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Everything posted by LilJumpa
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Matchmaking - Die Verteilung der Ränge und Divisionen
LilJumpa replied to jojothecoyote's topic in Allgemeine Diskussionen
Divisionen werden durch den MM in der Regel und soweit möglich gespiegelt. Soll heissen dass auf einer Seite von Haus aus maximal eine Division mehr sein sollte als auf der anderen. Was nicht berücksichtigt wird sind natürlich Divisionen die sich erst im Spiel bilden. Ansonsten sieht der MM nur Schiffe (Typ, Klasse, Nation, Tier) und versucht diese nach seinen Regeln zu verteilen. Alles andere wird nicht in die Betrachtung miteinbezogen. Heisst: Ausbauzustand, Statistiken der Spieler, Clans, erreichte Ränge, etc. spielen keine Rolle und werden rein zufällig verteilt.- 18 replies
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Gewinnt ein Gefecht mit einem Zerstörer der Stufe X und einem Kreuzer der Stufe X und erhaltet 90 000 Elite-Kapitäns-EP.
LilJumpa replied to YC_Yello's topic in Allgemeine Diskussionen
Du hast echt nicht verstanden warum WG überhaupt diese verbilligte Möglichkeit anbietet oder? -
Gewinnt ein Gefecht mit einem Zerstörer der Stufe X und einem Kreuzer der Stufe X und erhaltet 90 000 Elite-Kapitäns-EP.
LilJumpa replied to YC_Yello's topic in Allgemeine Diskussionen
Im Englischen ist es auch falsch/anders. Entweder: peinlich, da ein grober Schnitzer in fast jeder Ankündigung vorkommt, sie die Hälfte einfach mal unterschlagen (uA Bilder, Grafiken) oder veraltete Notes bringen. Oder: EU geht einen seperaten Weg wie die anderen Server, was ich hier allerdings nicht glaube. -
Gewinnt ein Gefecht mit einem Zerstörer der Stufe X und einem Kreuzer der Stufe X und erhaltet 90 000 Elite-Kapitäns-EP.
LilJumpa replied to YC_Yello's topic in Allgemeine Diskussionen
EU wieder Hier mal wie es wirklich laufen wird JEDER bekommt 30.000 Kapitäns XP für einen Sieg mit Stufe 5+ Darüber hinaus kann man sich die 60.000 Kapitäns XP durch die Aufträge holen: Je 10.000 für einen Sieg mit DD/CA Tier 8+, 9+, 10 Ein Sieg mit Tier 10 DD/CA schließt die vorangegangenen Stufen mit ein (Tier 9 schließt 8 mit ein ) Insgesamt 90.000 mögliche Kapitäns XP. Quelle : RU+ASIA -
Premiumschiffe werden nicht generft? ...
LilJumpa replied to amok_2016's topic in Allgemeine Diskussionen
Ich war doch erster beim Bingo, kein Problem bei mir. Vorhersehbare geistige Paralleluniversen werden zum Besten gegeben. Nix Neues und bei jeder noch so kleinen WG Veränderung der gleiche Schrott, seit 2011. Ernst gemeinter Aufruf zur Klage und zum Boykott fehlt mir noch um die Karte komplett auszukreuzen. -
[need help] looking for data on size and revenues.
LilJumpa replied to Gojuadorai's topic in General Discussion
This one? Click on the arrow for original sauce. -
Premiumschiffe werden nicht generft? ...
LilJumpa replied to amok_2016's topic in Allgemeine Diskussionen
Bingo! Ging ja schnell. Nur 3 Seiten. Muss mir mal eine neue Bull$hit-Bingo Karte erstellen. -
Premiumschiffe werden nicht generft? ...
LilJumpa replied to amok_2016's topic in Allgemeine Diskussionen
Deutsche Hobbyjuristen an die Front. Hatten schon lange keinen Plan mehr eine Sammelklage durchzuführen. Das beste an der Sache hier wird sein: Die gleichen Individuen, die sich alle nase lang wegen P2W aufregen, werden hier empört aufschreien. -
Neptune the worse tier Ix ship in game do you agree?
LilJumpa replied to EMILY_FINEBOTTOM's topic in General Discussion
I feel bad now -
Since Pilot Season (1) does not count: no You have to grind one more.
