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Everything posted by MrConway
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For your information: We will be holding a live Q&A session on Facebook with Tuccy and Ph3lan tomorrow evening at 17:00 CEST, please feel free to swing by! For those of you who don't have a necessary Facebook account, please consider creating one. You can use your forum name and not share any private details if you so wish. We are working on making these streams available on Twitch at the same time, expect to see that in the near future. See you there!
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Captains, Please post all bugs using the following template here: 1. Description Clear and substantial description containing all necessary details.Example: the cruiser Aoba: scout is inoperable. 2. Reproduction steps A sequence of the player's actions which triggered the bug.Example: 1. Select the cruiser Aoba 2. Enter the battle (Training or Random Battle). 3. Try to launch the scout. 3. Result In-game experience resulting from the bug.Example: When you press the scout activation button, you can hear the sound, but nothing actually happens. The aircraft stands still on the catapult. 4. Expected result In-game experience which should have occurred if no bug is present.Example: The scout has to be launched by the catapult. 5. Technical detailsExample: Bug time: about 19:30 (UTC).Replay (attempt at 01:00), python.log, DxDiag. If you encounter this error, please zip your ~\crashes\ folder, upload it to any online file storage and add the link to your report.
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We apologize for this unforeseen issue. The submarine-in-division issue has been fixed. The fix will be released with 06302 micropatch planned for release at 05:00 UTC March 31, 2017 There will be a down time of approximately 1 hour. This patch will also fix the voice chat issue.
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This is the (more or less accurate) transcription of the Q&A! UI Clan Tag: Visibility of names in battle, name tags are cut off. No immediate plans to fix – UI gets improved in „packages“, but we hear the feedback. Any chance of reworking the in-game radio communications to include more radio messages – i.e. warnings for torpedoes? Its challenging to design a system that players really use and is helpful. We might be introducing something in summer and are still collecting feedback. Blacklisted players can still spam you with division invites, muted and ignored players can still spam ingame commands (a common troll tactic). What about the ability to appear offline? We will look into it. The port UI in its current state is a really bad experience. It feels laggy, every action takes seconds to load, many actions in a row can even freeze the client, requiring a restart. We are already working on optimizing the port experience and performance increases are our highest priority here. Competitive, clan n the future, will it be possible to choose where you spawn in training rooms? Training rooms are not enabled by default because they do still have issues and are not at the quality level we want. We are working on it and might consider choosing spawns – no promises. Talking about training rooms, when are they going to become an actual part of the client? We are not ready to talk about a date yet.\ When will we see an expansion of the clan system in terms of slots for players? The option to expand a clan is connected to next step in clan development Four steps are planned: Social functionality (what we have now) Casual clan gameplay (without much competition) Competitive combat Clan metagaming When will we see clan battles? We will be implementing this sometime in the future. But we want clans to be for all kinds of players, not just the competitive hard-core, which is why we are working on social features first. What is our opinion about season 6 considering that many players are complaining about the heavy importance of premium ships? It was a controversial season, Sub_Octavian thinks there was not enough brawling and players were too careful. Preliminary stats however say that it was the most popular season so far, but we are still analysing. Balance Any plans to modify the special modules that can only be obtained through ranked or supercontainers? Most players see these consumable as worthless with a few exceptions. We are still looking into this and need more feedback and analysis. Many people see the entire removal of stealth fire as one massive BB buff. Is it? Our goal is not to buff battleships, we do however want to remove game mechanics like open water stealth firing that have no counter and are not fun to play against. Most open water stealth play is also not very efficient due to inaccuracy and promotes passive play. Three groups of players are unhappy: People who are stealth firing are upset because they need to learn how to get closer People who don’t do it often are still affected due to the gun bloom Some people are upset about specific ships now being nerfed. We will look into these and buff them if necessary, but are still looking at feedback. Will ships that used stealth firing get buffed to compensate? Blyskawica - pretty good even without stealthfire. Zao – is currently too powerful anyway. Akizuki – her range will be increased to compensate. Right now researching PTS feedback With the removal of open seas stealth fire, what will you do to encourage DD players to make use of their guns? We’re still looking into it. When undetected firing is limited to firing from behind