about 2 years ago - Ahskance - Direct link

Hello everyone!

In just a few moments, a DevBlog will be dropping which will explain how we are separating the Economic Aspects from Camouflages! The DevBlog is Not Small and comes with spreadsheets and tools that you can use to see what sort of conversion would happen for you (if you want to enter in all of your inventory to the tool!)

The DevBlog post is here: https://forum.worldofwarships.com/topic/254151-devblog-318-separating-economic-bonuses-from-visual-customizations/

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I'll be on hand for the next hour or two so I can answer questions~

about 2 years ago - Ahskance - Direct link

A ship that has a Permanent Camo will receive a "Permanent Economic Boost" which will be treated as an "always on baseline increase".

If a player has multiple Permanent Camos with different economic boosts, they will each be noted and accounted for during the Conversion into the "Permanent Economic Boost" that will stay with that ship.

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After the conversion, you can choose to purchase the Permanent Economic Boost without purchasing a Camo as it will be offered separately if the player would like.

about 2 years ago - Ahskance - Direct link

At current, you would purchase the Permanent Economic Boost for the ship first, and then buy the Permanant Camo of your choice with a discount from buying the Permanent Economic Boost. The discount only applies to the first Permacamo purchased after acquiring the Permanent Economic Boost.

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Expendable Camo uses will be available for Credits if you'd prefer the variety. They can still be earned from Combat Missions or events, too.

about 2 years ago - Ahskance - Direct link

After the change, you will be able to purchase "Permanent Economic Bonuses" and "Permanent Visuals". The unassigned camos would be split into those and you would choose what ship to assign them to, similar to now.

about 2 years ago - Ahskance - Direct link

When the conversion happens, you will be given the largest Bonuses, then the next largest, then the next...

Think of it like getting change from a cashier after making a purchase. They give you large bills, then smaller bills, then change.

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We will have a way to break the bigger bonuses into smaller bonuses (if you wanted smaller bonuses across more battles instead of big bonuses)

It would be the same as breaking a $20 bill into four $5 bills. The value is the same.

about 2 years ago - Ahskance - Direct link

The armory conversion is only to exchange larger into smaller ($20 into four $5s). It's intended to be available for a time, but if it's very popular it may remain longer or just become a permanent thing.

about 2 years ago - Ahskance - Direct link

That was answered here.

about 2 years ago - Ahskance - Direct link

The only way to achieve the massive heights of full stacked bonuses is to fully stack bonuses.

In the current system that means using a Spring Sky or Asian Latern camo, which is already very rare. Then to additionally stacks Dragon flags, each of which is also rare.

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Applying the largest bonus of a type is representative of having a fully stacked game with the best Camos and Flags all available for that type.

Large single bonuses are still expected to exist, but just be very rare similar to how Spring Sky and Asian Lantern camos are now.

about 2 years ago - Ahskance - Direct link

Expendable Camos will continue to be Expendable just like they are now. You can use them for Credits which vary in cost depending on the "Rarity" of the Camo.

Permanent Camos that you have will be able to be selected as much as you like.

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Camos will no longer provide any in-game bonuses, so you could also run without using a camo at all if you prefer.

about 2 years ago - Ahskance - Direct link

Elite Commander XP is just Commander XP that is converted when a Commander is fully trained. That allows it to be used on other Commanders.

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Can you restate the Service Cost thing you said? I don't know what you are saying there.

We're removing Service Cost Reductions except for the Clan Building. Instead, ships will gain more credits to make up the difference. It's a more straightforward system to have a known Cost and just earn more Credits to overcome the Cost.

about 2 years ago - Ahskance - Direct link

There is nothing changing in how Service Cost is applied. When you start a battle, the Service Cost is a negative amount of Credits which is the cost of using the ship.

Instead of using a percentile-based reduction system which some players did not understand, you now simply earn more Credits for in-game activity to overcome the difference. In short, it encourages active play to earn Credits.

about 2 years ago - Ahskance - Direct link

In general, whatever Permacamos a player has now are evaluated when converting to create a player's "Permanent Economic Bonus". If a player has multiple Permacamos and each have different bonuses to different resources, they would actually merge in a sense and provide bonuses to each area, as opposed to only doing what a Type 20 would do.

