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Stock up for the Ranked Battles


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TungstenHitman #21 Posted 21 May 2019 - 12:08 PM

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View Postvuque, on 21 May 2019 - 08:23 AM, said:

 

Thanks for the detailed feedback but I would like to say a couple of things about it, I see why you don't like to lose chevrons and I would say you have a point because losing something you earned due to someone else's mistakes is not nice but you should know that; even in losing team you can win a chevron and there is a possibility of not losing a chevron in the losing team. This depends on your performance, not to others. So actually, if they play bad it is better for you at this case...

 

Thing about the chevrons... if you start losing your hard earned chevrons because you lost a battle played positively on a team negative dmg farmers that get rofl stomped... and you finish 2nd or 3rd on a losing team having worked your backside off but got "out performed" by a big alpha TD like an FV4005 who loses in first place by farming huge damage in 2-3 shots and also gets his redline TD role bonus... it didn't take me long to get bummed out and not want to play anymore. The invested credits, the effort, the hard gains, the lack of progress, the lost progress for very little reward it just became toxic really fast.

 

I got to level 7 easy with what I guess was a nice run of teams along with good personal performances but because there was no progress for all the hard work and credits spent during a little losing streak... there was no want in me to keep playing... it simply wasn't being rewarded, not for that effort and not for that expense of credits, it simple wasn't worth it and certainly not attractive to want to play again. The hard work, blowing credits away only to end up banging my head on a brick wall or worse, actually start losing progress with lost chevrons because I played positively and too many played conservation dmg farming mode which regardless of role bonus, STILL is the default playstyle during battles so I would be "out performed" by "better" players and lost a couple of chevrons... toxic utterly toxic. 

 

It's sort of like having a marathon only now you get to lose progress. For me, the chevron distribution needs to be re-evaluated further. Regardless of "if you perform better..." losing chevrons should not be an option other than for those who finish dead last, are afk or contribute illiterately nothing during a battle. Sure, a very low performance should gain no chevrons but to lose, finish in the top 8 and get nothing is so bad... so bad, like I said, not for that level of effort, not for that level of credit loss and not when you are being "out performed" by TDs which also get their role bonus for farming damage at the back to both "out perform" you and nullify any role xp bonus you may pick up in your medium or heavy tank etc so the TD gets his role bonus too meaning the only time that comes into play is when a heavy tank is sniping from the back vs the heavy tank brawling and blocking shots at the front, so that role xp bonus sort of fails when held against the hoards of S-Barns and FV4005 and other big alpha TD's swamping the meta by all anyone who has them and they can't be criticized for using them, I would too, its easy chevrons. I can guarantee you if the chevron system was adjusted so they were harder to lose, actually given to losing players who had a great performance and even distributed better for the winning players more players would play.

 

Here would be my 2 cents on chevrons to mull over

 

Winning team

 

Place Chevrons
1st, 2nd, 3rd  3
4th, 5th, 6th  2
7th - 10th  1
11th - 15th  0

 

Losing team

 

Place Chevrons
1st  2
2nd - 8th 1
9th - 15th 0

 

At least in this format nobody loses a chevron so all that hard earned and costly progress is rightfully maintained, a strong effort from the top 8th on a losing team still picks up a chevron with the best player still bagging 2 and as for the winning team, top 3 get 3, next best 3 get 2, the next 4 to complete a top 10 pick up a chevron and the rest get nothing because they obviously had a bad performance, which we can all have at one game or another but at least nobody is getting a kick in the teeth, level 15 is still going to be an attractive marathon like goal to chase. By all means, set the chevron requirements for each level higher if needs be, it would still be WAY better and more attractive to play knowing we can't than lose chevrons and progress like right the current system... and you can still use a players overall performance during RB to finalize who's best efforts make the final leagues. 

