tag:blogger.com,1999:blog-6041453950289498156.post2368524338856766190..comments2024-03-27T06:35:11.015+03:00Comments on OVERLORD'S BLOG: [WoT] Your Global War Overlordhttp://www.blogger.com/profile/04097311962547311945noreply@blogger.comBlogger132125tag:blogger.com,1999:blog-6041453950289498156.post-81833103832351040362013-01-16T23:35:18.753+03:002013-01-16T23:35:18.753+03:00Lower barrier of entry. Provinces with tier limits...Lower barrier of entry. Provinces with tier limits, like company battles. You guys mentioned you were considering adding special "command" tanks; Would love to see those. And any way that smaller/more casual groups of players can get in on the action.<br /><br />I would also personally like to see a version of it that has players and clans fighting for each of the in-game nations on a global map, instead of fighting for a hundred independent clans. As it stands, success in clan wars is very difficult if you're not a part of one of the big-name clans/alliances. I feel that it's much more conducive to a healthy gameplay experience if players sign up to fight for predetermined sides a-la planetside, instead of it becoming a game of "who can find the most internet friends", or as is just as often the case, big internet communities ruling over territory.<br /><br />Frankly I'm sick of seeing the same alliances crop up in games; somethingawful goons, redditors, 4channers, etc.<br /><br />Now, whether each nation/side would be limited to only tanks that are from that nation/side, is another question. It would be neat to see, but I wouldn't mind if it was just unrestricted.Petukohttps://www.blogger.com/profile/15640982874235245426noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-60984753878811685572013-01-16T15:04:49.294+03:002013-01-16T15:04:49.294+03:00As an actual CW player I would say do not listen t...As an actual CW player I would say do not listen to any one sayign they want tier 5 battles, it would ruin the game completly. CW is end game and end game should be with the best tanks. Also do not give bonuses to attakcer/defender. It should be played fair and even for both sides.<br /><br />To improve the CW experince and make it less of a job that will drive players away start with things that help leaders of a clan, with out them there is no clan and CW will die.<br /><br />Logs for people joining and leaving. Also tresury payments, this will also keep morale up for every one in the clan, when every one can see that gold is not stolen.<br /><br />A better map but you said it was coming. :D Make shure it's fast and do not crash during prime time.<br /><br />More landing zones: Not close to current landing zones, it is needed where provinces is 5-6 zones in like russia on the EU server and central africa. There are provinces that can be held to easy when they do not have a landing zone close.<br /><br />Time zones on EU server mignt need a little tweaking. 18:00 got way to few clans fighting, it's to early for GMT +1-+2 people is still not home. It should be removed. make it 19:00 instead. It's a good one for GMT+2 players and move the 20:00-19:00 border a little to the right on the map but not to much. EU got plenty of players at GMT +1 that need some space.<br />This would mean more fighting in russia on EU server and that is good.<br /><br />It would be nice if provinces could earn credits instead of gold so the clan can help to pay for tanks. But it need to be the clans choise if it wants gold or credits.<br /><br />Also one thing not CW related: Fix penetration no damage shots. It's not fun to aim good and get a nice hit with a 200+ pen weapon straight on a 50mm side armor and hear penetration and still see the tank roling on with full hp. If it hit and go thrue armor it should do damage. And tracks shuold not absorb 400 damage more then once.Sounhttps://www.blogger.com/profile/11341018332998942361noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-15407583994841535572012-12-25T13:22:17.964+03:002012-12-25T13:22:17.964+03:00The territories should get something extra than go...The territories should get something extra than gold.<br />Different types of resources, spread ed out between the territories.<br />With those resources, the clan can build for example:<br />-Reinforcement buildings to help them defend their province. Like walls or big camouflage nets etc.<br />-spawn a new tank if one dies, in the middle of combat. As attacker or defender.<br />this will give and edge to the battle and also fresh tactics in the middle of combat.<br />-bonus to all your tanks in the game like +10% camouflage or reload or HP.<br /><br />These resources should not be traded between the clans. And should not be easy aquiered.Anonymoushttps://www.blogger.com/profile/04203086342885935998noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-16435657718520666322012-12-21T01:53:33.677+03:002012-12-21T01:53:33.677+03:00This comment has been removed by the author.Anonymoushttps://www.blogger.com/profile/05623547069025953860noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-85227496794599951132012-12-19T10:22:45.543+03:002012-12-19T10:22:45.543+03:00My idea of CW:
