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TheOneAndOnlyGoldstein

Alpha Tester
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About TheOneAndOnlyGoldstein

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  1. TheOneAndOnlyGoldstein

    Wargaming, you suck at making money smart...

    ...and in the current context where you test the limits of how much can the community take, you're playing a dangerous game. I don't care in general about drama, both IRL and ingame, so take this post as an exercise in creativity what other things could you have done in order to make significant amounts of money, without causing sh!tstorms within the community. But hey, if you read and like my ideas, you can contact me for further negotiation. In the current context where all Community Contributors and a good part of the playerbase went on a frenzy due to the PR debacle, and the PR (as in Public Relations :) ) disaster that ensued, we can read the writing on the wall that you are desperate to make money, and for sure Sub_Octavian and Conway were stuck to juggle a bunch of hot potatoes with one hand tied behind them, because it's obvious someone at the Wargaming main HQ needed extra shekels, they had some targets set by the executives, probably SerB needs another paintjob for his yacht anchored in Limassol, or Victor wants to buy himself another Maybach...but regardless. Some of us already discovered the cheap way of getting the Puerto Rico (for further info, pm me and we'll negotiate), but the underlying tactic and the fact itself that PR costs more dubloons that you can buy in one go on the shop surely pissed some people off, and for a good reason. It's nothing bad per se, from a business point of view, to sell a ship, regardless of tier, regardless of class or performance, but there is such a thing as a bad price point, and that without a doubt was the major aspect that pissed off a lot of people, particularly collectors who are quite a few part of the playerbase. While I may not have insider data on sales figures, my business intuition says that ships are selling quite well outside of periods where there are loot crates in the shop (Black Friday, Christmas, Halloween etc). At the same time, WoWS has plenty of premium ships that are not sold via the shop, and quite a few that can be achieved only via loot crate drops. Well, this brings an opportunity, as an example, of something that also engages the community while also making money for the devs: paid campaigns. 1. Introduction Let's present an alternate campaign that would have left the Puerto Rico be the "end" of it and the grand prize. Participation is optional, but you can sell access to it for, say, €8, just access, and you also have a premium option that gives you a head start (giving you campaign-specific currency) to the grind towards the Puerto Rico, for something like, say, €30, or their dubloons equivalent. Duration? Let's put the duration at 30 days; not too short but at the same time not too long, to encourage some grinding but also not squeeze the participants in terms of time, particularly in a period like the winter holidays, to prevent situations like the current one where you need 48 hours in a single day to finish each directive in the allotted time recommended by the devs themselves. 2. How does it work? The current dockyard can be kept, but the baloney with the current stupidly hard directives have to get scrapped; the shipbuilding tokens can stay, because this campaign as it was envisioned needs its own currency. The premium boosters ideally would have to be scrapped, but in order to sympathise with Wargaming's need to make money, they can sell temporary boosters to earn more shipbuilding tokens, but the boosters would last something like 2-3 hours tops, and the income multiplier would be good enough to make it worth buying, but at the same time not something that can be bought over and over again to power-level through the entire grind. Let's say, an arbitrary cost of €5 dubloons equivalent I personally consider to be a sweet spot. As a progression metric through the campaign, let's implement a typical level system; considering the duration of the campaign, let's say level 20 should be suitable as the end. The dockyard reflects your progression towards constructing the Puerto Rico. Progression through the levels happens by just playing the game with the campaign bought, however there is a catch: to unlock the mission chains (which will be explained in the following paragraph), you'd need to progress to earn tickets, which are placed at certain points on the progression scale towards level 20. However, at level 1 you definitely get a ticket, another would be, say, at level 3, and the last one would be at level 7. In order to progress through the levels, you'd need to pay shipbuilding tokens. Levels 1-10 would start cheap and get successively moderately expensive, while the price for levels 11-20 would cost more than level 10 but stay like that until the end. Ok, how do we earn shipbuilding tokens? Campaign-specific mission chains. As mentioned before, the system of buying