These are AWFUL in World of Tanks!
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- Опубліковано 5 вер 2024
- The maps & matchmaker are a big issue in World of Tanks. Stale, 3 corridor designed maps with no creativity and a matchmaker that doesn't even implement other features that are in the game!
World of Tanks Patch: 1.25.1
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thank you for your honnest opinion.i had to thank you for saying the truth and aim directly at the game main problem wich obviously most of CC (not all) would never talk about it they still busy promoting bull$hit and new premium tanks
You must be new to WoT.
I hate how I only have 2 viable positions for every tank for almost every map. It becomes stall and boring
? On many maps there are none playable positions for some tanks. The maps suck and they even make them worse, like airfield for example.
contrary to belief, a map like komarin would be perfect for this game if they added more bushes and removed that island bit in the middle. Remove sixth sense and make it so that players need to think instead of just rushing in all the time. This is why games only last for 5 minutes most of the time. We don’t need maps to be bigger necessarily but rather more flexible. I could look at a map and there will be large chunks of the map that are completely useless and no one ever enters that area. These useless areas shouldn’t be there in the first place, it is just bad map design.
a map like dragons ridge is better than the newer version of the pearl river map. windstorm would be good too if they allowed tanks to climb and allowed players to be more creative. Make city maps more breathable by only adding small villages and houses. The houses need to be destructible. Maps are predictable and it’s not like you can ambush tanks. Sixth sense should not be in the game. It is so obvious to me but let me know if you disagree
@@igiveyoublue5108 if they removed six sense they would have to completely rework the camo and spotting mechanics as you wouldn't be able to tell if you were spotted.
@@shadowzone2588No they wouldn’t… just look at the older version of the game
Match making based on tanks and player ability needs to be made not just tank class match making. 15-4 15-3 games are not fun for the loser or the winning team either
sbmm and 50% of the playerbase is out, they just have to match platoons and certain tanks
Agreed, many games out there have a certain implementation of their own skill-based mm or hidden mmr even for non-ranked modes, which is not the case for WOT
Then certain server non prime time is just like dead water. Easily 3 mins mm waiting queue
@@oIdmoneyy They don't need skill BASED matchmaking.
They need skill BALANCED matchmaking.
Keep those tomatos and unicunts, but spread them across teams more equally. Utilizing the in-game performance rating, total it across both teams with no more than a 5% variance with equal ratings matched against equal ratings in each vehicle class. EU and RU could do this easily, NA could not.
A player with a PR of 4500 should never be matched against another with 6000, or even 5000.
No. The whole SBMM argument is a distraction and completely unworkable. Why? Because 2 players with the same rating by whatever metric you want to pick, WR, WN8, WTR, DPG, KPG, etc. Can be very different players with different levels of competency. Some dude can have unicum stats and only plays tier 5 for 90% of their games with the rest being tier 8 for credit earning where they are terrible at the game.
How do you match that vs a player who is 52% overall but they are competent at high tiers and get decent stats at those tiers.
And in any case, it makes little difference to the whole fast games issues. Map design and matchmaking by class and role limits as per this video are much more relevant.
SBMM is used as a crutch for people who believe that their overall poor win rates are because of their team mates abilities in every match like somehow only they ever have bad players on their team.
Games are over fast because poor map design poor class and role match ups and because alpha creep, clip burst creep, mobility creep, view range saturation, stupid equipment types (CVS for example that tier 7s can't use but they fight tier 8s that can). While at the same time HP pools have not grown particularly.
Like we have many, many heavy tanks with good enough armour, big guns/dpm that can go as fast as fast mediums or even light tanks, and people wonder why games are over fast.
what ive noticed is the shift from pre 1.0 maps to post 1.0 maps introduced significantly more TD camping locations. the sad realization that wargaming aren't purposely putting in maps that suck, they're just incompetent and don't understand how to make maps outside of a poorly constructed formula
I saw a poll of wot players a while ago asking players to rank which maps were their top 5 favorite. It was astonishing to me how nearly every single map that was positively rated was a map released during the games beta or soon after, and the rating scores for basically every map added since then was hot garbage. I have no clue what WG is doing regarding maps, especially considering there were like 10 or so recon maps they could choose from to implement (some of them I really liked) and we somehow end up with OUTPOST AND OYSTER BAY. Additionally, a lot of the old maps were made much worse after HD update in 1.0 which is basically just common knowledge at this point, and yet they still can’t fix airfield.
Another thing I know WG does is make maps changes primarily based on side balance, which they directly stated were the reason for some recent changes on mountain pass. I think WG fails to understand that just because a map is balanced does not mean it is fun. Mandatory corridors suck.
erlenberg was campy af but i liked it, since the 1.0 change i hate it with passion
I remember back in the day getting a sub 3 minutes and/or 15-0 game was considered an achievement by the entire winning team because of how rare it was. How ironic that as the quality of matches went down, games that should be considered as an achievement ie 15-0 and 3 Minutes games became more and more common, yet matches that are actually fun, ie matches that come down to the wire are becoming less and less common.
ps- the more they try to fix airfield, the more they mess it up 😂😂😂
Airfield is a complete disaster. As for the longer games in the past, I think it was a case of way stronger TDs and maps which allowed more long range shooting.
I don't think WG tries really to fix maps. They mess them even more on purpose.
Look at Mountain pass: Even with their corridors, light tanks had a tiny, very tiny chance to play their role.
So WG changed the map to force players to stop using light tanks and use instead heavy tanks, which "need" golden ammo to be destroyed.
"Need" when nobody cares about weak spots.
I think the main problem with 15-5 losses is that you cannot fix stupid.
The overwhelming majority of my turbo losses are because 10 people go down 1 flank and then refuse to turn around. Especially when half of those 10 people are going to a flank their tank isn't even supposed to go.
it is because of stupid map desing. Probably around 80 % of maps are totally unbalanced so why would you try play flank when you have huge disadvantage? I rather go other and try to deal some dmg. You can accurate predict which side will win flank just by looking at map and tanks.
So improving maps would help with stupid yolo one side and make battles longer and more balanced. 'going to a flank their tank isn't even supposed to go' that is problem, because WG made maps with only one possible scenario. If you make maps when you actualy can play on multiple positions you will have unpredictiable battles.
I don't know why they removed 'windstorm'? this map was so unpredictable that i was always surprised how was battle turn out
@@bury4660 We know why they removed it; Unpredictable. Maps these days are predictable.
i feel like people do this shit because they've just given up on playing competetively/tryharding & decided they're going to just do whatever in random battles. and also like you said there are those who are just str8 up smoothbrain stupid
@@mr.jx5n324so true, ppl have just given up on playing competitively, they would rather cap the base despite having a 15-5 game
MM is overflooded with tanks that don't make it fun to play. The amount of ELCs and Bourrasques and BZs is annoying af.
Wheeled's, arty's, extreme hulldown monster's after the HESH nerf made me uninstall after 10 years, lol! I have tried to play warthunder but the game is so BRUTAL to new account's. I am farmed like a sheep in BR 1, by veterans smurfing in low BR's.
