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Mevkins

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  1. Mevkins

    Improvements NEEDED to be made

    Matchmaking Matchmaking has been improved once but as new ships are added there are more variables that come into play; You need to include more information to the Matchmaking algorithm to balance the teams for a good un-wasteful battle The feel before I start the battle I have to always check at enemy and ally emblems and clans while checking their ships. Most of the time we can get a feel for whether the battle can be won or not. for the past 4 months at least we have had a lot of one sided battle where it ended with one side obliterated completely with the opposing side losing only 2-3 ships. so far the experience is that if a strong clan is flagged to be focus fired earlier in the game then that team will lose the more skillful players hence losing tends to happen more. Though this wouldn't probably happen if all the clan on one side are all Bronze while the other side is a Hurricane division and a purple clan division at the same time which greatly reduce the probability of the bronze team to even have a chance to win. Unfortunately this has happened plenty and we would say this often happens as the skilled players will also form divisions that greatly boost their ship combination; match fixing issue also sometimes happen with these clans to "Farm" winning percentage - i.e to increase winning percentage If you include the clan rating and the ranked battle ranks for each players you can build an algorithm that balances out the teams for a worthwhile battle; probably including more information such as Experience per battle will also make the balancing more accurate. there's also the problem where strong clans cannot do much if for example all the destroyers does not know what to do even if the strong clan is in perfect positions. If there is the excuse that Matchmaking will take longer to be matched if all these values are included in the battle then heres an example: you wait 10 seconds with the current matchmaking ; and you analyse the teams. it takes 1 min to realize the battle is unwinnable with the current team(including communicative ability, skill, ship types, different languages etc) and the battle ended miserably with complete obliteration in 15 minutes while the enemy loses only 2 ships. and a total of 15 minutes 10 seconds are wasted, plus all the consumables, exteriors, and losing player morale - being salty If you include more values then: matchmaking takes 2 mins; but you have 18 minutes of good balanced teams where the battles are decided by skills and luck (RNG) you earned plenty of experience albeit in the middle rank of your team but feels satisfied with the exp that you earned even when losing and is still more than the total exp you earned on previous matchmaking system. and the total time wasted is 2 minutes This event has happened many times and sometimes consecutively during certain hours such as late night or early mornings due to declining playerbase. Playerbase Many of my friends left the game due to the game being un-enjoyable anymore. This also leads to more new players in even Tier 8 battles where when you see them move, you will know instantly that they are not familiar with their ship playstyle; i.e; exposing the weaknesses of the ships most of the time during the battle. The skilled players/veterans noticed this influx of new players and are having a hard time telling the team to coordinate and support. most of the time stressing out even though a game is meant to be enjoyed. we noticed many players have lost motivations to continue playing the game and you better do something about it though there are promotions to invite new players there are insufficient training courses you give them to enable them understand how the ship is played; how to communicate to the team; how to make the best and worst decisions; how to experience the fun of battle; and how to support the team; This leads to them being unable to support the team and everyone are having bitter times blaming each other for each others mistakes resulting in toxic players. Toxic Community We pay in Asia server and since the first year there are mulltiple cultures from all over asia and oceania where people are too selfish due to their real life living conditions. an example would be: an emerald went out in front next to a destroyer and was obliterated in 1 salvo and blames the battleships for being useless; while not considering T5 battleships speed which is prob around 20-25 knots and he did not realise his mistake. then the battleship players also returned the insult on them and the toxic community is born. this happened often and in multiple languages; where people cannot understand each other and the younger players cannot understand courtesy and part of the team mindset; often having "I am always correct" selfishness attitude as they are teens (Especially millenials and social justice warriors while ignoring the facts that lead to their situations) People are easily offended nowadays which often brings downfall of great games where gigantic efforts have been put in but