World of Warships

World of Warships Dev Tracker




21 Jun

Comment
    Ahskance on Forums - Thread - Direct

Base Credits: 552,555

Old System with +150% Bonuses: 552,555 + 1.5(552,555) = 1,381,387.5 Credits - 43,920 Cost = 1,337,467.5 Credits

New System with +160% Bonus: 552,555 + 1.6(552,555) = 1,436,643 Credits - 43,920 Cost = 1,392,723 Credits

Comment
    Ahskance on Forums - Thread - Direct

The Bonus Structure is deliberately huge on the highest Tier. It has to be to approximate the stacked bonus of Rare Camos + Full Set of Rare Dragon Signals + Economic Signals. There is no reason to approximate Tier 3 with what is factored to be relevant to Tier 4 Bonuses.

Worth noting that receiving/earning a Single Tier 4 Bonus of Commander XP or Free XP is enough to approximate some 9-13 other items working in harmony. While they may been rare, it's not fair to assume a variety of rare items put together is automatically easier to acquire that something else. Even if the Single very large Bonus is more rare the fact that it simulates a collection of rare items is absolutely something to factor.

Comment
    Ahskance on Forums - Thread - Direct

The "Credit" math is off.

In the "Old" section you are accounting for "Earned Credits" + "Bonus Credit" = 100% + 150%

In the "New section you don't account for "Earned Credits" and only present the Bonus = 160%, though adding in Earned Credits would make it 100% + 160%

Comment
    Ahskance on Forums - Thread - Direct

You're not factoring the Conversion and/or assuming no Ship XP Bonuses will be available in the future.

This is choosing 3 Camos to be Converted. One Camo has +400% Ship XP, another +200%, and the last +100%


In "Bonuses from Camo" we see that listed out as:

1 x 100%


1 x 200%


1 x 400%

This converts into:

1 x 200% Ship XP Bonus


2 x 800% Ship XP Bonus

Note: Players receive 1 of each Bonus during Conversion, so remove 1 of each for Conversion purposes.

-

A Player using a +200% Ship XP Bonus would earn:

300% Ship XP (100% from playing + 200% from the Bonus)

A Player using a +800% Ship XP Bonus would earn:

900% Ship XP (100% from playing + 800% for the Bonus)

Even if a Player uses the basic +100...

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Comment
    Ahskance on Forums - Thread - Direct

Found to be an issue with disabling Lunar New Year camo visuals.

OP edited post. Locking Thread by Request.

Comment
    Ahskance on Forums - Thread - Direct

You might want to enable V-Sync to make sure that the Port FPS is throttle to your Monitor. We removed the cap on FPS recently and some folks report their computer running hard as a result of trying to reach infinity and beyond.

Comment
    Ahskance on Forums - Thread - Direct

The best thing to do with Account situations is to contact Customer Support. They deal with Account tracking stuff daily and would be able to look up information quickly.

Comment
    Boggzy on Forums - Thread - Direct

You're ignoring the fact that the the new top XP bonuses are 800% and 1600%.

Currently, the highest XP bonus you can apply to a match with signals / camos is:
400% - Mosaic
50% - Equal-Speed Charlie London
100% - Red Dragon
50% - Hydra
75% - Basilisk
50% - Scylla
50% - Leviathan
That's +775% with camo / signals currently. That's less than the Tier 3 Eco bonus in the rework. The 1600% is literally twice that value.

Further, in the new system, your permanent eco boost that is currently tied to permanent camos and will be separate in the new version will ALSO add a value on top of the booster.

New:
800%/1600% - Booster
50% - 100% - Permanent Eco Booster (formerly known as Permanent Camouflage)

If you're calling me condescending for pointing out that your math is simply wrong, then I'm sorry, but I'm going to correct the mistakes before people take the...

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Post

Greetings Captains,

Welcome to this week’s edition of the New Player Captain's Log! For those of you who aren't sure what this is or what it might do, feel free to check out the introductory post here.

Eagle-eyed readers of this blog might also notice that this week, I introduced something brand new to the fold: Questions! With each topic I discuss, I also added a question at the end to see how y’all feel about things in comparison to how I feel. I just thought it would be an interesting way to get some discussion going!

Without further ado, let’s proceed with Week 21!

Accomplishments
Here’s a list of personal milestones that I hit during the week:

1. Played Convoy mode for the first time
2. Continued to make strides when it comes to Italian Cruisers
3. Explored submarines in Co-op

Focus Points of the Week
Here’s a list of the focus points for this week:
...