Yes, I wrote a novel, I'm sorry.
1:22 You'll find this decently humorous max. I've been running a brief survey about the maps for months (for almost a year at this point), asking which ones people like/dislike/etc.
Of the top 10 most-liked maps, 9 of them were made in closed beta. Even when Ghost Town kicked a map out of the top 10, the map it kicked out was Pearl River, so it's still 9/10. In any logical circumstance, the maps in any given game would get better, every time. I really do not know why Wargaming just cannot do it. Even corridors aren't truly terrible on their own, they are just executed horrendously bad (old Kharkov was four chokepoints connected to each other, littered with crap all over the place for cover, and you could drive through HOLES IN THE BUILDINGS to flank between them). I've used the same program they have for creating maps, and it really isn't that difficult. There's no excuse for the why maps royally suck, other than wargaming having no idea what they are doing. Also, invisible walls, even in the most pointless of situations (Karelia's rocks, as of recently). Another thing I thought of while writing the rest of this, was the various bodies of water in the game. Nearly every single lake, pond, ocean, etc, are all vertical walls that guarantee death, if you fall in. This is exclusively bad, and there is no positive to it. It's just intentionally bad game design, which tries to get you killed, for no reason.
As for matchmaking, I've discussed it to death on numerous occasions, so why not one more time?
1. Class specific roles. This was actually "allegedly" added years ago, back in late 2018, after the matchmaker went to a 3/5/7 format. There is no proof as to if it actually WAS added to the game, nor is it stated when it was removed, as it clearly has been. There is no reason for this not to exist, as there's no downside to it existing; not even queue times.
2. Limiting SPGs to 1 per team removes the ability to get certain medals (namely Pascucci's), which make certain missions significantly harder if you can't get it (at least 2 mission 15s for the Excalibur, as well as mission 15s for the Obj 279, because of courageous resistance). I very rarely see triple SPG games, but they should also never happen, as there's no tank in the game that can survive the collective focus fire of three SPGs, outside of maybe a Maus' side with a spall liner.
3. Setting a limit of TDs also could work, but four per team is quite small, as there's proportionally more of them in the game at this point than other classes. It would also make a lot of medium tank missions harder for people to complete, and could raise the queue times significantly if there was a platoon of three of them (most commonly 3x FV4005). I do think there should be a guaranteed number of TDs per game, as some games will have 3 total between the two teams, and the next will have 14 or more. Consistency is good, if we're careful where to draw the lines.
4. Kind of relates back to #1 a little bit but, in a slightly different way. The matchmaker doesn't care which tier the class of a tank is, in order to match it against another tank. I regularly see mismatches of top tier tank types (most notably heavies), as the matchmaker treats the variables as very literal numbers.
Matchmaker sees:
3 HT
2 MT
5 TD
3 LT
2 SPG
and will match it with-
2-4 HT
1-3 MT
4-6 TD
3 LT
2 SPG
The problem with this system, is that it often matches tanks at different tiers against each other. So, if it's bad for a Grille 15 to fight a T110E3, it is entirely plausible for a WTaufPzIV to do the same, if not worse. I've seen games where the tier 10 tanks are 2 heavies, 1 TD, and 1 light, vs 1 medium, 2 TD, and 1 light. It can be incredibly bad in some situations.
5. Steamroll games are virtually unavoidable no matter what they'd try to do, and nothing will stop them from happening, outside of forcefully destroying the tanks that are having the highest impact on the winning team (which is a monumentally dumb idea as well).
6. Tank stacking is real, and really does happen. Matchmaker makes one team first, and then makes a second team, to match the outline of the tank types that that team has. It runs no checks in this process, and will instead grab more or less any tank that is able to be grabbed. This resulted in games at tier 3 being 10-15 random tanks vs 8+ Saharianos during holiday ops a couple years ago, which should be entirely impossible if both teams were created with tank matchups in mind (tier 4 and under lets mediums and lights get matched as one class, making that even more ridiculous). It happens at all tiers, in all gamemodes, which means it is hard-coded into their system that they use, even with many other rules taken away (like multiple classes and platoons).
7. Not really something to add with this one but, matchmaker picks the map AFTER the teams get created. I'm not sure if it's better or worse this way, since constructing teams based on the amount of tanks in the queue would result in a lot more city maps than prok or malinovka ("light tank" maps), which are the two highest rated maps in the game (from my survey I mentioned earlier). If it was completely random, then I'd be interested to see how it would work.
Also random side note, but we still do not know how the map pool works in the game. I asked Goldflag (person who made tomatoGG), and he said it was frustrating, because there seemed to be no obviously weighted maps from the data coming in, but there had to be. There's no way we'd be getting maps 4% of the time, and other maps 0.5% of the time, if maps were not being weighted in certain ways.
I know I wrote a lot more than a ton of people will bother to read (and I fully understand why), but I've looked into these two topics more than anyone should willingly look into anything since, like max, I care about the well-being of this game a lot. Sometimes it feels like we care more than the developers, and that hurts.
Edit: OH ALSO! Stun is stupid and bad.
Edit 2: Patch 1.25.1 also added a new Assembly Shop tank, because hoorayyyy 2024 content cycle... woooo... :(
ur the man, taking time to comment with such a long and detailed 'essay-like' comment perfectly shows the passion u have for the game :) keep up the good work mate
You can block one map as F2P. And 2 maps with Premium. That is going to affect map roation. And probobly why the map is selected after the teams are made. Last I selected what map to not play was 3 years ago or whatever. For some reason WG added reskins of maps at that time. Maybe to make sure that F2P's like me even if I would not want to play a awful map. I where still to be placed on the awful map I do not want to constantly play. Options options options! The best option is where you feel like you have a option but you decide nothing! Is it not?
That also would explain why we get so many light tanks on city maps. If the spread of blocked maps makes the decition for WG? Remember 30 players could easily block out half the map pool on avrage. People do not like the Paris map. As a example. I get allot of Paris as a result. Since it really is not that bad outside of playing Light and sniper/arty. At least I take Paris over many other maps. It really would only take 1 out of 30 player in the match to make Paris a no go. At the same time even if Premium or WOT+ BS? You can never haver enough map blocks to get rid of the horrible maps in rotation today.
If the map is selected first the queue time would be far longer. It simply would have to be. But how is the MM going to match up tanks by a map if the playerbase can block out maps they do not want to play? Chicken and Egg.
Well.. More then adding reskins like night battles... Make some reskins and BAM! WOT+ now allows for 8 maps to be blocked. $20 a month WG say. Or $12 if you buy 12 months at a time! Save more!
Maybe WG can make a separate mode for arty players so we don't have to constantly get stunned by them. I miss the pre 1.0 maps, and even maps like swamp and the old erlenberg. The corridor nature of the maps has always been a contributing factor to produce boring stalemate battles. I don't think the previous maps were as restricted to where you could feasibly play. I think a big problem is with all of the latest tanks that have armour added into the game have very little turret weakspots and it honestly feels like the majority of tanks added to the game at the higher tiers all have very strong frontal armour with no weakspots and make old relics completely redundant. Also the fact that the alpha damage of premium tanks added has increased drastically. Even when the added the defender all the way back in 2016/17 it felt like 440 damage on a heavy at tier 8 was massive. Now we have bz-176, caliban, skoda, vk and many more premium heavies with higher alpha. Additionally when they first added the defender everyone thought it would be completely overpowered. Now I'd say it's pretty average for tier 8. That means that tanks like the IS-3 are relics despite once being the top dogs.
