about 2 years ago - Ahskance - Direct link

Hello, Captains!

A new DevBlog has been posted here: https://blog.worldofwarships.com/blog/318

Please leave any feedback you have here.

Thank you!

about 2 years ago - Ahskance - Direct link

Correct, the base amount of Free XP will move to 10% of Base XP Earned.

Bonuses to each type of XP do not affect each other anymore, so this helps FreeXP have a better baseline to scale off of with the Bonus chosen.

about 2 years ago - Ahskance - Direct link

Econ Signals and Dragon Signals will also be affected.

All the things which give bonuses to "Credits", "XP", "Commander XP", and "Free XP" will be converted into the new system where you can choose one Bonus for each type to use in the next Battle.

about 2 years ago - Ahskance - Direct link

The old Surface Detection reduction will be made normal for all Surface Ships.

The Dispersion reduction from Camos will be going away, yes.

about 2 years ago - Ahskance - Direct link

That information is found when you expand "Detailed Conversion Rules"

about 2 years ago - Ahskance - Direct link

Dazzle is a Commander Skill and is not connected to this at all. No worries there~

The "4% increase to shell dispersion" when firing at a ship using a camouflage is going away. This will result in a small boost in accuracy in general for the game on whole after the change.

about 2 years ago - Ahskance - Direct link

Planes are not affected by "shell dispersion". Only shells fired from ships are affected.

So, no increase in Bomber Accuracy~

about 2 years ago - Ahskance - Direct link

Because Signals and Camos can stack, we needed to make a fairly big formula to make sure we are converting everything correctly. We make sure to account for all the stacking bonuses so that we exchange everything correctly from the old to the new.

The conversion is complicated, but the new system will be very easy to understand and use!

about 2 years ago - Ahskance - Direct link

This is a way for players to have Economic Bonuses but not have to use specific camos in other to get them. Players will be able to choose their visual style (or no style at all) as they prefer.

The newer system will be very understandable for newer players, which is also a plus.

about 2 years ago - Ahskance - Direct link

We're still concepting, so that picture isn't finished.

It's provided to help visual learning people make some sense out of all that text, not to represent a fully finished/completed "economy screen/tab".

about 2 years ago - Ahskance - Direct link

We already have control over how we choose to sell/reward Dragon Signals and high value Camos like Spring Sky and Asian Lantern. There isn't a change in that sense.

Smaller Economic Bonuses will be common as rewards or from the daily container options. Bigger Economic Bonuses will be rarer just like rare Signals and Camos are now.

about 2 years ago - Ahskance - Direct link

There is a section that can be opened up that has that information.

about 2 years ago - Ahskance - Direct link

"Visuals" can be Rewards for missions and events. "Bonuses" can also be Rewards, too.

They will be different things after the change.

about 2 years ago - Ahskance - Direct link

There's an industry-term called "Tech Debt". Basically, stuff kinda piles up over the years until you clean house.

This conversion will be simplifying things for newer players and making the system more clean.

about 2 years ago - Ahskance - Direct link

Value just comes down to Value. We'll just need to make sure each container has the correct amount of "worth" in terms of what it gives out.

about 2 years ago - Ahskance - Direct link

Correct, you can choose one Bonus per Type for a single Match. That's why the larger bonus numbers are Very High.

The Very High bonuses are able to give rewards like the current version where a player Stacks many bonuses together. Each bonus only effects one resource, but does not require combining 5+ things in order to achieve it.

about 2 years ago - Ahskance - Direct link

The table is a little confusing in that it is NOT representing a Single Battle. It is representing "Value" in terms of the conversion process.

The example shows how much "value" a "set" would yield, and then explains how that would translate for conversion purposes.

about 2 years ago - Ahskance - Direct link

That's addressed here:

about 2 years ago - Ahskance - Direct link

The "Permanent Economic Bonuses" are applied to a ship. Think like, "Premium Ship vs Tech Tree Ship". Premium has increased credit earning, for instance. A ship with a "Permanent Economic Bonus" will have greater than normal earning as a baseline because of that.