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You might want to rework that, and I am a little frightened by some of the answers: T7: Belfast Atlanta Indianapolis T8 Chapayev New Orleans Edinburgh (same slot as smoke) T9 D.Donskoi Baltimore Black Missouri Neptune (same slot as smoke) T10 Moskva Des Moines Minotaur (same slot as smoke) Edit: Damn, fell for a nekro
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Sauce:https://worldofwarships.asia/en/news/announcements/public-test-063-key-feature/ Aircraft Carrier Controls With the release of Update 0.6.3, we added an alternative control mode for aircraft carriers. Now, it only takes two mouse buttons to operate a carrier. However, if you've already mastered the art of controlling your carriers with the 'standard' controls, don't fret. The new controls will be a selectable option. The new control mode will be disabled by default. The alternative mode can be enabled via the Controls tab in the Settings screen. The alternative control mode differs from the standard one in that commands for movement and target acquisition for squadrons are given using the right mouse button only. Besides that, the two-button controls are more responsive, allowing the game to respond faster to commands given by the player. The new update will bring other changes related to aircraft carriers as well. The manual squadron attack feature (ALT + Left Click) will be disabled for Tier IV and V carriers. This change is aimed at bringing more balance to carriers at lower tiers where the majority of warships come with weak AA defenses. Information on the availability of the manual squadron attack feature (ALT + Left Click) for a particular aircraft carrier is displayed in the Flight Control module. Fighters may now be taken out of an encounter with enemy aircraft via an ALT + Left Click. When a squadron is withdrawn from action this way, it will always lose one aircraft. This rule will apply to all carriers except Saipan. Once a carrier is destroyed, their squadrons will maintain their position after fulfilling a particular order rather than head for the carrier's final (sinking) location. Fixed bugs related to the differentiation between a single and double mouse clicks. This change will prevent situations when an "Attention to Sector" order given using the Minimap resulted in a selected squadron to head to that way. Fighters with a speed higher than the speed of their targets will slow down as necessary and will not discontinue their attack. By doing so, they will be able to constantly keep their target under attack and avoid situations when the attacked strike aircraft could drop bombs or torpedoes with no increase in dispersion. Added a contour line encircling key areas instead of buoys in the aircraft camera view. User Interface Added a smoke screen timer and an indicator that shows the maximum speed at which smoke effectively conceals your moving ship. The battle chat will now save all chat communications for the entire battle and offer a chat scrolling feature. Players will be able to access chat messages by hitting ENTER or via a mouse click in the chat box. In Update 0.6.3, we have improved the control key assignment system. We fixed the display of keys in the game and added an option to assign various keys for different game situations. Now, in-game controls can be customized to match any individual preferences. NOTE. With the release of Update 0.6.3, all customised keyboard and mouse settings will be reset to the standard ones. After the update, all players will be able to change the settings to suit their preferences. For the ships with torpedo armament: When players switch to artilleries after selecting torpedoes, the main batteries will automatically load the last selected shell type. Balance Corrections Concealment Mechanic Changes (Only for sea-to-sea detection) In Update 0.6.3, we upgraded the concealment feature. In Update 0.6.3, after firing the main battery, detectability range of the ship will be equal to the ship's maximum firing range at the moment the shot is fired. This change will eliminate situations where ships with high concealment could deliver enemy fire at ships in sight while remaining invisible for them. The use of obstacles like terrain and smoke screens will not be affected. They may still be used to win advantage over the enemy. This decision is based on a thorough review of feedback from players and combat tactics used in the game. We have carefully studied your feedback, and we made a conclusion that stealth firing, i.e. shooting from invisibility on open water, causes more pain than profit making gameplay dull; its exclusion will make the game more comfortable to play and fair for all. Superiority in concealment will still provide advantages for low-observable ships but to inflict damage with impunity, you will need to use smoke, terrain, and maneuver like a pro. Please note that this change will affect only the visibility mechanics as applied to detection by sea and will not affect the visibility mechanics between ships and aircraft. Ships will be detected from the air the same way they are detected in version 0.6.2. Ship Characteristic Changes Update 0.6.3 will bring enhancements to more than 40 warships. Generally, this refers to making it more comfortable to play with lower and mid-tier ships; however, formidable ships like Z-52, Yūgumo, Shimakaze and Grozovoi will receive well-deserved performance improvements (mainly firing range increased), too. Join in to be among the first to try out changes in concealment mechanics, interface improvements and new carrier controls during the Public Test of Update 0.6.3. Collect all rewards and share your feedback with us!
