Enjoy
First of all, we should return to equal treatment.
If I enter the game with 1 tank and die, I can play another battle. If I enter 5 and die, I have to wait until the end of crewlock. Either force it on everyone for the same duration, regardless of how many deaths they have had, or eliminate it completely.
In terms of maps. Some people like large maps, others like smaller, dynamic urban maps. They can simply be split into 2 map packs, putting the smaller ones in one and the larger ones in the other. The player chooses one package and does not have to worry that he will end up playing on a set of maps he hates. Dividing the maps into two parts would not have such a drastic impact on the scope of the queues and you could simply play both scenarios as now or narrow the scope only to the characteristics of the maps you like.
No, you can play that same tank you used again also. Only the vehicles you didn’t use are locked.
So in effect, those two cases are almost the same: you play one vehicle, you leave prematurely, you get to play that vehicle again.
So they changed again?? The last i remember is l/D mechanic is just for devs have a idea of the maps preference.
That’s what I thought to, but then Stona stated it does affect map selection.
They should move their ass becuase right now every related with maps filter and rotation is destroyed and the worst is the super 9 minutes of crewlock
It wbsutely did stop it a lot. You clearly were not here before crew lock or you’d have a different opinion.
Maybe you mixed this with Wake Island? It was a pain to fly there as US pilot - half of your team died due to snipers on Japanese patrol boats and the other half as the majority of Japanese fighters had an auto airspawn whilst you had an airfield spawn - so after 5-8 minutes you were alone with 3-5 J2Ms behind and above you and 3-5 A6Ms behind and below you. For 60 minutes, not 25 like today.
Similar to Norway when all allied fighters had airspawn and all axis fighters had airfield spawn.
Even if the fixed this after some time - they were just examples of highly unbalanced map design, we still have those sort of maps today.
Just fly around 4.0 for Japan - sooner or later you end up on Iwo Jima or Saipan. Both are auto wins for US/UK team - all they have to do is to climb to 10km - ai tanks lauched from landing craft will guarantee an auto win…
No it was definitely Guam that I experienced as the one with the biggest quote of deserters. I think there the mix of countries was a strongly negatively perceived issue, with the same countries on the opposing sides.
But it was long ago, and not sure anymore about the reasons…
Well,… currently the same behavior is still happenning
People only bring one vehicule, spawn then leave.
It’s even more possible since the repair is now also based on long you used a vehicule.
Therefore, the current system is punishing part of the community which is playing the game more than 1 tank, but are trapped in 2 vs 10 games because of ODL.
ODL issues must be addressed - ASAP -
Every single map in the game is insufferable garbage and needs to be removed entirely. Gaijin cannot design maps to save their lives.
As you tagged this as “general” and you refer to Ground / modes with multiple spawn this looks like a reasonable pov despite the feedback of your fellow players. I mean it is a game and from a holistic pov nobody should be able to force you to continue playing if you don’t enjoy a particular match.
That your game mode is designed to have multiple spawns in case you earned this right with performed actions makes this stuff complicated if too many player leave as it reduces the outcome of matches even more to a totally random event - like in Air RB when most matches show either a 8 vs 2 or 2 vs 8 after a few minutes, mostly determined by the MM when he thinks that 16 dedicated tankers are able to fight 16 dedicated pilots.
But for Air RB (single spawn) the crew lock makes sense - as at least in theory it enforces a cool down if rookies crash during take-off or due to overspeeding - both a clear sign of lack of experience.
As far as i understand this ODL topic is based on 3 pillars:
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Players with just one available tank slot
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Players which don’t like this particular map
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Players which decide that it makes no sense to continue
As playing a game should be fun, every measure forcing somebody to do something will most likely not work. So instead of focusing on crew lock, you might think about reducing the numbers of leaving players even if they have another respawn available.
From my pov this might be worth a try/test:
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Gaijin as game provider offers the possibility to enter a multi-spawn game mode with just one slot adequate for this BR. It should be easy for them to bundle these players in “one-slot lobbies” so they can fight players with the same restrictions. You might think about the same for 2 slot players - in theory it flattens the disadvantage of players with limited options vs full slot players.
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Same with maps: If players dislike certain maps as they are either not well designed or suited for their playstyle / vehicle preferences they should be able to choose - so if they dislike a map they might have a longer queue time whilst waiting for a “liked” map, but their commitment and willingness to respawn will be much higher. So the proposal in post#42 to create clusters and to offer maps players like to fight on it might be suited to satisfy the majority.
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A tactical retreat from a match if a player decides that it makes no sense to continue is different, but imho based on the hundreds of posts i read in most cases a mature decision based on experience. Steamrolls due to a combination of my points 1 and 2 and ofc, the absence of equally distributed skill allocation between the two teams. Just by fixing points 1 and 2 this group might get a lot smaller…
Have a good one!
They won’t ruin games for others at least.
I actually played a game recently where it was 12 vs 8 for some reason from the start with nobody having left.
We struggled to win to be honest,they played really well.Not sure why this happened.It’s rare but crew lock seems silly while it is happening.
I remember when Crew Lock was introduced - and WHY…
It was the behavior of the players that led to the introduction of CL: Players would leave certain maps en masse if they disliked it
And today, if I get a map I hate, guess what? I zero death leave. And hop on one of my 7 other nations with fun lineups. Wow they really showed me. If I get another horrible map, I zero death leave and hop on one of my 6 other nations with fun lineups. This all takes like 60 seconds and only has to even be done at all sometimes, for bad maps.
In my experience, the maps some people hate with a passion, are the map the other half of the community loves most (with exceptions).
Still, even if so (although the moderator above suggested it isn’t true anyway), the solution would not be to put a gun to people’s heads anyway. It’d be to give people more map bans. I’m not playing your crummy map anyway, as is. I’m just zero death leaving and not functionally being punished at all. So you lose nothing, it just makes the process more pleasant and streamlined overall.
Allow players to ban more than one map might help ??
I don’t understand what a 12 vs 8 game has to do with crew lock?
The whole idea of crew lock was to prevent players jumping out early and creating uneven and unfair teams.Pointless when the game itself is creating unfair teams.Double standards.
oh, the numbers might not mean uneven teams by themselves.
the 8 player team might have more down tiered players making them even to the 12 player team.
You are probably right and from what I saw I am thinking it is .It actually made for an interesting game and speaks volumes about veteran advantage.
My point is though that I personally don’t care if a couple of people J out early and the team is uneven because as we said it still works ,others can still come in in some cases sides were never even in real life anyway.It only takes a couple of minutes of fighting for the sides to be uneven.
Two deaths and you are out the game in some cases even after getting a kill in both vehicles.
My problem in some slow vehicles is actually getting to the battle before all the enemy have been killed it’s be nice to be outnumbered some times.