Krimakov 4 Share Posted October 10, 2014 MiGs!!!! http://forum.worldofwarplanes.com/index.php?/topic/33724-developer-bulletin-patch-160/ and other goodies. Daeima and shwedor 1 1 Link to post Share on other sites
shwedor 402 Share Posted October 10, 2014 1. Making the already broken as hell GA game even more broken? NOPE. This is literally the equivalent to doubling the accuracy and damage of every artillery unit in WoT. "We also expect that players who could not master (or simply did not like) ground attack aircraft or heavy fighters, but would still like to take part in the “ground game” as well, will have a great possibility to do so." Translation, "You are all shitlords and we are going to make GA even more easy mode because you were too retarded to fly the already easy mode Russian GA's and German heavy fighters." 2. No keyboard controls added back to the game? NOPE. 3. "New players will benefit from being matched up with other beginners for a longer period of time, before being matched up with more experienced players." Decent, but far too late. And it still doesn't address the issue that low tier games have literally zero depth to them, nothing but "fly in straight line hurrr dduuuur head on first person I see and ramming speed. Banzai!" 4. "Improved flight-balancing algorithm" Improved in what way? 5. "Fixed the problem that caused a disproportionate number of ground attack aircraft and heavy fighters (compared to fighters)" Oh great! Longer queue times for the already low population NA server. 6. "We listened to your feedback and analyzed the statistic data for Superiority mode, and we have made some adjustments, including tuning the speed of the Superiority scale, and reducing the HP for armored segments of ground targets." In what alternate universe are these DEV's living in? GT's need to have their HP buffed to 9999999999999999 and the GA game needs to be made irrelevant. GA is boring as hell and is an even worse mechanic than WoT Artillery. See War Thunder B-17 spam as a perfect example of why overly capable GA's ruin the game. 7. "A lot of work was done on balancing guns and cannons. After the release of 1.5, we received lots of complaints saying that cannons became useless and guns appeared to be too effective. We thoroughly studied statistics and analyzed balance parameters and made necessary adjustments. " Hopefully they actually made the heavy cannons capable of one shot derping enemy planes again, because getting BnZ'd or raped by a broken GA game where you simply can't kill the enemy GA's fast enough before the timer runs out is lame. If a plane gets hit by a 30mm+ high velocity projectile (i.e. Mk-103/Russian 37mm/45mm/57mm guns) it needs to die. Phrap 1 Link to post Share on other sites
Rock18 10 Share Posted October 11, 2014 The MiGs are good, but the Soviets are already the biggest tree in the game. The rumored Stuka line would have made more sense, as would an IJA line. Link to post Share on other sites
OOPMan 1,266 Share Posted October 13, 2014 Naw, they had to add MiGs. Only so long you can let the WT guys whine about no MiGs :-) Otherwise, meh. I haven't played WoWP in a while now and last time I logged back on there were 250 people online at a time when WoT has about 5000 people online. RIP WoWP. Link to post Share on other sites
ChaoSweeper 0 Share Posted October 13, 2014 Naw, they had to add MiGs. Only so long you can let the WT guys whine about no MiGs :-) Otherwise, meh. I haven't played WoWP in a while now and last time I logged back on there were 250 people online at a time when WoT has about 5000 people online. RIP WoWP. I haven't played since the beginning of Sept. I really hope this brings back some of the fun of WoWP.....Not holding my breath. Link to post Share on other sites
OnboardG1 1,279 Share Posted October 14, 2014 Lol at GP brownnosing in that thread. Otherwise, yawn. Link to post Share on other sites
bandet 12 Share Posted November 2, 2014 Something I posted over there regarding GAs.. http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php?print=1 This is the main thing to take from it. A low skilled player wants to play something less challenging, otherwise they experience anxiety. A highly skilled player wants something more challenging, otherwise they experience boredom. The big challenge for game design is making it flow such that as a player advances in skill, so too does the challenge. The problem is not every player in the game advances in skill at the same rate... so they can't just make it a linear progression. This is one of the main reasons why WoWP will never see the population of WoT, even if they make it a great game. It flat out starts at a higher level of difficulty, because aviation games are simply more challenging, so right off the bat it cuts of a group of people that wouldn't find it fun. So, they do something to get out of it, by allowing players of different skill to select the difficulty level they feel most comfortable with. This is why World of Warcraft is so popular, they manage to do this well. They do it in many aspects, from dungeon difficulty to in-game content with everything from pokemans to competitive arenas. They even do it right down to classes and talent specs. You can literally select an easier class if you are bad at the game so you can have more fun playing. The problem with this is that it can upset players, in regards to how you achieve rewards in game. Generally, playing a game that is harder should give more rewards... because it's harder. Otherwise, why play it? The problem is that if they don't play on hardmode, they experience boredom, but if they play on hardmode, they don't get more rewards... because people playing easymode would get upset that they don't get the hardmode rewards. So, everyone just ends up mad. It's kind of like if you are in calculus class, and you are given a harder test just because you spent more time studying. You'd be upset. Ground Attackers are literally the "easy mode" for WoWP. They are there so that less skilled players can still experience the game and have fun, because they can't otherwise compete in something more challenging like aerial combat. This became problematic with the old supremacy system because Ground Attackers were way to powerful in determining the outcome of the match relative to the amount of skill it actually required to play, so people became upset. Skilled players didn't want to play GA because it was too easy, but GA's were extremely vital, to the point of overpowered, when it came to the supremacy game. That's literally why they had to change supremacy, because the easy mode class became the most important. It's not supposed to be like that. Which goes back to the other point, if you kill an aircraft as a GA, they deserved it. Granted, the majority of the people in the game probably do deserve it, so it's not like it's a rare occurrence or anything. Anyways, extending that, if you carry a game as a GA, the enemy team deserved it. If both teams were full of competent players, GA would largely be irrelevant... that's why you never see a GA carry a tournament game. Basically GA only exist to allow bads to participate. Otherwise, a flying game would be too complex for them. You might argue that artillery serve the same purpose. Rock18, omglaserspewpew and Captain_F22ACE 3 Link to post Share on other sites