all these socially proud creatures form a toxic community thinking their views are the correct one - medical name: Cluster syndrome - and often complains to the developers regarding things that doesn't go to what they want. These feature need to be controlled more strictly such as bad languages (and their variants of typos); sarcasm, friendly fire, Bots, uncooperative play; etc These petty incidents will probably take a number of tickets to the admins and reducing these greatly will give the admins more time to better the game. Examples have to be made; being nice; being able to teach other how to enjoy the game; being able to help others even though his experience will be lower; being able to give good advice on decisions; building a mutual trust to cooperate; etc needs to be promoted. developing countries tend to have worse manners such as mainland china, taiwan, indonesia, malaysia etc as the individuals are also brought up using their parents' hardship for them to survive in real life; understand their culture and reach out to promote positive attitude flaming and being sarcastic, ignorant etc as a comments following this post actually confirms that the community is toxic so why don't you use that "flaming" time just try to say something nice instead hm? Toxic community in a game just makes the game un-enjoyable; just like public servers in space engineers where everyone just want to humiliate each other Instant Language Translation perhaps its just me or that people here tend not to talk to each other to coordinate positioning and movements. or language barriers; people from mainland china and taiwan thinks the international language is mandarin (and refused to speak english), people from philliphines and malaysia thinks the international language is english (and cant help but doesnt understand other mother tongue languages), so perhaps language is an issue. Maybe you can work together with a language translating company for instant machine translation? perfect translations are probably expensive and people type slangs too much so as long as the meaning is conveyed it should be enough. People just like to ping on the map here and there without saying anything and then saying languages that probably insults someone in boxes or unrecognisable characters because they didnt convey what they wanted them to do by pinging on the map boxes. again, toxic approach to teamwork; perhaps a ban on clicking map if its a spam for 7 days for that player and use words instead Promote people to communicate and if there's instant translation; it should help; but again promote good community a lobby with humanoid or avatar for each player to join in the shape of a ship that can be explored perhaps? enter a channel; then youre spawned in your avatar maybe in a Fully rendered Des Moines with interiors where there are people in rooms that you can talk with perhaps with audio or chat bubbles and explore together and have a positive conversations? recruit into clans too maybe? just saying Training Scenarios we notice people have been moving quite bad during battles and they die easily; as they expose broadsides much more and so we have been thinking to have like a campaign layout but when clicked theres a selection of tasks to do; for example Task 1 > teaches about decision making; then there will be Task 2 > mastering the responsibilities of destroyers (maybe); and Task 3 > Tanking training (In battleships, cruisers, speed tanking) then there are sub tasks that we can select (can be selected by captain of division for division play) then the division will be brought into a private map with bots where the bots will always move to a preprogrammed waypoints Decision Scenario 1: scenario example: what to do when the enemy is 5km away, an island in between; the enemy moves around the island while we are spawned heading into the island and that becomes a practice on what is the best action to take in that situation Decision Scenario 2: scenario example of when we (As a single ship ) is outnumbered; spawned in a distance of 12 kilometres with our selected ships(lets say Henri IV) and preset enemy (3 T8 cruisers) the task will require the player to survive and deal many damages while there will be allied battleships 20km away on the flank; this will teach new players to learn to kite away and flanking There can be many scenarios situations for training; and decisions made but the point is to make the new players learn to utilise what is the best course of action to solve the problem or to win these training scenarios would help the progress of the new players and the scenarios will include many rewards promoting them to do the training first before heading into Tier 8 battles and above thus reducing the frustration levels of veterans and also the new players themselves; enabling them to enjoy the game Just get the game to be better please, these are issues that are considered fatal by us since we can see players leaving the game due to these; though income-wise into the wargaming account were not sure. but we know you also need money to develop; its a business after all at least better as in we can not have 7 consecutive defeats yes? Thank you
  2. Mevkins

