World of Warships

World of Warships Dev Tracker




25 Apr

Comment
    Ahskance on Forums - Thread - Direct

There is a flaw in your reasoning.

The +100% Bonuses only provide +1,000 XP each... regardless of your Game 1 or Game 2. You shouldn't count the "Base XP" earned just through playing because that's earned regardless of whether there's a Bonus used or not.

The "First Win" would not amplify other Bonuses. It would simply exist as an addition +500 XP in your example.

Comment
    Ahskance on Forums - Thread - Direct

There isn't definitive timeline information, but possibly an Update or two to make sure players have access to it for a reasonable amount of time after the Conversion.

The Popularity would just be player quality-of-life. If players really enjoy having it and use it a lot, then it might be worth keeping simply because people like using it. There is no expectation of a "cost" or "return" from having it other than convenience.

Comment
    Ahskance on Forums - Thread - Direct

Free in the Armory for breaking larger Bonuses into smaller. If it's popular it may stay longer.

Comment
    Ahskance on Forums - Thread - Direct

I would actually offer that PR is very useful, but Win Rate and PR tell different stories.

It's entirely possible to be Top 100 in a ship via PR, but have a 50% or less Win Rate. PR is more about "carry potential" in terms of damage and kills, whereas Win Rate is more about "match influence".

Comment
    Ahskance on Forums - Thread - Direct

Lower Tier Maps are smaller than higher tier maps.

At the moment, I'm not aware of any movement on maps larger than we already have. We do have a 20 minute or less game, so map size is a limiter in that.

Comment
    Boggzy on Forums - Thread - Direct

I'm afraid I don't have a roadmap for you on this. There are multiple superships planned already with Edgar in testing currently and Clausewitz on the devblog - so I would take that pattern and repeat it if I were a bettin' man!

Comment
    Ahskance on Forums - Thread - Direct

The older system involved stacking and numbers affecting other numbers, which is why just the conversion itself is such a long devblog and spreadsheet heavy experience.

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The new system should be remarkably simple. If you want more of a resource, you just use a Bonus for that resource. Cleaning up the player interface is a benefit of this change.

Comment
    Ahskance on Forums - Thread - Direct

The change from Tier 7 to Tier 8 includes the Slot 5 Upgrade slot. Getting Concealment bring the Z-23 down to 6.2km detection, which is lower than the Maass's 6.8km detection.

Also, Hydro goes from 4km Detection to 5km Detection, which is a rather notable increase.

Also there is a gain of around 2k health.

Comment
    Ahskance on Forums - Thread - Direct

You can always create your own training room. You can add bots to shoot at, or just learn the controls and attack the water/your own ship while learning CV controls.

You can check this link for an example of what I mean: https://youtu.be/6RgdceVgog8?t=2130

Comment
    Ahskance on Forums - Thread - Direct

Single reward from each Tier as you pass it. It doesn't stack/double.

Comment
    Ahskance on Forums - Thread - Direct

Customer Support Ticket is always a good choice. I haven't gotten on update yet.

Comment
    Boggzy on Forums - Thread - Direct

I agree - there are lots of new options and playstyles that can come out of the Supership project.


Sounds like you want superships buffed? They're pretty darn strong as it is...

Annapolis and Conde may lose DPM over time using burst-fire, but the reason is because bursting has a massive utility that straight DPM does not.


Hannover has suspect accuracy, for sure, but that's the make up for the fact that the secondaries have monstrous power in them when played correctly. You don't have to land shells to buff the alt-fire ability, btw - you just need to aim at and land the shells nearby.

Not all superships will have an alt-fire mode or special ability. Some may simply be awesome ships!

Comment
    Ahskance on Forums - Thread - Direct

Pre-conversion, It's calculated by single flag. +50% isn't represented in the system, so it Rounds Up to +100% for each flag.

Post-conversion, it's merged but you can choose to break it apart via Armory.

Comment
    Ahskance on Forums - Thread - Direct

There will be a section in the Armory where you can break bigger Bonuses into small Bonuses.

If a player wants to, they could break the Fifty +200%s into One Hundred +100%s. That's their option.

Comment
    Ahskance on Forums - Thread - Direct

Because the One Hundred +100s merged into Fifty +200s

Comment
    Ahskance on Forums - Thread - Direct

Because it "Rounded Up" to the near amount it could.

1 ESCL = 1 x +50% XP... Rounds Up to +100% pre-Conversion (total +100%) ----> Conversion Rounds Up to 1 x +200%

2 ESCL = 2 x +50% XP ... Rounds Up to 2 x +100% pre-Conversion (total +200%) ----> Conversion yields 1 x +200%

Comment
    Ahskance on Forums - Thread - Direct

We already calculated the values for the Old system:

Per match, the Camos/Signals provide:

+1,500 Earned XP


+1,500 Comm XP


+625 Free XP

250 Matches would simply multiply the values above by 250.

375,000 Earned XP


375,000 Comm XP


156,250 Free XP

That would be the total amount of additional resources gained from using Signals/Camos.

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We already have the equations for the New system:

The top equation is used for Earned XP and Comm XP. The bottom equation is used for Free XP.

They only pull from the Base XP, so there are no external influences. We can Remove the first [Base XP] as that is earned from the game, NOT the bonuses/signals/camos.

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250 Games that result in 1,000 Base XP can be merged for easy c...

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