Rock18 10 Share Posted November 3, 2014 Something I posted over there regarding GAs.. Basically GA only exist to allow bads to participate. Otherwise, a flying game would be too complex for them. You might argue that artillery serve the same purpose. There's a little more to it than that though. GA and arty also serve to allow people with older/cheaper hardware and connections to participate, which is even more important in the RU market. Artillery serves other purposes too. Among other things it keeps heavies from just parking in the open, and gives importance to lights and mediums for scouting and spotting instead of just being owned by heavies so serves a balance purpose too. With GAA though when the targets are already lit on the map from the outset the balance impact becomes less clear. GA are arguably playing their own competing minigame, and the determination of which game winds up being the most significant usually seems arbitrary. Link to post Share on other sites
bandet 12 Share Posted November 3, 2014 There's a little more to it than that though. GA and arty also serve to allow people with older/cheaper hardware and connections to participate, which is even more important in the RU market. Artillery serves other purposes too. Among other things it keeps heavies from just parking in the open, and gives importance to lights and mediums for scouting and spotting instead of just being owned by heavies so serves a balance purpose too. With GAA though when the targets are already lit on the map from the outset the balance impact becomes less clear. GA are arguably playing their own competing minigame, and the determination of which game winds up being the most significant usually seems arbitrary. GA do serve a purpose in balancing as well. They affect the High-altitude fliers. Basically, if they control supremacy strong enough, it can force them to fly lower where they are vulnerable to attack. The skill thing really can be lumped in with the performance thing. They wanted something that can be played with poor performance, hardware or user regardless. Link to post Share on other sites
Rock18 10 Share Posted November 5, 2014 GA do serve a purpose in balancing as well. They affect the High-altitude fliers. Basically, if they control supremacy strong enough, it can force them to fly lower where they are vulnerable to attack. The skill thing really can be lumped in with the performance thing. They wanted something that can be played with poor performance, hardware or user regardless. OK, I suppose I could agree that lumping skill/hardware/connection together makes sense from a design standpoint. But with arty the game is at least directly PvP, and targets are still mobile, hidden by fog of war and must still be spotted by teammates. With GA the balancing is indirect at best, and targets are static and always shown on the minimap and don't require much teamwork to find or attack. And by the time GA force high-fliers down the outcome is typically already decided one way or the other. I don't know what I'm trying to say here. Maybe just that arty and GA aren't complete analogues, and WoT is a better designed and balanced game. But both of these probably should have been obvious without needing to say so. Maybe I'm just rambling now. Link to post Share on other sites
Antiledo 64 Share Posted November 5, 2014 You are right that arty and GAA are not exact analogues. Here's how they would be analogous: Imagine if arty could fire at the enemy cap and accumulate cap points. They would accumulate slowly per shot so that most matches end before arty can cap in this manner. While they are doing this, they are contributing nothing to the battle. Still, they get some wins once in a while because a match ends up going for so long that they eventually get the cap; of course they could have won MORE often if they just fired at the other planes... I mean tanks! Link to post Share on other sites
bandet 12 Share Posted November 5, 2014 OK, I suppose I could agree that lumping skill/hardware/connection together makes sense from a design standpoint. But with arty the game is at least directly PvP, and targets are still mobile, hidden by fog of war and must still be spotted by teammates. With GA the balancing is indirect at best, and targets are static and always shown on the minimap and don't require much teamwork to find or attack. And by the time GA force high-fliers down the outcome is typically already decided one way or the other. I don't know what I'm trying to say here. Maybe just that arty and GA aren't complete analogues, and WoT is a better designed and balanced game. But both of these probably should have been obvious without needing to say so. Maybe I'm just rambling now. I didn't mean they served the same role in actual gameplay, just that they are both the "easymode" of their respective games. Link to post Share on other sites
Antiledo 64 Share Posted November 5, 2014 I didn't mean they served the same role in actual gameplay, just that they are both the "easymode" of their respective games. I hear you. If you ponder what arty would look like if it WAS analogous to GAA, it makes GAA seems even more ridiculous than it already is. At least in my mind... Link to post Share on other sites
bandet 12 Share Posted November 5, 2014 I hear you. If you ponder what arty would look like if it WAS analogous to GAA, it makes GAA seems even more ridiculous than it already is. At least in my mind... It would be like they fly circles around their base under AA cover, and the tailgunner is shooting at you for the duration of the game, regardless of your location. Link to post Share on other sites