 

 


Edited by TungstenHitman, 21 May 2019 - 12:40 PM.


brevlada #22 Posted 21 May 2019 - 01:15 PM

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View PostTungstenHitman, on 21 May 2019 - 12:08 PM, said:

Here would be my 2 cents on chevrons to mull over

 

Winning team

 

Place Chevrons
1st, 2nd, 3rd  3
4th, 5th, 6th  2
7th - 10th  1
11th - 15th  0

 

Losing team

 

Place Chevrons
1st  2
2nd - 8th 1
9th - 15th 0

Problem is that this wouldn't be skill-based, it would be based completely on who would play the most, even with the current system that is the case, but not as extreme, you want rank for skill, not for time



TungstenHitman #23 Posted 21 May 2019 - 02:17 PM

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View Postbrevlada, on 21 May 2019 - 12:15 PM, said:

Problem is that this wouldn't be skill-based, it would be based completely on who would play the most, even with the current system that is the case, but not as extreme, you want rank for skill, not for time

 

Well yes and no. Players displaying the most skill, or at least, players finishing higher than other teammates get rewarded more so nothing has changed much in that regard. Those who finish top get the most, those who do well still get something and those that do nothing get nothing. Only real difference here is you cannot lose a chevron so no progress is lost, expensive progress at that, and playing well but losing is still rewarded with a little something to reflect the efforts, expense and skill of the top half of the losing team. Simply not losing a chevron is not good enough for the invested time, effort and expense when you're on the losing team and so it's not very attractive along with creating a somewhat toxic environment since so much hangs on not so much doing well, but just winning. Winning and getting into the top 10 isn't that tough it's losing and getting fork all for playing like a boss is what's rotten along with potentially losing a chevron during the odd battle that plays out terribly despite doing what really was the right thing at the right time only your team of dmg farming campers played too safe, too negatively and let you get taken out, perhaps purposefully to increase their own chances.

 

Regardless of tactics, as it is, the rewards for effort and credits are not reflected in a mode that has toss of a coin random teams that can lose just as easy as win so losing is gonna happen almost as much as winning yet at best, you can only get 1 chevron for losing while dragging along with zero progress for lots of effort, lots of gold spamming and finishing 2nd or 3rd on a losing team, it really is atrocious. With my proposed slight chevron distribution alteration, it's much more fair and attractive to participate in RB, no gained progress is lost, being the best is still rewarded the most, most the team on the losing side still get nothing while the top half that played well still get something so it's still very much a skill based reward system at heart.

 

Yes, I agree with your comment on one level, not so much about skill not being reflected accordingly but the fact that with enough invested time a player of lessor skill can still grind his way to level 15... but it will cost him an exorbitant amount of credits and time to do this which imo, would therefore be rightfully rewarded with all 15 division stage rewards. I think that's fair but to counter the skill argument, league placing is based on how a player performs during his journey to level 15 so just because a player threw time and credits to slog his way there, because it took him a zillion battles to do it vs the skilled player who did it much sooner, the less skilled player will go no further in the event since his performance was not good enough for a place in the leagues, for him, level 15 is end-game, but at least he had a reason and interest to participate which is what WG wants and at least he gets a decent scoop of bonds and other bits and bobs. It's just something worth exploring. If WG have invested their time and money into this event, they did so to make money, being the business they are obviously. Not having players interested and having fewer players participating than there could be, is not what WG would want, fact. So I think there's lots of room for improvement and I can only give my 2 cents on what I feel certainly stopped me from wanting to continue participating and most likely stops a lot of other players from participating. Hell... if me, an experienced player is feeling this way about how this RB plays out I can't imagine how horrible and off putting it must be for a lesser experienced player who tried it.


Edited by TungstenHitman, 21 May 2019 - 02:20 PM.


TungstenHitman #24 Posted 21 May 2019 - 02:38 PM

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Oh yes and I forgot to add, despite the wall of text lol. while a person can say winning takes more skill and losing means that was less skilled players, in this game this is not the case, sure the cream rises to the top and the best players tend to feature on the top of most battle results but for winning and losing apart from heavily tilted teams you also have other massively influential factors like map where one team gets greatly the more favorable tanks for that map then there's maps which are not well balanced where one side is always stronger.... then finally there is high saturations of RNG in this game where the winning and losing is decided where your fully aimed or snap shot goes and if it hits does it hit tracks or does it bounce or does it pen and if it pens does it roll high or roll low, same when someone shoots at you, all of those things, so not always does the winner have the most skill nor does the guy who did an average game on paper not take the same sort of shots that gave the top player his score only his shots bounced or missed etc. So... for those reasons along with the others I gave, I feel to be attractive the chevrons need to never be lost and at least 1 gained for a solid top half finish on a losing side




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