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  • Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 07:06

Antisync2
It's going to be a long post so bear with me.

It is not a problem of new players getting slammed by bigger ships. That's more of a game
mode problem. There's a reason why games with a player base of millions segregate play
areas based on level. For example, World of Warcraft seperates its battleground battles by
level groups so that a level 85 Hunter don't perform a 20,000 damage Explosive Shot on a
poor level 30 player. Sound familiar?

If Navyfield would revive its dd/cl, ca/bb game modes etc, FF/DDs and BB1/2s won't get
completed served by CA/BB1s and BB4/5/6s respectively.

But then of course, there's the issue of shared experience. I mean hey, why work your ass
off for $50 when you can get $30 for free! We are all humans, we all subject to greed and
sloth, and we can't blame each other. Adding on to the problem is the fact that the 2 most
active game modes favor the higher end tier players, which are CA/BB1s in Blitzkrieg and
BB4/5/6s in GB2. They eat players who are new to the game modes as an appetizer for
breakfast. If I'm forced to grind my character up in World of Warcraft by continuously
getting owned by higher level players, I'd quit the game, uninstall it and burn the DVDs.

So the problem here is that we have "Leechers" and "Cannon Fodders".

The solution is easy. Introduce Shared Exp in Normal Game Modes. It's that simple! Feed on
the Greed! In
fact, it would be better if we could introduce more Blitz-like games with level caps of 30
and 90, adding on to Blitz cap of 60. That would even out the difficulty of the grind for
new players and lower level ships. Everyone will have a fighting chance. There should be
no reason to leech. There's still a leecher? Boot his lazy ass in the next game lobby.
It's as simple as that! I'm no IT Programmer, but I'm sure the implementation of such game
modes wouldn't take long. After all, it's just editing existing games modes, give it a new
name and color theme and you're all set.

Now, high level players will complain that they themselves went through harsh times to get
where they were. My reply would be "Don't Lie. You either were a pioneer player from the
early times, leeched, Anti-Air Whored your way through or purchased a PBB. If you really
did grind, suffer and had your ass served in GBs to get your BB4, then you ought to accept
change. It's for the good of the future of the game. You should be proud of SDE for
implementing major changes if it means making the game more more user friendly. If you
really leave because of these changes, it only shows your maturity level."

However, with every solution comes a new problem. If such game modes are to be
implemented, it is IMPERITIVE that the amount of players with different tier ships online
simultaneously be very, very high or the game will die due to long waiting times.
Solution? Merge ALL the servers. Yes, I said it. ALL of it. If need be, Advertise for more
players. This is where SDE must really put their backs into it.

And yet another problem will arise. "Lag". If the current hardware causes lag on current
"High" population servers, which is really ridiculous as its a sprite based game, Upgrade.
Invest. Spend some money. Change the entire server rack. I bet my left nut that it will
work. More people will join the game. Money will come in. You will laugh your ass to the bank.

If you really need some capital to invest, increase the incentive to use the NF store, or
worst case scenario, introduce in-game advertisements on the Main Menu, Harbors and Map
Room etc. Just don't do it on the Battle Screen due to obvious reasons. People are going
to hate it, but it's only going to be temporary. In fact, personally, I wouldn't mind if
it's permanent. Just don't make them too irritating.

Which comes to another problem (sigh), the logarithmically increasing learning curve.
Currently, new players, including me 6 years ago, will be completed blown away by the
massive information they immediately get on the Harbor Screen. I mean, the new arrow
guides are nice, but that's just not enough. That's spoon feeding, not learning. Now I
know there's a nice flash guide on the website and forums, but let's be honest here. Not
many players will first visit the website to research and gather information to plan long
term. They would launch the shit out of the Navyfield Launcher, alt-tab during the loading
screen, log-in, launch the shit out of their frigate and finally, get their arses served
as a side dish.

