vuque, 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.