    Arpeggio Scenario Mission

    Konnichiwa, We have been discussing (Me and Division mates) to make playing the game a bit more fun, here is one of it: Basically its a siege map with scenario for intercepting the Fleet of Fog from Arpeggio Franchise; assuming the ships can be attacked with normal means, just like the usual ARP battles in the normal game. Probably may require new ship models but its a start at least. We took the setting somewhere near the Bering Sea with some islands added for adaptability for gameplay. The scenario is to engage the fleet blocking the path (Assume Standard battle mode) and capturing area like Domination mode may work too. The specification for the Scenario is: Standard Battle or Domination or Bastion (With ARP ships or not) or Eliminate all Ships Co-Op battle (PvE), with 12 Allied ships vs 24 CPU ships (Can be adjusted based on Tiers - Smaller maps with less players and only limited Tier range) For ARP mode, there will be Gravity Cannon system, Fleet of Fog Submarine Sonar (as if I-501 attached to Takao; increased sonar output ingame) Enemy AI Upgrade with Teamwork and also Player input data sent to AI for calculation of Course of Action Enhanced enemy status or scaled up ships (More HP, farther shot range, higher rate of fire, etc. as required for balance) Installations to Capture - with Akashi Repair Ship (NPC) for repair (When new installation is captured, Akashi also moves there) Normal ship configurations can be used too, as for ARP configurations can be arranged to suit balance (Needs testing) I believe on the other servers events, there was one like a boss battle but didn't get implemented to the Asia server. Basically its like fighting a boss, which require tactics instead of just move around by yourself or a few mates and kill one by one without teamwork. Basically the aim is to increase teamwork and less individuality by shielding themselves behind the tanking ships all the time even if its their turn to tank. There are a lot of ships in the Arpeggio series, perhaps The Developers will also have to follow some regulations by the Franchisor as to what content can be applied to the game. Thus I will leave the ship design and inclusion to the Developers. However so, These are the known ones: IJN Ships: Tier X - Yamato class series (BB) Tier IX - I400 series (As Iona) Yukikaze class ships (DD), Kasumi class ships (DD) Tier VIII - Takao class series (CA), Zuikaku, Shoukaku class (CV) Maya class ships (CA) Tier VII - Nagato class series (BB), Myoko class series (CA) Ise class ships (BB)(BBV) Tier V - Kongo class series (FBB) Nagara class ships (CL) Itsukushima class (CL) or Minelayer? Hashidate class (CL) Resupply vessel Shiretoko, Repair vessel Akashi (AR) German ships: Tier VII - Bismarck class series (FBB) USN ships: Tier IX - Iowa class series (BB New Jersey), Fletcher class series (DD) Tier VIII - Lexington class series (CV) HMS ships: Hood (BB-Battlecruiser?), Prince of Wales (BB) Repulse (BB) There are more ships i believe, ingame-possible options are welcomed. We have been playing for a while now but lately it is just not as fun as last time; with a lot of variables involved so we came up with this for now. Historical Scenarios would be good too, or perhaps it is already in progress by the Developers. More explanations on: Gravity Cannon As like in the Arpeggio Series there is a beam cannon that attacks in a straight line with massive damage; like a boss's attack skill. Here is a little idea for the mechanics: Warning Notice (i.e: 10-15 seconds before firing and fire path, firing ship icon blink on map) Random ship will be selected to possess Gravity Cannon 3 second shot duration, 100km straight line attack, 10 minute cooldown, Percentage chance to use skill Varying damage depending on where major ship is located on the laser beam Armor and angling does protect the player ship Need to clarify(Decide) if damage is single point or volume based (i.e: shells inflict damage by a point on the shell or the whole shell volume by itself) - applied to laser beam mechanics After hit, decide to inflict one/two time damage or Damage Over Time damage when still within beam Decide, Merely receive highest possible damage x Armor damage reduction x Angling/Damaged ship part/module damage ratio OR a more complex volume based damage (i.e: beam area which damage a part of ship is calculated Decide, Width of Gravity cannon beam (i.e: 2 kongo class Battleship width) Modules can be destroyed when hit Decide, Ships behind the hit ship can also be damaged The "Decide" options are variable depending on feasibility of the Scenario Arpeggio I-501 attached to a ship In the series there was an event where a submarine with powerful sonar was attached to the Takao class cruiser to detect the allied ship; this is just a variation. The selected ship (Can be randomized) has a custom ability to have more sonar range and interval(i.e:4.5 times range, 2 min duration and cooldown, infinite use) When the selected ship has the ability, The division it has is able to shoot without being detected and thus forcing the player to take up tactics to take the incoming enemy fleet (i.e: 1.3 times enemy range increase with powerful sonar) While enemy fleet will also be more advanced as to adapt to player tactics (i.e: when the player shows bow, use HE; when the torpedoes are detected, move to safe area while not showing ship sides, etc) Sonar amount can be limited to a few ships Even if Sonar ships are taken out, the division still follows standard combat protocol (i.e: still smart AI) show detected notification by sonar on player HUD Repair Ship Akashi Seen during the World war, there was a repair ship that repaired with great efficiency during the War. I am not sure if the Map allows an NPC ship but/or if there is a CV player then perhaps the player may request the ship to move to a certain location (Assuming that CV/Carriers are the Commanders in the fleet) but the NPC may reject the order/request. The setup is as follows: Same as a ship, HP, Speed, Repair Ship Structure, etc. - can be attacked Circles on sides of ship, Max of 4 ships at a time perhaps When 2 destroyers are inside a circle, maybe switch repair to the latter one that enters after 10k HP repair on first one If ship is hit by allied ships (Shells, Ramming) repair output is reduced scalingly Modules can be repaired, aircrafts can be replaced but limited Can be requested to move to specified point on map Destroyed modules can be repaired (Limited amount of times?) Decide, Ship repair rate varies by ship type (i.e: 10k HP every 2 mins for Cruisers, 5k HP repair rate for Destroyers) or just the same rate of repair Decide, When an area is captured, the ship may move automatically to the captured area or not Here is the idea that we had a while back, Positive feedback(s) are always welcome, would be great if everyone could work as a team and get good rewards. No Flaming, Haters stay away please... We all want good fun games to play. m(_ _)m
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