as there is no IRL consequence and they really just don’t care. (That's how you get 45k battles and a 47% win rate.)  
    This is also the seed of the 1v29 mentality where players use other players to their own advantage vice to the team’s advantage and where the pub star vs team player discussions often trend to.
    If you lowered the DPM-to health ratio for low tiers you would still see low tier play dominated by strong individuals even more so because they would have even more chances and more time to outplay opponents.  Really, it’s all about player growth and development and where they are on the range.  That is why stronger players (further along in development) dominate and why the DMP-to health gives the beginner an RNG chance to contribute.
    What would be best for the newer player would be a built in training system to allow them to explore maps, experiment, test, as well as provide a training curriculum and road map to success.  
    This is true but not for the rationale given.  Players starting with high tier gameplay (fully developed player vice low HP-to DPM) they would be quickly board with the limitations (tanks, maps, DPM-to health) low tiers impose on players and would gravitate to games/levels where skill plays a more important part in successful gameplay.  That is almost exclusively the reasons cited for higher tier players considering lower tier play cancerous, the amount of RNG excessive, and the negative consequences of arty.
    Sometimes it’s nice to be the big fish in the little pond, more developed players can slow down the pace and play of lower tiers and feel rewarded carrying games.  It may even be a great place for those players to uninterested or too unmotivated to improve, to hang out.  However, as an avenue for player development it quickly hits a ceiling that is not attractive or rewarding to a large proportion of the gamers out there.
     
  2. Upvote
    8_Hussars got a reaction from Razavn in DPM-to-Health Ratio: THE Defining Difference Between the Tiers   
    Kuroialty
    This is an interesting perspective but there is one key component overlooked from your analysis that I believe leads you to some erroneous conclusions. 
    In all minor sports low tier play (younger ages/beginners) is dominated by strong individuals and high tier play (older/more developed) is dominated by unified teams.  This is pre-dominantly outside of any established “game mechanic” and is directly related to player growth and development.  As some point the strength of the team overshadows that of the strong individual. 
    In WoT the DPM-to health may certainly be a contributing factor however the skill progression of the player (and team) has not been addressed and is arguably more important; from simply learning technical skills (drive, shoot), individual tactics (angling, vision, camo, tank set up), team tactics (using spotters, creating overmatches, suppressing fire), team play systems (supporting pushes, holding flanks, defending cap), to strategy (reading lineups, initiating pushes, map meta and counter-map meta, as well as making your teammates useful and better)
    A high DPM-to health ratio essentially limits the number of decisions a player can make, meaning in low tiers outcomes are even more RNG based since skill has less a chance to assert itself and ultimately it seems to match the targeted player’s development level (in general).  Where low DPM-to health ratios at the high tiers provide opportunities for players and teamwork (either coordinated or ad-hoc) to “outwit, outplay, and outlast” other players.
    Anecdotally,  on the Common Test server, where lower skilled players get the opportunity to play T10s (with low DPM-to health) the matches are "fast-paced, fast death, fast kills" much like the lower tiers.

    There is a culture of players (in any game/sport) who don't see the need to improve because they are happy/complacent with their performance or are just not interested in doing the work to get better, its human nature.  They skill cap themselves and as there is no IRL consequence and they really just don’t care. (That's how you get 45k battles and a 47% win rate.)  
    This is also the seed of the 1v29 mentality where players use other players to their own advantage vice to the team’s advantage and where the pub star vs team player discussions often trend to.
    If you lowered the DPM-to health ratio for low tiers you would still see low tier play dominated by strong individuals even more so because they would have even more chances and more time to outplay opponents.  Really, it’s all about player growth and development and where they are on the range.  That is why stronger players (further along in development) dominate and why the DMP-to health gives the beginner an RNG chance to contribute.
    What would be best for the newer player would be a built in training system to allow them to explore maps, experiment, test, as well as provide a training curriculum and road map to success.  
    This is true but not for the rationale given.  Players starting with high tier gameplay (fully developed player vice low HP-to DPM) they would be quickly board with the limitations (tanks, maps, DPM-to health) low tiers impose on players and would gravitate to games/levels where skill plays a more important part in successful gameplay.  That is almost exclusively the reasons cited for higher tier players considering lower tier play cancerous, the amount of RNG excessive, and the negative consequences of arty.
    Sometimes it’s nice to be the big fish in the little pond, more developed players can slow down the pace and play of lower tiers and feel rewarded carrying games.  It may even be a great place for those players to uninterested or too unmotivated to improve, to hang out.  However, as an avenue for player development it quickly hits a ceiling that is not attractive or rewarding to a large proportion of the gamers out there.
     