cover or inside smoke, the German destroyers are at a distinct disadvantage because of their inexplicably short smoke duration. They also cannot reliably fire from range like Russian DDs as they are too easy to land shells on. Any plans on changing that? As we knew we would be removing stealth fire, we specifically did not give them the ability to do so. The Z-52 is already being buffed in 0.6.3 with better concealment. The low-tier DD’s, as well as tiers VI-IX are doing well statistically. The T-22 is debatable, we’re looking at it. Germans suffer especially heavily at T8, the tier where most competitive gameplay happens. Any plans to look at the German ship performances and perhaps improve them? We’ll look into it. However bear in mind that currently balance is done mostly for Random PvP battles – we do not balance ships for Ranked. In more competitive game modes, optimal ships / builds are often specialist and all-rounders are less popular. In Randoms the German Tier VII/VIII cruisers do not seem to be doing bad. With the new stealth fire nerf, some cruisers have a shooting concealment penalty that is worse than some battleships. As someone who plays all the ships, that does not make much sense to me. Have you considered alternative approaches to detection increases, like lets say a proper "bloom", where your detection range sits at max range for like, 5 seconds, and then starts reducing linearly to your normal detection range. Bloom differing depending on class and so forth. Or alternatively a class based timer for when the firing debuff disappears? Like DD 7s, CL/CA 12s and BB 20s before they restealth after firing? The penalty of 20 seconds is designed to keep ships from popping up and disappearing all the time, this would be weird. 20 seconds mean that all players can understand the penalty easily. We might think about an increase for battleships. Shimakaze, as much as I love it, suffers quite heavily in the current meta. My personal solution would be giving it better stealth, for example around 5.4 or so to allow it to actually outspot its competition, as it can not outgun any T10 in the game and the torps are too easily dodgeable to be usable in a knife-fight. We don’t think F3’s are easy to dodge and currently Shimakaze is the second best performing ship. It also has the highest flooding chance and is was buffed in 0.6.3 with better firing range. We will look into it however, as players’ performance on the ship is very inconsistent. EU stats for 0.6.2 Avg. Damage: 132k Gearing, 133k Shimakaze, Fletcher 140k Are the devs satisfied with the current T10 cruiser balance? For example the Hindenburg has the lowest winrate and lowest average XP by a large margin, is this something you plan on addressing or are you satisfied with the current situation? The biggest problem right now is Zao, she is good at everything. Stats don’t show any big issues though, we will look at it again after 0.6.3 Carriers With the removal of Alt attacks for CVs on T4-5, those ships will inflict a lot less damage even in capable hands, I assume that's why it's added, to prevent sealclubbing. However, will these CVs in particular be compensated otherwise? As clearly they will be a lot weaker now. Also do you not fear this will deter new players from advancing in this parcular line of ships as the gameplay is simplified to such an incredible degree? These changes are made to make current CVs better and are not a real rework yet, just fixes for the current bad situation. This will hopefully be addressed with a general carrier rework. US bombers need a better automatic attack. Japanese are fine as they are right now The biggest challenge is to create a learning curve that doesn’t discourage new players and to teach players how to play carriers in game without allowing sealclubbing of low-tier ships. Will Tier V CV’s have protected MM? Not planned, should not be needed as there will always be a balance with carriers. If the enemy team has a tier VI CV, your team will have one as well. We will however watch the situation. Why does Saipan not lose planes when strafing out of a dogfight? Why Saipan loses no planes? Due to the very low number of planes (3 per squadron) this would cripple Saipan. What is Wargamings vision for CVs in this game, beyond 0.6.3? Some ideas, nothing definite: Being able to replenish planes in battle Universal attack with variable difficulty instead of auto / manual AA mechanics – very black and white right now Better balanced loadouts Other How satisfied are the devs with the new skilltree? Any changes there in the near future? I will mention that I personally really enjoy the new skilltree, disclaimer, except for RPF, there's less need to grind a cumbersome 15p captain for that mandatory CE and there's much greater variety in viable builds. We are very happy with the changes despite the initial outrage over the RPF skill, as we expected it is not having as much of an impact as many players thought. In World of Tanks, players have the option to select/deselect which battle modes they want to engage in - why can't Warships implement this same system. Many players dislike the Epicenter and Bastion game modes you've experimented with and would prefer to just play Domination. Many, like me, dislike the passive standard battle game mode, will we ever have the option to avoid them? We are not planning any changes here as all of the game modes have players that really enjoy them and splitting the player base up would be bad for the matchmaker and queue times. Epicenter – this mode seems to be very map dependant, with the worst case being the Tears of the Desert