Solution? In-game tutorials. Not just about the basics, but the more advanced stuff as
well. The REAL advantages of Manual FCS, armor, speed, range, ammo type, gun type, Experts
and Veterans, sailor growth, ship maneuvering, torpedoes, support sailors, Nation
Advantages/Disadvantages, game modes etc. Then there's the really advanced stuff like
Aircraft Carriers and Submarines, Sailor Ability, differences of different Battleship
routes, Battleship formation lines in GBs, Rushing, Anti-Air, AA whoring, Armor whoring,
Speed whoring, experience penalties for various reasons, Team work etc. There's just so
many factors and features of Navyfield gameplay that it's not user-friendly to learn them
through experience and mistakes.

I understand these changes might take a lot of time, effort and money, but I can assure
you once again with my right nut this time, that the end result will be completely worth
it. It's a game with a niche audience, but it's a great game nonetheless. It's unique in
so many ways, that even I prefer it to World of Warcraft. Screw World of Tanks. I'd hate
to see Navyfield die.

PS, buff KM range.
PPS, remove 1 level gain per game limit for sailors.
PPPS, add more normal ships, not event ships.
PPPPS, what the hell, buff 2nd set KM 11" shell damage.
  Index

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 21:36

Antisync2
at F0x:

Your suggestion is also viable. It is true that the individual reward system will indeed
force players to improve their skills and play properly. It may not be very friendly to
new players, but at least it solves one problem.

As for your suggestion for creating custom games, I agree it is also viable, and tons of
other people also agree. However, it just simply won't work because of the low server
population, even if they were to tremendously improve the amount of experience gain for
well performing ships in normal rooms. For example, you'd need a lot of low level players
with destroyers in a DD capped game. In addition, you will always have the leecher/lazy
guy problem. They will always go to the shared exp rooms and slack.

I myself have tried creating such rooms but to no avail simply because of the above
reasons, and it had always been a problem for a long, long time. Your suggestion is in
fact, already in the game. However, as it is very unrewarding, even for well performing
ships, no one will simply create such rooms.

Many players have voiced their concerns over such matters, and they themselves had the
"create a normal room" answer shoved in their face. It's not that they don't know about
such game modes, it's simply because they know it won't work.

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 20:19

spyboy007
Recc

And i'll do I tommoroww because everything you said was right on the money>

You want a example? When I got my Atlanta I still uses the T-slots for torps,my
sailors had many 11 recuits and I still used Auto FCS

Best post I have heard in a while

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 17:53

f0xd1e
Hell no,

Get rid of Noobs? Leechers? Etc....

Get rid of shared exp as a whole...

Force the players to learn the mechanics of the game, and improve their playing
abilities....

Bring back normal rooms wehre EXP gained = based on personal achievements (i.e.
attack)

shared exp is the problem, if your worried about BIGGER BB slamming on smaller BB
in normal rooms....simple fix...its called custom game modes...

CA/BB1

CA/BB12

BB123 (BB1-3

BB1-4

BB1-5

BB ALL

CL/CA

DD/CL

DD Wars (FFs are primary allowed to join)

However, i would say keep shared exp for Blitz, but maybe lower the exp gain? give
players more incentive to play normal rooms, that way they learn their ship...instead
of fictorying...and torping at the lower lvls.

P.s.

"PS, buff KM range.
PPS, remove 1 level gain per game limit for sailors.
PPPS, add more normal ships, not event ships.
PPPPS, what the hell, buff 2nd set KM 11" shell damage. "

KM already has rediculous range,
I agree with #2
Agree with #3
KM 11" dmg is fine...pick range vs, dmg.

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 17:33

Antisync2
To Sonar:

I understand that Navyfield and World of Warcraft are completely different games. I do not
know of the person you were talking about, but I understand yours and his position. While
both games may be of different genre, the idea is basically the same. To give lower levels
of both game modes a chance to fight and participate, a level segregation system is
needed. As it is a fully PVP game, all the more such a system should be implemented.

PS: I'm not acting as if I owned Navyfield, I'm simply offering a suggestion. This is a
"Suggestion" forum afterall.
-------------------------------------------------------------------------------

To Blaze:

1) You are indeed one of the few players who are willing to achieve skill and results
through hard work and suffering. However, not many player share such a characteristic
trait. While it is indeed better to learn from mistakes and experiences, it is simply not
user-friendly and very, very demoralising over time, especially with the grinding system
of Navyfield.