In terms of using Expendable Bonuses to boost a resource-type, that should be whatever you choose to run in the given slot. There is one slot per resource type.

about 2 years ago - Ahskance - Direct link

The basic gist is:

"Imagine you're moving to another country. You group up all your stuff and sell it, then convert the money into the new currency of the country you're moving to."

We've gone to great lengths to make sure that any "sets" that can be sold for additional value are done so at the high values. This is why it's so complex, because players can stack bonuses together and we need to make sure we account for the "best use of stacking things" while doing the conversions.

It's a lot of work, but our internal metrics should see players have more "value" after the conversion. Our budget was something like a 50% increase in value to things that get converted.

about 2 years ago - Ahskance - Direct link

about 2 years ago - Ahskance - Direct link

As a player I don't recall having seen it, but I also know that I never enjoyed the look of Spring Sky and would have preferred to have a different look while farming rewards in Clan Battles/Narai.

about 2 years ago - Ahskance - Direct link

I likely quoted the wrong post. I think I've answered this one already, moment.

Here we go...

about 2 years ago - Ahskance - Direct link

about 2 years ago - Ahskance - Direct link

We accounted for Bonus Stacking in the very large Bonus numbers:

+320%, +1600%, and +7200% are reflective of what players earned when stacking all sorts of Camos/Bonuses together. Those will continue to be in the game.

about 2 years ago - Ahskance - Direct link

You have 1 Slot for Each Resource. You could have all the highest Tier Bonuses equipped at the same time.

about 2 years ago - Ahskance - Direct link

@AdmiralThunder

It's fairly straightforward.

All Permacamos now break into 2 pieces. A Perma-Bonus for the ship that's always on. A Perma-Visual that's available if you want to use it or not.

All the ships you have Permacamos on will now always have a Perma-Bonus no matter what visual (or no visual) you use.

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All your accumulated stuff with be totaled up. Where possible, "sets" with be made to give bigger bonuses in value. It'll all get converted over to the new system. You should expect a rough increase in value of your stuff of up to 50% (to avoid any issues/controversy)

about 2 years ago - Ahskance - Direct link

We invest in our game. The product sells itself. We don't have to get a direct return for our effort because making the game better will yield the return over time.

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Separating Visual and Economic allows us to clean up the interface. It also allows players to pick whatever camo they want without concern about reward structures. Players are VERY invested in the visuals of World of Warships.

about 2 years ago - Ahskance - Direct link

We have a Spreadsheet in the DevBlog that has all the camos and signals listed. You can input all of your accumulated totals in that and it'll tell you exactly what you would receive post-Conversion.

about 2 years ago - Ahskance - Direct link

You need to download it so you can edit it. That will make your life much easier than building it on your own <3

about 2 years ago - Ahskance - Direct link

That is what this is for: https://docs.google.com/spreadsheets/d/1aUJVxPw75EsovYCmdZjEWNLgwGkx5Kuc3yZKkdM8E6M/edit#gid=261044507

Just "Make a Copy" for yourself and then enter the "Base XP" and "Credits Earned" in.

about 2 years ago - Ahskance - Direct link
about 2 years ago - Ahskance - Direct link

This was confusing to me at first. We do "round up" to the nearest bonus... but we don't do that in each and every single case. Please follow this basic example:

If I had five $5 bills, and the nearest bill that we could "round up to" was a $20 bill... I would NOT receive fix $20 bills.

We would total them together to make $25 in value, and I would exchange that for $40. Because $20 is the smallest bill to "convert" to, so $25 would "Round up" to two $20 bills.

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ALL of your everything is being value totaled. Because of the stacking effects giving added/increased payouts when used together, we have modeled the conversion to account for all the "value increases" that sets/stacking give. After all of that information is totaled out, the conversion happens from there.

