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Historical Mod Discussion Topic


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RelicShadow #1 Posted 08 April 2012 - 11:39 AM

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NOTICE:
If you are not a member of the Historical Battles community or have until this date no experience with the historical mod in historical battles, please refrain from posting here.
Thank you.


***

Now, with that out of the way, and since Zorin is not going to get unbanned for quite a while, I am going to get the topic going otherwise we will never get anything done.

Last time we checked, a few of you did not like the historical mod or the idea of using it exclusively for historical battles.

Since you are the minority here, please post your reasons for not wanting to take part in modded events.
Post aspects of the mod you have issues with, and if possible, post possible solutions that would be to your satisfaction.

If you do not like the mod as a whole, then please provide an explanation.

That is all.

UPD: Since no more valid concerns were raised, this topic is now concluded.

MuleMobile #2 Posted 08 April 2012 - 12:28 PM

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Just a bit of preemptive 'defending', in v2.0 the arcade view distance has been increased from 1m to 4.5m, this was the 'optimal' distance at which you can see the tip of your tank, as if you had your head just outside of hatch. This also drastically improves situational awareness for smaller tanks

Da7K #3 Posted 09 April 2012 - 08:11 AM

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 MuleMobile, on 08 April 2012 - 12:28 PM, said:

Just a bit of preemptive 'defending', in v2.0 the arcade view distance has been increased from 1m to 4.5m, this was the 'optimal' distance at which you can see the tip of your tank, as if you had your head just outside of hatch. This also drastically improves situational awareness for smaller tanks

This is pretty much the problem i had with the HR mod, glad to see it's fixed.  :Smile_honoring:

Ashrah #4 Posted 11 April 2012 - 09:08 AM

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 RelicShadow, on 08 April 2012 - 11:39 AM, said:

If you do not like the mod as a whole, then please provide an explanation.
That is all.

I'd like to come do some battles with you guys again since i'm actually playing again, but i dont like modding a game (at all) to a point i'm just not going to do it. So if it's obligational you wont see me around again.

RelicShadow #5 Posted 11 April 2012 - 09:44 AM

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Finally someone decided to post.
Sadly we cannot do anything for compromise in that regard since it's an extreme situation.
We could run a few unmodded events now and then. Will see.

Still waiting on more people to come and state their issues with the mod.

Ascender #6 Posted 11 April 2012 - 02:22 PM

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Gotta take a look again at all the changes, but also my biggest issue was that 3rd person viewing range. Cannot make a judgement in my current position :)

SchwerePanzer #7 Posted 11 April 2012 - 02:35 PM

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3rd person view issue is something we've discussed (was also one of my complaints). Those minor issues can be tweaked according to feedback but judging after one real event is a bit quick. Also take into account that the view depends on the size of the tank and Mule played around with it.

I'm waiting for some more fundamental issues that should be added or removed or that speak in general against the mod.

RelicShadow #8 Posted 11 April 2012 - 02:48 PM

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 Ascender, on 11 April 2012 - 02:22 PM, said:

Gotta take a look again at all the changes, but also my biggest issue was that 3rd person viewing range. Cannot make a judgement in my current position :)

I suggest you go try the mod as it currently is and report back then. Maybe the new view range is to your satisfaction.

I'll wait until the end of next week, then send whatever findings we reach onto Zorin.
If no one else speaks up until then I'll assume they either do not care enough or have no further quarrels with the mod.

c_m_s #9 Posted 12 April 2012 - 03:34 PM

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I really like the mod. It makes WoT how it should have been from beginning on. Especially because of the view system* (no highlighted tanks). But I think we should only use the mod for specific scenarios like convois, ambushes and so on.


* The problem is, that there is still a hard capped spotting range. But a change from WG would make such a system very vulnerable to cheats. If your client knows where an enemy is you can hack it to highlight that enemy.

RelicShadow #10 Posted 16 April 2012 - 04:26 PM

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Now that most had the chance to try the mod again during yesterday's event, please provide any issues you might have to permanently using the mod for Historical Battles.

At the end of the week feedback will be sent to the organizer to reach a final decision

RelicShadow #11 Posted 25 April 2012 - 05:59 PM

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Since no more valid concerns were raised, I will give this topic as concluded.

Apart from Ashrah, who completely opposes modding of any kind, no one else has raised any further concerns with the mod.
I deemed it to be safe for us to run modded events only from here on out.


Ascender #12 Posted 25 April 2012 - 10:08 PM

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Yep. The only concern i got was from the last battle, is that the vehicle balancing should be far more concidered when doing this. And for the latest battle by far my biggest concern would be the kind of people allowed to drive the biggest tanks, with NO experience with the mod whatsoever they will probably end up being dead right away or very very quickly (no offense, but we talked about that issue many many times before and that was for normal battles where arguably it's less of a factor as it is here).

Other than that, happy with 3rd person view distance, bit tight but hey, it's alot more do-able than it used to be.

SchwerePanzer #13 Posted 26 April 2012 - 09:07 AM

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Things are balanced differently now. E.g. without the mod the Tiger could have one shot the field guns easily. We will probably need more recon elements in the lineups.