Folks that have multiple forms of Permacamo bonuses may see a special result from the Conversion which would not be available after it.

about 2 years ago - Ahskance - Direct link

Can you explain what your concern is?

about 2 years ago - Ahskance - Direct link

Because we have some 7 years of stuff that we have to convert correctly. We've spent a lot of time determining how we can do that in the most correct way possible to be sure that players are not harmed.

about 2 years ago - Ahskance - Direct link

"Boosters" are the "Bonuses"


Talk is of having a "Bonuses" Container and a "Visuals" Container.

Bonuses container would be the equivalent of getting economic flags/signals and a Visuals container would provide expendable camos for variety.

about 2 years ago - Ahskance - Direct link

They don't "stack", but they join together during the Conversion.

about 2 years ago - Ahskance - Direct link

This is true only if higher tier bonuses are not offered at a similar rate as they are currently.

High-stack rewards require rare components like Spring Sky and Asian Lantern camos to function. We give those out as rewards for missions and events currently. You should expect to see rare bonuses in the future as well, but they will be rare.

about 2 years ago - Ahskance - Direct link

Ah, the "Booster" referred to is the "Permanent Economic Bonus". As in, it "Boosts" the base earning of the ship.

about 2 years ago - Ahskance - Direct link

It does seem strange to imagine WoWs wear a ship can be naked (no camo) and that's ok! But... yes. Camos will be totally optional as they will have no game effect at all (outside of looking cool).

about 2 years ago - Ahskance - Direct link

We wanted to get the information out sooner than later to allow time for players to absorb it and give feedback. There is still a lot of visual work to be done so this is not a "happening soon" sort of thing.

The visual we did provide was to be helpful, but may not resemble finalized visuals.

about 2 years ago - Ahskance - Direct link

Visuals are a very enticing part of our game. This is something that really does matter to a lot of players, even though it may seem like a small thing.

about 2 years ago - Ahskance - Direct link

Woke up extra early and set aside several hours to answer questions. I knew it'd be a hot topic~

about 2 years ago - Ahskance - Direct link

Technical limitations made it prohibitive to alter every ship/gun in the game to account for this. As a result, we elected to phase it out.

Cost Reduction? You mean "Service Cost Reduction"? Those are simply being altered to provide additional credit earnings.

We prefer to keep the system as basic/understandable as possible. There is a "cost" for using your ship, and you earn Credits in game to pay that cost and earn more Credits than you spend (if you play well!).

Because nearly 7 years of accumulation requires us to make sure we correctly account for all the ways things stack together. We have gone to great lengths to make sure this is a player-focused transition that comes out in players' favor.

Put another way, "Don't mess with a person's money"~ We're making sure it's done as best as possible as we move to a more simple, cleaner system for people to use.

We recently reduced Base XP earning. Credits were unchanged except to be increased for SuperBattleships.

This change isn't in the near future. This announcement is early to help players know what is coming and to provide feedback.

about 2 years ago - Ahskance - Direct link

A "Permanent Economic Bonus" is always applied. It's an always-on baseline for the ship.

The other Bonuses can be applied to Credits, XP, Commander XP, and Free XP. You can select one bonus to use for each type in a single game.

about 2 years ago - Ahskance - Direct link

I'm not on the Dev Team, so I'm unable to explain the technical aspects.

I was told that Technical limitations were the issue that caused us to remove the dispersion penalty rather than find a different way to apply it.

about 2 years ago - Ahskance - Direct link

Your permacamos will still be permanent. The Visual aspect will be there whenever you want to use it. The Economic aspect will be permanently applied everytime you play your ship.

about 2 years ago - Ahskance - Direct link

If you sell them now, they will sell for Credits. If you keep them, they will convert into XP and other bonuses.

You can sell the expendable camos after the conversion too, which would be the better choice in terms of getting value from them.

about 2 years ago - Ahskance - Direct link

The "Permanent Economic Bonus" numbers should be visible, though we haven't finalized the visuals yet. So I don't have a picture to give you of what that will look like.

We did provide calculators in the DevBlog if you want to look at those.

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In game it should be fairly basic. You either do or don't have a Permanent Economic Bonus (you can buy one if you don't). Then you choose a Bonus for a Resource that will cause you to get more rewards of that type in the next game.

about 2 years ago - Ahskance - Direct link

The "Why" for the change is because players are very involved in Visuals for our game. We've had Economic and Visual aspects tied together in ways that other games do not, and this is our method for separating the two.

