Source: EU Forums
Everything is confusing, we have to spend a lot of time to transfer the crew and everything takes a long time. Will there be any simplification for those who have many crews and tanks?
The tips system will help you choose the best skills. Then, once you are more familiar with the system, it will not take you that long to reset the crew. Crew transfers will be made manually for each specific vehicle separately and the players themselves will be involved in the process. It may not look very comfortable and simple, but we don’t want to make decisions for you regarding the transfer of your crew. Only the players themselves should decide. In manual crew conversion, the total experience of all crew members in the vehicle is divided by the number of all members. As a result, the new crew will receive their average value of all the experience gained by the old crew. Depending on the amount of experience, the new crew will immediately gain a certain level of crew and benefits that correspond to this level. This ensures that experienced crews retain their experience in the new system.
It was difficult for many players to have 6 or 7 abilities, let alone 13. Now five skills will be transferred to a new crew with 75 points. Does training this crew for 5 abilities takes as long as 75 points?
Yes, but not quite. We introduced new features as a bonus to the Instructor’s crew experience and the use of the free experience that now affects the entire crew, not just one crew member as before. Accelerated crew training now also affects the entire crew, not just one crew member.
What happens after reaching 75 points?
After investing level 75 in you will no longer gain skill points and the commander will unlock the elite procedure (professional qualification). With each new level of professional qualification, the crew gains a smaller increase in vehicle handling. In most cases, however, it is a symbolic increase for a well-trained crew.
The personal training manual with 850k XP has been converted to 250k XP. Why?
We take the average number of crew members, which is four members. The experience we provide to this crew is more than 850,000 XP per crew member. This means that in the new system, one manual with 250k XP is a better option for the entire crew.
Old and new skills. We do a lot of work to find out which skills are good and which are not. Now every skill concerns a certain situation and certain vehicles. For example, the “Sharp Sight” and “Spatial Imagination” abilities used to be very useful. Now the “Eyes Wide Open” ability is 4%. But the previous two skills gave 7%.
We tried to select useful capabilities for different types of vehicles so that each type of vehicle could get something useful. There is also the opportunity to improve the efficiency of the skills with the help of Instructors and Guidelines: you can upgrade them, say, to 20 lvl and increase the efficiency. At the end of the tests, we will look at the test results and see what skills are popular among players and which are not. If necessary, we will change the values for these abilities or even the whole set of skills.
Is it good to have such a large number of skill sets? It’s not an RPG, but an arcade game.
We already have experience with equipment that doesn’t have as much variability as the new crew system, but when we look at the ways players use and combine it, we see that there are many different sets and players use them differently according to their preferences.
Take, for example, the Bat.-Chat tank, which you can play in several ways. There are about three standard game styles: shelling from the bushes with an autoloader, playing a supporting role, where you help the team on different parts of the map, or you can attack more aggressively. Each of these game styles requires a certain set of abilities, and the new system can help and highlight each individual player’s style.
Question about instructors: when I create an instructor, he gains certain skills, but I can’t change them myself.
We are monitoring this situation and the reactions to it. Our main aspect of the change was to have random instructor traits that help diversify skill sets so that our players can create certain “preset” abilities based on the instructor’s abilities. But we see your reactions and we will think about how to change this and make instructors more valuable and useful to players. We are aware that the feedback to the instructors is what it is and we are thinking about what we can do about it and how to adjust it.
What happens to female crew members for a personal mission?
They will be 3 class instructors and their experience will be transferred to a new crew. “Universal Crew Books” and instructors for non-recruited crew members will be added.
Why such high prices?
Prices are slightly lower compared to the old system. For any operation, such as resetting skills using credits, not gold. All such operations, which are transferred from the old system to the new one, are cheaper when compared to the prices for one operation in the old crew system multiplied by the number of crew members and the price for the new crew.
What happens to the unique crew members (Santa, the crew behind Prime, etc.)?
According to our prepared concept, all members of the special crew (Holiday Operations, Chuck Norris, Battle Pass heroes, etc.) will become new valuable characters – instructors. They provide the crew with additional skill points (above the 10-point limit) and increase the experience gained after each battle.
How is the new number of crew XP calculated during the transfer?
When manually transferring a crew, the total experience of all crew members on a given tank is divided by the number of its members. As a result, the new crew will receive the average value of all the experience gained by the old crew.
How does the transfer work for a crew with a zero perk?
The zero perk does not contain any experience and therefore does not add any experience during the conversion. The only experience actually gained in battle counts. Instead of a zero perk, you get an instructor. Please note that this is only for current Sandbox tests and may change in future iterations based on test results and player feedback.
1. On the tank you have Commander Chuck with zero perks and, for example, with 2 learned perks, and the rest of the crew is ordinary. What happens during the conversion:
– In this case, Chuck will become an instructor and his experience for 2 learned perks will be taken into account in this conversion when converting experience to skill points. Next in line (sitting in a tank) becomes commander. If the tank commander is not unique, but an ordinary tanker, this commander becomes the new commander in the new crew system.
2. In your tank, all crew members are unique with zero perks (for example, in the tank all snow ladies sit with 2 learned perks). What happens during the conversion:
– In this case, all ladies will become instructors and their experience for 2 learned perks will be taken into account when converting to a new crew for a given tank. In this case, the commander will generate a system for you randomly and you can change his name, gender, and appearance in his personal record.
Instructors are divided into three types based on certain values:
- if the special crew member had one zero perks, he will be a third class instructor;
- if the special crew member had two zero perks, he shall be a second-class instructor;
- first-class instructors will be introduced later with more info.
Based on the current reception of the conversion rules for 0-skill crews, we are now considering other solutions that could take the 0-skill into consideration for the xp conversion.
We are also considering other options for the random Instructor skill allocation.
What impact will this have on the battles?
According to our calculations, the influence of the new crew on the game will increase 1.5 times compared to the old crew. Furthermore, a number of situational skills and talents will be added.
Is the release date already known?
There is currently no exact Release Date for Crew 2.0. Our most important and priority task now is to gather all the feedback from the players who participated in the Sandbox and tested the proposed crew system. Play, share your opinions, fill out questionnaires – based on your feedback, we will take further steps by the crew. Nothing is final and many things can change.
What will happen to the crew from Mirny-13?
All crew members, such as the Mirny-13 boys (i.e. a crew who had so much experience for x-perks but had no zero perk): If you have already converted this experience into perks and settled these members into tanks, they will be on the given tanks (except in cases where they are on premium tanks but are not trained for them) they will be transferred to the barracks.
The second option is:
All crew members in the barracks whose experience is not sufficient to acquire one level of ability will be automatically transferred to the crew books of the relevant nation, which can be used further.
Their experience, which you did not distribute, is transferred to the crew books in the corresponding XP equivalent. In addition, there will be their skins that you can use as well.
If I have a crew trained for 3 tanks, and one of those tanks is destroyed in a battle, can I start another battle with on one of the two remaining tanks, without waiting for the end of the previous battle?
I have a crew trained for a tank I do not own yet. Will I have to buy this tank when converting the crew or can it be done without it?
No, there is no need to buy a tank.
Please proceed as follows:
- Click on the barracks and click on “recruitment”.
- Choose the tank you sold from the list, but your crew is trained for it.
- Convert crew.
- Choose a tank.
Update Info fresh from our own French John Wick.
“In response to the feedback around Crew 2.0 so far, the situation has progressed regarding the two major issues concerns: 0-skill crews and instructors random skill distribution. Even though we don’t have a definitive solution, we are committed to addressing these concerns.”