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Deusmortis

WoWS: Fatally Flawed?

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The more I play ships, the more I feel that the game will be nothing more than a passing fancy.  Mostly because of what I see as a fatal flaw:

 

The maps are both too big, and too small.  The game is both too short, and too long.

 

The maps are too small to really maneuver on.  You can fire cap to cap on most.  To break up firing lanes, they rely on random islands.  At the same time, the maps are too big.  You can't reliably make it back to cap.  You can't chase down all of the hiding CVs and DDs.  It's too short, because the timer runs out right about the time you're able to break a flank and start closing the net.  It's also too long, as it can take ages to hunt down the last stragglers.  

 

These aspects lead to a "Cap or Draw" game style.  Big Race, the smallest map in rotation, is the only one where I ever see teams wiped out on.  

 

This situation could be resolved.  But it would require thinking beyond what WG has proven capable of.  Am I wrong in thinking this?

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I stopped playing ships because of that very reason.  Too many games ending in draws or being capped out, it's really kind of annoying.

 

On top of that, the gameplay just isn't as action packed......I mean players rarely get into full on broadside battles (which is SUPER fun) and it's really limited to long range sniping the entire fucking time.

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This situation could be resolved.  But it would require thinking beyond what WG has proven capable of.  Am I wrong in thinking this?

There's no such thing as underestimating WG's incompetence.

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The gameplay is kinda lacking, really. Like, you just go in one direction, avoid 'pedoes touching your ship in the bad place, and arty away. Stuff can die pretty fast (due to crits and 'pedoes), which can leave a lot of battleships just moving from one flank to the next. Hell, it's a pain even in a cruiser. I don't even want to get into turning.

 

I think they should try experimenting with faster ships, bigger maps (not that big, but bigger), and more smaller islands. Maybe increase survivability for a lot of ships and nerf 'pedo damage.

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The more I play ships, the more I feel that the game will be nothing more than a passing fancy.  Mostly because of what I see as a fatal flaw:

 

The maps are both too big, and too small.  The game is both too short, and too long.

 

The maps are too small to really maneuver on.  You can fire cap to cap on most.  To break up firing lanes, they rely on random islands.  At the same time, the maps are too big.  You can't reliably make it back to cap.  You can't chase down all of the hiding CVs and DDs.  It's too short, because the timer runs out right about the time you're able to break a flank and start closing the net.  It's also too long, as it can take ages to hunt down the last stragglers.  

 

These aspects lead to a "Cap or Draw" game style.  Big Race, the smallest map in rotation, is the only one where I ever see teams wiped out on.  

 

This situation could be resolved.  But it would require thinking beyond what WG has proven capable of.  Am I wrong in thinking this?

Are you sure you're not a ghost writer for The Economist?

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You're right. Im not sure if its exactly fatal, but another aspect to this is the way WG does vehicle locking (once a vehicle is in a match, it's unusable). It just does not work in a slower paced environment. Its just fine for WoT, just not for WoWS. You cant just make matches bigger and longer because it means you have all these people bored out of their minds waiting for the match to end, even if they've already been knocked out.

 

Naval battles seem really hard to get right. You take the problems of aerial battles (no terrain = maps all feel identical and combat is not very dynamic) and add more issues to it - slower paced with comparatively boring click-and-hope-it-hits arty-style combat and really difficult timer/mapsize problems (it takes a long time to move but not a long time to fight, so if there's too much of either things get really funky).

 

I'm not saying WG can't manage it. It's clearly possible - but it's just not there right now.

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Still better than than World of Warplanes (lol) for most people. 

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Torpedoes and citadel hits needs nerf in damage, probably fire damage too, to draw out the actual fights, which is the fun part and what you're playing the game for.

 

I didn't have too many problems with capping when i played, but i had battles in BBs/slow cruiser where i start sailing one way and either my team or the enemy team gets melted before i could do anything. That's even less fun than a cap out.

 

Needs a rework of their map design too,  but i'm not sure what could be done.