The other reason is because games tend to get more and more complex over time. Bonus stacking and value-assessment is something experienced players come to understand, but it's not intuitive on a basic level. The idea of "I'm going to select the biggest Free XP Bonus because I need Free XP" is very intuitive and has no further concepts to it.

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There's an industry term called "Tech Debt" which describes how things get more complicated and tangled as stuff keeps getting piled on. Sometimes you need to go back and clean everything up so it's neat and organized again. This process will make our economic stuff very straightforward, and allow visual choices to be completely separate from game mechanics.

about 2 years ago - Ahskance - Direct link

Multiple Permacamos do not "stack" in that way for the conversion. The conversion will look for the "best possible bonus" in each category, and retain that.

For instance, the "USS Black" has a Permacamo which gives Free XP and Commander XP in a different amount the then basic Type 20 Permacamo.

When the conversion happens:

the best Credit bonus will be used for the new "Permanent Economic Bonus"


the best XP bonus will be used for the new "Permanent Economic Bonus"


the best Commander XP bonus will be used for the new "Permanent Economic Bonus"


the best Free XP bonus will be used for the new "Permanent Economic Bonus"

The Permanent Economic Bonus will keep that moving forward, so this Conversion can be uniquely cool for current players who has a variety of Permacamos which effect different resources to different levels.

about 2 years ago - Ahskance - Direct link

If you want those bonuses to be saved into the "Permanent Economic Bonus" for the ship when the Conversion happens, that is something you could do, yes.

about 2 years ago - Ahskance - Direct link

I likely has to do with the concept of "Blind Fire". Simply making all guns more accurate would have effects outside of shooting at other Spotted ships.

There is no change to any other dispersion/aiming mechanics. It's just that the Dispersion bonus from Camos will go away.

There are changes to Co-Op included in the DevBlog to make the economics more comfortable.

about 2 years ago - Ahskance - Direct link

Correct!

about 2 years ago - Ahskance - Direct link

In terms of economic function, the economy of the game is expected to be pretty much the same.

The increased value of player goods via the Conversion is to assist in making this transition easy for all established players. For new players, they should have only a small amount of acquired in-game goods which means they'll get a small increase in value via the Conversion and then just continue to play and grow as normal.

about 2 years ago - Ahskance - Direct link

No reason not to sell them. Expendable camos will have a 25k Credit purchase value, just like those non-bonuses Camos do now.

about 2 years ago - Ahskance - Direct link

As there are no "Bonuses" on those camos, they will have no interactions with the Conversion. You could sell now or later at your option.

about 2 years ago - Ahskance - Direct link

Correction: Your purchase the first Perma-Visual for a reduced amount regardless of if you purchase the Permanent Economic Bonus for the ship or not.

about 2 years ago - Ahskance - Direct link

We are considering a "Visual Container" that will have expendable camos in it. They won't have any economic bonuses and would just be visual only.

Expendable Visuals may still be given out as Rewards for Events/Missions.

about 2 years ago - Ahskance - Direct link

I'm sorry, I don't have a highly technical/specific answer to give you on this question.

We looked into retaining this, but found that it was something we would prefer not to do for technical reasons.

about 2 years ago - Ahskance - Direct link

As a baseline, that is correct per this:


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Update: The additional 6.7% ADDS to the 25% reduction to Service Cost in Co-Op. It accounts for roughly 30% reduction to Service Cost for Co-Op.

The additional 12.5% credits is just an increase to Co-Op earning in general.

Your Permacamo will be rolled into a "Permanent Economic Bonus" which is applied to the baseline of the ship.

about 2 years ago - Ahskance - Direct link

As there is no in-game benefit provided from having a camo, players may elect to not use camos at all. That is perfectly up to them.

"Skins" and visuals in other games have no game-mechanic related effect. This change does move us to that standard.

about 2 years ago - Ahskance - Direct link

Update: The additional 6.7% increases the 25% reduction to Service Cost in Co-Op. It accounts for roughly 30% reduction to Service Cost for Co-Op.

The additional 12.5% credits is just an increase to Co-Op earning in general.

about 2 years ago - Ahskance - Direct link

It would be locked to the Kii. The Kii's permacamo is not an assignable camo.

about 2 years ago - Ahskance - Direct link

This isn't correct. You can stack the highest tier bonuses together just like you can stack rare camos/signals now.

about 2 years ago - Ahskance - Direct link

Note: I added a part to the response I gave you:

The additional 6.7% increases the 25% reduction to Service Cost in Co-Op. It accounts for roughly 30% reduction to Service Cost for Co-Op.

