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daki

Weekend Tester
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Everything posted by daki

  1. daki

    Daily First Win multiplier bugged?

    Come on guys, it should be of course fixed However, as it is not a gamebraking bug, there should be no rush to fix it before the next major patch
  2. daki

    Mutiny Worth 600 Doubloons?

    Exactly, it is meant to be a measure of last resort (against incurable trolling idiots), thus also the doubloon cost. If you are unhappy in a team but do not have the support of all other teammembers (excl. leader), then just leave the team... No one is forcing anyone to be a part of a specific team, that much should be clear.
  3. daki

    Sink the wows-stats (XVM for warships)

    Well said. Despite clear pros and cons as stated multiple times in every discussion about XVM, anyone considering XVM implementation should ask the following question: 1. Will I have more fun in WoWs with it? 2. Even if I am having more fun, will WoWs be more fun to the majority of other players as well if most will use XVM? 3. Will it reduce "toxicity" in the chat? To my opinion since I would give a "no" answer to all of those questions, I am clearly the disciple of the NO XVM church
  4. daki

    Why level up to anything but the Shimakaze?

    You seem to believe that Shimakazes are incredibly OP, though objective indicators do not support such opinion. I would suggest for you to research it next time on the PT server, play a few games and come back here. You will have more than enough info to answer the question you are asking. Last but not least, I am afraid that it will be difficult to have an entertaining discussion on a topic already discussed ad nauseam. Not even to mention that most posters with "strong opinions" have never played the ship in question.
  5. daki

    Team Battles!

    That is a cost for being an owner of 1 team, no matter the number of sessions. In other words, it is basically paid only once. Though you may have to pay it several times in case you tend to be kicked out of your teams by all of your teammates
  6. daki

    Mutiny Worth 600 Doubloons?

    Not really. Please note that you need a unanimous vote of all team members excluding the leader to kick him out. So if a leader looses support of every single one of his teammates then it is a well deserved dismissal. About the income for WG, I have no idea how you "calculated" that it will bring big revenues to them - I suspect it is just a wild [edited]guess from your part without much though put into it . Lets assume that we have 1.000 teams. Lets assume that within 1 year 50% of teams will mutiny (which is quite unlikely). This means that WG will collect 500x600d = 300.000 doubloons. This is the equivalent of about EUR 1.000 income per year - peanuts in other words. Lets be honest, the amount paid to developers to implement this functionality has cost them several times more than any annual income they may collect. Speaking of team creation costs, please remember that anyone can create 1 team. Only if you want to own more, do you have to pay some doubloons.
  7. daki

    RNG....what is the mechanic behind it ?

    That is more of a subjective question (vs mechanics question) so it is to a certain extent a matter of opinion. So my opinions are: - As you can never be 100% sure of the outcome, it adds suspense. - It allows occasionally "David vs Goliath" situations, i.e. that a weaker opponent may win against a stronger one with a "lucky shot" - As RNG is integral part of real life, having it included makes the game feel more "lifelike" - Now an opinion a lot of people will find controversial: Due to game specifics of WoWs (huge hitboxes, low relative speed of targets...) it adds to shooting skill requirement. To explain, if there was no RNG (i.e. dispersion) the ships would be much easier to hit, i.e. the room for aiming and still hitting the opponent would be something like: ----------x----------. With dispersion, which basically reduces the available margin for "error" in aiming, it looks like: -----x----- It should be noted that there are huge differences in RNG implementation between WoT and WoWs. WoWs has much less RNG compared to WoT as there are no RNG rolls in penetration value of shells, damage dealt by shell... So while you can never be 100% certain of outcome of an engagement (like in RL), RNG allows skilled players to "stack odds" in their favor and hence to perform significantly better on average than less skilled players. In case of shooting skills, this is why we see for example some players with say 40% accuracy and others with say 20% accuracy for the same ship. If there was no RNG, we would see accuracy of say 95% for skilled players and say 92% for less skilled ones as it is not that difficult to reliably hit a several hundred meters long target moving at a low speed without gun dispersion - hence skilled players would not be able to significantly outperform less skilled ones. Lastly, I see a lot of people overestimating the impact of RNG mechanics in the game. While shooting ships is an obvious major component of the game, it is neither the only one nor that decisive (as in WoT for example). Positioning, target selection.... i.e. various tactical skills have an even bigger impact on the match outcome that shooting by itself. One could say that WoWs is basically a mix of chess and poker. Well placed fleet on the map (with classes of ships doing their role) almost assures the victory. At the same time, while single engagements on the battlefield cannot be reliably predetermined, skilled WoWs players will like professional poker players know much better how to stack odds in their favor, despite having an element of luck (or better say chance). Edit: To answer your last question, yes I believe WoWs would suck big time without RNG
  8. daki

