Ahskance

Ahskance



24 Mar

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    Ahskance on Forums - Thread - Direct

That would be the purpose of the Stun Bomb. It's to aid the Support CV's teammates in applying damage to an enemy ship. That could be through fires from shells or floods from homing torpedoes launched from a friendly sub.

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    Ahskance on Forums - Thread - Direct

The Roadmap was for 6 months and only covers to the Summer. The Support Concepts mentioned here could be literally years away as this is the first time these things have ever entered Testing.

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    Ahskance on Forums - Thread - Direct

A "permafire" is not actually a fire that lasts permanently. Fires have a set duration and cannot go longer than that. A new fire would have to be set.

3 Fires on a Battleship is typically around 32% of its total health (10.2ish% each). All Fire damage is 100% repairable so as long as 32% health wasn't a kill, they could heal it back after the effect went away.

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    Ahskance on Forums - Thread - Direct

If I understand correctly, the "minutes" plural is supposed to be if ALL the bombs hit a target, but that seems to be extremely unlikely. Further, that's likely against a battleship to even be possible as the ship would need to be large.

It's easy to read it and be concerned, but then again the entire concern/outrage is built off conjecture in the first place as this is a thing that's being tested and not something that's an actual thing.

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    Ahskance on Forums - Thread - Direct

It could be used in competitive situations to focus down a ship, or at least try to.

As stated before, if a GK pushes alone and a Midway sends bombers. The Midway can get two bombing runs off for about 32k damage and potentially more via fires. If the "Stun Bombers" were used instead, then teammates would have to make up that 32k damage difference. The CV gets "damage credit" for the Fire/Flood damage done by others.


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Note: If a GK is pushing in the mid-late game, there are likely only a few ships left with which to deal said damage while the GK's consumables are "stunned". If said GK pushed early game, then they are just throwing their ship away CV or no-CV due to overwhelming fire.

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    Ahskance on Forums - Thread - Direct

There is nothing in the DevBlog which states Support CVs would not have access to planes which deal damage.

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    Ahskance on Forums - Thread - Direct

My experience in World of Tanks is quite small. From what I understand, a "stun" in World of Tanks reduces movement, accuracy, and crew performance. Those things can absolutely result in a swift loss of your tank in World of Tanks and damage can be delivered very quickly.

World of Warships is much more about long-term attrition. Losing access to your consumables is not a death sentence in the same way as Tanks might incur. While there are some that worry about a Fires which cannot be DCP'd or Repaired, a player still controls their position on the map. If they have a stun interaction while rushing forward to brawl, that could absolutely result in fires and issues. If a Yamato, which is typically at Medium to Long Range, receives a stun effect, it might have a few fires but full duration fires are not a death sentence. Especially when compared to being bombed for 18,000+ twice by a Midway as opposed to being locked out from a DCP or Heal for ...

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    Ahskance on Forums - Thread - Direct

Please don't make stuff up like this. There are no "ramming DDs" :\

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    Ahskance on Forums - Thread - Direct

I am a North American Community Manager for WarGaming. I speak on behalf of the company, though many of my posts are primarily just me providing information or perspective to other players.

I study game design and taught CV play, concepts, and mechanics for around 2 years so I do lean on my teaching/information transfer capabilities to be helpful. I find people tend to be extremely concerned, frustrated, and often conspiratorial when there is an absence of information which leads to filling in the blanks. If I can provide insight and information, I'm happy to try to do that where I can.

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    Ahskance on Forums - Thread - Direct

Surprised? No. I've grown used to a rather strong backlash when something which is not already established is brought up.

As to Submarines, they've been worked on for literally years. While there are players which don't want to see them regardless of what form they come in and will never be swayed from that position, the design of the Submarine class has continued to improve iteration over iteration. If they leave testing, it'll be a point where they are in a good enough place to really join our game permanently.

As for SuperShips, their reception has been much more normal amongst the majority of the playerbase. In effect, they're just ships like the other ships in the game, so most players aren't nearly as concerned about their inclusion as they are about the concept of new classes, new consumables, or new styles of play which do not currently exist.

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    Ahskance on Forums - Thread - Direct

To everyone in this thread, please remember that when we say "Closed Testing" that means we're using not only our internal folks to test the concept. We have a lot of players that join our Testing programs and try out the ideas that designers come up with. After testing, they give their thoughts and feedback which goes directly to the designers that are working on that concept. If you want to take part in these experiments and make sure that your voice is heard as early as possible, please consider joining the Super Test Program.