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Kurze Frage, kurze Antwort - Der Erste Hilfe Thread
LilJumpa replied to FullMetalWarrior's topic in Allgemeine Diskussionen
Ja -
Just from my point of view, playing mainly solo: You are right that this evens out, since MM/Team is one of those variables which can be summarized as luck. The combined playerpool on weekends (Sunday afternoons as prime example) is just less expirienced, since many people who only have the time on those said weekends play. While during the week your playerpool has on average more expirienced and dedicated people who play on a daily basis. Now what happens on the weekends is that the games become far less predictable. One of the skills you develop in this game is predicting situations based on the information you have. At the beginning of a game you have map, spawns, teamsetup and your expirience of ships classes and usual behaviour as information and based on this you make the decision where to head first and what to do first. On Sunday afternoons you can sometimes screw that totally and get surprised, both by your team and the enemy doing....... unusual..... things that may or may not lead to a successfull outcome. I guess this is the main reason for the weekend perception, because the strangest things you will see in this game usually happen on weekends ;)
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Manual drop and 0.6.3 – experienced CV player feedback
LilJumpa replied to Ishiro32's topic in General Discussion
He's calling all good players/players who have deeper knowledge in game mechanics (regardless of class) hardcore. I maybe wrote that wrong. And it is just a theory of mine, because they would never admit that they would not really want to fix CVs. (They only stated that the targeted audience for CVs was 10%)- 225 replies
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Manual drop and 0.6.3 – experienced CV player feedback
LilJumpa replied to Ishiro32's topic in General Discussion
What would be the result? We already have that a lot in high tier games. 2 Blobs facing each other at 15-20km range without moving an inch and the first one who moves without the others dies. Static defenders are always in an advantage and have to be flanked/forced to move or divided in their attention. All in all, that is not exactly exciting gameplay.- 225 replies
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Manual drop and 0.6.3 – experienced CV player feedback
LilJumpa replied to Ishiro32's topic in General Discussion
Very good post and reasoning. Now you have to consider or think about one reason WG could have for doing the things they do, or not do, in regards of CVs. This is a pure theory of mine, while just silently watching the developement regarding CVs since Beta.- 225 replies
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0.6.3 Public Test Patchnotes (englisch)
LilJumpa replied to LilJumpa's topic in Allgemeine Diskussionen
Das mit dem Firmament erhellen hat anscheinend nicht geklappt. Naja, einen Versuch war es wert.- 360 replies
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0.6.3 Public Test Patchnotes (englisch)
LilJumpa replied to LilJumpa's topic in Allgemeine Diskussionen
Nur für dich, damit ich eventuell dein Firmament erhellen kann. WGs offizielles Statement zum geplanten Panzerungsnerf der Schlachstschiffe, welches dann (Oh Wunder!!!!) nicht kam. Ich hab dir die relevanten Aussagen sogar markiert. Was seitdem rumgepatcht wurde musst dir allerdings selber raussuchen. Du wirst allerdings nicht wirklich etwas finden was BBsin irgendwiner Form schwächer gemacht hat. -
0.6.3 Public Test Patchnotes (englisch)
LilJumpa replied to LilJumpa's topic in Allgemeine Diskussionen
Hat mir, neben dem gewählten Beispiel einer DM, wenigstens einen Lacher beschert. Danke -
Feedback....... Ich habe bis heute nicht die Quellen gefunden die immer wieder in den Patchnotes angeführt werden We have carefully studied your feedback and came to the conclusion that stealth firing, i.e. shooting while invisible to the enemy team on open water, causes more pain than profit Also sind das hier eh wieder nur Alibi-Threads. Im englischen wurden die noch nicht mal geupdatet. Aber man soll ja die Hoffnung nie aufgeben:
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They are working on it. Read the patchnotes.
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Maybe I just didn't realise why someone has to explain something simple like this in such a complicated way with charts and WA formulas. Probably read more into it than he wanted to say.
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Your post simply says: Everything luck based will even out over a large number of games to be a non factor and if you look at nothing else you will close in at 50% (=coinflip), everything else is "skill" You would have to define "skill" for me, since there are so many factors which could be summarized as such. Examples: division / solo , both can influence WR up and down preferred tier (amount of influence drops the higher the tier, see below) preferred ship/class (skill ceiling, possible amount of influence) amount of free XP/money spent - captain retraining, captain upgrading, avoiding stock as examples What you cannot influence or summarize as skill are the limitations due to game design. You only have a finite amount of influence on the game which heavily influences possible winrates. Lets take WoT as comparison since has similarities and major differences and there have been numerous similar posts and analysis there: The Winrate gap there is between ~43% (an afk bot) and ~65% Winrate for the best players not low tier clubbing Here we have a gap of 39% - ~70-75% This difference is mainly due to larger teamsizes (15v15) and therefore smaller influence of divisions and solo players and no gamemode with ticking points/influenced by kills like we have here. You are also limited by the tier you play, since the potential damage you can inflict does not scale with the hitpoint increase. So you have less influence in higher tiers compared to T1-4 for example, which is true for both games. So even if you can say for both games, that the (similar) luck factors even out, you have a different scale of possible winrates, just because of game design.
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So you are saying you described a coinflip for people that have no clue about math. The only thing that is related to WoWs are your examples, which describe that there are other factors involved, one of them being contribution to each game aka skill. But since there are far more factors than that, I am not sure if you are serious or just trolling.
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