construction boosters of any sort is scrapped. I thought of several ways of getting the tokens: Just playing the game (this will be expanded on later) Campaign-specific repeatable missions/challenges (similar to current combat missions/challenges) Completing mission chains Buying/winning them via events (here we let Wargaming their opening to make some money) 3. How do you earn coins, again? (Expanded explanation) First, by just playing the game, there will be a system in place that will favour everyone playing, while not making the grind particularly arduous. Both playing PvE and PvP would net you coins, but the best method I came up with was first earning coins based on time participated in battle, second being winning a game multiplies your coin income for that match, and third player performance (extra coins if top 2 in PvP or top 1 in PvE). Third way does not stack with the multiplier. Second, repeatable missions could be the same as the ones we have now, they are a nice but not particularly high income source of coins, something which can be done while playing without the player focusing specifically onto them. Third, and this is the major source along with the first, completing the mission chains unlocked with the tickets. These I thought of them as being somewhat similar to the directives we have ingame, but conditions can only be set for the entire mission chain, eg. play German ships, or play a certain class, or play a certain nation's class, or play with ships that are under or over a certain caliber. For this specific scenario with Puerto Rico I would have considered 2 such mission chains, where the total shipbuilding token would not exceed 50% the total number of shipbuilding tokens needed to progress to level 20 and get the grand prize. The missions themselves would not be easy, and there would be several per chain, examples being but not limited to: causing a set amount of damage, killing a number of ships, killing a number of ships per match, racking up a number of potential damage, causing fires, destroying modules, creating flooding...however hard but not impossible to achieve in a reasonable amount of time. In circumstances where you may not have the right ship, or one may be considered too hard for you, said sub-mission can be skipped by paying tokens, but I would personally advise against this. The mission chains themselves are still optional, but to reiterate, the main coin source is still just playing the game, but the mission chains are a significant bonus that should be taken into consideration. I'd say a ~1700s pr player with 52% W/R can get both mission chains done and earn enough tokens to unlock the Puerto Rico. 4. Did you just say let WG sell the shipbuilding tokens? I know I'm going to get hate for this, but I say yes, allow Wargaming to sell the tokens, but it is not mandatory. Now if Wargaming were to implement this, they have several smaller avenues of income within the campaign to not rely solely on the money received via campaign pack acquisition. The most sensible thing would be to sell them as part of the premium access and make some more money via the timed boosters mentioned in the first paragraph of chapter 2, but as I do not and may never have access to Wargaming's internal data, I don't have the info required to gauge their targets in terms of income and what income avenues may need to be explored. 5. Ok, so what's in it for us, players, in the end? At the beginning of the post I mentioned how Wargaming sits on a lot of premium ships that aren't sold via the shop or accessible only via loot crates; on the way through the progression towards level 20, what can be done is to but premium ships on the way (just like in the current event with Gorizia), or premium stuff like flags, or modules, or resources, or camo (both consumable and permanent) so that even if a person does not finish the campaign and does not get the grand prize, they still earned something considered worthy. What this achieves is customer satisfaction and retention, it makes the customer feel engaged, it makes him feel that he's progressing, and most importantly, he doesn't feel screwed over. Sure, I am well aware Wargaming is definitely not going to make that much per customer on a micro scale like ripping off some whales €200 to buy the Puerto Rico, but on a macro scale the engagement of the playerbase (CCs included) would make them much more money, as well as cultivating a good relationship with the playerbase (as long as campaigns are kept doable by moderately skilled people in reasonable time, not impossible and stupidly grindy like the current one) but also this enables promotion outside of the community for new people to come in, as the playerbase is buzzing, the CCs are buzzing, and word travels faster than anyone can tell. Such event can be redone later for another ship, in a similar manner, but as long as the base recipe is respected, it would be a win-win for absolutely everyone involved in WoWS, and the system can also be exported to WoT and WoWP with some tweaks, not to mention other platforms like the consoles.
  2. TheOneAndOnlyGoldstein

