Wow
You really have no interest in actually discussing this do you?
No. But it is an opinion which this is about. Opinions.
Aha very much irellevant for this topic.
Prove to me that it is not lazy
Have you noticed that you have not provided any reason for any of your arguments against my demand?
You have not stated why the mode is better than domination or Battle. You have not stated why the Mode is not worse than Battle or Domination. You have not stated what the advantages of the mode arte over Domination or Btalle.
All you did was insult my skill as a player in every single comment you made…
Where did I claim that?
I said in comparrison to Domination. Which is true.
is even a simple comparrison to high for your might brain?
It was clear from the outset you’d only settle for removal, and making claims of lazy development…
Removal is never on the cards.
What’s irrelevant about you saying you’re being told that others experience issues with the mode, yet I can say the same about chat and having issues with the game, getting the same ‘support’…
Seems a bit gatekeepy to be real… It really shows who is engaging and who isn’t.
Prove to you that it’s not lazy? Then show us how easy it is then and go make a mode yourself… That’d be simple wouldn’t it?
And I will call out your skill at any point because the map knowledge, and mode knowledge has a lot to do with it, and calling for removal, shows how little skill there is in that method.
Is it not insulting to say it’s lazy development? We’ve had that mode for so long, and it doesn’t need to be removed, just you want it removed, because you can’t work with it…
Now that, is lazy…
And to the brain comment, I think you need to take a bit of your own advice… Are you here to engage, or only hear what you want to hear, because that’s all I’m getting… Removal or bust, and I just see the bust…
Learn the mode, and get it done faster so you can move on to the next… And put up or shut up… If you think it’s lazy, then show us how easy it is to make a mode, and lets see how fast we can disect it and dismiss it because we just don’t like it…
So its again not lazy because its not lazy…
Ok.
Well it is still zero effort wuth the exception of maybe Korea and port New Russia. Which actually changed the map layout for this mode and therefore do not caus as many problems.
And I am also not for the removal of the mode forever. I want it removed and fixed but this time with effort and passion.
And as I sated I get less arP because Kills are all there is to do in a normal conquest game. As once you have the cap the design makes it next to impossible to loose a cap so killing players is the onky option left. Moving around would make you loose the cap and kills. So why bother ever playing tactically if rushing the cap and camping are the best way to win?
As I described I get more RP in normal games because I can move around, flank and cap multiple times. The very definition of not “only getting RP from kills” as you claim I fail to realise.
Battle suffers from similar problems, but it is a mode about killing 100% of a team so I can not blame it as “badly designed for the purpose” like with Conquest.
It shoudl just reward more RP for a kill to make up for the lack of caps (which still give as much RP as 3 to 5 kills for most non light tanks)
Most conquest maps need to be removed from the pool and reworked. The easiest solution would be to make special conquest maps like “Port New Russia”
But some can also be made to work.
But gajin shows 0 interest in fixing the issues so removal of the mode is more feasible at this point.
Remove all the lazy maps with randome cap position and rework or replace them with dedicates maps. Improve on the issues of the existing working special maps with the more detailed data you get from these maps.
Reintroduce a bunch of reworked Conquest maps as aditional content for a new major update.
7 years have brought little to no improvement on the issues of the Conquest mode in WT. So more extream steps are in order.
So you better fix that instead of making accusations. I provided proof for both of my points already.
I’m not seeing any proof myself, just a lot of complaining based on an emotional response. Instead of having a discussion to come up with solutions. You choose to argue with those that don’t align with your own opinion.
It also doesn’t win you favors if your solution is to accuse map designers for being lazy. That’s a very arrogant statement to make for anyone who doesn’t work as a map designer in the game industry. Map development is a hideous task in software development, and it can, and will often, require programmer assistance to make certain map features work. Even with all the polish work done, working with the art team, and the QA testing process. A designer still has no control over one aspect of the process, the human element.
