![]() WG's problem is again that the management can't fucking decide what they want to make: On one hand, their games are generally marketed to casuals but on the other, they contain obscenely hardcore punishments and seriously rewards good play to the tune of getting somewhere between 2-5x the base experience of players on the bottom (not to mention an eventual premium bonus). However, we are not quite sure we want to go down that road yet.įor the meantime you will have to endure in the face of potential mod users, but rest assured that we are taking steps to work it out. We have a few ideas on how to rework it to make it work better than it did before and make it fulfill the role we originally intended it to. Unfortunately, this would also impact harmless mods, at least initially, but that's a bridge we will cross when we get there.Īnother thing we are considering is revisiting our own target prediction system, which we had tried in Alpha. All of this together means that over time we would be increasing the hacking difficulty of our scripts, making them more and more difficult to break, and most importantly – to support. Building on that we would then change certain game logics that modders could exploit and encode even further. This should slow down the appearance of modifications directly ported from WoT, which is very easy at the moment. But you already knew that.Īs part of the steps taken to combat the appearance of mods like these, we are considering encoding our script files and making our file architecture different from World of Tanks. On a side note, our definition of "breaks the game" is entrenched in statistics and design experience, not only direct community feedback. Because of this we are not immediately condemning any general group of mods, but we are also not going to indefinitely ignore anything that breaks the game for our players. Part of that is seeing what kind of mods appear, how they work and how they affect the game. These we will keep an eye on and take action.Īt this time we are still in a closed pre-release phase which we are using to full effect. Of course there are mods which introduce a variable into our design that we don't want or are not sure about. It also allows us to see solutions that we have not thought of ourselves or did not have the resources to implement. We like mods and know that moddability makes it simply more fun and more personal. In response to all the heated discussions around modifications I would like to reiterate what members of our Community Team have been imparting on you already: We have taken note of the issue and are working towards a solution. He also complained about everyone on his team. He was bitching about death by scrub (me) when I put 3 shots in his ass while he totally ignored me. (Sometimes amazingly bad, sometimes good.) Last night for instance I saw someone at 2600-2800 win8 range with a 52 percent W/L record and 24k battles. Even after 28k WOT games, I see something new most every evening I play a few battles of Tanks. It is a fun alternative and requires a different skill set to play. The skill will be not being out of position and managing to keep most if not all your guns firing, while limiting you opponents ability to do the same. An aimbot can't help with the scattered shot pattern. (This is on the Fuso and Kongo) I think the main issue the aimbot may not be to effective, is the long range high ark of 14+ km shots. Once you get inside 10 km, I am hitting 75 percent of each broadside as long as I load AP. I can hit people with by BB, from time to time, but I don't get 4 hits at long range from a 12 shot 16 inch barrage. So either this aim mod not being used to often by the current crop of players or it isn't very effective. I am not getting hit to often from BB's or Ca's beyond 12km. The aiming mod will help the average player hit more shots, but they have to know where to put their ship in the first place for it really to be effective. Your opening moves are extremely important in this game. The maps are too big and the ships are too slow for you to really carry, unless you know exactly where the battle needs to be won. I feel, what will separate the good from the average are that the good players will be putting their ships into strategic positions that will help win matches. Knowing where to aim is obviously definitely important. I enjoy the challenge of placing my shots and actually learning now to play the game rather then have a mod do it for me. I played the game last night for the first time and I have to say that it was a lot of fun. They didn't ban the artillery aiming mod and they actually endorsed it because it won a "mod of the year" award. This brings back a lot of memories when the artillery aiming assist (sniper mode) mod was introduced into WoT and the outcry because of it.
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