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Ftr player troubleshooting
Ftr player troubleshooting








ftr player troubleshooting
  1. Ftr player troubleshooting how to#
  2. Ftr player troubleshooting Patch#

That’s one of the reasons why I liked SerB’s Q&A even before he stopped replying to everything with “How Terrible” or “Join the army!”, it gave the devs an idea about their community and the community an idea on how the devs work.

Ftr player troubleshooting Patch#

I often like to compare it to WG ~3 years ago where only Overlord seemed to understand that public relations go beyond posting patch notes.Īnd after Overlord left for WoWP the WoT relationship between devs and playerbase was non-existant. “Gaijin is the most corrupted game studio I have ever seen”Īlthough I agree a lot of their community work is downright embarassing for a company this large. They could start making the flight models act like planes, and not rail shooters though, that would be a great start.

Ftr player troubleshooting how to#

In my opinion, I have no idea how to make it more popular, but trying to copy WT is the worst possible thing they could do. It has massive problems, and quite frankly, it’s as boring as WoWP. It’s beautiful, runs like a charm, has amazing potential, but heralding it as the flight sim everyone should measure up to is ridiculous. Look, WT is better technically, there is no contest.

ftr player troubleshooting ftr player troubleshooting

So much that they have to mix nations in “historical” battles just so one side does get stomped in 5 minutes flat. The servers are wonky (hit detection is appalling), Gaijin is the most corrupted game studio I have ever seen (see plane of the month: always a premium plane) and there are MASSIVE balancing problems. In all honesty though, I feel WT is lacking. The only difference with WoWP is that you can kill a plane in WoWP without damaging modules, whereas you kill a plane in WT by damaging a module enough to kill the plane.ĭIfferent approaches, but saying WT has no hitpoint system is very wrong. War Thunder has hitpoints too, they are just hidden from sight.īut each module has a certain hp pool too. This entry was posted in Uncategorized by Silentstalker. The most interesting part is that graph I would say… reworking ground targets so the battle can be won by their destruction implement airfields, where the planes can land and recharge implement bombers and assault airplanes (bombers relying on massive defensive firepower or speed) make the maps twice as big so there is room to operate and maneuver There were more reasons, but some of the stuff I don’t even understand, because Dietolog uses some sort of incomprehensible-(at least to foreigners) and borderline-retarded slang (what’s with the MLP ponies o.O).Įither way, he proposes following solutions: rockets reduce the characteristics of planes too much the fights are monotonous: in WoT, there are multiple classes with different gameplay, but WOWp is basically reduced to fighters (light and heavy) and assault planes, where assault planes can work as “superheavy fighters” as well, so in the end, it’s like “World of Fighters” the maps are too small, the fact that the fights are quick on them does not mean automatically that the fights are fun Dietolong names the following reason for WoWp failure: As you can see, the tendency is quite clear. This graph represents the online numbers of each day (the red line puts it in average). One of the more promined Russian community members, Dietolog (also a known troll, but this post is actually quite serious) wrote a post about this issue.Īt first, he showed this graph about the WoWp RU attendance: I think that by now, everyone is aware that the World of Warplanes project ended in failure and Russian players are discussing, why did it actually happen.










Ftr player troubleshooting