with huge open space in the middle. While there are improvements planned for the future, we do not plan removing the mode. Overall it seems that Standard battles are less popular than the Epicenter. Popularity measured not only in forum (hardcore) feedback, but also from surveys. Is there a possibility of reconsidering the addition of another consumable slot for Cruisers to better maximize their versatility? As picking between Hydro over Def AA or vice versa is not as straightforward given the RNG-ish nature of MM where a CV is available or not thus nullifying the viability of Def AA. The same can be said for CV’s and their loadouts. We are trying to make all builds viable and would like to see a CV in each battle to make them relevant. Are there any plans to incentivise teamplay in random battles more? I.e. rewards for smoking allies, radaring/spotting for allies, providing defensive AA for allies? Blocking caps and tanking is already taken into account, just not shown in the results. This is however something we are looking into in general. Will the current campaigns be ended when new ones begin? Any plans on new ones? People who are not moving along very fast, as well as people who have long since completed them would like to know. The current campaigns will stay as permanent ones, the Shinonome especially is popular. We would like the new player campaign to be more educational that it is now and are working on a new tutorial to teach players more skills. Kitakami has been spotted both in trailers and in recent patch notes, is the ship making a glorious return? Any additional information regarding the High School Fleet collaboration mentioned by WG Japan? No news yet Finally, any plans of new game types? Even though Bastion wasn't that well received and Epicenter hasn't exactly captured our hearts, us players do love new modes to try. We are currently testing some cooperative PVE game modes internally.
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For your information: We will be holding a live Q&A session on Facebook with Tuccy and Ph3lan tomorrow evening, please feel free to swing by! For those of you who don't have a necessary Facebook account, please consider creating one. You can use your forum name and not share any private details. We are working on making these streams available on Twitch at the same time, expect to see that in the near future.
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I read your very long post and will try to find some time later in the week to formulate a proper response. The long and short of this question is simply that I was not happy with the way the questions were phrased. It is much easier to give a reasoned and lengthy answer if the questions are formulated in a more neutral manner. The issue here is that the overall community feedback is always very varied, only rarely do all the segments of the community agree on any one topic. And even if they do, it is still the devs prerogative to make decisions that run against community feedback if they deem them necessary and/or better for the game in the long run. We have been ramping up our efforts to communicate why we make certain decisions and will keep doing so in future, you might however not always agree with them. It is our general philosophy to make entering a game a very fast and smooth experience. Ideally we would not want to have any waiting times at all. And while this is not an issue during prime time, at certain tiers and times of day, queue times are already longer than we would like them. This is not to say that there is no chance that we will ever make game modes optional, but for now we would rather make all the modes enjoyable and feasible. Unfortunately this is one of those questions I am not allowed to comment on. As I mentioned before, relevant was not the best choice of words. There are however questions that we can't or don't want to answer, that is unavoidable. Sub_Octavian does great work with his Q&A's, but unfortunately the time he can spend on them is quite limited as he has many other things to work on. The main difference between him and us here is that he is part of the dev team and thus has much more information to share and the capability to decide what information can be shared directly. We need to consult with our developers on many issues before we can answer them To all others: I have seen your questions and will try to answer them in the next few days, or failing that, on Monday. While I appreciate and do read your very long posts, they are hard to respond to. Please try to keep questions that you want a direct answer to short and clear
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Captains! following up on Update 0.6.0 and the captain skill rework, we felt that you guys would appreciate the chance to ask the developers some questions about the update and some of the reasoning behind the changes! Please join us for our Facebook live stream tomorrow 20/01, from 16:00 CET, where we will be asking your questions! In attendance will be: MrConway - EU Community Coordinator Tuccy - EU Community WoWs Specialist Sub_Octavian - Game Analytics Team Lead WelIdone - Economics & Metagameplay Team Lead We have already collected questions from around the forums and will be dedicating a good portion of the stream to talking about the RPF skill. Feel free to post additional questions that you would like us to ask in this thread, or simply swing by the live stream and ask your questions there. Please be aware that due to time-constraints we will not be able to answer all of your questions. I look forward to seeing you there!