This is a big reason for the complexity. We are making sure that you get everything you could possibly get in terms of value. Then we are rounding UP where there is remainder. This is to ensure that this is a player-focused, non-harmful process.

about 2 years ago - Ahskance - Direct link

Please give me a full screenshot with all the information, please. The one you showed didn't included Credit information outside of end total.

about 2 years ago - Ahskance - Direct link

We don't have a refined ETA to give at this time

Yes, the conversion will total everything up in terms of value and convert that. Stacking/Sets will be taken into account to make sure the most value is taken into account for the conversion.

Expendable Visuals will be purchasable with Credits for those that would like to use them.

Expendable Visuals will still exist. They may be received as rewards from missions, events, or containers that give Expendable Visuals. Or purchased for Credits if you'd like.

about 2 years ago - Ahskance - Direct link

Alrighty, that was 6 hours of DevBlog Q&A. I'm going to step away for a bit~

about 2 years ago - Ahskance - Direct link

Few things:

The worksheet does not have a factor for Premium Time. These numbers are for non-Premium.


I had to add in the "Daily Win Bonus for XP", "Clan Bonus for XP", and "Clan Bonus for Commander XP"


The "Free XP" section is not shown, so I was not able to add a Clan Free XP bonus if there was supposed to be one.

Further Note: This is assuming there is no Permanent Economic Bonus attached to the ship. This is only calculated off earning 258,550 Base Credits and 2,197 Base XP.

---

This is the Comparison from old to new:

Using the Economic Bonuses listed in Green...

would result in what is below:


with differences:

about 2 years ago - Ahskance - Direct link

Permanent Economic Bonus should always be on. Why would anyone turn it off?

Yes. These will be available on the PTS before ever touching Live.

about 2 years ago - Ahskance - Direct link

In the case of Spring Sky or Asian Lantern + Full Flags, there is a lower "high point" in terms of specific resource output. However, the Bonuses being more general mean you acquire more resources in total across the different resource categories.

In terms of Conversion, the full sets do compute to higher than out highest Bonus, so the system "Rounds Up" to provide another Bonus to make up the shortfull. While that would be distributed across more than 1 match, it should result in the correct amount of Rewards being attained over the two matches.

The height of Commander XP or Free XP bonus needed to avoid these outlier cases was too high for sustainable use. So the addition of some "spillover" sees the difference covered.

I have a question in on this. The DevBlog talks mostly about the Conversion of in-game assets and how the Bonuses work/interact. This is what I'm primarily speaking to in answering questions.

about 2 years ago - Ahskance - Direct link

We don't have detailed information about things like that to share right now.

This DevBlog is an early look into the Economic Bonus Concept we'll be using as well as the Conversion process. It's a big thing, so we're getting information out early. There's still a fair amount of work to be done still, so implementation on this is still a good ways out.

about 2 years ago - Ahskance - Direct link

The "New System" only uses the [Base Credits] and [Base XP]. The new-style Economic Bonuses used simply amplify from those two baselines for their respective resources.

about 2 years ago - Ahskance - Direct link

If you purchased a Permacamo for a special bonus that other Permacamos don't normally have, that bonus still matters.

If you have Permacamo A and B..

Permacamo A has -10% Service Cost, +100% XP, and +50% Commander XP


Permacamo B has +20% Credits, +50% XP, and +50 Free XP

(My numbers may not be accurate, but I'm representing the concept of how they merge)

The highest Bonuses are used for the ship's "Permanent Economic Bonus" after the Conversion:

Credits = +20% (because it's the highest bonus to Credits)


XP = +100% (because it's the highest bonus to XP)


Commander XP = +50% (because it's the highest bonus to Commander XP)


Free XP = +50% (because it's the highest bonus to Free XP)

about 2 years ago - Ahskance - Direct link

We'll look to clarify Daily Bonuses soon. Hopefully tomorrow if able.

about 2 years ago - Ahskance - Direct link

If you're talking about an Expendable camo, they should be purchasable for Credits. Common Expendable Camos will be 25,000 Credits per use.

If there's a Camo you want to look cool with, you'll be able to look cool with it.