Remember when IS-3A is super rare and is feared by everyone? 🤣
@@tinylittlegiant WG couldn't help themselves but sell it for a bit of extra cash. They also did that with the mutant which was supposed to be exclusively a tank which only players could get it they signed up for the game at inception (but also paid up I think)
Tanks are the epitome of fire and movement (plus protection). If players do not want to move, what's the point of playing a tank game?
So the Immortal Goddesses gave us artillery to avoid campers camping.
And... Why not to say it?
Also to give campers a chance to camp in the rearguard as their nature demands. The alternative was WG losing those players.
Arty isnt the issue anymore. You arty haters are like Biden supporters. Nothing and i mean nothing makes you happy. What more do you want. Compared to arty of old . Todays arties arent a threat compared to then. They even came up with a personal sixth sense just for arty... I personally think its been to much.. Thats just me
Sadly, you're right. WG obviously dont care anymore.
They never did lol. wanan buy new prem tank=?
WG haven't changed their philosophy but the player base isn't just a bunch of grown up tank nerds any more.
I've stopped playing WoT about a year ago by now, I came back for Mirny in which I reunited with some friends randomly and then stayed playing for a little more because of them, but eventually they all left again and so did I, I opened the game again recently to try night battles and even tho is nice being able to do some moves and not get instantly spotted and deleted upon getting 20 meters away from my spawn, it still had the same issue of "why am I playing this tank (mainly the TVP) and not any of these other tanks, I can't do anything in this thing there is nowhere for me to go or flank all I can do is sit behind, poke when they are done shooting at eachother and hope there isnt 3 others camping behind to delete me the second I peek" it really reminded me of why I don't enjoy WoT anymore, because of that feeling of "what am I supossed to do here, why did I pick this tank"
So true, mate
it's almost as bad as being bottom tier and only being able to shoot the tracks on top tier tanks because you can't pin them anywhere else. its such a boring af playstyle.
Arty isn't the problem. HE was nerfed to oblivion. I would rather have the old non stun arty. The maps need to be bigger. View range and speed buffs have made the small maps antiquated. I like Prok and Malinovka. I enjoy the more tactical aspect of those maps. But, even the speed buffs have pretty much stopped the ability to flank on those maps. Mediums have taken the place of lights, with the exception of EBR'. In my opinion, CVS has been a terrible addition almost as bad as EBR's. You can't really creep around a map anymore. Tank stacking is a huge issue, in my opinion. Two not platooned Borats on one team and none on the other. Any time two of the same tanks are in the queue, one should be on each team, this isn't hard. For the record, I was in a tier 6 match on the NA server today. Enemy had 3 lights and we had none. My team won anyway.
Arty will always be a problem
Arty is still a huge problem. I am consistently getting hit for 500 plus at tier 8-10. Even got hit for 1700 at the start of a match the other day. Arty absolutely ruins games even without the crazy stun they do
Arty is a problem purely through RNG and its consistant inconsistency and how the teams play with or against their own arty. They are a crucial and totally tactically viable thing to have in many situations.
Thing is, RNG still decides which arty is allowed to hit and which one is not. you barely see both teams arties have good rng, it usually is only one.
Arty should always be a problem, as they are IRL. It's also a mechanic that tends to break static positions, and stalemates. Also, it incentivizes lights to make big plays.
Phalanxes of heavies look good for a while, then the tedium takes over.
It is funny because people complain about arty but getting hit for 800 in the face from a TD that reloads 12 seconds is completely fine. While getting hit for 300 every 40 seconds is somehow the worst thing that could ever happen to them.
not only the corridors, but the fact that pushing that corridor puts you into cross-fire
or that every map has bush+rock positions that can just shut down any potential to push
this makes you to rely on your team to push, and guess what - that means you decide much less now
Although there should be certain positions that, wont, allow uber snowball to just happen, you are 100% right.
I played mountain pass and after grinding the flank, we were finally able to push to their base. WRONG. They just sat on top of the hill behind ROCK and a BUSH and just farmed away because balance
Forcing you to face hull down and load premium, forces credit drain, which forces purchase of premium time and premium tanks.
Yep thats to whole lore of this game sadly.
WG representative told Me/us in chat after complaints over MM and OP premium tanks; "Well, you don't have to play this game..."
So they care a lot.
Totally subjective;
Many games get botched when heavies go alternate routes leaving compelet flanks open to be dominated. (thats not really up the WG thou), but help create 4 minute steamrolls.
&. +2 Matchmaking, what can a tier 6 do versus a tier 8 (e.g. BZ-176 they should remove it from the game, give bonds of gold to reimburse.)
&. Drunk MM with 1 heavy, 2 meds, 3 lights, 3 arties, 6 TD's. Or 2 obj. 279e versus 2 AMX 50B as the only heavies.
because heavies can go faster than mediums?
÷2 mm, silver ammo (its not gold), and the op premiums of the week don't bother me as much as 5 uni's on red squad and 1 on your team. The talent discrepancy is abysmal on most of those slaughters. I agree map's are horrible, as they've pampered the sh*t out of heavys with rock corridors for miles.
I wrote and echoed this exact opinion on the wot forums like 5 years ago, it got a lot of positive feedback but then wargaming deleted the post. The game has been slipping downhill for ages. It's beyond broken now. Add into this all the p2w premiums. The game has become just a cash grab by wargaming, they haven't cared about the balance/quality of games for ages and they showed their true colours a while back. All they will do is churn out premium after premium for the whales to buy until the game is long dead.
Its definitely a "fun gaming experience" when my enemy grille gets a top tier matchup with either a t10 spg or a med on a city map and he cant push because hes an HE-able paper while he sees me in a 2560hp Chadpanzer E 100 casually pushing and killing his entire team because im a heavily armored assault td matched up against a sniper td who cant peek corners because hes PAPER.
WG should really make mm also based not just on a TD vs TD but on a specialization aka sub class as well. If im an assault TD i SHOULD be matched against an assault TD because im so sick of running over an entire enemy frontline with half hp and then getting into Grille's face, casually bouncing his heat because its only a shitty 320mm pen and thats a TD guys, and then casually obliterating him for 1400 hp and possibly ram killing him because i've already driven him up against a wall. Like, it was fun the first few times but the thing is i've done it so many times i feel horrible for that poor Grille.
If you're a Grille player, much love and respect to you and i wish you to get a buff on pen so its at least 340mm or even 395 because if a tank is made for a gun, i believe it should feel reliable at least and not just me casually driving at an angle and theres nothing your heat can pen while im driving in the open.
honestly when I see my team get paper tds and the enemy gets things like e3 and bager on a city map I just wanna quit out of the match.