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(EDIT: it's a mistake in the article) 0.6.3 EU gets the shaft once again?
MrConway replied to ShortySunderland's topic in Off-Topic
Apologies, it was a mistake in the article. I can confirm that the missions are the same across all regions. -
Please leave any general feedback about the overall stability and quality of the test update here.
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Please leave your feedback on the key binding changes here.
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Sorry, this thread is a dedicated Q&A thread, thus all posts that are not a question are removed immediately and all questions are removed when they are answered. We cannot condone suiciding in a battle just because you don't like the game mode and if players report you for it, you risk being suspended for not participating.
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As an added bonus: Here is the Q&A we hosted with Flamu last week: As an added added bonus, here is a (very rough and full of mistakes (maybe)) transscript of what we talked about. For the full experience just listen to it. See you next week!
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We can't announce any ships here, sorry. Good question, forwarded.
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Great question, forwarded. Interesting question. Forwarded but I cannot guarantee that I can release this data. This is not for suggestions. Good question, forwarded.
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The other questions are good examples of questions that are not really relevant. If the question already assumes the answer then it is not a good question. As for the patches: We know that mods need to be changed, but to be perfectly honest we cannot adjust our development schedule or plan based on what mods people want to use. That goes with the territory with mods. There is no fixed percentage. Decisions are always weighed up against player feedback and often plans are adjusted. An important thing to bear in mind is that this forum is not at all representative of the overall community, as it is only a small portion of it. Do we read and play? Of course. Should we be doing it more? Probably, but we do what we can. I will come here once a week and clean up. Many questions I can answer myself, as you see. Any more complex questions or ones that I don't know the answer to will be forwarded. Turnaround will never be particularly fast here, which is why we like Live Q&A's. That is again a suggestion and this is not the place for these, sorry. If you ask your questions in this way, you can't expect much of an answer to be honest.
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Great suggestion, but not on our list of priorities right now. I imagine it would be hard to play from that perspective and since you would be displaying things on an entirely different scale we would probably need to do a lot of work to make this feasible. When it's ready, I have no concrete date. While I cannot give you a date on this, being able to upgrade a clan is on our plan, when its done its done. 1st: The penetration values in game weren't chosen to be historically accurate, but to work from a gameplay perspective. We don't want to make cruisers as heavily armored, that is not their role. 2nd: There will be no unification happening any time soon, sorry. As you surely know, this is now firmly planned. Our goal is not to buff battleships, we do however want to remove game mechanics like open water stealth firing that have no counter and are not fun to play against. Most open water stealth play is also not very efficient due to inaccuracy and promotes passive play. If you haven't noticed from the amount of introduction posts, I am happy to inform you that we have drastically increased the number of moderators so we should be able to provide more coverage for all channels in future.
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I am well aware that I am not present enough on the forums, but I will continue to do my best to be here and answer question as and when my time allows. Otherwise you will hopefully have noticed the increased Q&A's that we are running on Facebook, Reddit and with our community contributors. The next one will be taking place on Thursday (probably). We have the same issue with World of Tanks and the answer is no. It would take too long to make old replays compatible and it would require the client to keep assets (like old maps and visuals). What you can do is make a local copy of old versions and use this to watch the replays. No. Based on our surveys we know that not everyone disliked the epicenter mode and we want to avoid splitting the player base and increasing queue times. This is a great suggestion, but a suggestion none the less. We don't have any plans for this yet and need to prioritize gameplay at the moment. Maybe in the future this is something that can be looked at
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Captains, Please post all bugs using the following template here: 1. Description Clear and substantial description containing all necessary details.Example: the cruiser Aoba: scout is inoperable. 2. Reproduction steps A sequence of the player's actions which triggered the bug.Example: 1. Select the cruiser Aoba 2. Enter the battle (Training or Random Battle). 3. Try to launch the scout. 3. Result In-game experience resulting from the bug.Example: When you press the scout activation button, you can hear the sound, but nothing actually happens. The aircraft stands still on the catapult. 4. Expected result In-game experience which should have occurred if no bug is present.Example: The scout has to be launched by the catapult. 5. Technical detailsExample: Bug time: about 19:30 (UTC).Replay (attempt at 01:00), python.log, DxDiag. If you encounter this error, please zip your ~\crashes\ folder, upload it to any online file storage and add the link to your report.