As i did read that comment about Oi...My idea of CW:<br />As i did read that comment about Oil i liked that idea so copy paste here:<br /><br />"Oil Fields" could be usefull to move chips(tanks) far away from the capital without actually moving the capital itself.<br />It should work this way, when you get the oil field territory you need to use gold to create "Oil Pumps" <br /><br />I like this idea. Maybe we could change it littlebit too?<br />As you are pumping oil you could be selling oil to gold? <br />(50 barrels 100gold? Creating tower 1k gold?)<br />And then in countries as Finland there is no way there is oil we all know this.<br />So why not able to create mines there? <br />- Gold<br />- Iron<br />- Other metals<br /><br />If you would find Country with iron it would give you benefits in CW with lowering repair costs as you have raw materials to fix.<br /><br />If you would find Country with Gold it would automatically create some gold to Clan bank.<br /><br /><br />As my idea is that there would be dynamic selling too what would be famious +/- 25%<br />As there would be lot of clans pumping oil but not selling it automatically oil price would go higher but if there would be lot of selling oil price would go down. <br />This would cause that moving in CW map would be more active due getting different benefits.<br /><br />This idea is still at so raw that it would need so much more thinking...<br />Maybe we could have "scouting" in CW too? Send 1 chip away from your CW and get information [What could fail too] from part of map what is next of your owned province?<br /> <br />Different benefits as owning different province?<br />Some places would have Crew training 10% faster some place would have 5% cheaper modules.Zoraktarhttps://www.blogger.com/profile/05149641838485070713noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-80426850006470627922012-12-19T00:04:32.393+03:002012-12-19T00:04:32.393+03:00Forgot, max amount of oil should be 1000 or 1500.
...Forgot, max amount of oil should be 1000 or 1500.<br />Every chip movement far away from the capital would require 200 oil everytime it's moved.<br /><br />Oil Pumps would provide 50 oil each day,so.. you would need an balanced amount of oil fields AND gold territories to be able to sustain an long-term war far away from your capital.Shockerhttps://www.blogger.com/profile/05443951545695286531noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-68446960592684590042012-12-18T23:53:35.893+03:002012-12-18T23:53:35.893+03:00This may have been said but i'll give a try.
...This may have been said but i'll give a try.<br /><br />- Oil fields, we all know that oil plays a big part in wars, you can't move your vehicle if you dont have fuel. Those could replace some gold areas and provide oil so you can move your chips(tanks) around the territory more further.<br /><br />"Oil Fields" could be usefull to move chips(tanks) far away from the capital without actually moving the capital itself.<br />It should work this way, when you get the oil field territory you need to use gold to create "Oil Pumps" to extract oil from the ground. You can still move chips without oil, however you won't be able to move them far away.<br /><br />For example, an long term war (like the war on EU server in Europe) would require lots of oil fields to be able to move from Russia to Spain.<br /><br />It's simple,and could be actually easy to implement and does not require any scientists to make it work.<br /><br />Shockerhttps://www.blogger.com/profile/05443951545695286531noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-72151816308706017132012-12-18T22:25:01.493+03:002012-12-18T22:25:01.493+03:00"Why does great Brittan have only 6 provinces..."Why does great Brittan have only 6 provinces? 15-20 is better! just triple the number of provinces. no need to have clan wars in south africa, there never was a tank battle there in real life..."<br /><br />There was never a tank battle in Britain in real life, either.windwardmanhttps://www.blogger.com/profile/03609298785813494566noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-7721451469730509872012-12-18T22:18:30.593+03:002012-12-18T22:18:30.593+03:00Why is the island of Crete called "South Aege...Why is the island of Crete called "South Aegean" and not "Crete"? This doesn't make any sense. The South Aegean is the body of water around the island; Crete is the island which is occupied.windwardmanhttps://www.blogger.com/profile/03609298785813494566noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-12159588597821121302012-12-17T11:25:09.873+03:002012-12-17T11:25:09.873+03:00Again, have you ever thought that there is far mor...Again, have you ever thought that there is far more randomization within your aiming circle than anywhere else? Overlordhttps://www.blogger.com/profile/04097311962547311945noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-18218252843385955412012-12-17T10:40:05.460+03:002012-12-17T10:40:05.460+03:00It just doesn't f***ing matter how good i play...It just doesn't f***ing matter how good i play 'cuz my enemy will always play better due to his 2k+ battles he has on his tank/crew. He can even shoot from moving with a T92 and always aiming right a moving target(and i won't cuz i have just 200 battles on my tank/arty/crew). To the hell with this! ...please eliminate any Gaussian factor and crew skills for CW.eXaRhhttps://www.blogger.com/profile/06814800128890242669noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-18301938533104858282012-12-16T22:00:45.591+03:002012-12-16T22:00:45.591+03:00Continued...
