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Material earnings for the defeat team

Material Enhance Calibration Equipment

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Poll: Defeat Team earns Materials (32 members have cast votes)

You have to complete 5 battle in order to participate this poll.

The best 3 Players of the defeat Team earn a smaller amount of Material

  1. Yes (22 votes [68.75%] - View)

    Percentage of vote: 68.75%

  2. No (10 votes [31.25%] - View)

    Percentage of vote: 31.25%

The best Player of the defeat Team earns a smaller amount of Material

  1. Yes (22 votes [68.75%] - View)

    Percentage of vote: 68.75%

  2. No (10 votes [31.25%] - View)

    Percentage of vote: 31.25%

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Isoruku_Yamamoto #21 Posted 06 March 2019 - 02:14 PM

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To further demonstrate this, let me give an example such as 0berhessen did.

Scenario: 

Defeat. 
1. Bot. 8k PP, 3 grades. 
2. Human, 14k PP, 2 grades. Should get materials IMO

3. bot or human, wont get materials as theres already a human outperforming them
4. human- wouldnt get materials even if all preceding were bots, as its not top 3

IMO the #2 here is defnitely not outperformed by the #1bot, but the list says that he is. I've taken these numbers semi-random, but this is a realistic scenario IMO. 
So i'd say if you get outperformed by a bot that's fine, whether the gain in materials is that significant depends fully on own performance after all. 



Piq_Mastika #22 Posted 06 March 2019 - 02:27 PM

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View PostIsoruku_Yamamoto, on 06 March 2019 - 04:14 PM, said:

To further demonstrate this, let me give an example such as 0berhessen did.

Scenario: 

Defeat. 
1. Bot. 8k PP, 3 grades. 
2. Human, 14k PP, 2 grades. Should get materials IMO

3. bot or human, wont get materials as theres already a human outperforming them
4. human- wouldnt get materials even if all preceding were bots, as its not top 3

IMO the #2 here is defnitely not outperformed by the #1bot, but the list says that he is. I've taken these numbers semi-random, but this is a realistic scenario IMO. 
So i'd say if you get outperformed by a bot that's fine, whether the gain in materials is that significant depends fully on own performance after all.

 

For the moment this system is the only thing who force the people to follow the in-game rules. If you put it away there will be many games with massive dogfights in mid without any sectors capped. That is why all the planes have cap points/cap sectors/kills in defense. Even with this some people are ignoring the world and rush for dogfights no matter where or why. Without the grades it will be worse for sure.

Isoruku_Yamamoto #23 Posted 06 March 2019 - 02:40 PM

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View PostPiq_Mastika, on 06 March 2019 - 02:27 PM, said:

 

For the moment this system is the only thing who force the people to follow the in-game rules. If you put it away there will be many games with massive dogfights in mid without any sectors capped. That is why all the planes have cap points/cap sectors/kills in defense. Even with this some people are ignoring the world and rush for dogfights no matter where or why. Without the grades it will be worse for sure.

 

True, but even then you still can simply get unlucky. I'm horrible in heavy fighters, but its still one of my best classes to get up to three grades in (afterwards it gets trickier). 
Some classes have to work a lot harder to get to 1 grade than others. A proper GA can be well on the second grade after his second attack run, while a fighter has to work a lot harder for the same 2 grades. 

Also keep in mind that I'm not only talking about myself, but also i'm a bit concerned about low WR players who are pretty poor players overall. Those players need the materials more, while they will find it much harder to consistenly outplay the #1 bot. 

Piq_Mastika #24 Posted 06 March 2019 - 02:45 PM

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View PostIsoruku_Yamamoto, on 06 March 2019 - 04:40 PM, said:

 

True, but even then you still can simply get unlucky. I'm horrible in heavy fighters, but its still one of my best classes to get up to three grades in (afterwards it gets trickier). 
Some classes have to work a lot harder to get to 1 grade than others. A proper GA can be well on the second grade after his second attack run, while a fighter has to work a lot harder for the same 2 grades. 

Also keep in mind that I'm not only talking about myself, but also i'm a bit concerned about low WR players who are pretty poor players overall. Those players need the materials more, while they will find it much harder to consistenly outplay the #1 bot.

