over 2 years ago - Ahskance - Direct link

What talk is there to dismiss?

It was pointed out by someone that the flags were attainable in the armory for more credits than they actually saved. The highest saving USED to be CVs when their base Tier X Service Cost was 360,000/battle (36,000 credit savings). That did get altered down after the Premium Consumable change standardized all consumables.

Was quite sure Tier X CVs were altered to 240,000/match, but I just tested across Co-Op (baked in 25% reduction) and Randoms which showed 180,000/match for my Audacious. So, the flag would be currently worth 18,000 credits/match, which isn't very much.

Further, the flag incentizes only Tier X play to try and maximize the return on it, as opposed to just playing whatever you want to play.

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As for allowing Service Cost Reductions, there are permacamos, equippable camos, and clan bonuses which all reduce Service Costs. That's all still a thing~

over 2 years ago - Ahskance - Direct link

Expendable Camos are used in events and varied reward structures. While they might not be a thing to purchase in bulk, it doesn't mean they've disappeared forever.

You are missing the Clan discount, which can be as high as 15% off all Service Costs for established clans.

over 2 years ago - Ahskance - Direct link

So, to put this in the context of the discussion...

Do you feel that not having a -10% service cost flag, which saves 18,000 credits/match on a Tech Tree non-premium Tier 10, makes the situation too hard to deal with?

Is a clan's -15% Service Cost reduction simply too low as a baseline to be a factor? If so, why is 10% on an expendable flag more impactful?

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As for me, I've run premium since the day I started playing, so my understanding of earning/reward structure is skewed. I've met fully free-to-play players that have many tier 10s, though.

Is this a Co-Op/PvE issue, perhaps? The lower rewards are insurmountable even with the 25% service cost reduction of Co-Op?

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To circle back to the beginning of this.

A player brought up the fact that buying the -10% Service Cost flag was actually costing more credits than it saved. With the revamped service costs being lower, the flag wasn't useful anymore.

Another way to think of this is, should a player be able to spend credits to make more credits? Doesn't that seem convoluted? Why have a weird 2-step process instead of just having a process that works?

Looking forward to your responses.

over 2 years ago - Ahskance - Direct link

So that's not how the flag works!

All the Service Cost reductions are additive, not multiplicative.

A normal Tier 10 having a 180,000 Service Cost recieves a flat 10% off (18,000 credits) which is unaffected by anything else.

A Premium Tier 10 ("Special Ship") has innately reduced Service Costs which are "set to a new normal". So it might be 90,000 credits/match for the cost. As the -10% flag is additive, that means you get 9,000 credits reduced, which sucks~ That would be a poor use of the flag compared to having it matter more elsewhere.

Ideally you would only use the -10% flags on the non-premium, high tier ships as that's where you would get the most impact.

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To extrapolate off your example above:

90,000 C/match "Special" Tier X
-45,000 Credits from -50% Permacamo
-9,000 Credits from -10% Flag
-13,500 Credits from -15% Clan Bonus
----------------------------------------------------
22,500 Credits end cost/match

over 2 years ago - Ahskance - Direct link

Yoshino in Randoms

50% Permacamo + 10% Flag + 15% Clan Bonus = 75% Reduction

90,000 x .25 = 22,500

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Each reduction is additive, which means the -10% Flag in this case only "saved" 9,000 credits.

over 2 years ago - Ahskance - Direct link

In this instance, you might want to be using a Tier 8 or 9 Premium instead for credit earning.

Premium's have a bonus to Credits Earned whereas Tier X Special Ships do not. The majority of their credit saves/bonus earnings is from the base +90,000 that is saved automatically with the innately reduced service cost. The Permacamo reduces that further (45,000 more credits) while giving an additive +20% to credits, so you have effectively 75% off Service Cost as your starting point with a small edge over base earning.

Why is this important? Co-Op having lower rewards has an even further reduced Service Cost (25% lower Service Cost as baseline), which means you're getting less out of your "source of savings". Also, you gain more credits when shooting uptier ships, as well as more credits from a built in credit modifier. The discussion regarding the Missouri was about her having over 65+% as her built-in modifier.

over 2 years ago - Ahskance - Direct link

I just ran a Co-Op game in a Pommern (because this ship rocks <3) as a test case.



I have a 20% reduction via Permacamo, 10% reduction via Flag, and 15% reduction via Clan Battle.

For the purposes of this discussion, the 10% reduction from the flag is only 4,500 credits, as the Service Cost baseline is 45,000 for the Pommern in Co-Op. In randoms, it would be 60,000.

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Over 1,000 games using 1,000 -10% flags, it would yield 9 million credits. The issue isn't that the flag would save you credits, it's that the flags were being sold for more than that value. It was a net loss to the player if they purchased the flag because Service Costs were altered down in the past and the flag became less relevant.

While you might say the answer would be, "Well, sell them for less than they save the player?" But that just means players should always buy said flag to convert up into free money, which would be a bizarre third step that has no real reason to exist.

over 2 years ago - Ahskance - Direct link

Glad I could be helpful!

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The title of this thread is "WG intends to dismiss any talk of IBT and Reduced Service Costs" so I'm here to talk IBT and Reduced Service Costs~

If there's any information I can share to be helpful, great!

And if there's something I can learn while I'm here, great!






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