Thanks everyone for your reports and your help to make our MacOS wrapper better. I am one of the WoWs developers who is working on Mac issues atm. Please PM me so I can try to help you with solving crash/freeze issues.
The second PT sessin of 0.8.3 will be started at Thurday 11th.
fixed
Always good to hear from you Zoup! Keep being youself and good luck with your life challenges!
Captains,
Following your feedback on encountering 2 CVs per team on battle tier X (more information can be found here), we’ve worked on a possible solution.
As a result, we decided to introduce a 3 minute soft cap for 1 CV per team on battle tier X, complemented by a hard cap for 2 CV.
This means:
It will no longer be possible to encounter 3 CVs at battle tier X under any circumstances;
There will be much fewer games with 2 CVs per team on battle tier X (at the moment these battles constitute ~8% of all tier X battles worldwide);
In some cases, when a ship is queued for 3+ minutes, 2 CVs per team will be possible, but we predict it to be a very rare case - unless the number of tier X CVs in the queue spikes.
To clarify once again, this applies only to battle tier X (Tier VIII-X ships). On lower battle tiers this change is not critical, and not technically possi...
Read more@YeTi_RCN maybe your effective English can make the difference?
@YeTi_RCN not sure, which specific problems you have in mind, but it's not practical to focus all resources of the company to only work on one area.
First of all, because of division of labor. Some people work on building ship models, other people work on creating and fixing maps, other people work on balancing, and totally different people work on tech optimization.
Second, because a regular cadence of new content is as important for the long-term health of a free-2-play title, as fixing existing pain-points.
Third, while Space Mode is positioned as a fun goofy event, it's actually being used for serious experiments with new mechanics that may or may not eventually make it to the core game modes.
@Admiral_Thrawn_1
Great question, thanks for asking. The answer is not that simple. There are two components to it:
1. Permanent camo vs. Consumable camo. Most permanent camos have powerful economic bonuses that turn your regular tech tree ship into a farm machine, similar to premium ships. Therefore the doubloon price becomes the investment into increased profitability of your ship.
2. Painjob camo vs. New ship skin. These space camos are actually brand new 3D ships models that cost way more development resources to produce than a regular paint job. It's not 100% the same cost as a new ship built from scratch, because we still save on historical research, sourcing references, visual QA and in-game balancing, however if we lower the doubloon prices, then such content becomes unprofitable.
@CGC716 thanks for your feedback. Are you generally against any fun events in a game that slightly extend the setting or break some rules? If not, what other concept would you enjoy?
8,000 doubloons each. There will be also a bundle for doubloons with multiple camos and a discount.