    Project R is up on EU

    Speaking of numbers, is there any info on the total number of won ships (lottery excluded)?
  9. daki

    Project R is up on EU

    Hmmm, I would guess that we got at least 18k (on the optimistic assumption even over 22k). Congrats to all the existing winners and I wish a lot of luck in the lottery for the others
  10. A huge +1 from me. This is in my humble opinion one of the best presented and argued suggestions I have seen in several years on these forums. Do not get me wrong, I am the last person to comment CVs as I do not play them, but the post quality is just stellar!
  11. daki

    Public Test Patch Notes

    I would say "mini" clans You can have a team of max 10 people. 7 can play in a single battle. However it is not as "strict" as clans as you can be a member/owner in 3 teams. One serious team, one for fun... Very interesting concept imho.
  12. daki

    what is your biggest flaw in wows?

    Sorry for offtopic, but this thread reminded me of:
  13. daki

    PT #2 Changelog

    For those who do not visit the public test part of the forum: http://forum.worldofwarships.eu/index.php?/topic/43589-public-test-2-changelog/ Changes between PT #1 and #2: 1. Fixed a lack of icons displaying the takeoff order of aircraft 2. All squads, in which the player is not a member, are now displayed in white 3. The algorithm for distribution of mercenaries to teams has been improved 4. Fixed a lack of a carousel after the transition to the profile window from the tasks window, after the players received the rank decrease/increase notification 5. Fixed a lack of system messages for acquiring and equipping/removing an ensign 6. Fixed an incorrect client behaviour when switching to full-screen mode, after the game window was moved from one monitor to another 7. Fixed an incorrect display of text in the "time remaining for the team season" message window (some letters were displayed as numbers) (English localization) 8. Fixed a bug that caused the display of negative numbers for the preparation timer, when issuing the target for several air groups at the same time 9. The tooltip for the "Superintendent" skill no longer includes the "Repair party" consumable 10. Fixed an issue that caused the disappearance of sight for the fighter planes 11. Fixed an incorrect behavior of the "Last Chance" skill - now it only works at 10% HP or less 12. Fixed the disappearance of the premium recharge icon after using torpedoes 13. Fixed an issue that caused the "Enhanced fire preparation" skill to be displayed in the performance improvement tab, even if the skill hadn't been learned yet 14. Torpedo preemption now properly takes into account the changes in the speed of the torpedoes 15. Fixed a client crash after re-clicking on the rechargeable consumable 16. Fixed an incorrect display of the number of vehicles researched to achieve "Design Engineer" 17. Fixed an incorrect display of the currency in the rechargeable consumables tooltips after the transition from ship to ship 18. Fixed a lack of the star on the squad leader icon in the squad chat 19. Improved the art for loading screen background image 20. Fixed an issue that caused the cursor (that activates with the CTRL key) to follow the camera, even if it is not active 21. Fixed an incorrect display of the indicator for gear shifting and the steering 22. Fixed a client crash after using Alt+Tab in full screen mode when playing on CV 23. Fixed "sticky" RMB after using Alt+Tab 24. Voting items are now correctly displayed in the context menu 25. Fixed the lack of an awards counter in the compact view of the "honoring heroes" window 26. Fixed an issue that caused fighters, instead of following the target, to stay at the area of the destruction of the enemy fighters 27. Improved the display of the teams’ information on the battle loading screen and in the TAB-statistics window 28. Fixed an issue that caused the "Air dominance" skill to increase the amount of fighters not only for CVs 29. Fixed an incorrect display of the third squad icon in the TAB-statistics window 30. Reduced the distance between the markers of the bases in the domination mode 31. Fixed an issue that caused x1.5 experience bonus to not apply in the team battles 32. Number of votes for the commander removal is now equal to the number of the whole team, excluding the commander himself 33. Improved a visual display of the filled ship types in the squad 34. All American bombers: The area size of the alternative bomb attacks now matches the area size for the automatic attacks 35. CVs "Lexington", "Essex" and "Midway": Bombers’ damage increased by 30% (1000lbs ANM65 bomb is now installed on the Curtiss SB2C, Douglas BTD-1, Kaiser XBTK-1 bombers) 36. "Torpedo reload" consumable now active up to 30 seconds rather than 60 seconds 37. Fixed lags in video play in the in-game browser
  14. daki

    what is your biggest flaw in wows?

    Wrong topic mate And you are imagining, kills & XP are counted correctly for the last kill.
  15. daki

    PT #2 Changelog

    So PT is up early? Off I go to have some fun in TBs
  16. daki

    gg

    Even when stomped, usually there are a few players on the enemy team who tried their best and had a gg. I think of it as a sign of respect and appreciation to those brave enemies - though it is wrongly interpreted occasionally as me trolling the enemy.
  17. daki

    what is your biggest flaw in wows?