Next, implement economic alliances. ...Continued...<br /><br />Next, implement economic alliances. Any number of clans can join in on an economic alliance, and they do not need to share borders. Clans take advantage of economic alliances by increasing their natural rate of logistical growth and by drawing even more gold from a "Global Victory Gold Pot", which is ~50% of the maps total gold output. When clans within an economic alliance win battles, they gain a greater share of the global gold pot, by having their provinces increase in value. The clan[s] actively battling gain the greater share (60%) with 50% of all winnings accruing wherever their headquarters is placed, and the remaining 50% across their remaining territories.<br /><br />In this way, economic alliances promise greater returns for working together, but with diminishing returns as you add more people to the alliance. Further, they're naturally offensive in nature, as they reward those who are fighting rather then farming, without truly penalizing anyone - either settle down and deal with what you have, or keep fighting for even more reward.<br /><br />Economic alliances should work in council like fashion, with the original creator or "Chairman" having 2 votes to everyone elses 1 vote. The council can then decide on whether to allow members in or to eject them, while any EA member can choose to leave voluntarily at any time. This allows them to self-regulate while potentially sparking political intrigue and start server wars when someone feels they have been unjustly kicked from an EA.<br /><br />Next, add in military alliances, which allow sharing of territory as far as movement, and adds an alliance logistical pool that allied clans can draw from, but ONLY to move armies, not to place them. Again, such alliances have diminish returns with more members as you have more clans drawing from the limited pool, preventing everyone from abusing it.<br /><br />Add a new game mode, Skirmish. Skirmishes are similar in concept to random battles with a menu interface in which you select a clan to play for - anyone can do so from the garage, and all tanks are accepted. Once you select a clan, if that clan has any battles scheduled, you'll end up playing on one of their scheduled maps. Winning the game will add points to a territory control meter for your selected clan. When battle times roll over, the clan with the most territory control points has all costs associated with a clan battle halved.<br /><br />Skirmishes are designed to draw in the more competitive players and help them grind towards end tier tanks faster while allowing to help and root for their [favorite] clan.<br /><br />As for some other features<br />-reduce timezones down to 2-3<br />-add better social features to help monitor and control the clan<br />-better integrate clanwars into the client, such as having a global map tab ingame, with things such as countdown timers for scheduled battles.<br />-add an calender ingame along with a clock<br />-add an ingame tactical planner for clan wars<br />-add a more indepth voip, which allows those who are FCs and DCs to have priority speaker.<br />-add a proper commander and observer modes.FaustianQhttps://www.blogger.com/profile/16481079636321859003noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-24610725465472004882012-12-16T21:59:32.257+03:002012-12-16T21:59:32.257+03:00Besides reducing timezones down to 2-3 to increase...Besides reducing timezones down to 2-3 to increase activity, I'd like to see the chip system as it currently stands done away with, and in place a logistics system put in. Have clans earn logistics points through territory control, natural build up and winning battles, with battles providing greater logistical earning.<br /><br />Then have all tanks cost logistics points, with a base cost of 20 points for a tier ten tank, adjusted upwards or downward based on distance from headquarters and actual usage in clan wars - this way even perceived "weak" tanks get used simply because they become so cheap to field for a specific campaign. This may also bring in T9 tanks as well if you want to run a clan dirt cheap. Further, don't limit deployment of forces on landing zones, simply double the cost for land holding clans - such forces can be considered "Paratroopers" or "Marine Expeditionary Forces", and handled accordingly. This removes the safety net some clans have from each other due to not sharing borders, while preventing a NASA style strangehold because the logistical cost would be astronomical.<br /><br />Logistics won't allow clans to control the entire map either, as scaling costs will outrace even the most active of clans, and even if you removed clan member limits (which I am in favor of).<br /><br />Logistics can be complimented by mercenaries, which cost nothing to field, but any fights the mercs win causes the mercs to gain all the resources. This way a clan can't be swarmed but it'd be poor return to use mercenaries to swarm since you'd get little economic benefit.