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	<title>Comments on: Of Basic World of Tanks Principles</title>
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		<title>By: nublex</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-202175</link>
		<dc:creator><![CDATA[nublex]]></dc:creator>
		<pubDate>Tue, 30 Sep 2014 09:39:35 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-202175</guid>
		<description><![CDATA[Skill MM only serve as a better sampling for balancing tank but not what make WoT successful. It is a arcade type of game that is easy to pick up and mastering it are mostly depended on your playing skillz as a player,  mostly the time investment. 

&quot;Dumbing down&quot; is not a good way to reward those who invested time into it. And the uncertainly would led to the loss of money invested because money doesn&#039;t give you the freedom to drive whatever tank you like (APSD/HEAT), but force you to use one or two lines of tanks.

While &quot;Dumbing down&quot; may get you access to wider audience, but WoT already have a wide audience; what it needs is one: better gold sink (fortress) ; two: more encouraging low tier game play and three: elements to keep their sugar daddies.]]></description>
		<content:encoded><![CDATA[<p>Skill MM only serve as a better sampling for balancing tank but not what make WoT successful. It is a arcade type of game that is easy to pick up and mastering it are mostly depended on your playing skillz as a player,  mostly the time investment. </p>
<p>&#8220;Dumbing down&#8221; is not a good way to reward those who invested time into it. And the uncertainly would led to the loss of money invested because money doesn&#8217;t give you the freedom to drive whatever tank you like (APSD/HEAT), but force you to use one or two lines of tanks.</p>
<p>While &#8220;Dumbing down&#8221; may get you access to wider audience, but WoT already have a wide audience; what it needs is one: better gold sink (fortress) ; two: more encouraging low tier game play and three: elements to keep their sugar daddies.</p>
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		<title>By: Blue Lion</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201677</link>
		<dc:creator><![CDATA[Blue Lion]]></dc:creator>
		<pubDate>Mon, 29 Sep 2014 07:40:27 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201677</guid>
		<description><![CDATA[Let&#039;s see:
Redshire - modified - corridors added, making the map more heavy friendly.. To bad that now too many heavy gather in the same spot they don&#039;t move arty makes a mess out of them cuz they don&#039;t use cover.  OUTCRY; omg nerf arty!

El Halluf:: - modified like 4-5 times, corridors added, THERE is no place where you can hide with a tank on that map from a good arty. Blive me we tried in clanwars, good arty positioning it&#039;s going to ruin your day.  The secret is to know from where arty is shooting and cover accordingly.. but if they have 2 or more arty covering all sides.. you&#039;re fucked. 
outcry: NERF ARTY!

Malinovka - modified - corridors added. can&#039;t tell much about it because i didn&#039;t test it much, but i&#039;ve got a run with a light on it.

Karkov map added - maze like map. 


Serene Coast - modified - corridors added. I guess they fucked ep on this one bcause they actually improved the map. 

Now why is the points on adding more light tanks and try to engage people to play with light tanks if you modify all maps with corridors? Light tanks can&#039;t be used properly on corridor maps.
And all the idiots cry because they got hit by arty.]]></description>
		<content:encoded><![CDATA[<p>Let&#8217;s see:<br />
Redshire &#8211; modified &#8211; corridors added, making the map more heavy friendly.. To bad that now too many heavy gather in the same spot they don&#8217;t move arty makes a mess out of them cuz they don&#8217;t use cover.  OUTCRY; omg nerf arty!</p>
<p>El Halluf:: &#8211; modified like 4-5 times, corridors added, THERE is no place where you can hide with a tank on that map from a good arty. Blive me we tried in clanwars, good arty positioning it&#8217;s going to ruin your day.  The secret is to know from where arty is shooting and cover accordingly.. but if they have 2 or more arty covering all sides.. you&#8217;re fucked.<br />
outcry: NERF ARTY!</p>
<p>Malinovka &#8211; modified &#8211; corridors added. can&#8217;t tell much about it because i didn&#8217;t test it much, but i&#8217;ve got a run with a light on it.</p>
<p>Karkov map added &#8211; maze like map. </p>
<p>Serene Coast &#8211; modified &#8211; corridors added. I guess they fucked ep on this one bcause they actually improved the map. </p>
<p>Now why is the points on adding more light tanks and try to engage people to play with light tanks if you modify all maps with corridors? Light tanks can&#8217;t be used properly on corridor maps.<br />
And all the idiots cry because they got hit by arty.</p>
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		<title>By: techlord</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201673</link>
		<dc:creator><![CDATA[techlord]]></dc:creator>
		<pubDate>Mon, 29 Sep 2014 06:37:19 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201673</guid>
		<description><![CDATA[While I agree with some aspects of the article, I completely disagree with the &quot;equal skill team MM&quot; part. That&#039;s what would make the game perfect for me. Lets see why, in my opinion:

1. Completely obliterating the enemy team is absolutely no fun at all. If you are in a slow tank/TD you have a big chance to make 0 damage. Being on the other side and seeing stuff like 1-7 after 2 minutes in the game is also a fun killer.

2. Having an unicum in the team does not guarantee victory nor is losing the unicum a guarantee defeat. I would take a 2x green platoon over a purple unicum every day. The article is saying the unicums may have a tough life if this type of MM is implemented. I say good. Many unicums are inflated by playing a lot of platoons and shooting a LOT of gold.

3. It does not have to be equal colors on both teams, meaning that a unicum and a yellow in a team could have 2 greens on the other side. This would be interesting to see for me. Who wins, 7 unicums aided by 8 yellows or 15 greens?

4. My final idea is this: make EU3 with &quot;equal skill team MM&quot; and leave EU1 and 2 alone. This way EVERYBODY wins.]]></description>
		<content:encoded><![CDATA[<p>While I agree with some aspects of the article, I completely disagree with the &#8220;equal skill team MM&#8221; part. That&#8217;s what would make the game perfect for me. Lets see why, in my opinion:</p>
<p>1. Completely obliterating the enemy team is absolutely no fun at all. If you are in a slow tank/TD you have a big chance to make 0 damage. Being on the other side and seeing stuff like 1-7 after 2 minutes in the game is also a fun killer.</p>
<p>2. Having an unicum in the team does not guarantee victory nor is losing the unicum a guarantee defeat. I would take a 2x green platoon over a purple unicum every day. The article is saying the unicums may have a tough life if this type of MM is implemented. I say good. Many unicums are inflated by playing a lot of platoons and shooting a LOT of gold.</p>
<p>3. It does not have to be equal colors on both teams, meaning that a unicum and a yellow in a team could have 2 greens on the other side. This would be interesting to see for me. Who wins, 7 unicums aided by 8 yellows or 15 greens?</p>
<p>4. My final idea is this: make EU3 with &#8220;equal skill team MM&#8221; and leave EU1 and 2 alone. This way EVERYBODY wins.</p>
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		<title>By: Hooli_Gun</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201653</link>
		<dc:creator><![CDATA[Hooli_Gun]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 19:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201653</guid>
		<description><![CDATA[+1000 right there]]></description>
		<content:encoded><![CDATA[<p>+1000 right there</p>
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		<title>By: Alex</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201649</link>
		<dc:creator><![CDATA[Alex]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 18:35:56 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201649</guid>
		<description><![CDATA[because motivating players to want to play good is so wrong isn&#039;t it?!!? Goodluck motivating someone who sees constantly 40% chance to win , 28% chance to win, 32% chance to win. who carry game making 4-5 kills each game for nothing to end up losing even after killing 9 for example?!? that&#039;s fun!?! Expect full rush and fast suicide from players who simply have enough of this MM bullshit!!! You just go fullspeed ahead and do as much damage as you can in as little time as possible and you still get middle of table XP so yeah, Skill MM, who needs it right?!?  goodluck with that . hardcore gamers will move to WT eventually and they won&#039;t even care if they&#039;re missed or not in wot.]]></description>
		<content:encoded><![CDATA[<p>because motivating players to want to play good is so wrong isn&#8217;t it?!!? Goodluck motivating someone who sees constantly 40% chance to win , 28% chance to win, 32% chance to win. who carry game making 4-5 kills each game for nothing to end up losing even after killing 9 for example?!? that&#8217;s fun!?! Expect full rush and fast suicide from players who simply have enough of this MM bullshit!!! You just go fullspeed ahead and do as much damage as you can in as little time as possible and you still get middle of table XP so yeah, Skill MM, who needs it right?!?  goodluck with that . hardcore gamers will move to WT eventually and they won&#8217;t even care if they&#8217;re missed or not in wot.</p>
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		<title>By: shiverr</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201578</link>
		<dc:creator><![CDATA[shiverr]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 15:05:29 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201578</guid>
		<description><![CDATA[LOL? Those maps are one of the bests (beside komarin) - each one of them offers enough range and open field to actually make view range / camo system an option to use.]]></description>
		<content:encoded><![CDATA[<p>LOL? Those maps are one of the bests (beside komarin) &#8211; each one of them offers enough range and open field to actually make view range / camo system an option to use.</p>
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		<title>By: Kingkrieg</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201568</link>
		<dc:creator><![CDATA[Kingkrieg]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 14:43:21 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201568</guid>
		<description><![CDATA[&quot;constant claims?&quot; they ve only said it two times over the course of 3 and half years....