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Special Camouflages that are design for certain ships will still only be available for those certain ships. The first Permanent-Visual/Camo you purchase for a ship will have a significant discount to it, but any Perma-Visuals purchased after would be at normal price in Doubloons.

about 2 years ago - Ahskance - Direct link

"Common Expendable Camos" are being looked at as 25,000 each. Other Camos that are more rare will be priced higher.

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Please don't drive off the deep end with assuming anything and everything will suddenly come available. This is only just announced and is more about getting out the ideas than about going super into specifics of a time not yet arrived.

about 2 years ago - Ahskance - Direct link

The Camos/Signals are totaled up into a giant amount of Value, which is then converted to Bonuses in the Conversion. The amounts Round-Up if it doesn't end on a specific amount.

Update: Signal Sets are converted first, then Camos/isolated Signals are converted.

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Quick Example:

After all the stuff in a Player Account is combined/stacked/totaled up, it results in 34,560% Commander XP.

This will be broken down into:

21 "+1600% Commander XP" Bonuses (Update: If these come from Signal Sets, otherwise they may be compensated in smaller Bonus to fit more correctly)


1 "+800% Commander XP" Bonus


and the remaining 160% XP would Round Up to a "+200% Commander XP" Bonus

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Update after Clarification: We are combining Signal Sets first. When Signal sets are exhausted, it falls to individual Signals and Camos for Conversion.

The Total amount of Bonus/Increase is factored, but the "height" of the Bonus reached is commensurate with the combination size.

about 2 years ago - Ahskance - Direct link

Will have to look into that! Thanks!

about 2 years ago - Ahskance - Direct link

Update!

Ok, the Conversion process converts "Sets" but those "Sets" are of Economic Signal/Dragon Flags. In Credit terms, those "sets" can combine to 145% at most, they are Rounded up to %160 Bonuses for the Conversion.

After the Sets have been formed and exhausted, the Conversion moves to individual Signals and Camos to convert. This is why a Signal Set + Camo wouldn't push above 160% to Round Up in this case.

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As for the "Credit Bonus from the Camos" being able to have an impact, that would only come in the form of the "Permanent Economic Bonus" as Expendable Camos would no longer have economic impact. So, taking the Missouri as an example, an original Missouri owner would have a +40% Credit included as her "Permanent Economic Bonus" (+10% from the -20% Service Cost conversion and +30% from the Combat Mission for original owners being added).

about 2 years ago - Ahskance - Direct link

Also, just as a reminder, this is the first release on this topic. We will be looking to have a more refined follow-up eventually to aid in making things even clearer.

about 2 years ago - Ahskance - Direct link

You need to "Make a Copy" to be able to modify it. You'd be modifying and playing around with your copy, not the official form on the web.

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The "1" is there as a baseline. We're intending on everyone getting 1 of each Bonus as a minimum before additional Bonuses are created/delivered from Conversion.

about 2 years ago - Ahskance - Direct link

There's no change to a Permacamo.

If you bought a Permacamo, you bought:

a Visual that never expires


some bonuses that never expire

After the change, you'll have:

a Visual that never expires


some bonuses that never expire

The only difference is the the two won't be hard linked anymore.

about 2 years ago - Ahskance - Direct link

about 2 years ago - Ahskance - Direct link

If you purchased a Permacamo for a special bonus that other Permacamos don't normally have, that bonus still matters.

If you have Permacamo A and B..

Permacamo A has -10% Service Cost, +100% XP, and +50% Commander XP


Permacamo B has +20% Credits, +50% XP, and +50 Free XP

(My numbers may not be accurate in that XP currently effects other numbers, but I'm representing the concept of how they merge)

The highest Bonuses are used for the ship's "Permanent Economic Bonus" after the Conversion:

Credits = +20% (because it's the highest bonus to Credits)


XP = +100% (because it's the highest bonus to XP)


Commander XP = +50% (because it's the highest bonus to Commander XP)


Free XP = +50% (because it's the highest bonus to Free XP)

I'm not personally familiar with the Adler camo, but if it's got some weird stats and other camos have weird stats, the best option is grabbed for the Perma-Econ bonus moving forward.

about 2 years ago - Ahskance - Direct link

I'm a WoWs Game Expert in my area of the game, but I've only played for about 3 years. World of Warships is like 7 years old, so there's a lot of history and specific stuff I'm just not aware of/checked out on.

about 2 years ago - Ahskance - Direct link

No ETA to deliver yet. We'll try to have a follow-up to this DevBlog with more refined information in the future, but that will likely be some time.

