Ahskance

Ahskance



31 Mar

Comment
    Ahskance on Forums - Thread - Direct

Every battle does use resources on our server, so it's better to have multiple players be battle than make a near solo experience for folks :(

We are looking into PvE concepts though as we're aware how important they are to folks. I'll be making a thread shortly to ask for Operations feedback.

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    Ahskance on Forums - Thread - Direct

I've enjoyed it a lot. I expected it to be helpful but I didn't realize just how helpful it would be.

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    Ahskance on Forums - Thread - Direct

The "AI Tools" were not an AI overhaul. They are Tools which allow our teams to interface more easily with AI, like how Word is a tool for writing a research paper.

We are actively working on Operations which required the toolset to be completed before we'd be able to do that in earnest. Having the AI Tools will also help us in interacting with AI in other areas of the game, but that's still in process.

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    Ahskance on Forums - Thread - Direct

Hello Captains!

Public Test Server Version 0.11.3 pt 2 needs your help! Please leave feedback below!

Patch notes here: https://worldofwarships.com/en/news/public-test/public-test-0113/

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Any bugs you encounter in the PTS can be reported in the Bug Report thread:

Post
    Ahskance on Forums - Thread - Direct

Captains!

If you encounter any bugs or technical issues during the Public Test 0.11.3 pt2 Session, feel free to report it in this thread.

Please follow this template for submitting bugs.

Description: Short description of an issue with required details. Example: spotting-aircraft doesn't work on Iowa battleship

How to reproduce: Exact steps need to be made to reproduce the issue Example: Take Iowa battleship with spotting-aircraft equipped. Go in battle. Try to launch spotting-aircraft

Result: What's the result of the issue. Example: after pressing spotting-aircraft activating button you can hear an aircraft sound but nothing happens, the aircraft stands still.


Thank you!

Comment
    Ahskance on Forums - Thread - Direct

She's only just entering Testing, so it's very possible we'll see large swings as data is gathered and her capabilities get nudged into place.

My personal concern was that players might purchase a ship purely for historical value and find that they underperform because of the base complexity of the ship being too high. Loss of HE does make the ship harder to play, but the reduction to 5 seconds as a base firing rate makes her extremely powerful. Even the Tier 7 Atlanta's raw DPM numbers are massive when compared to Tier 8 Cruisers that are in the game.

The MBRB is something to be aware of for big moments like a DD being detected. However, the reduction to 5 second base reload really makes the ship fully playable without even touching the MBRB. The raw DPM output is very powerful.

I'm not sure what the thoughts are in regards to Radar/Smoke, but we do already have a US Tier 8 CA with Smoke (the...

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    Ahskance on Forums - Thread - Direct

Churn always exists in Free-to-Play games. People will try something, play it for a while, and then do something else. I purchased a Playstation 4 and a TV just so I could play Destiny. I played it for a few hundred hours... and then I played something else. It's rare to find a game that latches onto your soul in such a way as to become the one and only thing you will play for the rest of forever.

For the most part, or population numbers are rather steady. They go up a little, they go down a little, but we stay in the 14-16k high population area which means we gain as many new/returning players as we lose due to churn on a very consistent basis. There is ALWAYS churn, so the only way to maintain numbers is to have intake as well.

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Your feeling that churn is up or that issues are so much worse now than before is mostly relating to personal perception. Newer players are too busy focusing on the game and learning to think overmuc...

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    Ahskance on Forums - Thread - Direct

The HE DPM above is provided with 21mm of Pen. Outside of Superstructure hits, the only things that effects is downtier'd Cruiser armor and Destroyers.

Comparing 315,000 DPM filled with shatters and fire change to 403,200 DPM with 36mm Pen is a massive difference.

While there can be ricochets, the chances of shattering are greatly reduced as 36mm pens Tier 10 Heavy Cruisers with 30mm and even the 32mm base plating of Battleships. A French or British Battleship is full pen'd everywhere as they are coated only in 32mm.

The DPM can kick up higher as well.

Pen damage deals 33% of rated damage (prior to saturation). Base firing rate could deal 134,000 damage to a ship in a minute, the MBRB can tack on an additional 30k. Even Saturated, that is an immense amount of damage in a minute.

Further, the more comfortable shell flight aids that as compared to an Atlanta.

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    Ahskance on Forums - Thread - Direct

This is why she modified away from the very high-skill requiring Austin style to a more understandable play pattern. She may be related to the Austin in style, but she's a very different ship.

The concept of the ship is no longer about MBRB windows as her base firing rate is more than enough to provide consistent amounts of damage. The addition of heal allows her to be more aggressive and helps her with being an AA ship that blocks for allies as well (as AA ships may intercept strikes and take damage as a result).