<br /><br />As for mercs themselves, allow them to come in small 15 man companies, which do not hold land. Individuals are unlikely to be picked up due to disorganization, but a functional 15 man group will be snapped up since you can count on them to function as a group and not a random team of pubbies. Further, merc companies need a track record - better functioning mercs get better pay for winning battles (and are also more likely to get hired, so it's positive reinforcement). When mercenaries win battles, they should get half the provinces value in gold, and the other half in credits, with slight but exponential adjustments depending on the merc companies success and track record.FaustianQhttps://www.blogger.com/profile/16481079636321859003noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-62237336059735928852012-12-16T16:09:29.658+03:002012-12-16T16:09:29.658+03:00Like it was said before, more tiered instances, ou...Like it was said before, more tiered instances, our clan is good at tier 6 TC, beginner in T8 and I think it will never be capable of playing T10 CW, so it's a whole part of the game we cannot touch...ElTRiChttps://www.blogger.com/profile/10693803638605584208noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-86123348036764349782012-12-16T15:32:45.455+03:002012-12-16T15:32:45.455+03:00well, partially it is waste of time, since people ...well, partially it is waste of time, since people who doesn't know much about CW (haldf of the posters here) talk ot people who doesn't know much about CW (you and other developers) and then choose things to do that has not much sense.<br />Neglecting clan logs while putting in effect many things less important but more time consuming proves that.<br /><br />Tanks are balanced a bit better then scharthak suggests - Maus is useful - on few maps.<br />The trick is, Scharthak is unable to play on those maps where maus is useful without moving to the completely different region. Because in 15 provinces he can reach he has 5 maps in total.<br />Bigger differentiation in maps is neccessary part of solving the problem.<br /><br /><br />The "offensive" clan wars is right now near impossible since you have a limited number of tokens. Pushing forward in any direction is impossible without solid buckup from all other sides because you will really fast run out of tokens.<br /><br />Introducing no landing rule lead to a solid stalkemate on EU server because clans that fought a war realised they can't continue that without giving away their other territories for free.<br />ATM on EU in western europe we have clan turmoil not clan wars.<br />The outcome of battles is decided mostly by which alliance is able to get more landing zones. <br />Because of that advancing to eliminate good member of enemy alliance makes no sense, because that means they will be soon back on the landing zone, invulnerable for us and posing bigger threat then they are now.<br /><br />The sollution could be freezing lost HQ for longer - 4 or even 5 days.<br />That way, eliminating enemy clan would be enough advantage to take risks in order to achieve it and would allow to subsequently use this advantage to knock out another clan in the time given.Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-80245287419988740262012-12-16T15:16:37.737+03:002012-12-16T15:16:37.737+03:00find an optimum with that.
playing CW like tank co...find an optimum with that.<br />playing CW like tank comapnies makes no sense.<br />important part of CW is being able to prepare a battle, knowing from which cap you start and a map of course.<br />Important part of a strategy is to move your tokens the way that will end in battles that you play on the map you prefer from the cap you prefer to maximize your winning chance.<br /><br />So random maps each day - absolutely not.<br />Limits to what you can use - no, CW are about to use the lineup you find useful.<br /><br />Bt atm maps are bundled together. If you fight in eastern germany, you play 90% of battles on fisherman's bay and erlenberg<br />If you fight in Poland, you play 90% of battles on Murovanka and Ruinberg.<br />And so on and so on.<br /><br />So what would help would be just different map distribution in provinces, more variety.<br /><br />Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-69951417279751016552012-12-16T15:09:22.035+03:002012-12-16T15:09:22.035+03:00no, rather to get both sides full of players who a...no, rather to get both sides full of players who are knowing what they are doing, not fast rape 15:0 after half of enemy tanks suicided or fast loses 2:15 after our 3 top tanks were hiding behind arty for 12 minutes of the battle.<br /><br />fierce battle can be sometimes a bit frustrating, battles with morons on both sides are frustrating alwaysGorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-53435500262889380352012-12-16T15:04:56.724+03:002012-12-16T15:04:56.724+03:00did you notice the same problem NA has that EU has...did you notice the same problem NA has that EU has? Earliest primetime is not interesting for many clans so thoe who can play there have an upper hand to get resources from it for free.<br /><br />lesser spread of primetimes (or all provinces in 1) would create the situation, where no one gets a safe hiding spot, weakest clans will be attacked first no matter where they hide.Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-21654928868197863822012-12-16T14:59:54.521+03:002012-12-16T14:59:54.521+03:00Being slow is one thing.
Adding some stupid stuff ...Being slow is one thing.<br />Adding some stupid stuff (no landing if you have provinces, changes in spying) and some interesting but not neccessary (looting, fog of war) was done, while adding simple but freakishly important stuff like clan logs was neglected for 18 months<br /><br />similar stuff was mentioned before cw was introduced and nothing was done, so it is rather obvious why "it is planned" sounds like "we don't give a ***, you will wait another 2 years for it or more"Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-54270034102380624022012-12-16T14:55:54.423+03:002012-12-16T14:55:54.423+03:00diminishing income makes no sense.