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We have no plans to keep you specifically playing. Sorry if that sounds harsh, what I mean is that we look at the overall community feedback to determine which direction we go in. We will however be rolling out more content, keep balancing the game and hopefully have engaging missions and specials to do. For some insight into how we design our missions, check out what our producer had to say on Reddit. This is a good example of the non-relevant questions as it is a suggestion, not actually a question. As for the Kolberg itself, as with all other ships, we make our balancing decisions based on statistics. The first question should be answered with our recent announcement for 0.6.3 (go give us feedback!) And unfortunately I am not allowed to make announcements about new ships.
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In our latest Q&A SubOctavian said that the German DD's from tiers 6-9 are doing OK statistically. But they are also being monitored. The gun bloom will not be changed, it was left intentionally high so a rebalance wasn't necessary with the upcoming removal of stealth firing.
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What is a relevant question? Relevant might have been the wrong word to use, of course all questions are relevant to the person who asked them. What I mean is that some questions cannot be answered because they don't follow the restrictions for questions that ca be asked here (see my earlier post) or: We cannot answer due to lack of information We cannot answer because we don't want to disclose the information. If you don't get an answer for a question, you could simply inform us that you didn't get an answer, possibly including the reason why this is the case, instead of leaving us in the dark about it. I can try, but as I am not the person answering most questions (don't have the answers) it can take a while to receive an answer, even if it is a non-answer. So updating this all is not easy. The Germans are always very vocal and they are a very large community with a shared language. We also include many non-supported languages so the amount of people posting there is sometimes larger. Thank you for trying to revive this thread, but what steps are you taking to keep it living? Is there anything we can do (apart from posting more questions that is ) We will try to jump in here when we can and forward questions, there is not much more we can do. Afaik there are apparently several different (language) teams working in Paris to ensure proper communication with the community. Can you give a short headcount to how many that is? I get the impression that the english speaking team is still lacking one or two Com. Coordinators? Currently there are four of us (Ph3lan, Kandly, Sael_ and myself). We cover all our products and are involved in all manner of things, not just forums and social media. I will try to make this more transparent.
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Please leave any feedback on the improved carrier controls here.
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Please leave your feedback on the chat changes here.
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I have been waiting to be able to tell you guys about this ship for a while! #Hype Have some port screenshots too!
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Changes in Carrier Controls With the release of Update 0.6.3, an alternative control mode based on a two-button approach so popular among RTS game fans will be added for aircraft carriers. The new mode will be disabled by default; it can be enabled in the game settings menu. The alternative control mode differs from the standard one in the following way: Commands for movement and target acquisition for squadrons may now be given via the right mouse button; Squadron selection will not be dropped on a left click; Drag selection of squadrons will not be cleared if nothing gets in the drag-selection frame; Squadrons and aircraft carriers may be deselected by hitting the ESC key; The manual (ALT) attack may now be activated using both the left and right mouse buttons; Priority targets for secondary/AA armament may be set on a right click when the carrier is selected, or on a left click even if a squadron is selected, not the carrier herself; When a two-mouse button control mode is enabled, Autopilot waypoints are added by hitting the right mouse button. By enabling the alternative mode, the controls of the other types of ships will change, too: Priority targets for secondary/AA armament are set using the right and left mouse buttons for all ships; Autopilot waypoints are added by hitting the right mouse button. The new update will bring other changes related to aircraft carriers as well: The ALT-attack feature 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-attack) for a particular aircraft carrier is displayed in the Flight Control module and in the ship parameters in the "Aircraft" section; Fighters