2) I understand Blitzkrieg is infamous for producing such players, and you can't really
blame them. It is all about the environment. New players immediately get into the game,
not knowing what to do, how to properly fight, use their range etc. They see other players
rushing, full broadside attacks via pirates style, notice the effective results of
torpedoes and they tend to follow. Monkey see Monkey do. It all started from the source.
New players are simply not exposed and educated enough on the proper gameplay of
Navyfield. Leve 60 graduates will of course have their asses handed to them in GB2s as the
play style is completely different. But of course they do not know that, as he graduated
from a completely different environment.

3) I am not suggesting to forcing players watch tutorials. That would be
counter-productive. What i meant was implementing an in-game help system that new players
can refer to when needed. The missions are nice and simple, but they are still pretty
abrupt and fast-paced. In fact, not many new players will even bother. They'll simply
close the prompt screen for tutorial missions, and jump right into a game.

5) I understand introducing shared xp into normal rooms seems like pouring fuel into the
fire. But humans will always be lazy and greedy, and leechers and noobs will always be so.
For the handful of players who wish to play and participate properly, it should at least
give them a fighting chance, rather than grind and die through the first 20 levels or so.
In addition, players who really want to learn to play properly will do so in a short
amount of time. As for me, it didn't take long for me to realize KM ships needed to use
range to its advantage.

GB2s and Blitz are faster paced and a quick split and go system, that is a fact. They also
have shared exp, inclusive of normal rooms if my suggestions are implemented. Thus, to
create incentives for players to play normal rooms, the same split and go system should be
implemented into normal rooms too. As for exp, either increase experience gain in normal
rooms by two-fold or hell, even three-fold. It is to reward skill and hardwork. Or use
shared-exp in normal rooms and remove it on GBs and Blitz.

A major change must be implemented. The current grinding system is most definitely not
user-friendly. As Yuno said on the server merging topic, the player turn-over rate is in
it's extreme case. 10%, and that's inclusive of mule account for existing players.

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 15:45

V2CxBongRipz
The only way these small ships that do nothing but leach and fictory will stay out of GB
is if red exp comes back. I have no problem with FF/DD/CL or whatever in GBs if they are
being productive, but alot of them will just hold down the F until they die and move on to
the next room. Then again alot of BBs do the same thing....

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 10:13

Blazer4show
1) I played blitz till level 60 when I first started. Got smashed around in GB till I
had to learn quickly that if I wanted my gunners to level I had to have some patience and
play better/smarter (back then no attack = no xp on gunners). Start watching the
successful players at the time and try to mimic.. or heck find your own way that works.

2) To assume that simply by playing in a lower caped room while you can will teach you to
be a good player... Look at what goes on in blitz rooms, and what players pick up as "good
play". Torps, rush up and shoot, torps, did I already mention torps? Now I haven't been
in blitz in a few months, but for a good 2-3 months after BBs and CVs were allowed in, BBs
simply meant extra xp. People playing with gunners below BB level, spreads that even
Cheny couldn't shoot someone in the face with and lucky if they did more attack then
players in proper CA, CL setups, and again there were more BBs with torps than without.
Why they said, to sink the little ships that get up to me. Now watch them try that in
GB.... how many ISE's and torping BBs get to fire 2-3 salvos from guns if even that many?
CVs doing anything at all. A cv with TBs everytime I was in blitz was the least of my
concerns, either missed, were shot down by AAW, or duded out every torp, and continued to
do it over and over.

3) The longer it takes a player to be able to get in an play a game the more players that
will be lost. You said it correctly when you stated few will watch the video tutorial on
the site before playing (most never will). Trying to force someone to watch that or other
tutorials will deter many from ever even joining the first game. SDE's idea for missions
is actually a very solid one. A new player that would be able to run through missions
earning a reasonable amount of experience (get them through the first few levels
specifically to get to a nation) would more seperate those with serious interest and those
without. And at which point they could be shown in a matter of 20-30 seconds how to class
sailors. The idea in any game in a niche market is to get the people playing the game as
quick as possible if you want to have a chance of keeping them.

