Just a little bit about me as a person. Some background on my style/intentions:
My first job was at a Movie Theater. I joined because I thought Concessions were slow and I could help. I didn't work for the money. I worked because I wanted to help.
I worked unpaid in the Concession Stand at my High School after school to raise money for Band. Same deal, just wanted to help.
My first LARP I was a Blacksmith/Merchant. Didn't care about money, I just wanted to help get people what they were looking for.
My first Alliance in EVE, I took on leadership roles when we were under siege so I could help corpmates that didn't know what to do.
In World of Warships, I created a channel to teach CV and showed up every day for 6 months.
I made nearly 200 Lessons Videos
I recorded hundreds of hours of instruction through gameplay
For 10 years I repaired equipment because it was a good feeling to fix something that was broken and didn't work.
I also enjoyed being honest with people and telling them when they shouldn't fix something.
The trend here is, I like helping people. No clue why it's such a big thing to me, but it IS what I like to do. A big part of why I became a CM was because I felt I could help get information out to players to be helpful.
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All that being said, I don't agree with your implied point. I don't agree that I'm only trying to help because it benefits CVs. I'm trying to help because it's the right thing to do. I'm trying to help because if everyone enjoys the game more then it's a win for everyone involved. This is a great game but there are several points that really infuriate people and I'm in a position to try and help get those dealt with/addressed somehow.
The removal of RTS CV wasn't done because of Submarines. It was done because of a variety of issues which were all explained during the 2019 CC Summit's CV Presentation. I can provide a screenshot of the opening slide and a link to the presentation (if you'd like to watch it).
These were addressed by the Rework. There is disagreement amongst players about how successful it was, but these points WERE addressed. There is no intention to going back to RTS because we've moved on to the current design which is working (though it still has several pain points of its own).
Note: "We" is my speaking on behalf of the company. Later in your message you do mention that the "We" sounds strange, but it's just to represent WarGaming in an official capacity.
When I engage with people, I am mostly trying to do two things:
Represent the Current Situation
This means talking about/teaching the current version of the game
You may have seen some Anti-CV or Anti-Sub Tactics videos which are done in this style.
Note: CVs and Subs are not perfect, but I do try to be helpful
This means talking about our (WarGaming's) current intentions
This is to help people understand what/why we're doing something
I can't always give all the information, but I do try to be helpful.
Understand the Issue
If understanding our Intentions or Current Situation doesn't help...
...then I need to start asking what's needed and why.
There are players that get frustrated with me probing for additional information as opposed to saying, "I'll get on that!". However, this is how I can learn what people are thinking, why they are thinking it, and how I can relay that to the powers that be so they can make informed decisions.
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As for myself, I may not have played 10,000 games in Battleships, but I have played around 4,000 across Cruisers, Destroyers, and Battleships with a WinRate in each which at least implies understanding of their play.
I have a strong enough knowledgebase to understand concepts people are trying to relay. If I don't understand, I ask for clarification. I'm always happy to have long conversations to learn more in-depth descriptions of problems.
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There have been times where I've had to explain that there isn't enough to go on in terms of relaying-the-issue or attempting to change something. This will primarily be for two reasons:
The issue is niche enough that I don't think I can rally support to make a change.
We are a business and resources are tight. Even small changes require concepting, development time, and testing.
The issue is large enough that I don't think I can rally support to make a change.
We are a business and resources are tight. Large changes require a massive commitment which would entail derailing potentially months of work (if not more).
Ultimately, it's not up to me what issues are prioritized and acted upon. However, I am expected to use good judgement in triaging when it comes to the hundreds/thousands of ideas that are presented each week/month. The ideas with the most engagement and agreement will certainly stand out more than others, but it still comes down to an evaluation of "Is this even possible before I suggest it?"
Remember that we are one server cluster. There is also EU and Asia which also have hundreds of thousands of players with ideas and concerns. It's a massive amount of information to sift through and the Dev Team needs a filtration system to be able to have time to work without spending all day simply reading ideas.
"Ranked" is more Casual in the sense that a player can choose to play Ranked at any time the mode is available. It is simply a button click to participate, but that's not to say that it's going to be an easy win.
Ranked mode tends to have fewer players than Randoms, so that is more weight on the shoulders of each player on the team. This is helpful because it allows an individual's performance to matter more and assist with their rise or fall through the ranks over many battles.