may now disengage from an air battle against another squadron by means of a manual attack (ALT-attack). In case of a withdrawal from the air battle via the ALT-attack, squadrons of all carriers withdrawing from the battle will lose one aircraft; this rule will not apply to Saipan whose squadrons will not lose aircraft; During a battle, the game interface will not hinder zooming the camera in and out with the only exception being the game chat where the mouse will continue to be used for scrolling through chat messages; Squadrons of division mates will be displayed in yellow; Enhanced the system of target acquisition on a mouse click. This change is aimed at increasing the accuracy of target acquisition when multiple game elements are clustered at one point; Once a carrier is destroyed, her squadrons will maintain their position after fulfilling a particular order rather than head for the carrier's final (sinking) location; Now, fighters with a speed higher than the speed of their targets will slow down as necessary without discontinuing 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. Changed the parameters of automatic torpedo release for U.S. torpedo carriers: For Martin T3M torpedo carriers, the torpedo release distance was decreased by 32% while the approach radius was reduced by 24%; For Martin T4M torpedo carriers, the torpedo release distance was decreased by 32% while the approach radius was reduced by 25%; For Douglas TBD torpedo carriers, the torpedo release distance was decreased by 28% while the approach radius was reduced by 24%; For Grumman TBF torpedo carriers, the torpedo release distance was decreased by 26% while the approach radius was reduced by 21%; For Grumman TBM-3 torpedo carriers, the torpedo release distance was decreased by 24% while the approach radius was reduced by 20%; For Douglas AD1 torpedo carriers, the torpedo release distance was decreased by 22% while the approach radius was reduced by 15%; For Douglas BTD-1 torpedo carriers, the torpedo release distance was decreased by 20% while the approach radius was reduced by 16%; For Douglas XSB2D torpedo carriers, the torpedo release distance was decreased by 20% while the approach radius was reduced by 16%. Fixed the following bugs that affected gameplay with aircraft carriers: The Minimap and Tactical Map will now always display the initial part of the course for squadrons; Fixed a bug which made enemy squadrons appear on the Minimap while remaining invisible in the aircraft camera view; 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 heading that way, too. Other Changes related to Interface Added a smoke screen timer to be displayed in the right corner next to the 'Detected' icon. The timer is visible to the player only and only works for the player's own smoke screen. The timer will have several statuses: Status "Neutral". The timer counts down the time remaining until the first smoke "circle" starts to fade away. Status "Warning". The timer goes into the 'Warning' status 10 seconds before the first circle of the smoke screen starts to fade away. Status "Dispersed". The timer will show the time remaining until the last circle of the smoke screen completely fades away. Added an indicator to the game showing maximum speed at which a player's ship will be effectively hidden by smoke. If that speed limit is exceeded, the indicator will go to the Warning status. Battle chat will now save all chat communications for the entire battle and offer a Players will be able to access chat messages by hitting ENTER or via a mouse click in the chat box; We 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; NOTE. With the release of Update 0.6.3, all customized keyboard and mouse settings will be reset to standard ones. After the update, all players will be able to change the settings to make their gameplay more pleasurable. Clarified the text showing the number of battles until the Team Killer status is removed; Streamlined the system of Commander ranks used in the game by fixing a number of rank inconsistencies; Added new images for British Commanders; Clan tags will not be displayed in the clan chat; Game clients with the player's login data saved will not offer the option to enter the game without registration; In the player's statistics, an "OLD" mark will be added to ships that continue to exist in the game for the sole purpose of gathering statistics only. Example: the Tier VII destroyer Hatsuharu; For all tested ships, the "Test Ship" is displayed in place of the ship's combat characteristics when the ship is in the Port. For ships that the player does not have in the Port, the "Soon" label will continue to be displayed. Balance Corrections and Ship Changes In Update 0.6.3, we upgraded the concealment feature. Update 0.6.3 will make the detectability range of a ship after firing a main gun shell equal to the ship's maximum firing range at the instant of firing. This change will eliminate situations when ships with minor detectability range 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. We will closely monitor the situation after the update is released, and if the combat effectiveness of individual ships turns insufficient, we will make the necessary changes to their combat characteristics. Apart from that, there will be no increase in detectability for ships after firing secondary battery or AA guns. 