I think a point system on toughness, concealment, vision, alpha, and dpm is a way to try to balance vehicles. However, player rating is much simpler.
@@shadowzone2588 e3 vs paper tds is soooo funny (its not). Or a hulldown badger.
i still question why Windstorm was never reintroduced as well as swamp
maps that imo that were unpredictable, and you never knew what you would find if you tried to go places, even taking oponents by surprise
Well, talking about maps..
Maps are awful.It's so unbalanced.They removed so many maps, and they dont want to return them? What happened with Sacred Valley, Nortwest, Komarin, Swamp, Windstorm, etc? And they should make more often new maps.Its so so so so boring to play these same maps over and over again.Not to mention 2-3 times in a row to play same map on same side..
Couldn't agree more with you.
Ah, the Northwest, such a good map it was
that involves dev time and map balancing, which doesn't = profit like the next premium tanks
As someone who loves playing artillery, the main reason SPGs are a class is the way we can support against OP tanks. For example a hull down T29 at top tier, that no one else can do anything about
if they need a class specifically to counter op tanks or tanks in strong spots then it just shows how bad they are at balancing things.
@@shadowzone2588 you're right and that is definitely a problem with this game. Heavily armored tanks with tiny weak spots, and brawlers with too much dispersion to hit them
It’s getting worse because more and more sweat lords are running bond and bounty equipment with full gold. No new maps just new stupid premium tanks every month. Also on na the borrasque is played 20k more times than even the 2nd most played tank. If you include the miel it’s even worse.
I personally enjoy playing prokhorovka , malinovka and highway the most, Steppes is also fun sometimes but mostly its either a very very quick game or a super long one
I really hope WG listens to or at least considers the points mentioned in this video..
contrary to belief, a map like komarin would be perfect for this game if they added more bushes and removed that island bit in the middle. Remove sixth sense and make it so that players need to think instead of just rushing in all the time. This is why games only last for 5 minutes most of the time. We don’t need maps to be bigger necessarily but rather more flexible. I could look at a map and there will be large chunks of the map that are completely useless and no one ever enters that area. These useless areas shouldn’t be there in the first place, it is just bad map design. It’s a bad map design because it just creates an illusion that it’s bigger but the playing area is still similar by having longer corridors with a TD camping at the back.
Good times when maps were like Swamp, Severogorsk, Dragon Ridge, Windstorm, Hidden Village, Sacred Valley, Port, South Coast Komarin, Northwest, Stalingrad.
Now most of the maps are really horrible, just sit back and pewpew with the enemy.
I find funny that someone like myself, a pretty less than average WoT player, had the same analysis you put un your video today about 3 days ago with friends. It's pretty awful to get those turbo game 60% of the time as you can't do anything and depending of your "team mates" (are they really?) you may get really bad result depending the class you play.
This game, I do enjoy it. I did make some progress in it over the last few month, but it's hindered by this awful matchmaking. It tends to negate the need of any skills and brain usage. You just shoot one or two thing (if you are losing) or you run after your team and if you have a slow tank, you do nothing at all (if your are on the winning side). It makes levelling tanks pretty hard for average players, it makes the game far less pleasant, not to say simply frustrating.
If WG don't act on it, especially the MM side of things, they'll kill the game. But when you point out, spreadsheets to have corroborating datas, at any of the WG staff, that you feel there's an issue, they just say all is fine. Three weeks ago, I asked why there wasn't any VII tiers only games... This is with the IX the two that can NEVER be only with the same level. The excuse of "longer waiting time" is not true. The only reason is that most mixed games for IX is against X and for VII is against VIII (or even IX) more than 60% of the games. It is just to give premiums and X players more things to easily kill (that the only remaining explanation).
But the result of this is, if you have a stock VII tank to level up, good luck... That's also WHY there's not many people playing VII tanks... they just use free XP to go through this. There's a lot of fun tanks in VII but you can't enjoy them, or occasionally when you are top tier. Half the tanks in VII don't have enough pen to hit any of the T8 most played premiums or more generally heavies. This game is unbalanced by design, Wargaming won't acknowledge it and they visibly don't care about it. I didn't even spoke about the average level of your team in a game... I did about 200 games in VII and VIII tiers last month, I took every average ranking of my team agains the opposing team. The highest average win 90% of the time. And over 200 games, I had been in the lowest average 75% of the time. I had over 200 games a win rate of 30%, the longest losing trend for me.
You forgot another issue. I think EU is suffering from the merging with the East European servers greatly. I have seen the strangest behaviour from my team mates over the last games I played.
In any case, Wargaming need to fix their random number generation, which is just plainly bad. It's able to produce more extreme numbers than average one, which is statistically inaccurate, especially when dealing with any kind of technology, and they have a tendency to generate series of identical results. It's typical for computer generated numbers, and the fact they did nothing to correct this is really frustrating and somewhat scary as it means either they don't know how to solve it or they won't do it deliberately.
In any case, thank you for saying this.
When you go in a game, and you don´t want to play the match because of the map and/or the Matchmaking. Those two factors drove me out of the game... absolute fun killer...
what i rly miss is a very old map i cant remember its name.
edit: Dragon ridge
also more removed maps like: hidden village, komarin, sacred valley,
The problem, WG calls them "Random Battles" meaning, they couldn't care less what the composition is on each team. While they have shown some interest in balance in the past, I full expect them to never address the issue. That said, Max, you're spot on and I wish they would listen to you.
I would add autoloaders to the list of problems. There are far too many of them, and their burst potential causes a lot of problems in my opinion. I think part of the quick game problems can be laid at their feet. When a team loses tanks early the odds against them snowball because they are outgunned. Putting a clip into the enemy early starts that snowballing. I also think they have distorted, for good reason, medium tank play. They've had to dial back their aggression to avoid getting clipped, and so what should be a mobile class is playing much more timidly these days. Seesh, currently you see mediums battling with TDs to get sniping spots in the back of the map. Those new Czech machine gun tanks will only make it worse.
Max can't agree more with everything you said!
Match maker is a huge joke in this game 15-0 or 0-15 games make 90% of all games i play every day, plus totally agree with class logic amx 50b against armored heavy is stupid yesterday guy blamed me for camping with amx 50b and not playing on heavy line against e100 and yea i was only tier x heavy in my team!
Maps are just stupid with 3 corridors and hull down position, so hard to make every map same with different style i guess!
I am hoping wg can bring some old maps back with updated graphics ofc and maybe some rework so we can enjoy and get some nostalgia!
I think wg need to pause with adding new premium tanks and even adding new tech tree tanks for some time and focus on match maker and maps balance i mean we already have so much tanks to grind or buy!
Even stop adding new game mods this new onslaught light maybe people enjoy it but i had so bad games where my team go and die that is just not worth it for me to play cuz can't do much when all die!
Ensk: A Tier X Light Tank can spot the enemy red line in 3 seconds 😂
map design has been terrible always....because they always follow the same script with "lanes" and specific spots for certain classes. Corridors are terrible. They are also WAY to small. They took away cross shooting in a lot of maps, no flanking posssible....its stupid.
