DEATH MATCH MODE - SUGGESTIONS
R0I
10 Sep 2018
i hope this will help preparing the dog fighting / superiority game mode
other feed backs are well come
Block Quote
6. Another game mode similar to "hardcore" like before 2.0 requests mostly for a pure dog-fighting mode with no re-spawn.
The greatest complaint from 1.0 was; short battles where you easily get killed by highly skilled players and cannot come back for revenge. Possibility of looking into a/one of the game modes to work with no re-spawn and use it as an event game mode.
Currently other solutions are planned to increase players contribution to the battle results, like the work towards bot matchmaking balance, to make it fairer.
Two game modes are planned, there is current work taking place investigating the technical possibility to have 2 game modes at the same time. Which game mode will be used as a second one is still under discussion
feedback (- : bad point + good point)
old game mode pre-bots and after bots:
pre-bots (1.2 - 1.5):
- the problem was the matchmaking.. attackers vs fighters etc ... balancing was not really studied.
+ humans vs humans was very funny we could see queue and after few battles for example the night we can have some 6 vs 6 fighters we could tchat.. joke.. fight even battle
+ the game was very social we could learn and make learn some Technics... planes mechanics/dynamics differences and win with a6m vs bf109 for example was very challenging..
- not enough experience to earn so evolution was slow / not so much kills so no so much exp in humans vs humans
after bots(1.8 - 1.9):
- less social, less communication during battle bots engaging etc.. more individualism due to the agressive state of bots.
+ skilled players learned how to outurn the bots obstacle... making them crash turning around a hill ... making them stall etc ...
- some platoon players did not learn simply because they were not learning from friends - problem of communication may be due to native language or no really sociable players
- easiness to do daily tokens low tiers (gorovet thunder etc) was in depend of real low tier new players victims of olds (it could be handled by matchmaking puttin old vs old)
+ clans events helped a lot to familiarise players into team training group friend ship challenge clans vs clans etc.
+ every type of squad plane had chance to win :
- attacker squad could kill attackers then do gt and defend green.
- fighters/multi-roles could escort bots in the beginning of battles making lot of kills then defending vs heavies broking their superiority height and boost by defending low. fighters was the most preferred planes.
- heavies could engage heavies vs heavies battles from beginning the winner of the engagement had to be nice shooter in BnZ vs bots then hardly win vs low humans fighters / attackers in the end of the battle.
Conquest mode (2.x):
+ better looking graphic
- lot of useful controls were simply remove (they could be left as options in settings ... lead indicator hud old team panel was good etc)
- planes dynamics mechanics/dynamics dumbed to give players same chance during dogfight (i saw xf90 (with bombs please) beating f7u in dogfight Seriously ?? lool ... xf-90 was a runner now it can dogfight ..) ... players mostly old one lost flyin plane feeling because all planes become almost same (get used to it for many years...)
+ i looked a lot to some running process during battle core code was not changed (hopefully) the most of work was done on map graphics controls and on removing lot of old controls from planes ...
open alpha/beta test :
+ mass inviting all old player with less 50 battles here and stopped since october 2017 to contribute in the new alpha test mode started from zero. the game test mode can last what it can last but it will bring back people
+ working on putting back old controls as options desactivated by default like mini map hud lead indication...
+ re-working planes dynamics/mechanics respecting each plane real potential
...............
to move on faster working on a voted todo list options based on players needs expecations.. and i am sure 90 percent of those options are already in the code but just commented out.
greetings.
Edited by R0I, 10 September 2018 - 04:07 PM.
R0I
10 Sep 2018
- TEAM PANEL (size could be changed even hiddend with ctrl + tab)
- Minimap too at the bottom right corner very useful
- Mini camera to show locked targed bottom left very useful to see distance/speed of locked / focusing target ..
- Radar old place was good too and could be hidden too
- lead indicator / vector helping new and old even with bad graphic that you can not see where is plane going
all those option could be here and invisible by default could be showed through settings like in the past.
some new players may not know this but those controls were very useful.


Edited by R0I, 10 September 2018 - 04:23 PM.
dreambill
10 Sep 2018
The old interface was 10 times better than the new, and had ALL the info on screen, no need to TAB and ALT all the time.
Minimap + separate radar and team panels must be brought back in main screen (even as options) It is a MUST and will not harm conquest at all.
R0I
10 Sep 2018
dreambill, on 10 September 2018 - 07:31 PM, said:
The old interface was 10 times better than the new, and had ALL the info on screen, no need to TAB and ALT all the time.
Minimap + separate radar and team panels must be brought back in main screen (even as options) It is a MUST and will not harm conquest at all.
the decision remains on devs/staff wowp team. we dont have the right to saye relativism 'worst' anymore eben if is it is the truth. diplomacy is not my preferred skill ...
i hope god will enlight them one day doing the right decision listening to the REAL lovers of world of warplanes.
good night.
ps: miss our old maps. ![]()
Edited by R0I, 11 September 2018 - 12:17 AM.