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 continue to be detected from air the same way they are detected in version 0.6.2. To make sure our players feel comfortable about the new concealment mechanics, with the release of Update 0.6.3 we'll offer a 95% discount for resetting Commander skills for Elite Commander XP as well as Combat Missions to earn Elite XP for resetting Commander skills. One victorious battle with a Tier X ship will bring 90,000 Elite Commander XP points. By completing this mission, players will be able to retrain eight Commanders with 19 skill points. In addition, we took into account the fact that certain ships have been upgraded to increase the range of fire and enhance concealment (cruisers and destroyers). Two of such upgrades are available in the game: Gun Fire Control System Modification 2; Concealment System Modification 1. With the release of the new version, we'll be offering a 50% discount for all upgrades that can be installed in the same slot in place of the above-mentioned ones: Main Battery Modification 3; Secondary Battery Modification 3; AA Guns Modification 3; Torpedo Tubes Modification 3; Target Acquisition System Modification 1; Steering Gears Modification 3. This will allow players to sell the upgrade that was installed earlier to get a concealment or firing range bonus, and install any other upgrade without losses in credits. We'd like our players to feel comfortable in trying new tactics. Therefore, the above-mentioned changes coming with Update 0.6.3 will be followed by the possibility to selectively redistribute skills for several Сommanders free of charge and change any of the related upgrades. Both special offers will be available for 10 days from the Update release date. For the following ships, the normal firing range of the main guns was increased to make them more comfortable: Nassau: Increased the normal firing range of the main guns from 9,208 m to 10,820 m; Kaiser: Increased the normal firing range of the main guns from 13,308 m to 14,540 m; König: Increased the normal firing range of the main guns from 14,544 m to 14,990 m; König Albert: Increased the normal firing range of the main guns from 10,840 m to 11,860 m; Hermelin: Increased the normal firing range of the main guns from 7,790 m to 8,960 m; Dresden: Increased the normal firing range of the main guns from 8,110 m to 9,920 m; Kolberg: Increased the normal firing range of the main guns from 8,272 m to 10,080 m; Emden: Increased the normal firing range of the main guns from 8,920 m to 9,930 m; Kawachi: Increased the normal firing range of the main guns from 8,872 m to 9,880 m; Myogi: Increased the normal firing range of the main guns from 13,880 m to 16,950 m; Ishizuchi: Increased the normal firing range of the main guns from 12,900 m to 15,300 m; reduced the normal detectability range by sea from 16,560 m to 15,200 m; Mikasa: Increased the normal firing range of the main guns from 9,510 m to 11,820 m; Furutaka: Increased the normal firing range of the main guns from 11,790 m to 12,620 m; Kuma: Increased the normal firing range of the main guns from 11,235 m to 11,670 m; Tenryu: Increased the normal firing range of the main guns from 9,981 m to 11,240 m; Tachibana: Increased the normal firing range of the main guns from 6,720 m to 8,030 m Umikaze: Increased the normal firing range of the main guns from 6,720 m to 8,030 m; Isokaze: Increased the normal firing range of the main guns from 8,309 m to 9,730 m; Minekaze: Increased the normal firing range of the main guns from 6,927 m to 8,110 m; Tachibana Lima: Increased the normal firing range of the main guns from 6,720 m to 8,030 m; Bogatyr: Increased the normal firing range of the main guns from 10,335 m to 10,340 m; Krasny Krym: Increased the normal firing range of the main guns from 13,510 m to 14,040 m; Weymouth: Increased the normal firing range of the main guns from 9,763 m to 10,580 m; Chester: Increased the normal firing range of the main guns from 8,420 m to 9,240 m; South Carolina: Increased the normal firing range of the main guns from 10,218 m to 14,240 m; Wyoming: Increased the normal firing range of the main guns from 10,965 m to 14,380 m; New York: Increased the normal firing range of the main guns from 14,162 m to 16,400 m; Arkansas Beta: Increased the normal firing range of the main guns from 12,060 m to 14,380 m; Texas: Increased the normal firing range of the main guns from 15,580 m to 16,420 m; Albany: Increased the normal firing range of the main guns from 8,470 m to 9,170 m St. Louis: Increased the normal firing range of the main guns from 9,500 m to 11,320 m; Omaha: Increased the normal firing range of the main guns from 