The additional 12.5% credits is just an increase to Co-Op earning in general.

As for your Permacamo, you need to translate the current Permacamo's conus structure into what would become the "Permanent Economic Bonus" of the Fletcher post Conversion.

-20% Service Cost turns into +10% Credits


+100% XP should stay the same

about 2 years ago - Ahskance - Direct link

The assignable Permacamos that exist now would just be broken into an "Assignable Perma-Economic Bonus" and an "Assignable Perma-Visual". You would assign them to the ship you want to assign them to.

about 2 years ago - Ahskance - Direct link

Camos will be purchased for Credits similar to how the basic, non-bonused camos are now.

Permacamos now are just the merging of "Perma-Economic Bonuses" and "Perma-Visuals". This separation just splits them into those two parts.

Assignable Permacamos will split into those 2 pieces which will both be assignable like they are now.

about 2 years ago - Ahskance - Direct link

An Expendable Camo that has Bonuses to Credits(or Service Cost), XP, Commander XP, and/or Free XP will have those bonuses removed and converted into the new system. The old Expendable Visual will still remain.

The Camos may sell for less credits later than they would sell for currently because they will have less "value" since the bonuses will have been taken out.

about 2 years ago - Ahskance - Direct link

They will be converted into Tokens. Relevant section below.

about 2 years ago - Ahskance - Direct link

-30% Service Cost for Co-Op on your Fletcher = 115,000 x .7 = 80,500 Credits/match

+10% Credits x 112.5% Base Income Amount (compared to current) = ~23.75% increase over currently received credits.

This is just a post-Conversion Fletcher with only a Permanent Economic Bonus applied.

about 2 years ago - Ahskance - Direct link

They will be available on the PTS before hitting Live Server, yes.

about 2 years ago - Ahskance - Direct link

If you have a Permacamo for an Omaha from an event, but you've never actually ground/unlocked the Omaha...

... then after the Conversion, when unlocking/purchasing her you'd find:

A Permanent Economic Bonus for the Omaha


A Permanent Visual for the Omaha

about 2 years ago - Ahskance - Direct link

Visual-only Camos have 25,000 Credit cost per use (or higher for rarer ones)

So a Visual-Only Container with an expected value of [x] would simply need enough Visuals to reach that marker.

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There will still be "Resource Containers" with Coal. We are discussion a "Bonus Container" that would give Bonuses as an option as well.

about 2 years ago - Ahskance - Direct link

The assignable Permacamos that exist now would just be broken into an "Assignable Perma-Economic Bonus" and an "Assignable Perma-Visual". You would assign them to the ship you want to assign them to.

about 2 years ago - Ahskance - Direct link

The only Service Cost Reduction that will remain is the Clan Building. It will not effect Superships.

about 2 years ago - Ahskance - Direct link

Superships are not affected by the Clan Building which reduces service cost. I believe it's already that way now.

about 2 years ago - Ahskance - Direct link

Co-Op is getting a further reduction to Service Cost and a base increase in Credits with this change.

about 2 years ago - Ahskance - Direct link

Black Ships: These ships have a permacamo and will receive a Permanent Economic Bonus from it just like any other ship. They will also have access to the "Black" visual (though maybe it's required to use? Will have to ask about this)

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Second Permacamo: If you own more than one Permacamo currently, you will receive a Permanent Economic Bonus just like normal, though if one camo has a better bonus then the other, you will get the "best bonus available" for each type of resource. The "best bonuses available" will be used to make up the Permanent Economic Bonus during the Conversion.

Otherwise, having multiple Permacamo is the same as now. You have more visual styles to choose from that do not run out.

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

There was a LOT of effort put into this to make sure everything works in the player's favor. This is too big and effects too many people to mess around with. Generosity is Safety in this instance.

about 2 years ago - Ahskance - Direct link

Just visual fun and nothing more after the change~

about 2 years ago - Ahskance - Direct link

Expendable Camos will continue to be Expendable/limited in use. Perma-Visuals will also be available as they are now.

about 2 years ago - Ahskance - Direct link

It took the NA Office about an Hour and a Half in a meeting that was a giant walk-through to make sure it was all understood. It's intimidating at first, but it really does come together after the pieces fall into place.