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Comment
    Boggzy on Forums - Thread - Direct

You should go buy a lottery ticket. It's extremely rare to see even 2 detonations in one game.

Comment
    Boggzy on Forums - Thread - Direct

There is an escalation process based on severity. I can't go into tooooo many details, but it is tied directly to our EULA.

Also, just because someone says they are botting doesn't necessarily mean that they are. The internet is full of trolls . If the OP would send me the screenshot I can investigate the user.

Comment
    Boggzy on Forums - Thread - Direct

I would look at the new Tier 4 boosters the same was as the most powerful eco-boosting camos are looked at: rare.

Currently: Mosaic, Spring Sky, and Asian Lantern camos are the most powerful that you can obtain and are accordingly very rare and valuable.

That system is a safe bet for projecting the rarity of the new boosters

Comment
    Ahskance on Forums - Thread - Direct

In an Asymmetric Game there will always be a give and take in terms of direct comparisons. Destroyers have a massive Detection advantage over the Battleships, for instance. While some concepts may be more intuitive/palatable, there are very significant differences between each of the Ship Types in our game in regards to "power" and "capabilities".

The overarching goal of Asymmetric Design is to allow non-symmetric concepts to be able to exist in a game environment while still allowing each player to be able to partake in the game. Typically each will have strengths and weaknesses that guide their interactions with others and can encourage teamplay through attempts to cover weaknesses with strengths of others (DD capturing points while undetected, Radar Cruisers allowing friendly DDs to contest Caps while smoked up, and other such role specialties/interactions)

Comment
    Boggzy on Forums - Thread - Direct

The new system is easier.

The conversion is extremely complicated, but it only happens once.

Try to understand that it's two separate things...

Comment
    Boggzy on Forums - Thread - Direct

Oh, I see what you're saying - the player admitting to using a bot.


We have programs that periodically sweep and remove bots from our servers. This happens frequently and works exceptionally well.

If this player is admitting to using a bot - please submit a CS ticket with these screenshots and we will look into it. He could be lying just to troll.

Thank you for censoring the player's name. I appreciate you following the forum rules to not start a witch-hunt. Will you please DM me the name of this player? If you have the screenshot without the censor bar, I would like that too, please.

Comment
    Ahskance on Forums - Thread - Direct

There are also mods which give more accurate understanding of lead times such as Nomogram's Dynamic Reticle. While these can be very helpful in terms of concepting out your shot, there are many players which lead shells without use of this specific assistance. In short, they can be a tool but are not required for play of the game.

Players have made mods that change shells into soaring Anime Girls. Mod-making is a diverse scene which involves people creating things that they would personally like to see whether or not they have gameplay impact.

From our side, we do evaluate mods and determine whether we feel them to be too powerful in terms of player-benefit. The mods in our Modstation have been ok'd by us.

There is a combination of factors in this case.

While the mod you are concerned about is seen by some as giving a gameplay advantage, we haven't found it to be required/man...

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Comment
    Boggzy on Forums - Thread - Direct

I don't understand what you're suggesting here.

If you're going to ping me with "Admit you have a problem", then please have a clear point you're attempting to share with me.

Comment
    Ahskance on Forums - Thread - Direct

I've heard criticism of the Angle of Fire mod before. I'd like to point out that while the specific numbers being shown is "Additional Information", but the angle of attack can already by eyeballed by use of the minimap in game.

The Navigator mod only extrapolates information based on the angles presented on the minimap. It does not and cannot factor in the sloping shape of the hull to let you know what angle your shell would be impacting if you struck the narrowing nose of the bow, for instance.

Comment
    Boggzy on Forums - Thread - Direct

You cannot combine small bonuses into large ones, but you can split them from large to small if you wish.

I think you might be misunderstanding the way "stacking" bonuses currently works compared to the change. Currently, there are combinations of signals / camos that you can stack in order to achieve a maximum total bonus. The new booster reflect those combinations.

So, in the current system the highest value of bonuses you can achieve are stacking a Mosaic / Spring Sky / Asian Lantern camo with all available eco signals, flags, and daily bonus. Those are the three most powerful combinations you can currently make for XP, CXP, and FXP. In the new system, those three combinations would be reflected by you stacking the most powerful booster from XP, CXP, and FXP. That's one of the major points of the rework: to simplify it down so you're not stacking things trying to maximize your XP to fuel CXP and FXP - in the new system you can throw on a max ...

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