11,500 m to 13,830 m; Phoenix: Increased the normal firing range of the main guns from 12,463 m to 13,880 m; Marblehead, Marblehead Lima: Increased the normal firing range of the main guns from 12,650 m to 13,880 m; Fūjin, Kamikaze, Kamikaze R: Increased the normal firing range of the main guns from 7,620 m to 8,680 m; Mutsuki: Increased the normal firing range of the main guns from 6,927 m to 8,110 m. To improve combat effectiveness and make gameplay more comfortable, we changed the parameters of the following ships: New Mexico: Increased the normal firing range of the main guns from 13,580 m to 14,620 m; Colorado: Increased the normal firing range of the main guns from 15,180 m to 17,120 m; Dunkerque: Improved the characteristics of the ship-borne aircraft: Aircraft tier changed from VI to VII; hit points increased from 1,180 to 1,350; average damage per second increased from 45 to 51; Fubuki: Increased the normal firing range of the main guns from 9,054 m to 10,470 m; Akizuki: Increased the normal firing range of the main guns from 9,236 m to 11,330 m; Hatsuharu: Increased the normal firing range of the main guns from 8,436 m to 9,850 m; Shimakaze: Increased the normal firing range of the main guns from 9,810 m to 11,370 m; Yūgumo: Increased the normal firing range of the main guns from 10,050 m to 10,950 m; Grozovoi: Reduced the reload time for the SM-2-1 guns from 5 sec to 4.2 sec; increased the normal firing range from 10,330 m to 10,970 m; Z-52: Reduced the normal detectability range by sea from 8,100 m to 7,740 m. The increase in the normal firing range affects the ultimate firing range with all modifiers, including the Gun Fire Control System, upgrades and Commander skills. Fixed the operation of the Manual Fire Control for AA Armament skill on the following ships: Arizona; Karlsruhe; Prinz Eugen; Furutaka. Now the skill operates correctly. Economics Based on the analysis of collected statistics concerning profitability of all ships and having reviewed feedback received from players, we decided to adjust the reward system for aircraft carriers for greater consideration of individual achievements in combat. Now, fans of carriers who perform well in battle will earn more credits and XP as compared with Update 0.6.2. Now, fans of carriers who perform well in battle will earn more credits and XP as compared with Update 0.6.2. On average, a decent battle should bring 10%-25% more XP and credits as compared with the economics that was in effect previously while a poor battle should bring on average 10%-25% fewer rewards in XP and credits. Example performance results for a good and a poor battle: Poor battle: deal less than 30% damage to one enemy ship; Good battle: deal at least a total of 300% of damage; sink at least three enemy ships. Apart from that, we decided to increase the XP and credits earning ratios for the following ships: XP: Erie +10%; Black Swan +10%; Hermelin +10%; Hashidate +5%; Danae +5%; Karsruhe +5%; Emerald +5%. Credits: Hermelin +5%; Danae +5%; Karsruhe +10%; Svietlana +5%; Testing of New Ships The following French cruisers were added to the game client for testing by developers, supertesters and collectors (RU ONLY) : Bougainville, Jurien de la Gravière, Friant, Duguay-Trouin, Émile Bertin, La Galissonnière, Algérie, Charles Martel, Saint Louis, Henri IV and the Italian cruiser Duca d'Aosta. These ships are not available for purchase and research but players may encounter them in battle. Ship Appearance Changes We improved the appearance of Tier II–III Premium ships using a special technology for high-quality rendering of thin elements (mostly the ship's rigging). This correction will not affect performance. Albany; Smith; Emden; Mikasa; Tachibana; Diana; König Albert; Campbeltown; Aurora; Oleg; Katori. Fixed minor visual artifacts that were present at low and medium graphics quality settings for the following ships: Okhotnik; Anshan; Akizuki; Fletcher; Podvoisky; Des Moines. Dunkerque: Added practice guns to main gun turrets. This change will not affect the combat performance of the ship; Akizuki: Fixed intersection of a torpedo tube with the crane beam; Indianapolis: The Mk33 Director now works with the main battery guns. Reworked the visual display of armor for the following ships in the Port: Tachibana; Albany; Yūbari. Added a permanent camouflage for Ryujo: -3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking the player's ship; +30% to XP earned in battle; Camouflage cost: 1,000 Doubloons. Technical Updates Important! With the release of this version, we officially discontinue support of the Windows XP and Vista operating systems. Beginning from Update 0.6.4, these operating systems will cease to be supported by the game client. This decision is based on the fact that the operating systems have become outdated and are no longer supported by Microsoft. This will allow us to optimize the game client for a more convenient and faster operation on modern operating systems, and integrate new graphics technologies in the future.