I'm not sure if we'll have a stream where we discuss the particulars or not. There will likely be another release about this to further refine details in the future. This is primarily an early information outing.

about 2 years ago - Ahskance - Direct link

The Economic/Dragon Signals will not have a use for the foreseeable future, so they'll be held off in reserve until a purpose is found.

Combat Signals are unaffected.

about 2 years ago - Ahskance - Direct link

Co-Op will reduce Service Cost by ~30% (.75 x .933 = ~.699) to make their new Baseline Service Cost.

So:

A Tier 9 Tech Tree ship with 115,000 Credits x .7 = 80,500 new Co-Op Baseline for Credits.


A Tier 10 Tech Tree ship with 150,000 Credits x .7 = 105,000 new Co-Op Baseline for Credits.

The Co-Op Credit output is being increased by 12.5%, so whatever you are earning now would be increased by 12.5%.

about 2 years ago - Ahskance - Direct link

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

about 2 years ago - Ahskance - Direct link

We spent an hour and a half reviewing all this information a few days ago. It's definitely a lot <3

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If we take all the available Economic and Dragon Signals we can get a max of +145% Credits.

Zulu - 20%


Scylla - 25%


Basilisk - 30%


Leviathan - 20%


Wyvern - 50%

All those together as a set make... 20 + 25 + 30 + 20 + 50 = 145%

The nearest Credit Bonus that can Round Up to is 160%, so it is rounded up the additional 15%.

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If Camos also applied, you might have an additional 20% added on making 165%, which would Round Up to 320%. Which is... a lot of Free Extra Bonus.

My understand in the meeting originally was that is was a large total which got convert, like changing money from one currency to another. But it was clarified to me that it's done in this order:

Signal Sets are tallied up.


When Signal Sets are no longer possible, Individual Signals and Camos are tallied up.

about 2 years ago - Ahskance - Direct link

I haven't heard anything about that and personally doubt that would be a thing.

about 2 years ago - Ahskance - Direct link

It seems it's not attainable during Conversion. We will be giving out 1 of each Bonus, though, so folks should get at least 1.

As for getting it in the future, it could be a rare reward for an event or special prize.

about 2 years ago - Ahskance - Direct link

That's addressed here.

about 2 years ago - Ahskance - Direct link

Sets are only factored if they are complete. When they are no longer complete, the individual signals are assessed.

about 2 years ago - Ahskance - Direct link

In the case of a Wyvern that is no longer in a Set, it is worth 50%. As Credit Bonuses are 20% / 40% / 160% / 320% those cannot "downgrade" to a 40%. They will Round Up. However, they will be Totaled first.

If there are 10 Wyverns, that makes for 10 "50%" amounts. 3 50% amounts can fit inside on 160%.

The first 3 = 150% and Round Up to 160%
The second 3 = 150% and Round Up to 160%
The third 3 = 150% and Round Up to 160%
The last 1 = 50% and Rounds Up to 160%

So 10 Wyvern Signals would Convert into Four 160% Credit Bonuses.

about 2 years ago - Ahskance - Direct link

There will be an option in the armory to convert larger Bonuses into smaller Bonuses at a no-loss rate. If you prefer more, smaller Bonuses you can do that.

It'd just be converting 160% into four 40%s. Then a 40% into two 20%s if you wanted.

about 2 years ago - Ahskance - Direct link

about 2 years ago - Ahskance - Direct link

A Tier 8 Assignable Permacamo would be split it:

A Tier 8 Assignable Perma-Visual


A Tier 8 Assignable Perma-Economic Bonus

They will retain the Tier requirement.

about 2 years ago - Ahskance - Direct link

Each Resource is Independent. The only "foundational" items that are used are [Base Credits] and [Base XP].

Free XP was doubled from a 5% of Base XP to a 10% of Base XP to work with this change.

about 2 years ago - Ahskance - Direct link

If you have a Permacamo on a ship you sell now, it's still there when you purchase the ship again. In the new system, the Perma-Visual and Perma-Econ Bonus would do the same thing.

about 2 years ago - Ahskance - Direct link

Combat Flags are not effected by this at all. They will be the same.

Currently our intention is to make Visuals into nothing more than Visuals.

about 2 years ago - Ahskance - Direct link

We will only have a place in the Armory to exchange lager Bonuses for smaller Bonuses.

about 2 years ago - Ahskance - Direct link

There is no dismounting a Permanent Economic Bonus. If you own it, it affects the ship.

about 2 years ago - Ahskance - Direct link

Can you rephrase/expand on this? I don't think I understand the question.

about 2 years ago - Ahskance - Direct link

I might understand now.

