Divorcing winrate from advancing speed might not be a good thing. Increasing the rewards due to faster cycle times might mean those who fight aggressively and quickly will advance faster. 1 Selecting Camouflage 2 Expendable Camouflage 2.1 Standard 2.2 Single-Color 2.3 Abstract 2.4 Thematic 2.5 Special 3 Permanent Camouflage 3.1 Default Permanent Camouflage 3.2 Special Permanent Camouflages 3.2.1 Attachable Special Camouflages 3.2.2 Special Camouflages of U.S.A. But you are right that it isn’t always clear how it changes actions overall. With its battleship fleet crippled by the Pearl Harbor attack, the USN turned to submarines and its fledgling aircraft carrier fleet the very weapons that the IJN had used in their attempt to neutralize the USN Pacific Fleet and ironically put them to greater effect than the Japanese (who stuck to battleships and the 'decisive battle' doctri. I disagree that changes to rewards don’t influence player actions in battle. Better not to encourage any particular gameplay style, (designing particular ships to have a certain playstyle is fine) but ensure that any playstyle, executed skilfully, yields success. ![]() If you increase aggressiveness, without a matching skill increase, (which the only thing WG can do about that is "dumb the game down", to abstract greater overall player skill) all you're doing is feeding patient players with more frags.Īnd we know from past experience, that regardless of what WG does, people will play how they play. Myself, I can't see how any changes would get me to do something that I think is a bad idea, and try to avoid doing, without it becoming a completely different game.
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