There a many concepts which don't make it out of testing. Designing successful systems is extremely hard, after all. If there's something in this test which is found to be so bizarrely unworkable that real, actual players simply cannot abide the forward movement of the idea... please know that our testers are very capable at making themselves very clear.

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Secondly, remember that stuff in testing can disa...

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    Ahskance on Forums - Thread - Direct

I'm certainly aware that PvP experiences are not predictable enough to expect all of them to be fun. The enemy team is there to sink you, not make sure you have a fantastic time. Your team is there to sink them, too.

What I'm saying is that there is a threshold where it's not just "I played X amount of hours to grind to Y". It might take 14 hours in game to grind a Tier 10 line. Without flags and camos, that might be 36 hours, or 50 hours. Is that a lot of time? Absolutely. But there is a point where continued play is for the sake of play, and 800+ hours is a LOT of play.

I don't think there are many people that will simply grind for shy of 1,000 hours expecting that "someday I'll reach the promised land". I don't know what the magic number is, but I don't see a way around seeing a game as engaging, interesting, and good to eat up that much of someone's life.

Post
    Ahskance on Forums - Thread - Direct

Hello, Captains!

A new DevBlog has been posted here: https://blog.worldofwarships.com/blog/305

Please leave any feedback you have here <3

Thank you!

Post
    Ahskance on Forums - Thread - Direct

Hello, Captains!

A new DevBlog has been posted here: https://blog.worldofwarships.com/blog/304

Please leave any feedback you have here <3

Thank you!

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    Ahskance on Forums - Thread - Direct

To my knowledge, I don't think you can choose to spec into a "Special Ship". You just place the Commander on the ship just like you would with a Premium or Tier 10 Special Ship.

The "Special Ship" status goes away when the Early Access line in question enters the Tech Tree. That's typically 2 Updates after they first show up in an Early Access event.

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    Ahskance on Forums - Thread - Direct

Helstrem is correct. "Special" in this case just means you can move commanders onto them at no cost during the early access window.

There is no "up to interpretation" because it's just a convenience thing, not a gameplay thing.

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    Ahskance on Forums - Thread - Direct

A lot of my time is spent absorbing the thoughts expressed on this forum. I feel like the it's very important that I understand the sentiment at the heart of what's said so that I can represent player interests and concerns.

There are a variety of people on this forum that repeatedly rip into our game for lack of X or lateness of Y or inconsistency of Z. I get to know names and I often have an internal voice associated with the people I read, kinda like when you grow to understand the characters in a book series that you're invested in. So, I ended up doing a double-take when I read Asym saying that he abandoned Random after over 800 hours.

Personally, I'm more of a PvE player as I find PvP to be taxing. It's not a relaxed experience to be enjoyed but an active sport to be weathered and endured. Because of that, I sympathize with the Co-Op Community and am trying hard to represent their interests as it's such a strong community on our server. As...

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    Ahskance on Forums - Thread - Direct

Our game is very complex, but it's kind of a puzzle where decisions lead to other decisions which lead to outcomes and results. It's not about whether you're average or not, it's about if you're able to look at the situation, assess what you can and can't do, and then go out and make the best decisions possible.

You may find that one or two styles in the game really just click with your internal playstyle and suddenly your decision-making syncs up really well with what's happening in the game. It's not always that a boat is strong or not... it's more like sometimes things just make sense and fit you like a glove.

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    Ahskance on Forums - Thread - Direct

I quoted Asym_KS


his post was quoted directly (it is Post #6), but here's the link:

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    Ahskance on Forums - Thread - Direct

I just want to point out that this is a very strange statement to make.

"I only lasted just under 5,000 Random Matches before I simply couldn't take it anymore"

The average Random Battle is around 12 minutes. If we assume a newer player that likely dies a bit earlier while figuring stuff out in the first... 2,000 matches... we can round that down to an average game duration of 10 minutes.

5,000 matches at 10 minutes each is...

50,000 minutes. 50,000 minutes divided into hours is...


833 hours. 833 hours divided into days is...


34.7 Days of 24 hour entertainment.

If we plug that back into the sentence you wrote...

"I only lasted just under 833 hours played before I simply couldn't take it anymore"


Doesn't that seem strange? Doesn't that indicate that you experienced a product that was fantastic enough to grab you for ove...

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