Mirny-13 mod is failing due to its design which is based upon team cooperation. Just like Waffentrager mod recently.
Unfortunately, Wargambling is still trying to educate players,like after 10 years average players base will be better in cooperatiion( the truth is opposite) and this game cant addapt and be redesigned
upon the fact there is rarely real team cooperation in this game.
This inability to design game upon reality of the player base which rarely comprise coherent teams in random match maker leads their mods into faliure.It also hurts main random battles.
Do we agree?
Edited by Ahtohallan, 07 November 2020 - 08:21 PM.
I think the difficulty selection is sortof a step into the right direction.
Bad players might stay on lower difficulties more often.
However, even in the long run, the most useless players seem to be able to unlock the hard mode, and will still force themselves to do like 4k damage across the entire battle, while literally dying in every single phase.
Maybe some kind of recruiting channels would be nice for these modes, so that players can team up with people of equal skill.
I mean winning is just a bonus in that mode. If I get to wave 3 or 4 in the T49 you get enough points to farm what you want from the store. As winning is not a requirement if you will, or rather you only need to win 4 times in total if you want all the medals. If we won 9 out of 10 games as the teams worked perfectly all the time. You could arguably call it a failure too. As then the mode doesn't live up to the description.
The WT mode was promoted as facing impossible odds when playing as the T-55's. If we won most of the rounds there too, then I would be disappointed honestly. As there you still got crates that moved you along even if you lost.
How many days do I have left for that mode?
didnt have had much opportunity so far to play it in platoons so I wanted to dedicate some time for it next week
the problem with all the modes is WG is dangling reward to enticing to pass, people grit their teeth and grind, WG is happy how many people played the mode and the next mode is similar.
How many days do I have left for that mode?
didnt have had much opportunity so far to play it in platoons so I wanted to dedicate some time for it next week
Mirny-13 mod is failing due to its design which is based upon team cooperation. Just like Waffentrager mod recently.
Unfortunately, Wargambling is still trying to educate players,like after 10 years average players base will be better in cooperatiion( the truth is opposite) and this game cant addapt and be redesigned
upon the fact there is rarely real team cooperation in this game.
This inability to design game upon reality of the player base which rarely comprise coherent teams in random match maker leads their mods into faliure.It also hurts main random battles.
My thoughts: WoT is a team based game. Partly because we have to play roles.
The vehicles gets bigger and slower with the amount of armor.
So we have scouts that have more mobility and higher range of sight.
What to mention next? Arty? Not related to Mirny-13! Tank destroyers? Not related...
Wargaming gave us a limited set of tanks to play with.
So we had to play each of them to reach the prices.
And here comes the clue:
We had the possibility to equip the tanks individually.
More than that, this was the first time that we could do something for our team mates.
Not by accident; but as a conscious intention before we played!
We was able to load 2 kinds of "Field repairs", that could help the players in the closer surrounding.
By this, the players was forced to stick together.
OK, there was a very egoistic "energy shield", a "quick reload" and such.
But I'd say that the players who had choose those, were also able to be useful for their team.
F.e., one could hide behind a tank with a shield.
A fast scout could distract "The Immortal" from the team...and so on.
What I want to say is, even the players who are dissapointed from WoT as a team-playing game, the Mirny-13 event was a good opportunity to get the feeling back, to be united in a game that we all liked to play.
We was able to load 2 kinds of "Field repairs", that could help the players in the closer surrounding.
By this, the players was forced to stick together.
OK, there was a very egoistic "energy shield", a "quick reload" and such.
But I'd say that the players who had choose those, were also able to be useful for their team.
uh, really?
I didn't notice one could equip such special consumables.
WingedArchon
#20
Posted 10 November 2020 - 07:01 AM
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Member since: 10-31-2014
Pansenmann, on 09 November 2020 - 09:17 PM, said:
not really, I just clicked the battle buton
Even without the instructions... Below the tanks where 3 boxes just like how ordinary equipment is selected. That should've prompted any player who understands the base game to know there's a setup to choose. ie: equipment. I understand hitting the battle button right away so one would not have equipment during first game. (I was too quick there myself, but this was rectified on second game)