Needs bigger maps and it has to limit the small maps to much lower tiers. T7+ should never see those postage stamp maps.
WoT has always had 3 lanes. what a lot of people overlook is that two of the lanes can interact with each other while the 3rd is isolated. The isolated lane is a scrub magnet because bad players only need to worry about their front and they can ignore their flanks -- think the beach on Overlord, the valley in Lakeville, etc.
You just somewhat answered your big question about what WG has been doing with the maps. I work in MKT strategy field, and statistics matters. Corridor maps > less diversity > less anomalies -> meaning they can summarize data much more easily, so they know how to milk money from us quicker and better
Couldn't agree more with you. I hope that some day WG will move their focus from useless game modes to balancing and fixing the game.
Remember before 8.6 game was fine.. After the arty nerf the games decline started.. The class you hated the most were the main class that kept imbalance in check.. Comical and ironic the most hated class was the unsung hero..
It is funny because people complain about arty but getting hit for 800 in the face from a TD that reloads 12 seconds is completely fine. While getting hit for 300 every 40 seconds is somehow the worst thing that could ever happen to them.
This game is no longer for players, but for addicts. Over the course of playing, you get 1 amazing game - it feels really great and you hope the next one will be amazing too - but it won´t. So you try again, again and again... 10 games, 20 games, 100 games, 1000 games... like a donkey pursuing a carrot on a stick, because most losses and even wins don´t feel very satisfactory.
Modern online gaming is no longer about players playing the games and competing, who´s better - instead, the game plays the players, tricks them into playing MORE, potentially even making them spend their hard-earned money in it.
Considering matchmaking, what i never got was it selecting artillery for city maps. As arty, you have only 2 options in those maps: 1. hope you have the good team, that will push the line, where you can get hidden enough and be able to support them; or 2. go afk.
The quality of the matches is directly related to the quality of the players. The MM is full of rally bad players. The average player is a knuckle dragging mouth breather that pouts in zero effort. It's a full spectrum zero effort, no awareness, no ability to learn from mistakes, no willingness to reposition, and impatience. The population is mostly 40-45% win rate players.
No new maps sucks. WG doesn't care, they want to push out as many loot boxes and premiums as possible.
I would be all for hard caps on LTs, mainly because most of them stink.
Especially in Onslaught, no LTs should be allowed.
I don't even bother looking to see what I am "matched" against in the team list anymore, as only Ebrs get levelled out. The huge maps in Frontline are appealing, but only in mobile tanks, good luck changing flanks in a TS-5 or an O-HO. Also the low amount of shells on some tanks make long games a challenge, and the longer the game the more chance you are going to need each sort of ammo.
I kept track of close to 100 battles Tier 6-10, mainly Tiers 8-10 and logged all 30 players WTR ratings and compared teams. On average I had 12% difference in WTR points in between the teams. I had some instances of up to 59% difference in WTR between teams. And as you can imagine almost all of those were "blowouts". If they scoop up 30 players and make no effort at all to compose the teams at something like 5% or less difference in WTR, it's no surprise at all about the quick steamroll battles. It won't solve all of the blowouts by any means, but I think it would result in less frequency of the massively lobsided scores. I'm not advocating to balance player to player, just team to team in WTR points. Honestly what do they think will happen when one team has 4 8000+ WTR players vs a team that everyone is 5000 or less WTR. Like you said I'm willing to wait a bit to get a chance of a higher quality battle. What's the point of getting matched instantly and the battles over in 3 minutes anyways? Great video and I agree with every point you brought up!
The players largely confining themselves to 4% of any map and ignoring the rest ruins the game more than anything the developers have done.
Player impatience and a lack of problem solving skills doesn't help either
well thats what happens when the 4k wtr player matches against a 9k wtr player
The map size might've been fine 10 years ago but the current consumables, equipment and overall tank characteristics mean that we have a large discrepancy between tiers and also between vehicles of the same class from the same tier.
The matchmaker change is not going to be enough as it would artificially prolong the matches as you would get similar tanks in similar roles on the same map. A Grille 15 will not leave its camping spot and charge, the same way an AMX 50B would not charge.
Also, having 2 similar tanks in a hull down position, face to face, would result in a stalemate.
The matchmaker change needs to come with map changes (logic change or size increase or both) and also vehicle rebalancing.
Judging by the very large number of vehicles, the rebalancing they are doing is like a drop of water during the rain, it's negligible.
Also, map changes do not sell and the longer matches are not in their benefit so... I want the game to become better but it's not feasible. They are so "sales oriented" that unless a buck comes out of it, they won't do it!
Just randomly got this video recommended. I played this game very actively from 2011 until the defender was released in 2017 and then only played campaigns afterwards (until like 2022 when there was not new tank added).
This game peaked in 2014 when there was the cw rework, skirmishes, stronghold attacks, old maps and less powercreep. I left because the defender was broken and came in the same update as they introduced sbmm in skirmishes killing that gamemode in an instant.
It feels everything got worse, mm, powercreep due to equipment, field mods, recharging med and repairkits, map reworks, arty rework, loot boxes, fomo events, op prems (remember type59 being remotely relevant). They also removed Team Battles, stopped WGL and ESL and killed the clan scene, this game feels basically like a singleplayer/coop game now.
Not like it was ever perfect, games back then you also couldnt push that easy because TDs had extra camo after firing, arty was super broken, HE way more powerfull (before the first nerf), you had to actually grind in garbage stock tanks for ages because there was no xp boost or platoon multiplier or 5x daily extra xp, pre accuracy buff it was even more bullshit rng, gold ammo and big kits only for gold, +-4mm, there were only 3 crew skills and moving or getting a crew was way more tedious, no template mm (can be argued in both ways).
The slow nature made games feel longer, but it have always been stomps because one team had the better matchup with tanks, players and the cascade effect kicking in.
I think this game could be fun with all the newly added stuff, if the maps where better/bigger and they would spent more time balancing, but at this point people who hope for change should just move on.
8:30 I wish there was like a 2 second delay before enetering mm because every time a press the battle button I instantly remember that I forgot to change an equipment or switch to a different tank.
I took off like 3 months or so and just came back, decided to play lower tiers to get back into it… Lower tier artys are so bad to have on opposite side, depending on which ones you get..so annoying. And matches have gotten worse since last I played, they are over so fast. Hope they do something with that matchmaking of theirs.
I've played the game on and off for years now. I think max is right about limiting artillery and light tanks. I'd like to see a limit on tank destroyers as well. You can get games with 5-6 per side. There's no point in playing artillery either. I'd get rid of the stun and increase the damage for a direct hit.
A number of three corridor maps are more like two corridors. The matchmaking should be +1/-1. Heavies with 5 degrees of gun depression really struggle in a hull down meta. There's still a lot of work to do.