    Damn, I have so many that it is difficult to decide where to start Let me try: - Yoloing way too much (and hence dying too much) - Overestimating support from teammates - so I guess I have to start playing divisions & team battles - Relying excessively on guns when playing destroyers (even the IJN) and not enough on torps - thats a tough one to fix as I love pew, pew, pew... - Too often having those "great" strategic decisions in my head which turn disastrous - Overestimating my capabilities - Even when plan is good the execution lacks If I have to sum it up in one sentence: Too much aggressiveness bordering stupidity (or one could say too much stupidity while trying to be aggressive)
  18. daki

    PT #2 Changelog

    As it lowers dispersion by 60% the benefit should be much higher. So if you are on average hitting 10%, with this perk the accuracy would jump to about 25% which is quite an increase.
  19. TL/DR: Team battles are a better alternative for all players who want a more team oriented gameplay without many of the frustrations & problems of ranked or random battles (my opinion ). First of all, let me say that I tested this mode for about 10 games on PT (so not very much). There are some issues to be addressed, but this post will not deal with issues and problems as I expect that many of them will be fixed as the time goes by. Furthermore, knowing these forums, there will be plenty of threads with issues, whining and so on once it goes live Team battles at a glance (to the best of my knowledge so sorry for any possible mistakes): 7v7 format Class limitations exist (e.g. how many ships of specific class can participate) Tier limitations exist (on PT day 1 it was T6 only, and afterwards T6-8) Any player can setup a team (for a credits fee) Any player can be a member of several teams You can enter the queue even with incomplete teams and MM will allocate teammembers – I tested with only myself in the team and within about 2-3mins (despite quite low population on PT) the game started with the full roster. If a player does not want to create or join a specific team, he can be a “mercenary” and get automatically placed in an incomplete team during the MM queue Matchmaking is based on “Elo rating system” Each team has a points rating based on Elo – depending on win/loss and the rating of enemy team you gain/loose points Despite smaller number of enemies, XP & credits gained seem to be in line (if not a bit better) than 12v12 random games Benefits vs Random: Ability to fully control both the ships setup (on your team) and who is playing (assuming you staff the full team) In case of incomplete teams, ability to “scout” for good players who were included in your team by MM and invite them later to join yours “Skill based MM” – which to be noted will not function that well at the beginning until enough battles are played and enough players join this mode Smaller teams allowing for more concentrated (and better coordinated) action Benefits vs Ranked: You can have all your division buddies in the team Less frustrating as no stars / ranks are gained or lost. You can gain/loose Elo points but that only affects the quality of enemies you will face To be noted is that no “mirror MM” is enforced. This means that it all basically depends on the setup you want to choose. You can go for a “balanced” setup which might be decent for most situations without being particularly good for any specific one. Alternatively, you can go for specialized (even troll ) setups which might be excellent in some situations and much less so in others. In other words I expect much more diverse battlefield from the point of view of tactical problems to be solved in a match. All in all, I would say that this mode is the “hybrid” of Random and Ranked modes with some additional features. It resolves a large number of issues and frustrations present in random/ranked without adding too many on its own. My personal opinion is that with this game mode any player who wants a bit more team-oriented gameplay will basically have very little reasons to play randoms or ranked unless of course he is going for some rewards or events (or grinding equipment of course). I hope that WG will invest in the quick development of this mode, as it promises to my opinion to be the best addition in WoWs so far.
  20. Hahaha, I guess it will be an opportunity for some forum members to "put their money where their mouths are" Speaking of TB introduction, I really hope WG will have learned from some of its previous marketing mistakes. The success of this type of modes (basically "skill based") pretty much depends on the widest possible number of players participating into it. I hope they will have enough common sense to offer say TB specific missions (play 1 team battle, win 5 battles...) with some nice rewards to promote it. It could also be a nice touch if for example members of most active teams (or most active players) would get some small doubloon prizes, free slots... Its nice to see that PT is back tomorrow, can't wait to test team battles some more - had great fun but not enough time last week.
  21. daki

    The blatant Russian bias of the game

    My take is that both "talking points" have been discussed ad nauseam already, and there are plenty of topics about it as well. There was absolutely no need to revive this useless thread, unless of course you are just simply trolling (as it looks like).
  22. daki

    Public Test General Feedback

    From the PT news: The second iteration of Public Test 0.5.3 will be running from 9 February at 17:30 CET (UTC+1) until 11 February at 14:00 CET. Keep in mind that this might not be the only iteration of testing and there might be more phases incoming in the near future. So you will have to wait until tomorrow before being able to login.
  23. Basically its the same as in randoms. You just choose Team battles, press battle, and any ship you chose will be included in a team missing a player - no forcing.
  24. daki

    Why so serious?

    Spot on This thread is ready to be junked. Though mods are usually slow on weekends
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