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ive played ~200, and have 1 tier 7, 1 tier 8. deus and rexxie are dead on, and i have since lost almost all interest. endless draws/caps, client desynch, and not nearly enough tactical options means my interest was short-lived.

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The biggest issue for me personally was the suspension of disbelief necessary to play the game.

 

Since the age of sail, naval engagements have traditionally been stately, orderly, controlled affairs. Capital ships don't just sail haphazardly around by themselves shooting at whatever random shit happens to catch their fancy and they never go anywhere without proper escort. Cruisers don't go around trading broadsides with battleships and destroyers don't go charging at capital ships to launch torpedoes in clear visibility conditions where the enemy can see them coming from literally miles away.

 

I realize that this is a game and not a naval engagement simulator but WoWS' gameplay abandons any pretense of historical foundation in favor of pure arcade action. Just the shear number of hits that each ship lands per game is ludicrous. Hell at Dogger Bank the Germans landed ~3% of their total shots fired and they were considered exceptional gunnery ships.

 

Of course a cogent argument can be made about how divorced WoT combat is from reality as well, but at least some of the more ridiculous gameplay aspects of WoT have foundations in reality since there are plenty of examples from history where individual tanks (even slow, blind heavy tanks) wandered off on their own to fight mano y mano against other tanks, a single tank took on multiple enemies and won and bullshit bounces did indeed happen.

 

I'm not really sure what I expected; I knew that there was no possible way to simulate real naval warfare in the chaotic pub environment, but I guess the reality was even more disappointing that I was prepared for.

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The all-or-nothing cap mechanics don't work for the map scale.

 

WoWS needs to abandon/revamp the game end conditions. Survival % honestly shouldn't be as low as it is in other games - destruction of the enemy team doesn't work right in WoWS.

 

Instead, give a more dynamic set of map conditions for victory, so that each role has more relevant ways to contribute to the final outcome of the game.

 

WoWP, ironically, actually worked a bit towards a better solution (not totally, of course) - a combination of map targets to bombard, some cap points or something, and other kinds of evironment elements would go a long way to better allowing for satisfying dynamism on the map and longer fights (because survival isn't so immediate to victory), while easily being controllable to fix match length to 20 minutes.

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im at 120 ish games and at 6% draw...

 

i have 9946 WoT games with around 1% draws... they need to address this fast or im not going to invest any money in it.

 

Capping is both annoying and boring. I actually dont mind the slower gameplay of WoWs, less of a cluster fuck then WoT.

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I'm still having lots of fun but I'm definitely a baddie in it. Battleships are just painfully boring, ditto carriers. Having lots of fun with cruisers though. Big enough enough to have lots of firepower but fast enough to manoeuvre.

 

I don't... maybe they need a variable capping speed -- the longer the battle goes the bigger the cap ticks become. Otherwise the main point ... sitting back and shooting at range is moot.

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Right now im at 2% draws, i srsly dont know what kind of battles you guys have.

 

 

How many battles have you all played? At which tier are you? What line have you played? Just asking. Most of the time here i read " played 2 battles, lol boring"

 

Haven't check the exact numbers after last session.  I'm at or beyond 150 games, tier 5-6 in 4 lines.  ~56% wr, ~6% draws.  Oh, and survival ~58%.  

 

It definitely had more than 2 battles worth of appeal to me.  But I don't see myself going much further.  The fastish grinds up to 6 kept me interested, but the thought of getting ~35k for the next tiers puts the carrot too far ahead of my sight.  

 

The game needs some kind of adaptive non-destruction game end scenario.  Something that allows for endless "Chase the carrier" matches to end, but also allows pitched battles to continue.

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How many battles have you all played? At which tier are you? What line have you played? Just asking. Most of the time here i read " played 2 battles, lol boring"

I played until the end of the Shimakaze grind. Loved the Shimakaze, hated the long games. Hated the Battle-Assistant-like artillery gameplay.

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Good thing I never played enough to care. Games need to be fast paced enough to stimulate the senses.

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Good thing I never played enough to care. Games need to be fast paced enough to stimulate the senses.

Like PayDay 2 :3

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