 

If everything was predictable, there would be no fun :playing:

0berhessen #25 Posted 28 March 2019 - 07:52 AM

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Or maybe we can "buy" materials with credits? Hows that?

Or trade materials with other players even?


There is an art to flying, or rather a knack. The knack lies in learning how to throw yourself at the ground and miss. ... Clearly, it is this second part, the missing, that presents the difficulties (Douglas Adams - Hitchhikers Guide to the Galaxy)

zen_monk_ #26 Posted 28 March 2019 - 08:09 AM

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View Post0berhessen, on 28 March 2019 - 07:52 AM, said:

Or maybe we can "buy" materials with credits? Hows that?

 

 

Approved all the way!

 

:great:


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GonerNL #27 Posted 28 March 2019 - 08:55 AM

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View Post0berhessen, on 25 February 2019 - 07:20 AM, said:

 anyone from WG staff is having an opinion?

 

Don't hold your breath !!

 

Btw ; I like the idea.

It's so frustrating to see #12 with 200 points on the winning team get materials and you lose as #1 with 12k and get nothing ...


Edited by GonerNL, 28 March 2019 - 08:57 AM.


zen_monk_ #28 Posted 28 March 2019 - 12:56 PM

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View PostGonerNL, on 28 March 2019 - 08:55 AM, said:

Btw ; I like the idea.

It's so frustrating to see #12 with 200 points on the winning team get materials and you lose as #1 with 12k and get nothing ...

 

This, exactly this!

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blindfoId #29 Posted 01 April 2019 - 11:18 AM

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After receiving and analyzing the players' feedback it was stated last year (I believe, eekeeboo had a special thread where it was mentioned) that:

 

"The concepts based on the analysis of players' feedback, which are being reviewed and processed at the moment, are as follows:

  • Removing the dependence on victory in Specialist missions. It should make the obtaining of Specialist configuration easier and more affordable;  ✓ Done 
  • Reducing the cost of skipping Specialist configuration missions for tokens if there is actual progress on this mission; ✓ Done 
  • Gaining materials in non-victorious battles by players who show outstanding results in such a battle (for example, gain 10,000 combat points or the like), i. e. not just giving out materials for a lost battle but rewarding the players who played for the victory, but for some reason (whether it is an unsuccessful coordination of the team, or a small number of real players in the team), the battle was lost. "

 

As far as you can see, the first two points were implemented. The last one (and this thread is dedicated to the last one) also was considered and is still being considered for implementing so your thoughts and opinions are heard, don't worry about it :) However, the team faced some difficulties when trying to apply this particular change in gaining materials. When the developers team resolve these issues we will surely be happy to introduce these changes. 



Isoruku_Yamamoto #30 Posted 01 April 2019 - 11:37 AM

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View PostblindfoId, on 01 April 2019 - 11:18 AM, said:

After receiving and analyzing the players' feedback it was stated last year (I believe, eekeeboo had a special thread where it was mentioned) that:

 

"The concepts based on the analysis of players' feedback, which are being reviewed and processed at the moment, are as follows:

  • Removing the dependence on victory in Specialist missions. It should make the obtaining of Specialist configuration easier and more affordable;  ✓ Done 
  • Reducing the cost of skipping Specialist configuration missions for tokens if there is actual progress on this mission; ✓ Done 
  • Gaining materials in non-victorious battles by players who show outstanding results in such a battle (for example, gain 10,000 combat points or the like), i. e. not just giving out materials for a lost battle but rewarding the players who played for the victory, but for some reason (whether it is an unsuccessful coordination of the team, or a small number of real players in the team), the battle was lost. "

 

As far as you can see, the first two points were implemented. The last one (and this thread is dedicated to the last one) also was considered and is still being considered for implementing so your thoughts and opinions are heard, don't worry about it :) However, the team faced some difficulties when trying to apply this particular change in gaining materials. When the developers team resolve these issues we will surely be happy to introduce these changes. 

 

I can imagine the suggestions that were done in the forum threads are not fully eligible for actual implementation, i'd say the best implementation is to consider the #1&2 on losing side as "victors" when it comes to material earnings. 


In case of draw i think currently neither side gains any materials, which is rather specific and can stay as is IMO- unless a dev has some spare time. 