The main problem is that the game has no "IN DEPTH" game mechanics tutorials TBH and WG should stop giving away tier 8 rentals to new players.
still a lot of games have like 3-4 FV4005 per team. Its insane
The harder Q is "how to make skill-based" MM - which is my WoT wet dream. Tired of Pros versus schmoes type matches, watching "puppies" getting slapped, including myself sometimes. One of the problems I know won't be fix with this is that there are folks, myself included, with more than one account. For me, I started, lik QB, trying a F2P acct, to see how the game plays for a newcomer etc. But I suspect there are those who have newer accts, and the stats may LOOK like a casual, but it ends up being a "wolf in sheep's clothing" aka a secret clubbing account, or the anonymized ones too. Going around bullying the other team for wins isn't fun.. unless their a full on a$$ who wants to feel better by "clubbing" etc... That's what spoils it for me.
Would be nice to have a casual server and a uber-unicum server, which won't happen either.
I also agree with Max and this last "patch"/update. We got new shiny Dog-tags (I didn't like the last set of Dog-tags either, which is really only good for "flexing" your account i.e. Look at me!! I got all this stuff, stats, things, etc. Well, good for you, "Timmy"... have a cookie 😜
Even making it impossible to one team have 2+ of same tanks (not in a platoon) while another one has 0 would be a nice improvement...
I put this in my comment as well. Tank stacking is a joke. It just proves that everything WarGaming says about their matchmaker is just pure bullshit.
im also niticing that every time wg releases a new map it becames the most predominant map in the matchmaking until a new map is released, what im going to say is probably an exageration but for oyster bay in particular it feels like for every 5 games at least one is on that map, with safe heaven happened the same thing so yeah i get they want players to try the new map but thats not the way to do it and it makes everything worse the fact that it keeps happening until they release a new map which takes a ton of time.
Mountain pass went from a decent map with some problems to a bad map with good ideas on it to completely unplayable, airfield went from a bad map with some playing options to totally unplayable for anything that is not a heavy and the heavy part is bad too.
But yeah from a company that took 8 months to balance 5 tanks it is not a surprise.
Also about artys, i remember when armored warfare removed artys from the mm, they said that the teamwork/gameplay benefits of the class were obscured by the toxicity of the vehicle destroying wg reasons to not remove them, you know "arty prevents camping"
Reason why WoT has morphed into the game we have today is answered in one word: "Whales"!
Like most modern electronic games, the W.G. make the vast majority of their revenue from a tiny proportion of the player base, and that cohort is their primary (and likely only) focus. Fast battles mean fast results and fast progression. Gotta keep them whales happy.
I've logged stat's from over 18,000 battles since August 2020. Over those 4 years, my average battle duration is 7:52 minutes and the median is 7:21 minutes. Since the beginning of 2024, the average duration and median duration have dropped by 10 seconds. Not a lot of difference.
Like many, I’m pretty tired of the one-sided battles where I struggle to have much impact on the outcome. Each day, 50%-60% of my battles are won/lost with the winning team getting greater than twice as many kills as the losing team (e.g. 7-vs-15 or 15-vs-7). Yes, I can prove it. I keep my own stat's on every battle. But I don't spend a lot of money on WoT, so my viewpoint doesn't count.
Many of the maps came out years ago when view ranges, camo values etc were less just because players had been playing for a lesser amount of time. Now, if players have been playing 7 plus years their camo values are too great for the map sizes. View ranges are also now too great for these maps. Double or 1.5 x map size need to happen. I have given up on the game. Used to play 500 games a month, in the last 2 years prob less than 100 per month. None of my 4 kids play the game anymore. WG don't give a shit. The game is dying a slow painful death.
ppl are so used to camping that even in onslaught, they heavies dont push and meds dont flank. its a camp fest at times, and NOTHING MATTERS in that mode , its just for fun and making credits.
camping is so entrenched its hard to break that habit, why , maps , 2 small and no room, dont get me on scouting, so narrow and so few bushes.
WOT make bigger maps !!!!!!!!!
Good points Max, as for the tank roles/classes I would go even further and say, that there are little to no one.
Let me elaborate. Let's say we are on an open map. From what's on paper, grille or leopard will shine on this map. But, in reality, you can camp near the redline in an sconq or in a maus as effective if not more. Isn't it true?
I mean, sure leo and grille are more mobile but on all maps there 1-2 spots to go and sit there, and usually, these spots are somewhere near the base, so you don't need to uncap the base etc.
So, in reality all those glass cannon/gun tanks are pretty useless in current meta primarily due to a poor map design. On paper, leopard 1 may even seem op: one of the best dispersion, good stabilization and aiming time, dpm, alpha, mobility, view range. But in reality you will do much more in a mobile heavy like 260 or in a relatively mobile td like hori3, that not only have excellent guns, but armor as well.
So, it is obvious that sconq and a maus could camp. But what can grille or leopard do other than camping? Right, nothing more. They couldn't trade/use armor as effective as tanks mentioned above.
I know, a lot of leopard enjoyers (I like how the tank looks and feels myself) will say that I am a bad player, and it could be played aggressively. And I say, sure, you can play aggressively in leopard or in grille. But let me ask you why? Why would you do that? Unless you want to have an extra level of suffering on top of the ones that this game does to you regularly: dirt hits for perfectly and fully aimed shots, pen low rolls, artillery stuns/cheap damage. So, what's the reason of playing paper tanks if you can have all or majoruty of benefits in a tank with an armor. Right there is none, except your willingness to play this way.
Back to the topic of a game not having classes. So, as we discovered, paper tanks are irrelevant, what about lights then? Well, they are almost useless, except for a few maps, (Prokh, maybe Mali, Murovanka). And than, there are 3 options for tier 10, ebr, manti, t-100-lt. All others are just tier 9 mediums that were put to tier 10 as lights. Tier 8, it's even more laughable, because bourrasque exists, and with bounty exhaust it has the same if not better camo than an elc, because devs said why not.
So, lights are redundant, artillery is for the chosen and enlightened, minus paper tanks (unless they are OP or close to being OP like bourrasque on its tier or they are clippers and could deal insane amount of damage in a short period of time, like 50b, tvp, even progetto to a certain extent), and we are left with tds, heavies and mediums that have armor, or at least some kind of armor that will be played identically. You will go on top of the hill on Mali in sconq, e5, badger, e3, e4, centurion ax, 121, 121b, 430U, obj 140, 277, 260, hori3 and the list goes on.
That's just to conclude how boring and mundane the game is right now. Without extra abilities that are available in modes (onslaught, frontline, steel hunter) this game is just a dull arcade shooter with a selling feature of hitting a parallel universe at a point blank range because it's a cool mechanic, devs said
Some maps (like Airfield) are also not fixable. Just remove them
About the MM part of matchmaking of 50Bs to 279es, went in malinovka we had 2 50Bs and amx m4 54, they had 2 279es and a sconq with chieftain...
Also noticed how theres alot more 'bots' from 2012-2013 coming back to the game, hopping on a tank and firing gold sitting in the redline with a heavy or a light... or a heavy TD
The thing is the tank distribution in the MM is dependent on the tanks that the players in the queue want to play, beyond a better sorting of the classes by type ie assault TD vs assault TD, any form of limiting class numbers would see the limited classes have a cascade of time outs that would get progressively worse very quickly if too many players wanted to play that class, the reason that WG got away with limiting Arty to 2 or 3 per battle is that number matched up to the number of arty players in the queue, note that there are now a lot less zero or single arty battles now also due to this. WG could probably further reduce the number of Arty in battle by getting rid of the mission but that isn't really practical for lights or Tds.