4) Advertising - Advertising gets new account sign-ups not necessarily new players.

5) I am still amazed to see someones solution to Leechers be introduce more shared xp.
There is a reason for the two main rooms that are played Blitzkreig and GBII... its shared
xp, GBII having dramtically more. Introducing it into normal rooms may create a third
room, however if the xp is still better in GBII (even if its for a ship that can't do much
at all in GBII, they will still play GB). Now 2 things to look at here. One goes back to
my 2nd point. With shared xp in Normal rooms, if they still get their xp, they do not
care much if they are doing much.... they will level up so fast they won't have time to
learn. You'll continue to have players with supports all over the place, gunners below
level, etc. Second point, Normal rooms and new players. Do you really believe the
average new player is going to spend the time waiting on a normal room to split when they
can jump in another room type and play much quicker... level much quicker?

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 09:40

sonar
For once I have to agree with Megadone

You remind me of someone that I know on WoW, or rather I used to know, that person was
banned from the game because they started offering ideas and when some of their ideas were
implemented, they started acting like they owned WoW.

I do not recc this post.

I am one of those lowbie ships you keep talking about. I am satisfied with getting owned
by a BB in a GB2 or a CA/BB in a Blitz. It really doesn't make any difference. As for the
shared exp, that is already a part of the game....

What most new players fail to realize is that once you are sunk, you still get exp, creds
and points. Even though you are sunk, stay in the game, DO NOT EXIT THE ROOM YOU ARE IN!!!!!

When the battle is over, you will get bonus credits, bonus points, and bonus experience
awarded for staying. Besides, it gives you time to get off your butt and go take care of
things...

like getting a drink, taking a pee, smoking a cig etc., etc....

This isn't WoW. there isn't tons of quests that you can do to level up away from other
players. this game is designed to PLAY WITH other players.

My suggestion for this topic is simpler then yours....

Go back to WoW and give them your geekness. Your ideas stink.

Goodbye

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 08:48

TCTheClaw
Hmmmm bad idea i personnaly like owning DDs/FFs and u dont even get that much
for leaching so there arent that many leachers to *rid the servers* of and another
thing....this isnt world of warcraft this is navyfield aka [more on the side of realism
than fantasy] soooo why not just have ppl grind it out in blitz and FF/DD rooms and
then come in when they have a {real} ship???

Not recc'd-TCtheClaw

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 08:43

Emma9
Antisync2, you get my recommend.

Of course, certain elements might not go down well with the status quo, but that is
to be expected. Shared exp is a contentious issue, and personally I wouldn't agree
to that part as well.

But I fully agree with everything else you said and the suggestions you made. On
the whole, they're well thought out and might actually help improve the game.

Only question is, would SDE go to that much trouble?
With the new NF on the "distant" horizon, I get the feeling they'll milk this game for
whatever that's left, and leave it to die. Sadly.

  • Re : Solutions to Leechers, Cannon Fodders and other various issues.

    01. 21. 2011 08:39

Antisync2
In response to both your replies in here and the original reply post,

I'm not encouraging "fail noobs". There are going to be "fail noobs" irregardless of
whatever happens. Every game has "fail noobs". If they want to leech, use Auto and
torpedoes, they're going to use it, shared exp or not. In the current GB2 and
Blitz situation, what's the point of lower tiered ships even trying? they're going to do
squat to higher levels. Do you really think they'll improve when they have no chance to
even participate effectively in battles?

In fact, even during the beta times back in 2004/2005, I was in my Fletcher in normal
rooms. The
situation was the same. Torpedoes on CLs and above, people rushing, people retreating
during start of battle. The goal of my suggestion is to at least improve the environment
for people who actually want to try and play.

Oh and by the way, you might wanna keep that nose down, because your pompous attitude is
really starting to annoy me. At least reply properly with your reasons instead of blowing
me away with a fire extinguisher.
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