This is a big undertaking, so there's a lot of making sure everything will be perfect before it's undertaken.

about 2 years ago - Ahskance - Direct link

It should affect all "Shells" that are fired at that target, so yes.

Bombs and Rockets don't class as Shells, so I know they are not impacted by it at all.

about 2 years ago - Ahskance - Direct link

Service Cost Reduction is being converted to a Credit Bonus.

2% of S.C.R. = 1% of Credit Bonus.

So a 50% Service Cost Reduction would translate to +25% Credits.

about 2 years ago - Ahskance - Direct link

Can you explain this concern? We built in an amount of value to this Conversion which is expected to gives players more value than they currently have.

about 2 years ago - Ahskance - Direct link

This is why the Bonuses themselves are dramatically bigger.

I don't have details on how Bonuses will be distributed, but we don't have intentions of changing the amount of Bonuses we give out. While it might be in the form of Bonuses instead of Signal flags, we tend toward constant rewards to our players like the Weekly "Signal Flags" containers that give out both normal signals and dragon flags for completing the chains.

Currently, higher-end bonuses are only available through collecting a variety of Signals and Camos, then using them together. Currently the task of accumulating them may happen over many events or missions. In the future, a large, higher-tier bonus could simply be awarded to achieve the same thing in a single interaction.

There is no reason why we can't continue to be generous with our rewards.

about 2 years ago - Ahskance - Direct link

Permacamos are Converted into Permanent Economic Bonuses. They can retain their own specific stats that will be used as a baseline set of increases regardless of if any Expendable Bonuses are used.

almost 2 years ago - Ahskance - Direct link

The Clan Service Cost reduction will be the only Service Cost Reduction in the game after the change. It will not apply to Superships, though.

almost 2 years ago - Ahskance - Direct link

Current is 25% reduction from Base Service Cost.

Post-Conversion is 30% reduction from Base Service Cost. Co-Op earning will be increasing by 12.5%, so it would be 112.5% of what it is now.

almost 2 years ago - Ahskance - Direct link

Tier 10 Permacamo post-Conversion:

+45% Credits


+100% XP


+100% Commander XP


+100% Free XP

Co-Op Service Cost Reduction post-Conversion

30% Reduction

Tier 10 Service Cost post-Conversion

150,000 Credits/match

Co-Op Base Credit Earning post-Conversion

112.5% Earnings as compared to Current

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Current Co-Op in T10 with Permacamo

180,000 x .75 = 135,000 Base Co-Op Service Cost


135,000 x .5 (Permacamo) = 67,500 Co-Op Service Cost



Total Service Cost: 67,500 Credits/match (with Permacamo Equipped)


Total Credits Earned: 120% Current Earnings (with Permacamo Equipped)

Future Co-Op in T10 with Permanent Economic Bonus

150,000 x .7 = 105,000 Co-Op Service Cost



100% Current Earnings x 1.125 = 112.5% Current Earnings (Pre-Perma-Bonus)


112.5% x 1.45 (Perma-Bonus) = 163.12% Current Earnings



Total Service Cost: 105,000 Credits/Match


Total Credits Earned: 163.12% Current Earnings

Differences:

37,500 more Credits/match in Service Cost


36% more Credits Earned compared to now

Run a Co-Op Match at Tier 10 with Permacamo, take result, calculate it x1.36 to find "Post Coversion" amount

almost 2 years ago - Ahskance - Direct link

The 6.7% difference is only in reference to the inherent Service Cost reduction for playing Co-Op.

Currently it is a 25% reduction.

The additional 6.7% off of that makes the new reduction into 30%.

.75 x .933 = ~.7