and your idea of premium benefits its a bad business model for profit.]]></description>
		<content:encoded><![CDATA[<p>&#8220;constant claims?&#8221; they ve only said it two times over the course of 3 and half years&#8230;.</p>
<p>and your idea of premium benefits its a bad business model for profit.</p>
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		<title>By: Kingkrieg</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201567</link>
		<dc:creator><![CDATA[Kingkrieg]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 14:42:12 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201567</guid>
		<description><![CDATA[&quot;he wrote the articles like he is right&quot;

reading comprehension is hard mate...

he asked people to be open minded, to listen to an opinion, to actually et out of their box-world, but you clearly failed at it 

&quot;According to SS, ALL below average players are MORONS and can’t grasp tactical game play.&quot;

isnt that what every damn player says this days? &quot;everybody is a tomato but me! i swear!&quot;

you re just full of it, you will always be right, no room for anything but your god damned opinion, what a waste to even write, thankfully there are smarter people out there who can see the bigger picture, and not some whiney e-lawyer]]></description>
		<content:encoded><![CDATA[<p>&#8220;he wrote the articles like he is right&#8221;</p>
<p>reading comprehension is hard mate&#8230;</p>
<p>he asked people to be open minded, to listen to an opinion, to actually et out of their box-world, but you clearly failed at it </p>
<p>&#8220;According to SS, ALL below average players are MORONS and can’t grasp tactical game play.&#8221;</p>
<p>isnt that what every damn player says this days? &#8220;everybody is a tomato but me! i swear!&#8221;</p>
<p>you re just full of it, you will always be right, no room for anything but your god damned opinion, what a waste to even write, thankfully there are smarter people out there who can see the bigger picture, and not some whiney e-lawyer</p>
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		<title>By: missile742</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201564</link>
		<dc:creator><![CDATA[missile742]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 14:27:33 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201564</guid>
		<description><![CDATA[The devs need to cut the crap with their constant claims that WoT is a &quot;daddies&quot; game.  All you have to do is look at the weekend and monthly missions to realize this game is designed to reward tankers who play for hours a day.  I am a typical &quot;daddy&quot; who buys premium time and spends gold on shells, crew training and free XP.  I don&#039;t have time to compete the weekend missions let alone the monthly ones, when I get maybe 4 or 5 hours a week to play (and that is a good week).  If WoT really cared about &quot;daddies&quot; they would make premium accounts a better deal -- i.e. give us ability to retrain crew primary skills (driver, radioman, etc) and maintain crew skill memory (tank to tank) so we don&#039;t need to train as many crews.]]></description>
		<content:encoded><![CDATA[<p>The devs need to cut the crap with their constant claims that WoT is a &#8220;daddies&#8221; game.  All you have to do is look at the weekend and monthly missions to realize this game is designed to reward tankers who play for hours a day.  I am a typical &#8220;daddy&#8221; who buys premium time and spends gold on shells, crew training and free XP.  I don&#8217;t have time to compete the weekend missions let alone the monthly ones, when I get maybe 4 or 5 hours a week to play (and that is a good week).  If WoT really cared about &#8220;daddies&#8221; they would make premium accounts a better deal &#8212; i.e. give us ability to retrain crew primary skills (driver, radioman, etc) and maintain crew skill memory (tank to tank) so we don&#8217;t need to train as many crews.</p>
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		<title>By: Hen Ry</title>
		<link>http://ftr.wot-news.com/2014/09/27/of-basic-world-of-tanks-principles/#comment-201561</link>
		<dc:creator><![CDATA[Hen Ry]]></dc:creator>
		<pubDate>Sun, 28 Sep 2014 14:02:30 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=17589#comment-201561</guid>
		<description><![CDATA[This is exactly my opinion. 