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Clan Battles require:
A Dedicate Group which will show up during a window only 16 hours long per week
Depending on your competitive level, you may also need:
Pre-planned Ships
Pre-planned Strategies
For each map in the Clan Battle season
Communications
Discord, TeamSpeak, or possibly the in-game option for some
There is a LOT of work that goes into high-end clan battles:
Before they begin.
During the battles.
After the battles
Replay analysis
Research into rival clan ship choices/deployments.
Theorycrafting
For what the next line-ups will be in a week or two.
What the possible shipbans might be from WarGaming in the middle of a Season.
What the lineups will be as a result of possible shipbans...
... and probable shipbans.
All of the above is much more than clicking the Ranked button a few times on a night where you feel like playing Tryhard for a few hours. It's a very different situation.
As stated above, use of "We" is a way to "speak for WarGaming" in an official capacity. As for me, I do use "I" a lot because I do often speak as myself when interacting with people on the forums or in general.
There are times when people are looking for an official statement/position which would require me to use "We" to imply that the words being spoken are on behalf of the larger whole and not just my feelings on a topic.
This is true... and Random Battles are 12 vs 12... and that is what CVs are balanced for.
It's a moot point that CVs only interact with 2 or 3 ships at a time in any battle mode. CVs are OP AF against small teams of players and you know it. Ain't gonna see any 2/3 plane squads at the end of the battle in a 7 vs 7 format that's for sure. They're balanced for that to occur in Random Battles if the CV lasts until the end game (at least to the preferred plane type the ship is most effective with due to using them most often and getting them slowly shot down. Unless the other less effective types were used throughout the battle just to save the effective ones for the end thus balancing the effectiveness of the CV over the course of the battle by making them have to use the less effective planes to save the effective ones).
Ranked/CBs/KOTS/Brawls and toting the company line of why the elites get pampered and it's OK for the (as you just classified Ranked players as) casual players to be trolled by them in small formats is just disingenuous.
You will note that we do allow 2x CV in Random Battles, although that is only done during Soft caps. In general a CV does have a lot of influence on a match through Spotting and Damage Threat, but the game does function with a 1-to-5 CV-to-Surface Ship ratio. I'm not going to go into the discussion of Double CV battles because I'm well aware that there are players that despise them, however it is worth noting that we do have the understanding that Double CV is possible and factor that as part of our balancing process.
Further,
CVs interact with 1-3 ships in general. Single ships may be attacked twice per sortie whereas 2-3 ships would likely be a single attack (or no attack depending on the situation). As such, a CV does not often interact with 12 enemies. They tend to have something like 12-18 interactions with 1-3 enemy ship encounters over the course of a match. That happens all the same in a Ranked/Clan Battle setting where ships are split across flanks/situations. There can and will absolutely be situations where CVs are run down on resources because of their team being behind and taking bad resource trades (attacking grouped ships that cause consistent plane loss).
I specifically mentioned how having less Surface Ships can hinder a CV's ability to accurately land damage as their targets are less restrained in their movement. When there are few/no Battleships, Cruisers may have the full range of their motion to kill planes while taking little/no damage. This is not comforting to hear as a person that doesn't want to be attacked by a CV, but it IS something which effects the CV's ability to influence a situation. Oddly enough, the lesser number of teammates on the CV's team does hinder the CV's ability to operate (compared to having more teammates to play off of).
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I assume by "The Elites get pampered" you are referring to removing CVs from the last few Clan Battle Seasons? They will be returned in later Seasons. I've already explained that a match with a CV plays differently in terms of deployment/ship selection, so we have Clan Battle Seasons with CVs and without CVs.
There are Ranked Seasons that also do not have CVs when odd-tier only ships are chosen (though I do believe that pre-dates the current Ranked Format we are using). I've Ranked Out with a Colorado during the first Tier 7 only season I played through, and the next time a Tier 7 only season I Ranked Out with a German DD and an Ash*taka. As for if we can expect a Ranked Season without CVs anytime soon, I'm not sure. As another player pointed out, Ranked is fairly accessible in the current iteration so it's worth expecting that CV Mains will be able to participate as well.
This is where the "Current Situation" vs "Understand the Issue" part of my job comes up.
"Current Situation" would dictate that I elaborate on why Priority Sector requires Manual input (looking at the planes then pressing a key).