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    Ahskance on Forums - Thread - Direct

I'm sorry but this isn't fair. There was very direct input on San Diego and it was factored into the changes you see here.

She may not be a Tier 8 Atlanta, but she is a Tier 8 Austin that should be easier to play and more accommodating to the average player.

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    Ahskance on Forums - Thread - Direct

We have millions of accounts in World of Warships PC as well. I'm not sure what their concurrent player numbers are as they are a different division.

I don't imagine there's a massive difference between our products in terms of play functionality and playerbase.

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    Ahskance on Forums - Thread - Direct

These changes were done to make her less niche.

The version of San Diego is less about a highly skilled player exploiting MBRB advantages (which may not have been +50% prior to this change) and more about a player being able to accent high points with some additional fire.


Also, the Heal allows for her to be a little more aggressive in her positioning to make good use of her firepower. This also makes her to be one of the few Tier 8 Cruisers with a heal.


The addition of the US DD Defensive Fire is a nod to her AA role. This highlights a characteristic of her and stands out.


The exchange of HE for SAP does mean no fires, but the 36mm Pen of the SAP is extremely capable at damaging Destroyers, Cruisers, and even Battleships in more than just their Superstructure as the pen will tear into 32mm plating at the aggressive angles that SAP has.

Hopefully this allows her to be a Historical Ship ...

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    Ahskance on Forums - Thread - Direct

This is something that would be cool to do, but seems to be extremely hard to do well. We've had an interest in creating a Tutorial for a long time but finding the perfect way to do so seems to be remarkably elusive.

Doesn't mean we aren't still trying to think of a way to get the information to newer players faster, though.

Yes, it is unfortunate that Randoms have become "Life Or Death" as opposed to the place to enjoy the game while other modes pick up the heavy competitive slack. Normally a Ranked mode would absorb that function but player perception still points toward Random Battles as that is where profile data is pulled for Leaderboard and Performance data in the most used metrics.

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    Ahskance on Forums - Thread - Direct

We looked into it and think we can get it corrected by 0.11.4. Thanks for bringin' it up!

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    Ahskance on Forums - Thread - Direct

Absolutely, it's a hard game but the basics of the game involve choosing positions that give you an advantage and shooting well. You don't have to be a savant to have a positive effect in the game, you just need to show up and do your best to make good decisions as the game goes on.

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    Ahskance on Forums - Thread - Direct

I've never thought to ask what our average battle count per player is, though I'll try to remember to when I get into the office.

One thing you should remember though, 4,500 battles at 10 minutes a battle is... 750 Hours of playtime. While 7k is a higher number, 750 hours is more then enough for a player to be able to learn what they're going to learn. The problem isn't about the playtime at that point, it's about learning, retention, and execution. Some players just want to play a game recreationally, not live a lifestyle of high-skill gamer plays.

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    Ahskance on Forums - Thread - Direct

Because it's a competition. Granted, I don't know how many players are deeply invested in the competition aspect, but it's set up so that each team receives Team Points based on it the team is 1st, 2nd, 3rd, or 4th in placing as each combat mission ends.

If the event was held overnight when the playerbase is lower, that means a few dedicated players could have an outsized impact and swing the competition in their team's favor. While it might seem unlikely, there are highly competitive people that WILL do this. So, playtimes were gated to make sure enough players are logged in to give a good account of each of the 4 teams.

My personal suggestion was to reduce the Team Points earned drastically during overnight hours but allow personal points to accrue as normal, so players can still participate during off-hours while heavy match swinging would negligible due to lower Team returns. As to what we decide to do, I'm not sure, but we are aware of the is...

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    Ahskance on Forums - Thread - Direct

For those that didn't check the site given by El2aZeR, this is the "all time" look at NA.

Looks to have a bump for Christmas 2016, another bump in the first quarter of 2017, a bump as Reworked CVs happened but a downtrend while they were being balanced, then uptrend after Patch 8.7 or so where CVs were mostly locked in.

Uptrend went into Covid-times and it's been returning to the average of 14-16k which has been the centerpoint for the past.... 6 years roughly.

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    Ahskance on Forums - Thread - Direct

Submarines recently came back to live server, so you'll see an abundance of them while people are trying them out.

Historically, the numbers should recede after a bit and the triple sub overflow games will become much less of a thing.

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    Ahskance on Forums - Thread - Direct

We're aware of the time-gate issues. We can't do anything with this event because it's already hardcoded, but we're going to look into addressing that for future versions.