World of Warships

World of Warships Dev Tracker




06 Dec

Comment
    Ahskance on Forums - Thread - Direct

OP states "most popular pvp mode".

Comment
    Ahskance on Forums - Thread - Direct

We already have Ranked and Clan Battles which provide this. Current Bronze Ranked has no access to either Sub or CV and the later Leagues let you see if a CV is in queue should you elect to wait a bit.

Ranked and Clan Battles do enjoy a sub-set of players, but neither mode approaches the popularity of Random Battles.

Comment
    Boggzy on Forums - Thread - Direct

Right? There is something oddly satisfying about getting a unique number in an ocean of uniformity and being like, "This is my bounty account. There are many like it, but this one is mine".

Comment
    Boggzy on Forums - Thread - Direct

There are far more ships in-game that are tech tree or "game-free" (coal, steel, etc...) than there are doubloon premiums.

Comment
    Boggzy on Forums - Thread - Direct

Correct! Part of streamlining the event to make it possible on other servers was to have all volunteers use their own accounts. However, since it was the press-account name that told people who was a bounty and who was not a bounty in previous events, we needed a way to show it, so we made markers! This fixed several long-term problems the bounty event had:

Distributing hundreds of press accounts is very time consuming


"Policing" the press account users was tough since they had to be matched up against their user if they broke rules (time)


Distributing rewards for participation had to be done manually after the event was over (time)


Players could not track their progress in real-time and had to "count" the number of battles they played themselves


Teammates often considered the press accounts to be "bots" and saw them as a liability to have on their team

Now, a ...

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Comment
    Ahskance on Forums - Thread - Direct

To give away his stuff...? No. It's his.

We do not have a system to transfer belongings from one account to another.

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Gaming preferences move and shift as players get used to a game and move to another one. Sometimes moves are permanent and other times temporary. Their account will still be there if players choose to download the game and give it another go in a few months or years.

Post
    on News - Thread - Direct
Make some space under the tree—Twitch Drops are coming down the chimney with glee! Read more
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Abra um espacinho embaixo da árvore — os Twitch Drops estão descendo pela chaminé trazendo alegria! Leia no portal

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Hagan un poco de espacio debajo del árbol: ¡Los Drops de Twitch bajan por la chimenea con singular alegría! Leer en el portal

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Make some space under the tree—Twitch Drops are coming down the chimney with glee! Read it on the portal

Post
    on News - Thread - Direct
The Hamburg Dockyard kicks off a massive construction project! Read on to learn how to obtain the ship and collect all the available rewards. Read more
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The Hamburg Dockyard kicks off a massive construction project! Read on to learn how to obtain the ship and collect all the available rewards. Read it on the portal

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O Estaleiro de Hamburgo dá início a um gigantesco projeto de construção! Veja como obter o navio e coletar todas as recompensas disponíveis. Leia no portal

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¡El Astillero de Hamburgo da inicio a un enorme proyecto de construcción! Sigan leyendo para saber cómo obtener el barco y reunir todas las recompensas disponibles. Leer en el portal

Comment
    Ahskance on Forums - Thread - Direct

It's hard to respond to a widely open-ended question. "Explain why is " can have a lot of different interpretations, further I personally do poorly with not having a narrowed scope as my mind tends to jump around everywhere. So, given the question looking more rhetorical in nature, I stayed quiet and observed the conversation which occurred naturally as other folks weighed in.

Comment
    Ahskance on Forums - Thread - Direct

The point that Arlskandir makes earlier in the thread is that of a "Random Problem Generator". There are games that exist which model this concept such as Into the Breach which do allow for some amount of expectation prior to what occurs but are ultimately the result of what situation gets formed at the start of each cycle. Your purpose in the game is to assess the situation as it comes and try to find the best way forward. Some situations will be clear, others won't, and there is never a gaurantee of it being correct or easy.

Earlier in the thread there have been comments about how WoWs is just an FPS game which seems baffling to me. Our game does rely on shooting via skillshots, but each minute is a new instance of "Random Problem Generator" in the sense that Random Battles feeds you Random Enemies and Random Allies, both of which will do both predictable and unpredictable things. Regardless of how sensible the actions taken, you are still presented with a sce...

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Comment
    Ahskance on Forums - Thread - Direct

By definition, War is about winning and not being at all concerned about the fairness inherent in the pursuit. Simulations that put tanks against soldiers that have nothing that can damage the tank tend to result in the tank taking the field. For the player deploying the tank, they gain ground. For the player who held the territory with infantry, they lost ground and infantry. To one player, it was a great victory, the other a defeat.

There's a saying that goes something like, "You should never take a fair fight, because you might lose."

True symmetry is fairly hard to find. Even Checkers isn't truly symmetric because one side starts before the other. In order to have true Symmetry in CounterStrike, all players would need to be using the same loadouts as opposed to having a variety of weapons to diversify their team and roles to handle the situations they will be facing. Fighting games would consist of having one option for people to...

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Comment
    Ahskance on Forums - Thread - Direct

This statement is extremely reductive. You could similarly say that soccer (or football to non-Americans) is simply a matter of scoring. Teamwork? Plays? Defensive concepts? The only thing that matters is scoring more than the enemy, because scoring means you win. This can be true in a reductive sense, however it leaves out the nuance of what happened at what times during the match and what plays occurred dynamically as a result.

In a WoWs sense, it's the equivalent of saying "Just sink the enemy" and then following it up with "I'm good at sinking the enemy, so I'll just go do that a lot." It may function as desired an amount of time, but... Plays? Defensive Concepts? Depth? If you're electing to reduce the game to a damage counter DPS-race then the game isn't a game so much as a background for playing whack-a-mole. I'll grant you that you might not be receiving higher-order teamwork in a Random Battle, but you can still assess the situation around you and d...

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