  3. Upvote
    8_Hussars got a reaction from Machiav in DPM-to-Health Ratio: THE Defining Difference Between the Tiers   
    Kuroialty
    This is an interesting perspective but there is one key component overlooked from your analysis that I believe leads you to some erroneous conclusions. 
    In all minor sports low tier play (younger ages/beginners) is dominated by strong individuals and high tier play (older/more developed) is dominated by unified teams.  This is pre-dominantly outside of any established “game mechanic” and is directly related to player growth and development.  As some point the strength of the team overshadows that of the strong individual. 
    In WoT the DPM-to health may certainly be a contributing factor however the skill progression of the player (and team) has not been addressed and is arguably more important; from simply learning technical skills (drive, shoot), individual tactics (angling, vision, camo, tank set up), team tactics (using spotters, creating overmatches, suppressing fire), team play systems (supporting pushes, holding flanks, defending cap), to strategy (reading lineups, initiating pushes, map meta and counter-map meta, as well as making your teammates useful and better)
    A high DPM-to health ratio essentially limits the number of decisions a player can make, meaning in low tiers outcomes are even more RNG based since skill has less a chance to assert itself and ultimately it seems to match the targeted player’s development level (in general).  Where low DPM-to health ratios at the high tiers provide opportunities for players and teamwork (either coordinated or ad-hoc) to “outwit, outplay, and outlast” other players.
    Anecdotally,  on the Common Test server, where lower skilled players get the opportunity to play T10s (with low DPM-to health) the matches are "fast-paced, fast death, fast kills" much like the lower tiers.

    There is a culture of players (in any game/sport) who don't see the need to improve because they are happy/complacent with their performance or are just not interested in doing the work to get better, its human nature.  They skill cap themselves and as there is no IRL consequence and they really just don’t care. (That's how you get 45k battles and a 47% win rate.)  
    This is also the seed of the 1v29 mentality where players use other players to their own advantage vice to the team’s advantage and where the pub star vs team player discussions often trend to.
    If you lowered the DPM-to health ratio for low tiers you would still see low tier play dominated by strong individuals even more so because they would have even more chances and more time to outplay opponents.  Really, it’s all about player growth and development and where they are on the range.  That is why stronger players (further along in development) dominate and why the DMP-to health gives the beginner an RNG chance to contribute.
    What would be best for the newer player would be a built in training system to allow them to explore maps, experiment, test, as well as provide a training curriculum and road map to success.  
    This is true but not for the rationale given.  Players starting with high tier gameplay (fully developed player vice low HP-to DPM) they would be quickly board with the limitations (tanks, maps, DPM-to health) low tiers impose on players and would gravitate to games/levels where skill plays a more important part in successful gameplay.  That is almost exclusively the reasons cited for higher tier players considering lower tier play cancerous, the amount of RNG excessive, and the negative consequences of arty.
    Sometimes it’s nice to be the big fish in the little pond, more developed players can slow down the pace and play of lower tiers and feel rewarded carrying games.  It may even be a great place for those players to uninterested or too unmotivated to improve, to hang out.  However, as an avenue for player development it quickly hits a ceiling that is not attractive or rewarding to a large proportion of the gamers out there.
     
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