I agree that this could be made easier with the Keybinds, but the concept is a "representation of Manual AA" which would be akin to swapping to AA Mounts and shooting at planes (which you would NOT do in a knife-fight)
"Understand the Issue" is the follow-up of hearing, "No, learning about the Manual Nature of Priority Sector doesn't matter to me. I want a keybind so I don't have to do the Manual stuff during a knife-fight"
That is where the process moves to "What would resolve the problem?"
Keybinds would resolve the problem.
I understand that it can be frustrating to be told "How to Freelook to use Priority Sector during a Knife-Fight", but giving that basic information is part of my function. I represent the company and the current product, so it's on me to give information about how the current product works.
That being said, you made a good point earlier that I likely go into "Teacher-mode" too quickly and I should try to be more receptive to if it's more a design issue/frustration. I need to be better at identifying which is present.
I realize that you're looking for something like this:
However, there is a fair amount of planning that goes into UI (User-Interface) Elements. The question jumps out as to if a player would have enough information to understand what the Green meant and what the Red meant. Would the Red scare them away from trying a skill simply by virtue of having a Red color/"disadvantage" being displayed? Still, I agree with you that it's more upfront and informative with all the information being listed.
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Note: The entire conversation that was had about needing Priority Sector to be more transparent was out of concern for a player lacking intuitive understanding. So, alternative wording could be used instead like:
"AA Power Shifted to Priority Sector: +35%"
The wording in that implies already that the AA is being taken from somewhere, so that might be a better choice. However, phrasing like that would have to be tested to see how clear/understandable it is. Focus groups are used for basic things like that which might be overkill for a small wording change, but that would be something to consider as part of the process for a small change like this being proposed.
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Sidenote: You cannot have a DD which reaches "185%" on a single side. Destroyers do not have access to the +25% Priority Sector talent, and DDs only Reinforce up to 35% (so the total would be 60%/70% with an Enhanced version of the skill if they could choose it.)
You are likely remembering a Dutch Cruiser as they:
Reinforce up to 50%
Can take the +25% Reinforcement Commander Skill
Have access to the Seasoned Commanders with the Improved +25% (+35% when Improved) Commander Skill
A Dutch Cruiser can reach 185% on a Reinforced Side which would leave only 15% AA on the Non-Reinforced Side.
I agree. It would be good to help a player understand intuitively that using the skill should depend on being able to keep the planes in the Reinforced Area.
Other ways to help a player understand the "Reinforced is Good, Non-Reinforced is Bad" would be through use of on-screen particle effects (looks like lots of gunfire on the strong side, little gunfire on the weak side) or through use of in-game volume/sound effects. Feedback helps drives players to understanding.
The "sound and visual feedback" is already used when a CV is attacking with Rockets. The Audio Cue helps alert a DD that planes are attacking and the Visual Cue helps a DD to understand where the attack will be. This helps players quickly intuit the situation the first time they experience it and be more prepared the next time it happens.
Please do me a favor and find an old screenshot or picture of the Icon you are requesting. I don't know off-hand the image you're describing, so it would be helpful to have a reference picture.
You've mentioned this "icon" a lot, so it'd be valuable to give me more than a description.
I'm assuming you're referring to "Being more transparent" which is a reference to our Important Message for the Community. We were meaning that we would try to be more open with our thought processes. Please understand that that's not necessarily in reference to trying to overhaul our UI to make game mechanics more clear.
There have been requests for more information to be added like "Overmatch Thresholds", "Shell Flightpathing", "Sigma Values", and more. While these are great things to learn about the game, we are constantly interacting with new players. This would absolutely help new players, but it would also intimidate them... The more information we include into our UI the more likely we overwhelm a player before they have a chance to absorb the basics. That being said, we are looking at ways to get necessary information to players to help them along the path of learning at a faster and more consistent rate... but I don't have information to share on that as it's still a work in progress.
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I believe some of the past responses I gave you weren't adequate because I was responding to what I felt was the over-arching points you were referring to as opposed to the specific things you were mentioning. In order to make sure I'm replying correctly to your thoughts and points, I quoted and formatted all the wording in your post through the quote boxes included in this post. If you feel something was incorrectly interpreted, please let me know.
I spent about 4 hours on this reply to you. I hope it was helpful as I put in a lot of effort into it.