You found @KARMAT1KA's stash. Congrats! :)
You found @KARMAT1KA's stash. Congrats! :)
If i wanted to troll you I'd check your account every day and change it to 1 day. Every day only 1 day left :)
Seriously though - i guess you're just that lucky. GG! :)
We will take action, as committed. I do hope you will be able to see that over time.
As for the stock exchange article, i've already commented on it in the other thread - it's not relevant to anything that's happening, but i don't want any stupid conspiracy theories based on it.
Yeah, sorry man, but not this weekend. You'll have to wait a bit more for that particular one.
I'll chime in here, because this has been a very good read with sensible topics from both sides of the aisle. Thanks for keeping it on point!
@Heed_04, @warheart1992 described the mechanics pretty well. After that it's about whatever entertainment value any player assigns to any specific item.
I've a Steam library full of games - most of which i never even played once. Why? Gabe is also not gonna give me a physical copy of any of them and I'm not sure I'll ever get to playing any of them. However, i collect and support unique concepts - artistry in game design. Then there are games, like the whole portfolio of Supergiant Games, that I own in multiple copies on different platforms and actually play.
Yes, we're describing the same thing - me from UX research perspective and you from the player perspective. We're obviously trying to influence that through different tools like tool tips, early progression gating, leading incentives, game modes, as well as through community channels. The bigger question is whether the feeling you have that the amount of such players has been increasing is actually fact, or whether there are other reasons that might be highlighting this type of behavior or exacerbating it. I'll talk to our UX team to research that topic a bit.
I see the point that you're making, ok, but as Skywhale said - isn't it enough to just sell the ones that you got? Or is the point that you want to be "forced" to have to grind the XP at each of those tiers you don't want to get early access for, so that you properly learn the line?
While this does most likely happen, the amount of such players is going to be too low for you to consistently meet them in battle, just statistically speaking. You'll meet maybe one in tens of battles.
It's not as black and white as two groups of players who want to win and who don't care. There is a huge pool of motivations driving people to play, from the historical aspects, through the visuals to competitive drive, which intersect with a wide spectrum of desire to win (i.e. how important it is to win, or in other words, how casual or hardcore a player is). World of Warships is a game that has a very gentle mechanical learning curve - it's very easy to figure out how to look, move and shoot. After that you find a steep hill of cerebral skill you have to climb, in order to obtain the knowledge to use those mechanical skills in any one of a thousand different gameplay scenarios. Younger players will on average be relatively good at learning the me...
Read more@IfYouSeeKhaos You beat my post by 16 mins. Well played.
I invite you here instead, to continue discussion:
Ladies and gents,
We've locked that other thread since it was going off-course, but I've been reading it and putting together answers to some of the continued posts and questions in there. I hope we will be able to keep it civil in this thread as well.
I've allowed myself to aggregate some recurring themes into a longer form reply, because otherwise the separate replies are kind of out of context and disconnected, but I'll tag some key posters.
On timelines for drop rates and other changes
@SpectreHD @TheArc @xXUglykidXx @Hookie_Bell
No, we technically cannot disclose drop rates starting tomorrow. You may compare us to any number of institutions you have personal experience with, but even if “they can do it” that doesn’t mean that we have the same technical infrastructure, processes or risk profiles.
Changing business practices like this one carries risks for the game. There are multiple steps ...
Agincourt is planned to return for direct sale around her launch date in January. At least that is the current plan.
Best,
Ladies and gents,
It's been a long day, so I will turn into port for the night.
I know that tensions are high, but I appreciate that we managed to keep this thread civil, with only few moderations needed. I will leave this thread open and come back tomorrow to see if there are any more new points that I could address.
I do ask that we keep it constructive and refrain from poking, trolling or worse. If this turns into another pillow fight we will lock it.
Thank you for your patience and your attention today.
Fair winds and good night.
Best,
This thread is not the right backdrop for that. As Sub-Octavian had mentioned, we will use the same channel which was used previously.
And we always will. :)
No, we did not nor do I believe that would help in this case. In any case, we will give updates on the commitments posted today.
We are compliant with the current systems in the game. We will also have to check whether we will be compliant with any changes that we make and whether they meet certain criteria - for example whether the UI elements that facilitate the disclosure are good enough and many other factors.
That is not the case. We understand that this is concerning for some of our players, but it is not a matter of legality. As stated earlier we are committed to finding a middle ground where we address those concerns and are able to meet our own business goals. The ship simply doesn't turn on a dime.
We are in compliance with all current laws in all jurisdictions so the parallel doesn't really apply this way. For us it's a matter of making a big change to a business and operational model that needs to be well prepared. However, I do take your point about perception of end-of-year activities - it will be discussed with our monetization team to see whether we can meet our objectives without causing upset.
This is an interesting take on the effect of Operations. Thank you for sharing it.
Yes, quite literally (except for the bias comment). As I've said in other threads we need to contrast players feelings about things with the way that they behave in the game and interact with its systems. Sometimes the data shakes or topples the feeling, sometimes it confirms it. The more players are vocal about a specific topic, the more reason for us to look into it and start cross-referencing data, but it doesn't automatically mean we need to buff or nerf any specific thing without doing that analysis (which, ultimately, takes time).
I'm a criminologist and a grumpy cat, so I know i come off like that.
Nobody likes to pay - that's absolutely understandable. However, there are absolutely players who like to grind and there are players for who long-term goals are important. We do understand that we need to balance the amount of both in the dockyard system though. PR taught us that.
We're unfortunately a bit understaffed, but you will see more of us in the future, once we get more crew on board.