As a Former CC for WG. I said this all the time. told everything it Fine lol . Welcome to the Darkside MAX hope you enjoy your stay.
DPM buffs aren't helping things either, every tanks seems to now need a super high DPM to be considered "viable". Another issue is the removal of most of the tech tree vehicles. New player are easily rushing to top tier and not learning the game mechanics. ex; a player learning how to play a td line from tier 2 (old trees) would be better than a player who starts at tier 6 (current trees).
Personally I wish they gave you options on what opponants you get so if you want arti in the game choose arti, if you want plus 1 minus 1 matchmaking choose that, they do it with assault and encounter where you can turn them off. As far as matchmaking they should implement +1 -1 matchmaking in an update and see how it goes and let the community decide if its good or bad instead of the flat no
an other big issue with the matchmaking is that one team useally get all the good player and the other team has an average wn8 of 1000.. both teams with a similar overall wn8 would make the matches much more interessting..
and I, who play in NA/ SA, thought that the degradation of MM happened only because the number of players was lower lately, but now I am sure that the MM engine is a Pandora's box that few or almost no one in WG know how to operate. For me, this is the only reason why they made so few changes/improvements even after changing so many general parameters of the game, they changed everything except mm.
NA is the worst server cause all of the unicums don't play more than 10 games in the random queue a day so you never see them
Practically every change Wargaming makes increases battle tempo. E.g. constant influx of autoloaders, power crept tanks, and wheeled vehicles spotting early in game; commanders vision system and two equipment builds; practically no grind now which pushes tomatoes up to high tiers.
I soooooooo feel your pain! I just sent a ticket to WG yesterday telling them to pound sand! Turned off all auto payments. I used to really enjoy the game, but not anymore. WG has lost touch 100%.
Prokhorovka is the best map.
Every time WG releases a new map they put a "guide" which tells you where tanks should go: lights here, meds there... They design maps by following a lazy pattern: corridors, flat area (where nobody goes because it's insta-death), some bushes.
Dont forget the 2 tier difference, I had 23 losses in a row (( not playing tier 10),personal record).
Even shooting gold is not a solution when facing two tier higher tanks, some is unprenetable for two tier lower tanks.
Facing 2 tier higher Artys is horrible for any tank.
The queue times in wot are so short compared to other games even when they have 3x less player per match. I’d gladly wait an extra minute instead if wasting five on a 15-5
10v10 or +-1 matchmaking would spread the players out better, and most likely reduce the mm queue a bit.
I’d also like for WG to maybe allow players to go to different servers. I play on NA, and later at night, especially during the week, there are only 4-5k players, and the mm takes quite long at times. It’d be nice to be able to play in EU servers, without having to start from scratch with an EU account.
I swear I can fully relate and respect your arguments.
If I play Tier 6-9 every Match is unbalanced... either 2 or 8 TD's or for example a T95 is getting matched against a Strv 103-0.
In my opinion artillery should get removed or completely changed, because if I play heavy I get 90% of my damage from artilleries. My games are just the whistling noises from the artillery 😂.
We need new maps, but it's hard to design a fair map to be honest.
One good example is playing light on airfield, most games spotting is minimal and at that point just pray to not die
Arty is necessary in this hull down meta. The stunning though could be removed (it is also not logical that a 152 mm HE shell from a tank does no stun but from arty it does.... - but yeah, one should not ask for logic in this game). I would even go back to pre-nerf HE to have at least something to more than just scratch these hulldown monsters, but obviously WG wants to drain money by forcing gold spam.
Teems consisting with more-or-less equal skilled players - mean same number of unicorns and tomatoes would help the 15:0 4 min games.
Also the division of tank sub classes - assault, support etc.
Also the equal division of tanks - not having 5 OP (premium) meds or heavies in one team and 5 bad (= more or less tech-tree :) in the other. It is especially common in low tier games that the teams are sorted by tank types (one team 5 Matilda or Pz. B2, the other 5 paper meds of the same type).
Same problems (mm, arty, maps, wheelies) that have been spoken about for years and nothing has changed and I doubt it ever will.
Here's the answer:
WG skate holders always asking this to their developers "How to spend them more and fast?"
Solution: Less opportunity maps, Unbalanced Matchmaking & must shot gold else you can't do anything.
Fast pace games means player will play more, they play more they shot more gold ammos, they shot more gold ammos it drains their credits faster, fast draining credits means buy premium and credits.
Simple as that.
Our Solution? None. unless if all of us stop paying WG and play as Free, let this company to go down so that those greedy investors will go away and reset this game again for good this time.
And you should never have a 44% bulldog against a maxed out ELC EVEN on prokhorovka
Because of many of the problems you see is why I am playing WoT less and less.
I used to play more than 20 battles everyday. Some days 30, 40, even more than 50. And I played every single day.
Now there are days I do not play at all. And, when I play, I use my G.W. Panther to get the new tour of duty first mission, often in the first battle. And only the number of battles needed to get the first three daily missions. Or, like the other day, if WG "generously" provides me two demounting kits as rewards for two of the daily missions, even after re rolling, then I quit.
Also, I started to play World of Warships on January.
In WoWS I cannot complain about artillery (no triremes with bows, arrows and javelins) or about wheeled ships (because WoWS is not played in the Miss hippie river).
No problem with short battles, as the fastest vehicles (planes aside) do not make more than 40 knots and a winning flank does not mean victory in less than a minute. If your team is too bad you still have time to shoot.
Yes, many players don't understand vision rules and ruin their teams battle by using scouting vehicles (light tanks or destroyers) without enough concealment (WoWS has no way to increase vision).
Yes, many players still are afk for several minutes. Many players hide behind islands (the way WoWS provides a kind of hull down positions) but too close to the islands to shoot over them their artillery. Many kids get killed in the first 5 minutes by "yoloing" in their destroyers and leaving their teams blind.
But...
NOBODY DROWNS HIMSELF.
Because it's impossible!
One of the main reason why we can't enjoy this game that much these days is the amount of toxicity in teammates, these fools go alone and die, no co ordination nothing and then blame others for not helping, I get such teammates a lot and got many verbal and racial comments from them, then they report me instead to get in a softban
for atleast 10 days.
Apart from that, as this video mentions there's no flexibility in the maps, that I fully agree. And matchmaking is going to pile of trash, specially when u get matched up against higher tiers.
I'm a new player who just started 2 months ago and I'm already getting mocked for my 40 percent winrate by some arrogant fools who doesn't know they're one of the main reasons behind it.
the fact that tortoise is frontally impenetrable by some tier 10 heavies, and can just sit there and snipe your weakpoints with a billion pen and 20% more dpm than you. its fucking infuriating.