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The Permanent Economic Bonus is "always on". Once you've purchased it directly (in the new system), or have it from a current Permacamo being split into a Perma-Visual and a Perma-Economic Bonus.

This is just additional rewards you will receive.


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There are also 4 Slots (one for each type of Resource - Credits, XP, Commander XP, and Free XP).

You can put 1 Bonus into its corresponding slot.

about 2 years ago - Ahskance - Direct link

LWM made a translated info-graphic that might help you.

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The Permanent Economic Bonus is the slot on the Left. The others are for Expendable Bonuses to be used. You can use one per Resource Type and it will last for 1 Battle.

about 2 years ago - Ahskance - Direct link

@Fog_Battleship_Tosa

Military Month Contributor Flag:


Permacamo Purchasing:

The "Permanent Economic Bonus" holds the primary value of what is currently a "Permacamo".

After the change, a Tier 10 Perma-Econ Bonus would cost 4,800 Doubloons. The first Perma-Visual would be 200 Doubloons.

Perma-Visuals after the first will be sold at normal rate. This is because of their valuation and the effort of the artists.


Multiple Permacamos:

If you have different Permacamos the have different bonuses, the best bonus of each resource category will be merged into the ships "Perma-Econ Bonus".

The "Conversion" may make for unique bonus sets if we go to a standardized Perma-Econ Bonus set.

about 2 years ago - Ahskance - Direct link

Once you have the Perma-Economic Bonus, the only reason to buy a Visual is because you like it. That is completely up to the person.

about 2 years ago - Ahskance - Direct link

I'm going to be honest. I saw your post earlier and I just wasn't understanding the question as presented.

Can you rephrase it and shrink it a bit?

about 2 years ago - Ahskance - Direct link

Two things. First, some context on current iteration. Second, context on how the bonuses would "merge" in the Conversion.

1) Current XP is not "doubled"

The "XP per Battle" is listed as +100% on the Kobayashi as opposed to the Standard having +50%. Please remember that these bonuses are Additive NOT Multiplicative.

The means you get 50% more of your Base XP turned into "Earned XP" which is then used for other stats. While yes, +100% is a "doubling" in terms of 100% -> 200%, other Signals and Flags would only additively stack. So a +50% Signal and another +100% from another source would total Additively to... 100% + 100% + 50% + 100% = 350%. Multiplicative stacking would be MUCH MORE. 100% x 2 x 1.5 x 2 = 600% for instance.

So, please don't be deceived into seeing the Kobayashi camo as being stronger than it is in terms of Stacking.

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2) Conversion "Merging"

In this case, the Kobayashi Camo is simply better in terms of Economic Bonuses than the Standard. In the "Conversion", the best bonus for each resource type is taken.

Standard

-10% Service Cost = +5% Credits


+50% XP = +50% XP

Kobayashi

-50% Service Cost = +25% Credits


+20% Credits = +20 Credits


+100% XP = +100% XP

The Credit bonuses on the Kobayashi should be added together to make +45% Credits

So the new "Perma-Economic Bonus" post conversion should be:

+45% Credits


+100% XP

This Perma-Economic Bonus" would apply to any and every Visual used on the ship. Including if you should not to use a Visual at all. It will simply always effect the ship's earnings.

about 2 years ago - Ahskance - Direct link

Premium Ships currently have half the Service Cost of a same-tier Tech Tree ship. That is not being touched to my knowledge.

about 2 years ago - Ahskance - Direct link

The Current System uses a [Base XP] bonuses into [Earned XP]. [Earned XP] is then extrapolated on in regards to Commander XP and Free XP.

After the change, all three forms of XP will derive from [Base XP]. Free XP has had its base rate doubled from 5% to 10% to help with this, as well as having much larger Bonuses for Free XP as a Resource.

Sorry, I don't know what this means.

Are you talking about having less battles because your Inventory is being merged into Large% Bonuses? You can break them down into smaller ones if you'd prefer. That will be an option in the Armory.

Because creating a New Economic System alongside an Old Economic System creates isn't clean. If we're going to do something major like this, it should be fully accounted for to allow a move to a new, cleaner system.