Good to know you're working on it
 


Edited by Isoruku_Yamamoto, 01 April 2019 - 11:37 AM.


0berhessen #31 Posted 01 April 2019 - 11:46 AM

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View PostblindfoId, on 01 April 2019 - 11:18 AM, said:

After receiving and analyzing the players' feedback it was stated last year (I believe, eekeeboo had a special thread where it was mentioned) that:

 

"The concepts based on the analysis of players' feedback, which are being reviewed and processed at the moment, are as follows:

  • Removing the dependence on victory in Specialist missions. It should make the obtaining of Specialist configuration easier and more affordable;  ✓ Done 
  • Reducing the cost of skipping Specialist configuration missions for tokens if there is actual progress on this mission; ✓ Done 
  • Gaining materials in non-victorious battles by players who show outstanding results in such a battle (for example, gain 10,000 combat points or the like), i. e. not just giving out materials for a lost battle but rewarding the players who played for the victory, but for some reason (whether it is an unsuccessful coordination of the team, or a small number of real players in the team), the battle was lost. "

 

As far as you can see, the first two points were implemented. The last one (and this thread is dedicated to the last one) also was considered and is still being considered for implementing so your thoughts and opinions are heard, don't worry about it :) However, the team faced some difficulties when trying to apply this particular change in gaining materials. When the developers team resolve these issues we will surely be happy to introduce these changes. 

Thanks a lot for your answer!

Outstanding results in a lost battle, such as gaining 10.000 personal points or more, sounds fair to me.

It will lead into some positive game experience, even for a lost battle.

:honoring:


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svadilfari #32 Posted 01 April 2019 - 12:07 PM

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aren´t the requirements for bombers (capture points ground targets) and multiroles (personal points for destroying aircraft) far too high?

bomber - let´s say you get 400 capture points in your VIII bomber per game. you need 40k. that´s 100 games.

multirole - i dont even know what "personal points for destroying enemy aircraft" even means, but progress is significantly slower than for fighters and heavies.



GonerNL #33 Posted 01 April 2019 - 12:33 PM

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View Post0berhessen, on 01 April 2019 - 12:46 PM, said:

It will lead into some positive game experience, even for a lost battle.

 

It would certainly encourage me to stay and try to get those 10.000 points even in a lost battle. Now I quit if it's really frustrating or fly circles, admire the view hoping it's over soon.

Edited by GonerNL, 01 April 2019 - 12:34 PM.


Piq_Mastika #34 Posted 01 April 2019 - 12:44 PM

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View Postsvadilfari, on 01 April 2019 - 02:07 PM, said:

aren´t the requirements for bombers (capture points ground targets) and multiroles (personal points for destroying aircraft) far too high?

bomber - let´s say you get 400 capture points in your VIII bomber per game. you need 40k. that´s 100 games.

multirole - i dont even know what "personal points for destroying enemy aircraft" even means, but progress is significantly slower than for fighters and heavies.

 

Yes, the second mission was kinda imbalanced, and not only this week, there was at least one impossible class of planes to complete the mission during the event.

*hint: PP for destroying enemy aircraft means the PP bonus for kill/assist: 200 for kill, 125 for major damage done in assistance to a kill and 75 for a damaged aircraft, assisted to a kill. In this case 40k/200= 200 kills needed to complete the mission.



thewolfpack #35 Posted 05 April 2019 - 01:06 PM

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http://forum.worldof...-get-materials/

 

Why is this even a game mechanic in a 15v15 game?



rheaghorn #36 Posted 16 September 2019 - 02:11 PM

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Hi,

 

do you know where i can found and read informations about "gaining materials process" ? I don't understand how to get some specific ...

 

And for the upgrade : have you an idea when the upgrade for non-victorious battles 'll be deployed ?



GonerNL #37 Posted 17 September 2019 - 11:59 AM

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View Postrheaghorn, on 16 September 2019 - 04:11 PM, said:

do you know where i can found and read informations about "gaining materials process" ? I don't understand how to get some specific ...

 

http://forum.worldofwarplanes.com/index.php?/topic/54605-materials-in-world-of-warplanes/



rheaghorn #38 Posted 27 September 2019 - 06:13 AM

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Nice Nice !!

 

Finally the Table of material drop !!!






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