We should make Navy EC more readily available. That’s the only fun navy mode, but you can only do it on weekends and that’s gonna be hard to arrange and hard to justify over other activities you can only do on the weekend.
Navy EC makes it actually feel like a ship based game.
AB/RB feels like a “spawn in and click the enemy from spawn” because that’s your only option on most maps as there’s direct LoS spawn to spawn and you’re way too slow (and the crowd makes maneuvering a pain). Ton of weird islands and such would get in the way and doesn’t feel too realistic for larger ships.
If the argument is we need a better tutorial, I agree. If the argument is there should be zero learning curve so new players can just drool on their keyboard and watch explosions, I disagree.
I didn’t play this mode for 12 years to have it dumbed down so anyone with a pulse could play.
Two of the most consistent and frequent complaints when the overall playerbase is asked what they’d like to see for Naval that may make them play it (and/or prevents them from playing it as it is) are it being “boring” / too slow / TTK is far too long, and the aiming system is unintuitive, clunky, awful to use (which it is and always has been).
While I don’t think this exact system going to RB would be good, we do absolutely need a significant overhaul to how aiming/ranging is handled.
Suggestions like “more EC” and “better tutorials” are wildly off the mark, in terms of what’s actually needed for the long term health and growth of the mode.
Please point to these complaints. I haven’t seen them anywhere.
Making it more boring isn’t the answer. With the combination of the new aiming system which completely removes any skill and makes it nearly impossible to dodge shots and the new damage system which means you can just point at 1 or 2 pixels on the ship and fall asleep on the mouse button, that’s not going to bring any new players with the exception of bots or people who are looking for braindead leveling to sell accounts.
You likely haven’t seen them because this forum is one of the smallest and densest echo chambers I’ve ever encountered in gaming, and that’s quite an accomplishment. That, and ignoring/disregarding opinions that differ from your own.
sarcasm on next step will be the decrease of all reload times of cruisers and battleships to 1s as there were many complaints about boring long reload times - or complaints about not hitting the target while it make evasive maneuvres - will shooting from ships at planes then also be like point an click or is there still a target indicator (which makes the use of a few braincells necessary)? sarcasm off
will the new “system” also make corrections if both ships are not at parallel courses?
Very little of that is about the aiming system - there are a few that specifically mention it, but there’s just as many issues with missiles, maps, spawning in range, Scharnhorst, game design (wanting EC type games), submarines, there’s about as many asking for historical matchmaking as there are specific complaints about the aiming system!
Also lack of damage WHEN HITTING (so aiming isn’t the problem) - Scharnhorst again!
And many, many more requests for specific ships or features (ie other than submarines!)
I did a search for the term “aiming.” There were six complaints in an 800 post thread complaining about it. The other mentions were just people saying it is changing in the upcoming patch. I don’ think 6/800 proves your case.
I haven’t “ignored or dismissed” any opinions. I’ve consistently asked for people to point out who has asked for these changes.
Yes, the new system is completely point and click. It does both the leading and distance for you. The mindlessness of it is why most people seem to dislike it.
If u have played more different kinds of ships, not only in boat or high shooting speed DD like moffett, then u should know the new aiming system not such like a wheelchair. And it is good for new player enjoy in naval battles.
But the problem is, not only in English forum, some other language forum also complain about the old aiming system is too difficult for the new players in naval.
Aiming is an issue for new players. Most people don’t bother to post on a forum to complain, but Id wager money that its in the top 3 reasons of why said players quit/give up and move on.
The aiming changes are a step towards trying to retain the expected new players that will be coming once the famous Big Boys come later in the year.
That’s my belief and understanding of why the change.
Hopefully, the other, underlying issues can be addressed soon.
Changes to reserve coastal are welcomed (France). Least we know GJN does listen to us from time to time.
Changes to coastal boat damage… its going to be a meta shift. There’s pros and cons. We’ll eventually adapt and move on.
The new flooding mechanics are interesting. Can’t really gauge it at this point. It will have to go live to get a full sense. Though, will shooting center mass be a thing I suppose?
Although Im not really a fan of the aiming change, I suppose that is one way to address learning curve of Naval.
I give up. If new players is all they care about and not the people who have spent years supporting the game, then nothing I say is going to change their minds. I can always go back to World of Warships. Haven’t played that in years, because I really liked the feel of arcade naval here.
You can notice that everyone who supports this change is either a Naval Realistic player or don’t play Naval at all.
For someone who tried Naval and didn’t like it, any change is potentially good. The real question is how many of such players will actually enjoy the new aiming so much that they decide to play Naval Arcade in the long run. I don’t think there will be many of such players, but we will see.
Naval Realistic players hope that the current Naval Arcade players will switch to Realistic, so they will have more players to fight against. But this is very short-sighted thinking. I’m sure some Arcade players will switch to Realistic. I still think more Arcade players will basically stop playing Naval game mode.
There will also be a problem with progression. Currently some players start playing Arcade and after some time decide to change to Realistic. If you think about this, currently aiming isn’t that different in both modes, apart from that manual distance correction you have to do in Realistic (which is very annoying for me, but it’s not something I couldn’t do).
When two Naval game modes will have completely different aiming systems, I don’t see anyone changing from Arcade to Realistic in the future. Even if some players will enjoy holding their left mouse button to automatically sink enemies in Arcade (there will be such players of course), there is no way these players will eventually move to Naval Realistic with completely different aiming system. Long-term this can reduce the number of players not only in Arcade, but also Realistic.
We will see of course, but I have a feeling this change will create many more problems than players think it will. Naval Arcade has been simplified so many times over the years and it never worked. It’s quite the opposite, it lost many players because of these simplifications. But somehow some people think that simplifying it even more, to an absurd level, will attract more players to the game. If something hasn’t worked 10 times, there is a very small chance it will work the 11th time.
No, in Dev era, we all played in arcade, but when higher rank ship added in tech tree, high BR plane and Japanese long lance torpedo was added. They both have unlimited ammo in acade, can u image some flying in PE-8/He177A5/JU288/Lancaster/AD-2 on 5km high then using high TNT equivalent guided bomb bombing you ship? Or in African Gulf, play a shimakaze in BR7.0 and drop a round and a round type93 torpedo with higher speed like 146knots(272km/h)? That’s the biggest difference between AB and RB, and both is the reason why I play smaller ship in AB and larger ship in RB, but it still depends on daily mission, AB or RB which is more easier, then I will play that.
torpedo speed in the statcards is wrong since end of last year - but due to bug moderators its no bug…
The real speed may be calculated in m/s by dividing the value for km/h by 10
I guess that`s the intention of the change but they forgot to give the correct value and dimension…
(as the influence of torpedo modifcation in some ships is given in meter per second)