They can make good use of the map, or just run off to the corner eating crayons for all we know. And due to that, there’s no such thing as a perfect map. A designer can only do so much to improve the user-experience with the layout design. It’s still up to the player to adapt to the environment, and make good use of resources/assets that’s already provided at that location.
That is not what i did.
Map designers are almost certainly not involved in the change from Domination to Conquest as nothing of the maps design changes. Not even the location of caps… just some vanish from existance. There is 0 map design involved in that.
And that is why I call it lazy.
Saying sth is complicates to get right is one thing. Not even trying to change anything to make sth new fit can only be described as lazy and qithout effort.
Conquest is horrible, picking a random point on a map that is not designed to be used in such a way and invalidates the majority of the map is just bad.
Battle is also a horrible mode that often is never won and ends with a timer, because for some reason we need a timer on top of a ticket system.
Just because you don’t understand the mode and that kills are 100 tickets a piece in that mode and the choice on that match is to cap, leave the cap to not be capped, or merely let them cap, and decide how it plays from there.
There’s so many paths the match can take, and tactics to stop the eventuation, but many freeze, and start getting all antsy because they don’t understand it, feel it’ll be a loss anyway, and get all short fused…
I don’t mind one-cap, if the choice is between that and just more three-cap. We already saw from the last Q&A they want to get rid of most two-cap because of player complaints. If OP gets their way it seems there would be nothing but three-cap left.
We shouldn’t have to hold onto bad game modes because Gaijin is creatively bankrupt and hasn’t introduced a new mode in the last 10 years, since Skirmish and Break, and we also lost the AI vehicles and the D point since then and we all do is CQC to control random patches of grass or some rubble.
That one path statement shows how ignorant you are to the longer game… I can let you cap that, let you get over confident and keep feeding a defensive team who are hoarding SP, to end up being pummeled by the subsequent choices they make of second and third spawns after having artilleried your team to again, amass more SP.
Seriously, it’s the pace and the methods you use in the matches that make them different, and because you only see one path, then you’re not seeing the flank…
Then to have your next post, oh damn that’s some hot takes… Even Break is an example of what following ‘demands’ brings out… people were moaning they couldn’t understand it, and kept bailing out of it to avoid it… ((Edit - And I’m absolutely sure that this mode, alone, was where people got the idea of quitting out of matches on the regular, to avoid it, and started calling for that map ban/dislike, which still doesn’t do enough for that whinge and moan…))
Usually when the time runs out the game would be close to being over, but the way it’s set up is that there are too many tickets for it to run out before time is up, you’d bleed like 70-80% but it requires too many kills to run out, which is just bad design.
Had a number of games where we would have won by having 5-6 players vs 1 but the time ran out and they had more tickets.
And a tactical call to the team, at an opportune time would avoid this ending… If people know that it’s tight and that they need to stop dying and kill more, then it can all change.
((Edit - Stop trying to merely reply and say no… The gamemode is fine and it can be taken control of… It’s very much players not knowing what to do, and not understanding the outcome that leads to this ‘removal’ knee-jerk nonsense…))
Yeah, let me cap it and get my entire team on it, leaving you to fight through my entire team and respawns to maybe eventually recap it, but your tickets will have drained by such a significant amount already that it’s usually a loss for you anyways.
And surely people didn’t understand Break as much as it just wasn’t a good gamemode that people disliked, as if there was any complexity to it.
You are saying Break was too difficult for people to understand, like a game that is all about capturing zones, they couldn’t figure out a slightly altered way of capturing zones?
The amount of people who were upset at the game modes for merely losing, without knowing how they were losing, was immense…
It’s a common thing I find from a lot of players.
(Edit - Air Domination is a common one that’s very misunderstood… One point, ceiling up high, use bombers as gunships and get high… But people cop out and all go on about how bombers can’t do anything, ignoring that they are able to cap and be a supporting source of fire, and are genuinely hard to take down)