Systems have a habit of piling up over the years. Camos, then Signals, then ALL Signals (it used to be limited to 8 of Combat/Econ/Mix per battle). This is a way to reset a foundation in our many-year old game.

about 2 years ago - Ahskance - Direct link

I was told that this is a complaint/suggestion that has existed for years. Namely, people like the Visuals in our game and don't like feeling forced to use specific visuals over others. In this sense, it's a quality of life change.

Visuals are very important to players. You can look up recent threads about Planes on Aircraft Carriers now also getting the Camouflage from the Hull and the backlash from that. Players want to pick their visuals and are vocal about that.

We do not design content for our game solely for the return. Adding to and upgrading our game increases the longevity and health of it. By adding value to our product, we add value to our brand on whole.

Try to avoid looking at decisions from only a short-term view as this game is expected to live on for many, many years.

about 2 years ago - Ahskance - Direct link

This might be why I'm not understanding. You are arguing that 26,000 battles is less susceptible to variances... so you would prefer to only use a single camo or signal per game to reduce volitility?

We factor Signal Sets because of how the bonuses would additively stack and work together. We also Round Up and give players additional value where we do that.

You can just use the Armory to break every bonus down into its smallest version if you feel the need to play 20,000+ battles just to use your current inventory. That being said... 20,000 battles is... a lot of time.

We do not have multiple iterations of our game. This is the new system we will be using.

Because of our Rounding Up and metrics, we expect players to gain up to 50% again on the value of their current inventory. That's the amount we have budgeted in our planning so that we can avoid issues.

I explained [Base XP] and [Earned XP] in our current system in a prior post. I can repost it here:

The "XP per Battle" is listed as +100% on the Kobayashi as opposed to the Standard having +50%. Please remember that these bonuses are Additive NOT Multiplicative.

The means you get 50% more of your Base XP turned into "Earned XP" which is then used for other stats. While yes, +100% is a "doubling" in terms of 100% -> 200%, other Signals and Flags would only additively stack. So a +50% Signal and another +100% from another source would total Additively to... 100% + 100% + 50% + 100% = 350%. Multiplicative stacking would be MUCH MORE. 100% x 2 x 1.5 x 2 = 600% for instance.

So, please don't be deceived into seeing the Kobayashi camo as being stronger than it is in terms of Stacking.

about 2 years ago - Ahskance - Direct link

Our development cycle is literally forecasted out YEARS into the future. So major reworks and things do not happen in months. They happen in years due to scope of project and the necessity for constant content updates using up a lot of Dev Time/Resources.

about 2 years ago - Ahskance - Direct link

Free XP's base rate is already doubled from 5% to 10%.

about 2 years ago - Ahskance - Direct link

You can already see in this section that you've chosen Bonuses in the "New" system which are smaller then the bonuses in the "Old" system.

You can alter the Bonus you would choose in this area:

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Also, your example showing "stacking", which goes against your 26,000 battles ask. In your example you asked me about you inferred using either 1 Camo or 1 Flag per game.

about 2 years ago - Ahskance - Direct link

Old System value of 5% for Free XP:

[Base XP = 1000] + Flag of 10% = [Earned XP of 1100]

1100 x 5% = 55 Free XP

New System value of 10% for Free XP.

1000 x 10% = 100 Free XP

about 2 years ago - Ahskance - Direct link

I'm not sure if it would display as though it was added to the Perma-Economic Bonus. It would be factored into the expected Rewards, though.

about 2 years ago - Ahskance - Direct link

Missouri is a Tier 9 ship with a -20% Service Cost Reduction. That translates to +10% Credits. For those with the special Combat Mission, that will add another +30%.

about 2 years ago - Ahskance - Direct link

This is still a good ways out. This DevBlog was to get out an understanding of our goals and the Conversion that we'd be doing. I don't have a wealth of specific information, so this would be better asked in the future.

about 2 years ago - Ahskance - Direct link

One minor point. The First Perma-Visual would be 200 Doubloons regardless of if you bought the Perma-Economic Bonus for 4800.

I had initially thought it was a coupon/discount that required the Economic aspect purchased first, but I was corrected on that.

about 2 years ago - Ahskance - Direct link

If you already own the Unassigned Permacamo, you wouldn't purchase anything.

Each would just Convert to:

Unassigned Permanent Economic Bonus (Tier specific)


Unassigned Permanent Visual (Tier specific)

You'd assign them to whatever you wanted to just like you could assign the Permacamo now. Once assigned, they are assigned and stay attached to the ship you applied them to.






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