Silentstalker, you seem to have the wrong idea about corridor maps: I&#039;m not complaining about the corridors itself, but how they are made. It&#039;s right that players should have to choose between different routes, but this choice shouldn&#039;t be permanent. Many reworked maps have the tendency to introduce corridors which are detached from the rest of the map. 
Severogorsk, for example, was one of my favourite maps before they &quot;improved&quot; it. It was far away from perfect but imho better balanced than nowadays. 
The two hills made it great for hulldown tactics and teams pushing to far on either the right or left flank made themselves vulnerable to fire from the other flank or the middle. This made pushing harder and equaled the flanks even if they weren&#039;t equally stocked with tanks of one team. Those cutout &quot;windows&quot; on the corridor also covered the city and stopped assaults from there. 

In comparison to that the reworked variant is really bad. Differences in the amount of tanks of each team on one flank most likely decide the result of the battle within the first three minutes. Playing arty from the south base is horrible: your teammates are stuck in the &quot;corridors&quot; while a single tank pushing though the center is killing everyone in base. Supporting one flank from the other flank is impossible. This map now is most of the time a pain in the ass especially without great armor or alpha to win the peak-a-boo battles. 
Most of the map changes seem to favor this static gameplay while open &quot;windows&quot; or flanks are cut out. 
It should be possible to make this game a little bit noob-friendly without taking all dynamic elements out of the game.]]></description>
		<content:encoded><![CDATA[<p>This is exactly my opinion. </p>
<p>Silentstalker, you seem to have the wrong idea about corridor maps: I&#8217;m not complaining about the corridors itself, but how they are made. It&#8217;s right that players should have to choose between different routes, but this choice shouldn&#8217;t be permanent. Many reworked maps have the tendency to introduce corridors which are detached from the rest of the map.<br />
Severogorsk, for example, was one of my favourite maps before they &#8220;improved&#8221; it. It was far away from perfect but imho better balanced than nowadays.<br />
The two hills made it great for hulldown tactics and teams pushing to far on either the right or left flank made themselves vulnerable to fire from the other flank or the middle. This made pushing harder and equaled the flanks even if they weren&#8217;t equally stocked with tanks of one team. Those cutout &#8220;windows&#8221; on the corridor also covered the city and stopped assaults from there. </p>
<p>In comparison to that the reworked variant is really bad. Differences in the amount of tanks of each team on one flank most likely decide the result of the battle within the first three minutes. Playing arty from the south base is horrible: your teammates are stuck in the &#8220;corridors&#8221; while a single tank pushing though the center is killing everyone in base. Supporting one flank from the other flank is impossible. This map now is most of the time a pain in the ass especially without great armor or alpha to win the peak-a-boo battles.<br />
Most of the map changes seem to favor this static gameplay while open &#8220;windows&#8221; or flanks are cut out.<br />
It should be possible to make this game a little bit noob-friendly without taking all dynamic elements out of the game.</p>
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