If there is a w...diminishing income makes no sense.<br />If there is a war in the are it wont matter, if there isn't one - friendly clans will switch provinces.<br /><br />Also you miss the fact that in most cases when clan sits around doing nothing is not because they are lazy. It's because no one attacks them and they cant attack anyone, because to do so, they dont have resources (tokens).Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-66441135233355813212012-12-16T14:53:12.236+03:002012-12-16T14:53:12.236+03:00reasonable?
It's not reasonable, it is MUST H...reasonable?<br /><br />It's not reasonable, it is MUST HAVE, sending gold to many players if you need to send different amount of it is a hell of a job, since it is easy to make a small mistake, that you have no way to notice or check later on.<br /><br />First plea for having a treasury log was made in June 2011. We ask about that for 18 months now!<br />And all that happen in that area is adding to game rules the one that say "support will not provide the treasury log information in case of inter clan situation"<br /><br />It was repeated many times and all who asked about that were shut up.<br /><br /><br />Especially that it is not really invasive into game mechanics.Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-42447138919259087232012-12-16T14:48:10.874+03:002012-12-16T14:48:10.874+03:00you stray of the topic in here.
Epicolor has an i...you stray of the topic in here.<br /><br />Epicolor has an interesting idea.<br />Some number of factions - it may be USSR, Germany, and Allies, but we may keep WoT style tanks of all nations mixed and make those factions completely random. The point is, keep them limited to small numbers, below 5.<br /><br />People apply for battles individually, fight them and result of those battles are translated into the situation on the frontline.<br /><br />How to organise that is of course difficult part, the idea that everyone can move his own tokens, each one of them representing 1 of his tanks in garage, and if he moves them into a territory declared as a war are he will be able to take part is one option (technically it can be difficult to make intereting battles out of it)<br /><br />but still, the idea to make a clan wars where you apply individually and effect of randomly set up battles decides about what's going on on the map may be interesting.Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-4758220291654599882012-12-16T14:41:10.650+03:002012-12-16T14:41:10.650+03:00look on EU server. There is absolutley no need to ...look on EU server. There is absolutley no need to anti-camping mechanics in western europe, there is constant turmoil of war. To be honest it's even to big, changing the war into chaos.<br />On eastern europe quite the contrary.<br /><br />Why?<br />On Western Europe you have enough clans involved per available provinces and all territories can be reach froma landing in 3, sometimes 4 days<br />On Eastern Europe due to the primetime, there is not enough clans to make required pressure. More then 2/3 of clans that can comfortably play in that primetime made an alliance and are able to control whole ussia, sharing more territories then they need.<br />Prime-times were devised having in mind joining EU and RU servers, it never happened.<br />People that live in RU primetime mostly play on RU server.<br />The simplest solution of that problem would be moving all territories on map to primetime 20, or moving balkan and RU territories 1 hour later. It would really help to make Clan Wars territories more balanced.<br /><br />The other reason why eastern europe is not so interesting on EU server is wrong map design - some territories are 5 and 6 provinces away from nearest landing.<br />Lately there were added new landings which increased pressure on buffer zone, but haven't fixed the problem of isolated centre of the map (the same problem is in africa but I don't really care about africa)<br />The simple solution would be adding a landing zone on the "eastern wall", in the middle of ural, like in africa there are landing provinces starting from continental africa.Gorzkihttps://www.blogger.com/profile/12043280145766182988noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-65453586526143468022012-12-16T10:20:48.014+03:002012-12-16T10:20:48.014+03:00The resets have to be spaced long enough a part th...The resets have to be spaced long enough a part that fighting does not seem like a waste. Example would be say Planetside where you could fight over and over for the same thing, each night it would be reset next time you logged on. <br /><br />Another possible addition would be to change the timezones of the regions when you reset. Make guys play new maps, it helps keep things from getting too stagnate.CChttps://www.blogger.com/profile/13583952069944691281noreply@blogger.comtag:blogger.com,1999:blog-6041453950289498156.post-30952740813510420272012-12-15T23:55:01.007+03:002012-12-15T23:55:01.007+03:00Could you try to eliminate the Gaussian bullshit f...Could you try to eliminate the Gaussian bullshit for CW? ... and maybe the crew skills? <br />In this way you would put more accent on player's skills instead of "fun" as you like to call it. CW is however an organized game and if you eliminate the "luck" +-25% and to aiming as well you would give equal chances to all of the players , and making a single kind of ammunition you would value the player's skills even more.<br /><br />...penetration...enemy's hit...that was close...eXaRhhttps://www.blogger.com/profile/06814800128890242669noreply@blogger.com