Was included in my post 11 hours ago.
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You can and should assume that when I am interacting in a player-facing way that I am representing a company role either as Information Provider or Information Gatherer. My primary function is as an interface point.
In general, you shouldn't give feedback as though your words alone will be directly given as Feedback in mint condition. The NA audience numbers in the hundreds of thousands even though they don't play each and every day. Feedback is primarily viewed in terms of volume and severity because it has to viewed that way. A single voice can only speak so loudly amongst a group which fills multiple stadiums.
That being said, reasoned and deliberate feedback CAN have an outsized impact as something which is extremely understandable as a problem or issue can be conveyed easily and clearly. Feedback is at its best when it identifies an issue and gives a full and understandable description of issue and possible form of resolution.
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To be fair, you can form a division to play Operations on Live and then on PTS. You can choose your preferred Operation and ships as long as it is in a Division.
The instinctive response to this might be "Well, why do I have to test this when you can just fix it?" The answer is multi-fold:
I have played Operations on Live Server, but I have not played them hundreds of thousands of times over many years.
I don't have markers or internal measurements for what they are "supposed" to be giving, so I need community feedback and examples if this is a route you would like to go.
I don't have information on what the Daily/Weekly Rewards for Operations will entail. As a Company those will have to be factored into output.
Note: We literally have a section of the company which deals with our economy and reward structures. Rather capable people evaluate all this stuff and this is not an area of expertise for me in any way.
Min-Max'ing is not fun for the majority of players.
Most players are casual in their enjoyment of an activity. When going to a Theme Park or Renn Faire most people do not pre-plan their routes for maximum enjoyment and minimized wait time. They just show up and do fun stuff until they are tired and want to go home.
This is important because starting a discussion in terms of Min-Max'd rewards-per-minute/hour has little to no meaning in terms of the majority audience. The best feedback you can give is just to play the mode and ask yourself "Did I receive what I felt like I earned?" "Would this level of economy keep me interested or not?" "Do I care about the economy at all when engaging in this content?". This information is directly relevant as it's telling me your direct view/concern. Extrapolating to "I feel like many others will [like/dislike] this" is a fine thing to say, but it's conjecture instead of actual "I did a thing and these are my thoughts"-style feedback.
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Please try to keep "Min-Max" and "Casual" seperate. While a Georgia is very fast, Battleships start further back in the spawn then Cruisers and Destroyers. Further, they have limited DPM as compared to a Destroyer's ability to charge in, torp, and ram something for potentially 2-3 kills in a rather short period of time. Cruisers can provide a similar function, but they are disadvantaged to Destroyers which can spawn in front of them and be faster. When considered a Min-Max'ing player, you must assume that they are rejecting fun in favor of "optimised rewards".
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The earlier conversation was in terms of "Min-Max"ing economic returns and the concern that players will run the numbers and "if Operations aren't directly competitive with Randoms/Co-Op than Operations will fail." My response was to point out that Operations are a different activity than Co-Op and Randoms. While you cannot guarantee wins, you can guarantee outcomes based off of predictable/timed triggers in the Operation format. That is not something which exists in Co-Op or Randoms even if you are aware of how Bot AI tends to function. Innately they are difference experiences (which is good because they are their own mode and should provide different experiences).
I went further to provide what Min-Max'd play could yield in terms of hard-farming Co-Op which can yield solid Base XP per hour when deliberately pushed. If a player decided to hard-farm Base XP in Co-Op for 20 minutes and chose ships that achieved 4-600 Base XP per 5 minutes, then they could expect 1,600 to 2,000 Base XP per 20 minutes while an Operation might last 20 minutes and yield less. This example would not mean that Operations should yield 2,000 Base XP per 20 minutes just because Co-Op could.
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The post you quoted wasn't actually referencing real experiences. The post was voicing concern, which is common with upcoming content.
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As for "is that what WG really wants?", we want to return Operations and for people to enjoy them. Hopefully with the addition of random Operations instead of Weekly and the addition of Daily/Weekly Combat Mission the mode will do well and we can dedicate additional resources to more Operation-style content in the future.
After Operations are released and players play them for an update or two, we'll have data on what amount of economic returns players can expect. We'll also have data on if players continue to play them or stop playing them, in which case we can investigate that data through surveys and analysis to see what areas can be addressed to help boost engagement (if engagement even needs to be increased at that point).