    BBH Big Bug Hole

    Gotta say it is amazing to fail your way in co-op and in co-op the bots are pretty much tunnel vision fighters (though sometimes I met real players do worse than bots)
  3. TheOneAndOnlyGoldstein

    Musashi Lovers Appreciation Thread

    For people that got it: learn to bow tank for the love of God
  4. TheOneAndOnlyGoldstein

    Brief review of ranked.

    tbh this is mild compared to the last tier 7 ranked, where playing decently a Belfast meant auto-win
  5. TheOneAndOnlyGoldstein

    A solution to all issues - Double Random games

    Good idea, but WG will never allow it to split the population this way, seeing how many months people in WoT complained to have the option to shut off some game modes which were either won or lost depending on which side you spawned on.
  6. TheOneAndOnlyGoldstein

    Manipulation on world of warships gameplay

    "Every battle is won or lost before it's even fought" - Sun Tzu
  7. TheOneAndOnlyGoldstein

    About FDG T9 BB.

    Let me just say that FDG is the Mercedes that prepares you for the extended wheelbase Maybach the GK is
  8. TheOneAndOnlyGoldstein

    Split IJN BB line at Amagi and add Musashi and A-150 Super Yamato

    So Musashi got implemented for tier 9. Haters will say that I was not a prophet.
  9. TheOneAndOnlyGoldstein

    CV Hotfix working as intended...

    Tone down your arrogance, you're not the only guy and the fate of the match does not rely entirely on you to talk that way.
  10. TheOneAndOnlyGoldstein

    CV Hotfix working as intended...

    You're playing at night, everyone knows tomatoes fall asleep around 22-23 and suddenly the quality of games goes up.
  11. TheOneAndOnlyGoldstein

    My Thoughts playing with the hotfix

    Unpopular opinion: you're not supposed to get 200k damage (maybe 150k but that being a good game) because your gameplay style is the complete opposite to any other ship, even a sub, in the game: rest have to risk themselves to be in position while a CV sits nice and far away from any harm (not even CV sniping because CVs right now have auto fighters, AA and flak) throwing planes strapped with weapons again and again. All the tears of the hotfix, particularly from tier 8 and 10 CV players show that you enjoyed the 3 days of infamy while the rest of the playerbase had to endure not killing any planes, be permaspotted or outright made obsolete (like DDs that got reduced from spotting, capping and area denial to just be fast cap boats) while ships that were traditionally good in the AA field (French cruisers, American BBs) ended up making tens o thousands of plane damage but barely any kills.
  12. TheOneAndOnlyGoldstein

    Fix Atlanta AA please

    Why Atlanta's AA sucked [edited]is because with 0.8.0 the vast majority of AA damage was shifted to RNG-reliant flak bursts, and right now after the hotfix this has shifted to be more 50/50. Yesterday in my Amagi I barely killed 2-5 planes in an entire match, right now I even kill 20+ and most kills are done by AA not by flak
  13. TheOneAndOnlyGoldstein

    Funny and sad game situations shown with map screenshots.

    Except as a BB to rush into cap is suicide because then you'd get shot, torpedoed by DDs and by the CVs at the same time. BBs at start are fire support platform that fire upon on ships posing dangers to ships that cap (DDs mostly) such as CAs and sometimes even fire at other BBs.
  14. >pushing is now a group effort Right, because that goes so well in randoms, especially during weekend, not like we haven't seen how forcing group play by making a certain class OP ruined WoT at one point
  15. TheOneAndOnlyGoldstein

    CV Hotfix working as intended...

    The hotfix IS working as intended, as it was so fun and engagingTM for me to play these last few days where I got torp'd from a distance of 1km, unable to do anything, AA being completely useless and reliant on the flak RNG machine and dealing tens of thousands in plane damage but 0 or nearly 0 plane kills. Hakuryu was absolute cancer and it deserved the nerf considering that its torp squadrons did an amazingly better area denial job than DDs, plus I still get torp'd from 1km distance, however this time I do have a chance to not eat the entire salvo due to the modified arcs. EDIT: Now in case of the tier 4 and 6 carriers, yes, they are underwhelming, but the way I see it it would be an easy fix to up HP values in planes and give torp bombers one more torp, or slightly increase the damage of that one torp they are dropping, also limit MM depending on their tech level while giving new planes as module upgrades (say you have a stock Hosho, you can't get thrown in matches against tier 5 without having at least one type of tier 5 planes, same for the rest of the remaining CVs) You people forget that CVs in this game fight exactly like artillery does in WoT, in other words being able to cause you damage without them incurring any direct damage either, no risk whatsoever. Even submarines would have been a more suitable addition. Why? Because in order for a submarine to cause damage, it would have to expose itself as a vessel to harm from one source, whether it would be depth charges, or fire from other ships; CVs instead sit at a distance pushing out squadron after squadron of planes. The current gameplay is a step in the right direction, and it is a system that's mostly done and good. As seen here people complain about how torpedo bombers were nerfed, but nothing about the rocket attack aircraft nor dive bombers. Dive bombers are no longer 100% dependent on RNG, not even in majority dependent on RNG, and so do the rocket bombers: just the rocket spread varies slightly. Also, another thing that the "old school" carrier players miss is that this time their team is also more dependent on their spotting, which is a thing I rarely see being done.
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