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Much like tanks made sacrifices to distance to keep things interesting, WoWS needs to do the same thing, but for time instead of distance. I know what you feel about maps being too big and too small - playing the game at 1.5-2x speed (no changes to cap timings or battle duration) would mitigate a lot of problems. 

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Much like tanks made sacrifices to distance to keep things interesting, WoWS needs to do the same thing, but for time instead of distance. I know what you feel about maps being too big and too small - playing the game at 1.5-2x speed (no changes to cap timings or battle duration) would mitigate a lot of problems. 

They already accelerated ship movement by an insane amount (like x5 or some such), but it's still too slow with the cap timers and top speeds being what they are. That said, speeding it up even more would screw with balance and playability pretty badly. I'm not sure what the solution is, but in its current form, it's doomed to mediocrity.

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Faster movement would also require faster shell travel speeds, and faster planes, and faster torps.  Not saying it's not possible, but that seems more of an alpha stage balance change.  Not sure they'd want to change things that much.  Of course, if they don't change something, the game may fare poorly.

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They already accelerated ship movement by an insane amount (like x5 or some such), but it's still too slow with the cap timers and top speeds being what they are. That said, speeding it up even more would screw with balance and playability pretty badly. I'm not sure what the solution is, but in its current form, it's doomed to mediocrity.

 

 

I think they should abandon the cap/domination mechanic and go for something like Convoy escort, amphibious landing support, flag assassination (destroy enemy flagship) type of scenario. Having ships just sit or sail in circles around cap doesn't really work for WoWS unlike WoT cuz in general you really aren't fast enough to go back to cap to de-cap. 

 

They did say they were going to implement something like it... but that was a year ago.

http://blog.worldofwarships.com/convoys-in-world-of-warships-mission-possible/

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I think they should abandon the cap/domination mechanic and go for something like Convoy escort, amphibious landing support, flag assassination (destroy enemy flagship) type of scenario. Having ships just sit or sail in circles around cap doesn't really work for WoWS unlike WoT cuz in general you really aren't fast enough to go back to cap to de-cap. 

 

They did say they were going to implement something like it... but that was a year ago.

http://blog.worldofwarships.com/convoys-in-world-of-warships-mission-possible/

 

 

They playtested convoys, but it disappeared - it had some issues with getting the convoy ships to balance out right iirc.

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A lot of the pacing issues could be solved by switching the gameplay to something more akin to WT. You have a set of ground targets to bombard, stationary ships in a port to attack and troops that fight each other over points in a time limited fashion.

That does a few things:

1. Channels people into strategically important areas. WoT has a small enough scale to not have to worry about more than map design to do this, Warships needs something more.

2. Gives the terrain a purpose rather than just LOS blocking. You can now use the terrain to block access to important strategic objectives. It also gives more context to the fight than "lol lets FITE around this random atoll".

3. Reduces the number of draws by allowing more ways to affect the ticket counter.

4. Gives dive bombers a purpose beyond just setting stuff on fire.

I think the core game mechanics are fine (beyond the current hellish interaction between damage model and desynch) but WG are deploying them in a really stupid way.

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I think the premise in the OP can be applied to a lot of the design choices in the game.

 

Combat, for example, feels too fast and too slow at the same time. At least up to tier 6, no idea if it gets better after that.

 

A fight BB vs. DD at max torpedo range tends to be incredibly boring as both sides wait for their 30+ seconds reload between trading shots, the DD popping in and out of view range, and as soon as the first hit lands it's basically over more often than not.

 

BB duels at long ranges tend to be boring minute-long RNG fests until one side beats the RNG on dispersion and vaporizes around 30% of the enemy with one hit.

 

Certain CAs (I'm looking at you, tier 2 JPN CA) tend to lose 2/3rds of their HP to one salvo from cruisers of the same tier, while others seem to have basically no citadel hitbox at all (St. Louis).

 

It's a pretty similar situation with ships like the Cleveland.

 

Often you can't actually escort your BBs if they spawn too far away because there's not really that much difference when it comes to ship speed around that tier. If you manage to position your ship in a way to provide AA cover the planes tend to simply approach from a different angle, which you can't really react to because your ship is too slow to change it's position before the planes drop their torpedoes.

 

However, if you manage to get yourself closer than 4km to the planes, you can easily wipe out several squadrons while using the AA ability.

 

In my opinion, the problem with their design is how the game tends to oscillate between boring and frustrating, very rarely actually becoming fun in the progress.

 

If you're good, you get to sail around for minutes on the map, then remove some shitter within 30 seconds or so if RNG favors you, and afterwards it's back to trying to catch up with whatever else is going on. If you're unfortunate, that means several more minutes trying to get in range of something else.

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I agree with a lot of OP pionts. If they dont change some stuff randoms will be stale and boring, OnboardG1 has a good idea, WT style targets are a good idea.

