#22 Posted 14 November 2019 - 06:27 PM
LovelyBerta, on 14 November 2019 - 05:14 PM, said:
Don't know about you but the issue with me are not universal fragments (I got more than 100) but the severe lack of the national ones (apart from 30 polish from missions I'm sitting at 1 per nation) so I can't create any useful fragment :/
Edited by Leveitine, 14 November 2019 - 06:28 PM.
#24 Posted 14 November 2019 - 06:36 PM
#25 Posted 14 November 2019 - 06:40 PM
We accept and you're done...
#26 Posted 14 November 2019 - 06:42 PM
Machiavelli_13, on 14 November 2019 - 06:36 PM, said:
Absolutely right. So many maps that are removed for no good reason. If they need more time to put them back into the game, they should improve map rotation. I get only 5 maps per session, no matter how many games I play.
#27 Posted 14 November 2019 - 06:49 PM
Leveitine, on 14 November 2019 - 04:38 PM, said:
This. I have over 250 universal fragments - and next to zero national fragments - because I was stupid enough to grind every line to X the good old way ... and I have never even once been able to profit from this whole fragment thing in order to speed up tank research. I know that this is pretty much a first world problem, but seriously guys - this stuff just rots on my account, and surely that wasn't the idea? How about making it possible to exchange universal fragments for bonds, for instance? Not for any meaningful amount or anything, mind, but really - any idea to make the stuff good for something would be welcome ...
As to making Directives available for credits, that sounds like a decent move. I have always disliked Directives and Improved Equipment because hardcore players profit more from this stuff than casuals, which means even further imbalance, but well ... if the stuff really has to be in the game because of reasons, it is better if casuals get an easier way to lay their hands onto it.
#28 Posted 14 November 2019 - 06:56 PM
Edited by Puszka_Drynia, 14 November 2019 - 06:57 PM.
#29 Posted 14 November 2019 - 07:00 PM
Edited by Draconic, 14 November 2019 - 07:01 PM.
#30 Posted 14 November 2019 - 07:05 PM
#31 Posted 14 November 2019 - 07:07 PM
Draconic, on 14 November 2019 - 07:00 PM, said:
And paying for bonds are not more pay to win. You either need to play with tier 10s or play events who have bonds in them. I think you loose more money in tier 10 than just spending them on crew derec. Or how much do they cost
#33 Posted 14 November 2019 - 07:12 PM
I will go on the test server later tonight or tomorrow, was this change something that needed testing though ?
Maybe I am in the minority but I don't use food or directives, well I did use a few directives when I wanted sixth sense on a crew for a few battles so maybe 3 or 4 of them..
Bonds now get collected on the chance that I can get a premium or Reward vehicle.
I expect I will use directives more freely if they cost credits depending on price of course. it comes down to which gives the best boost for the price a Directive or Food.
Any chance you will take another look at that idea you had way back of bonuses linked to inscriptions and emblems, given the changes to camo the idea is worth another look.
#34 Posted 14 November 2019 - 07:12 PM
#35 Posted 14 November 2019 - 07:12 PM
Good job WG on making the game even more pay-2-win by increasing the average battle cost even more. We already have super expensive premium ammo and on top of that we have premium consumables that cost 20K a piece. And obviously in your world this is not enough already, you want to make battles even more expensive.
As soon as you add an in-battle consumable item, that item becomes standard and not optional. Why? Because the players that have virtually infinite credits will be able to purchase this item for every single battle they play. This puts pressure on all other players aswell, because now they have a choice, do they want to increase their battle cost even more, or do they want to play at a disadvantage.
Who will benefit from this change?
- Players that run a premium account.
- Players that are in a clan and can run credits boosters all night.
- Players that are already good enough to make huge profits.
Great! Instead of helping bad players to become better, you're instead increasing the gap between good and bad players even more by giving even more performance boosting items to the ones that are already good, while the bad players can simply not afford it.
STOP putting credit costs on in-battle consumables! If you want players to pick a setup for battle, make this free so that all players can afford to use the same consumables and thus play with the same advantage in battle. The only difference in battles should be a players skill and not how much credits they have.
I'm so glad that you WG did not design Chess, because if you did, we would have a situation where you could pay $10K and upgrade your pawns to move 2 steps each turn rather than 1.
#36 Posted 14 November 2019 - 07:15 PM
#37 Posted 14 November 2019 - 07:18 PM
Maybe also change premium time intro reserves for 1/2/4 hours like blitz? We get 1 day of premium out of which we play maybe 4 hours and it starts right away? We should activate it when we want.
And does this really needs testing? 3 times maybe?
#38 Posted 14 November 2019 - 07:21 PM
Totaly_Not_A_Spy, on 14 November 2019 - 04:39 PM, said:
At least this will give new players a way to get six sense on a starter crew. Regardless if its for credits or not, its a good move until they rework crew skills, which they have promised for 2 years, and we havnt see crap about it yet, so doubt a crew rework will come. This is the next best thing for new and f2p players.
#40 Posted 14 November 2019 - 07:25 PM
*edited*
Edited by Jahpero, 15 November 2019 - 11:29 AM.
This post has been edited by the moderation team due to off-topic.
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