"Maps, hull-down OP tanks, overly powerful HP equipment buffing all TDs and heavies-these elements seem designed to cater to less skilled players who may not grasp the intricate core mechanics that define this game uniquely from others."
a map like dragons ridge is better than the newer version of the pearl river map. windstorm would be good too if they allowed tanks to climb and allowed players to be more creative. Make city maps more breathable by only adding small villages and houses. The houses need to be destructible. Maps are predictable and it’s not like you can ambush tanks. Sixth sense should not be in the game.
removing six sense would be a terrible idea.
@@shadowzone2588how long have you been playing the game? Sixth sense was a perk you had to get back in the day. They made it so everyone has sixth sense now to make it ‘fair’. If it is a bad idea, it would be a great April fools prank
@@igiveyoublue5108 i've been playing back when you had to unlock it. i just don't think reverting it would be a good idea.
Biggest problem i have is arti, you cannot make plays or use the space as you get screwed by arti
We need larger maps Where every tank class can shine. Mix of town, city, landscape. With larger maps we can even introduce smoke nades ans suddenly radio has a meaning for the team.
The really unfortunate thing is, the sort of three-lane map design seems to cause some sort of tactical brainrot where, once you get used to it, you don't quite know what to do with a map like Karelia or Redshire that still makes you to pay attention to terrain and maintain situational awareness instead of just "going where you're supposed to".
The funny part is, despite being a pretty bad player overall, I tend to have my best games in tanks with an unorthodox playstyle, like the Super Chaffee, VK 45.02 A, and the Panzer 7 you're using in this video
Unfortunately this game is on “life support”. By which I mean that war gaming maintains the bare minimum level of developers in order to drip feed “new” (copy paste and reskinned tanks and events) content and perform “balancing” (minor changes that don’t fix the root cause of problems) in order to entice new players by saying “look we support this game even after x years”. As long as the revenue stream from micro transactions using the fear of missing out model and the player retention numbers are within their threshold; we will not see any meaningful changes. Wargaming wants the maximum profit for the minimum expense and does not want to invest time and resources into improving the quality of life of the game, when what they have is “good enough” to meet profit margins. They run the game like a business because that is all it is to them.
What actually bothers me is that they always have an excuse like
"We can't just buff bc-25t, we could overtune it. That's why it takes so long for tanks to get buffed, gotta look at all the statistics"
Releases BZ-176 overtunes turtle.
Yeah, statistics my ass
The skill balancing matchmaking is just the main reason that stops me from playing the game, that's not rewarding when you keep losing when your exp top of your team in a row like 5 games or more and finally win one game but at the bottom of the team exp.
A lot of problems you have with the maps are a) way to many bushes and b)way to many "conveniently" placed hulldown positions.
The game right now is "move to your favourite bush/hulldown positions, wait for the enemy to make a mistake and try to push and punish them for not camping".
You think about pushing yourself? Why bother, you end up exposing your entire tank to xy amount of enemies in an attempt to close the distance all the while you at best can try to snipe their cupolas in their perfect hulldown spots. Or how about you push a flank, at the end of every tunnel you have a nice open k*llzone and plenty of bushes for the enemy to wait for you and feast on you. You can´t outspot them, you are most likely not even going to spot them when they fire as all they need to do is pull back far enough.
And all the while you even remotely try to play aggressive YOU are also sitting perfectly exposed for enemy arty to crap on you, splashing you for 200+ on every miss while ensuring that you are pretty much perma stunt reducing your tanks performance to a level it´s pointless to even try.
So what is left? Drive to position. Wait for enemy to make a move, farm enemy and once you punished enough for trying to play the game you can steamroll the rest. If the enemy pushes the flank hard (or lemmingtrains)? Just run away to hide in the next line of bushes and repeat. If you end up playing against a lot of decent players prepare your tent as not much is going to happen, as everyone knows this problem. And if the enemy is full of decent players while you have plenty of tourist? The game is a loss as your tourist feed themselves to the enemy till they have such a numerical advantage they can just steamroll you.
Also doesn´t really help that the gap between skill levels is massive in wot, a triple platoon of good players on one side and a triple platoon of tourists (no clue what they are doing just pressing buttons to do wrom wrom pew pew) is pretty much rigging the game so hard it´s not even funny.
To add insult to injury... you can watch players on a daily base entertain this hulldown nonsense. Where they sit 200m+ away from each other while taking half aimed pot shots at cupolas (or at least i hope it´s not just spam center of mass for a 0.000001% chance to magically pen something), after the match you see those with 20 shots fired, 11 hits and maybe 2 pens on average. But they sure as hell wasted thousands of credits for this pointless play. And the worst of them all just spam he at each other, when you end up watching lowes spamming single digit damage numbers at each other... makes you really wonder if those players are even sentient beings.
Some statistics coming from 3rd party and wot forums.
Avg game time has not changed in like last 10 years, being bit over 7 minutes. Also how many people thinks the ,biggest factor in game time is not dpm, speed, matchmaking or anything like this but its map design. Maps like prok or mali has almost 10 min games while Ensk, Himmelsdorf having 5 min games. Want longer, more interesting games? - Change maps.
Now for blowouts, 4-11 or worse happens roughly 20% of the time and is actually getting worse over last years, why? Idk
Couldn't agree with you more on all points Max especially corridor maps.
I'd also suggest lower Tier MM is broken too adding to the frustration.
You will be bottom tier at Tier 4 - 69% . Tier 5 - 60% . Tier 6 - 52%. Tier 7 - 47% of battles.
And just to show how really broken Tier 6 MM is you will be bottom +2 in 28% of battles and top +2 in just 2% of battles!!
Finally, someone is addressing this frustrating meta, or rather, phenomenon. Because of the things you mentioned, tiers 8 to 10 are extremely boring, and I’ve been playing only tier 9 for months as a player with a 61% win rate. Thanks again. Let’s hit the likes and comments; this doesn’t seem like clickbait.
Is Wargaming listening to these very good ideas? I think we can all agree that your ideas is what the game needs. But nothing happens.
I haven't seen 3 arties per side in a long time and I play arty regularly for gun marks, critical damage/enemy damaged daily missions. I had 2 battles on Cliff yeterday in total of 6 played, 3 LTs per side each time. EBR always matched against EBR, and limited to 1 per side, you probably missed this patch note from a long time ago.
This is what I want:
+1/-1 match making
role based match making
15% RNG
Legit feedback mate. Hope WG changes something. I myself, getting bored of playing the saaaaame spots for respective class on each maps over and over again and taking my tanks to other positions always getting spam-insulted and reported for being a bot only because I do not take the expected position with my 60TP for example.
WG have ignored the issue for years. It's sad they don't listen to the player base. This is the main reason I will never spend money on this game.
Its almost as they want you to sling gold because it cost more to resupply players that dont have the credits to always sling gold are almost forced to spent money for more credits or selling a tank to get some credits only to do it again
surprised you didn't mention Empires Corridor, ones of the most annoying maps and the only tanks that can play as intended are Heavies, Mediums and Assault TDs
Players with less than 5K battles but play 7 or higher tiers, also a problem. Not only they like the lower performing players, they have no ideas to the basic of the game. That is part of the matching making problems. Balance players performance could make the game a lot more fun
I'm so glad you said what you said about safe haven.
Your positions are literally predetermined.