That’s great. It’d be a pretty boring forum if everyone had agreed with each other. :)
In Clan matches, there are external motivators for teamwork and cooperation, beyond the simple experience/credits calculation. One of those is the fact you’re playing against another group of people working together who also want to win for something more than mere individual advancement. Another is the metagame of clan matches that gives actual meaning to winning and losing per se, rather than as a vehicle for experience and credit gain. In Randoms, none of that applies. The maps themselves, and the flag placement and mission (CTF) design do not in and of themselves do anything to encourage team play, because the rewards or doing so are not commensurate with the costs (as defined by subordinating individual short term gain). Maybe not the geography so much, which I guess is sort of neutral, but certainly the mission design.
In any kind of match (and in any similar kind of game) there is one ultimate goal - make your team win and the enemy team lose. And in every game this goal is supported by some related incentive, be it exp, credits, gold or whatever. Be it WoT, WoW, WAR, Rift, Battlefield, etc. If your team wins you (on average) will receive more points than if it loses. Also, in WOT, if you are high enough, you will actually lose points (credits) if you play bad and your team loses.
As you get more points, you get access to new stuff that allows you to get even more points. :)
There are variations of the above generic goal that might introduce additional incentives - Arena with its ladders, WoT with its caln wars, WAR with its RvR lakes. But you still want your team to win and the enmy to lose. And IMO it’s not fair to say that WoW doesn’t encourage teamplay in battlefields/instances just because it has Arenas/raids. Or WoT doesn’t do it in Random matches just because there are clan wars.
Teamplay wins in all these games. But if some people don’t know what to do in certain situations and how to help their team, it’s really the fault of people, not the game. The game can’t tell you for each of the maps “put 3 tanks to cover the valley, one tank to cover the middle, push with the rest of your team through the city, one arty to cover the valley and another is to cover the city”. The players are supposed to figure it out and play accordingly.
And I disagree strongly about feedback. This isn’t just CounterStrike, for simple reason you have tanks, and enough historical data/detail to make it a reasonable expectation of the player base to view combat through the lens of tank sims and wargames than have gone before, even if ever-so-dimly. And the game gives YOU information in that format–penetrates X mm, has Ymm armor, etc. Yet the feedback you get is essentially “you hit it,” or "you killed it, " or “you hit it but someone else did to and they got the kill.” Very vague, and to me unsatisfying and out of sync with the game’s metastructure.
See, you mention sims but you also mention wargames and I don’t see why would you classify WoT as a wargame. I would agree with the sim part but IL-2 doesn’t provide you with “you penetrated enemy’s wing and hit his right engine and it’s at 70% of power now” kind of feedback. You either see little explosions or not. Neither does (did) WWII Online or any other sims I can remember.
And while we are on the subject of sims, neither does real life provide you with such feedback. Not that WoT is trying to be a sim in this sense.
Instead of the “sim and wargame”, I would classify WOT as “sim and shooter”. Counterstrike on tanks is probably a too dated comparison but Battlefield on tanks is pretty close, only soldiers=tanks in WOT and the damage model is more detailed (hense the +sim part). And certainly Counterstrike, Battlefield, etc. don’t provide you with lots of feedback.
And it wouldn’t take anywhere near “megabytes” of data. Just crappy text is fine, like any combat log in an MMO. Even a bog-standard MMO has a running combat log that tracks exactly who did what damage with what ability to whom, in your immediate area. No reason that couldn’t be in this game. Even Warhammer’s scenarios had decent post-scenario breakdowns of who did what. In WoT, you immediately lose chat ability, get a static and very uninformative screen to look at, and often wind up none the wiser as to just what happened during the match.
A bog-standard MMO only needs to log “you hit the enemy with 35 fire damage” or “your Fire attack missed the enemy” or “Your enemy is slowed down by 30%” events for each of your attacks. And even those are fairly useless to majority of the players. Imagine what WoT would need to communicate on a hit - “you penetrated a left track and did 30 damage to it, you penetrated the hull and did 100 damage to tank’s health, you missed the driver, you kill the loader, you hit the ammo rack and do 70 damage to it, ammo rack explodes and does 50 damage to the tank health and does 30 damage to the commander. As a result, the enemy is slowed down by 30%, reloads 40% slower, drives 50% slower, turns 20% slower, sees 25% closer, the fuel tank is damaged and leaking, aim is 25% worse, radio communication is 10% worse”. I am not even listing the feedback on ricochet calculations, penetration calculation, etc. Also add HE feedback, which is more complicated than a straight AP round and then add arty related stuff and hitting multiple targets with HE. And machine gun kind of guns on lower tier tanks.
Really? The game really needs to send all this stuff on every shot to each of the 30 players? About each player? And do it for all 13,000+ players currently playing (well, 150,000+ players in Russia)? So that one geek (no offense, we are all geeks here :)) out of 1000 would get to savor all the detailed feedback and conclude that that particular hit was pretty good? Like seeing the enemy’s 80% drop in health and “Critical Hit!” voice message is not enough. :)
I really couldn’t care less how many time that particular Joe detracked some other dude on the other end of the map. All I care about is whether that flank is holding or they are all dead within a minute. And I can perfectly see it on the minimap. :)
As for my own end-of-the-match stats the only thing I really care about is my hit/miss ratio, which I currently have. I would only add “Total Damage” to it (per enemy, right in that table that lists who you damaged).
As for the WAR/Rift kind of a post match summary, I would agree. That kind of summary is interesting, however, to be honest, after a little while I started to ignore it in those games. And some stats (like scouting) would be damn hard to track properly.
I really don’t care that much about wins/losses in the sense of ego or my own accomplishments, though I do think there’s a lot to be gained by all players having a more realistic view of what others are doing. This is as much an MMO as it is an FPS, because of the hard-core leveling/grinding aspect, and that means IMO it needs more MMO style data tracking and feedback. It’s also at least 20% a wargame or sim, so it needs some form of grognard-style data as well, IMO.
FPS’s nowadays have as much grinding and leveling as any MMO, so really grind <> data tracking and feedback. :) And as I mentioned, sims don’t really provide us with much data either.
And why do we need it? So that we coudl have dps meters like in all other MMO’s? So that after (or during) a match someone could look at the dps meter and say “yeah, that dude didn’t perform really well”. So what? I hated dps meters it in WoW, I don’t see the need for them in WoT. I don’t need some douche yelling at me for not dps-ing, when I am in my Ferdi scouting an enemy JagdTiger over the ridge so that our arty could take him down.
I just think that you are critisizing the game for some it doesn’t deserve really.