 

However, if WoWs draw in a lot of competitive crowd, i can see this game being a really amazing in organized play. Lirge scale tactics are immensely important since you cant just do a 180 and go somewhere else.

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Imo, the abilities also need to go away. Having a massive timed AA buff, for example, is just justification for not properly balancing AA on all classes.

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This game is going to flop harder than WoWP. I guarantee it.

 

yep, i doubt there are more people interested in ships than in planes.

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All the ones who like Planes are at WT, Since WT has no ships yet, wows is the only way now.

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Imo, the abilities also need to go away. Having a massive timed AA buff, for example, is just justification for not properly balancing AA on all classes.

 

Unfortunately in the "What's Next?" post WG implied that people love these timed ability so no chance of that.

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The game is fun as long as you just play "fer fun" the moment you try to actually play, carry and win you realize you better get into that DD and fap cast or it's a GG (and pray a BB doesn't RNG you from the other side of the map after a plane spots you). Also i hope there's a hard limit to the carriers to 2 or 3 per side if not high tier gameplay will be even worse than old wot.

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There is currently a hard limit of 2 CV's per side based on what the devs. have said and what I've seen so far, and there's a hard limit currently of 1 CV per Division. Not counting low-pop high tier MM screw-ups of course.

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Unfortunately in the "What's Next?" post WG implied that people love these timed ability so no chance of that.

 

People just want their moments of being OP I guess, in exchange for it being temporary.

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Funny thing is, I remember the beta weekends being distinctly more fun. I don't know what it is exactly but I have a hunch is the shorten engagement range (at least I think that got nerfed). I remember even low tier Guns and torp had way more range in Weekend beta than it does now in CBT.  Shorter firing range, more time waiting to get in range, less chance of getting in range to reset cap, etc. 

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Funny thing is, I remember the beta weekends being distinctly more fun. I don't know what it is exactly but I have a hunch is the shorten engagement range (at least I think that got nerfed). I remember even low tier Guns and torp had way more range in Weekend beta than it does now in CBT.  Shorter firing range, more time waiting to get in range, less chance of getting in range to reset cap, etc. 

 

Not sure about gun range but the damage model is much more RNG

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I tried WoWS again yesterday, and several classes or combat situations are just plain and simple not the least bit of fun.

 

BB vs DD is shit. DDs can't get close enough to take advantage of the BB's shitty turret traverse because they'll get eaten alive by secondaries, so they have to rely on dumping torps at max range. Better don't be in a US low to mid tier DD. Engagements at max torp range are shit, you wait for one side to make a mistake or get fucked by RNG, then it's over.

 

BB vs CA is shit. CAs are supposed to whittle down BBs via DPM but one lucky hit from the BB can cost you somewhere up to 2/3rds of your max health.

 

US DDs and IJN CAs seem worthless atm (up to tier 6).

 

And I really don't feel like attempting to come up with ways to salvage this game without getting paid. It's not as bad as WoWP at the moment but that's about it.

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Us Alphas have been bitching about this for a long time- regression in game design, bad decisions, unimplemented promised features, bad balancing, etc, etc

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I've had it with this game. My night last night:

CV match - dumping torps like going out of style. 3 dead BBs, 2 CH and  CV. I"m tearing it up.

 

Too bad that DD is capping the base and no one is around because they are CV chasing.

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BB vs CA is shit. CAs are supposed to whittle down BBs via DPM but one lucky hit from the BB can cost you somewhere up to 2/3rds of your max health.

 

 

 

And I really don't feel like attempting to come up with ways to salvage this game without getting paid. It's not as bad as WoWP at the moment but that's about it.

 

Fixed.

 

Also, I was having more fun at this stage of planes CBT than I am having in ships CBT.  Planes got continually worse.  Hoping ships does not follow the same path.  But WG...

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Since when are cruisers supposed to engage battleships? Youre supposed to support your BBs with AA and Hunt enemy DDs, your third job is to engage enemy BBs. What kind of stuff do you people smoke sometimes?

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Since when are cruisers supposed to engage battleships? Youre supposed to support your BBs with AA and Hunt enemy DDs, your third job is to engage enemy BBs. What kind of stuff do you people smoke sometimes?

 

Because sitting there passively firing at enemy planes while random enemy BB shells from 18km away land around you makes for a really fun game, right?

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I agree with a lot of OP pionts. If they dont change some stuff randoms will be stale and boring, OnboardG1 has a good idea, WT style targets are a good idea.

 

However, if WoWs draw in a lot of competitive crowd, i can see this game being a really amazing in organized play. Lirge scale tactics are immensely important since you cant just do a 180 and go somewhere else.

I think there is a lot of insight in this comment. While WOWS may need work, it has much potential as a team (clan?) game. The mechanics do seem like they might promote relatively realistic fleet maneuvers. I can envision organized fleets who plan and practice their maneuvers doing well. Some complaints here seem to come from the players who are disappointed that a WOWS match is more difficult to carry with individual heroics than a WOT match. But I am willing to wait and see.

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