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Everything posted by Carnotzet

  1. Looking at these pictures, it looks like they will all be equipped with torpedoes, except t1-2 (even if in low numbers for some ships), have AA on the weaker side (not many guns showing on deck, but can't be sure if the ships are stock or not). Moreover, the line turns into CA's at T7. As for their special trait, hard to tell for now, but they could very well have engine boost if datamining can be trusted.
  2. British cruisers sneak peek

    Well, it seems that RN cruisers are a reality after all, even though it's only a sneak peek. I'm sure we will get our own official announcement soon. http://worldofwarships.asia/en/news/common/british-cruisers/ http://worldofwarships.eu/en/news/common/uk-cruisers-coming/ EDIT: added EU official link
  3. Some interesting info around the world

    READ FIRST : In order to keep this thread as clean and readable as possible, please discuss this post or any previous or following news post in the appropriate thread found HERE. Latest Q&A (18 August). Source. 1. [Long question regarding Arkansas' lack of AA] In brief: Why does Arkansas lack AA? She gets slaughtered in battles with two CV's on both sides. A. Because it is her weakness, which is counterbalanced by the fact she has access to all upgrade slots. However, regarding CV's at low tiers, you are correct, there is indeed a problem. We are looking into it. 2. Why isn't there a permanent camouflage for Udaloi? Will she get one? A. We did not find the time to create it yet. It is planned to be added in 0.5.11 though. 3. When will Polish national voice-over be added? A. In 0.5.12. 4.a. When will you improve CV's interface? A. We are working on it. Truth be told, this task is far from being an easy one. 4.b Will you add new CV branches? A. In the short or medium term, we will not. We have some long term plans though, but it is still too soon to speak about them. 5. Why aren't there any heavy cruisers in the British cruiser line? A. It is the concept we have decided for that line: light cruisers. We will add heavy cruisers as well, but at a later date. Some of them may also appear as premium ships. In brief, do not worry, the completed "British tree" is planned to be interesting and diverse.
  4. Actually, there isn't much in the latest Q&A. That is one the reasons I've decided not to translate it. I don't have enough time on my hand to translate every single question asked to the developers, and, more often than not, several questions were already asked a million times before. That is why only a couple of questions appear in my news posts. That being said, if you find an interesting post, or question or one you would like to be translated (because you're not sure of the exact meaning though Google translate), feel free to pm me and I will help if I can. Back on topic, in this Q&A, there really isn't much info. Some info about devs planning to fix the spawns on Strait (so players are more equally split between North and South positions), the implementation of anti-aliasing (but no clear release date, only that they're working on it), and devs not wanting to add PT boats to the game (since they fight on a whole different level - they wouldn't have the combat capacity to fight against some of the ships in game)
  5. The original post is this : Source Literally speaking, he says that "We think that it would be best if there were 3-4 DD per team, 5 at maximum. 6 would be too much."
  6. Some interesting info around the world

    READ FIRST : In order to keep this thread as clean and readable as possible, please discuss this post or any previous or following news post in the appropriate thread found HERE. According to this post, Soviet battleships are planned to be added next year. Now, we don't know if it concerns a full branch or only a few premium ships (even if the formulation seems to point at the former). Please be cautious when taking this information for granted since plans can always be altered. It is but one statement made by one developer and is not to be taken as an official announcement. I know how plans for new branches can get people all worked up (especially when the new branch happens to be a Soviet one) so please don't jump the gun and start a flame war for nothing. Besides, we have no information on the other branches WG is planning to release next year. Thank you.
  7. Some interesting info around the world

    Quite uninteresting Q&A today (12 August). Really, only one question I thought was worth translating. Source 1. How will the tanking functionality work? With shells and torpedoes? A. Currently, the mechanic is as follows : your ship has a "virtual" circle of 700 meters (test value) around it. Every shell and bomb that fall in this circle, and every torpedo that run through it are calculated in the tanking statistic. Your ship does not need to be visible or locked by an enemy for "tanking" to register since, after all, blind firing exists. If objective motives arise and compel us to redo this mechanic, we will. So far, taking into account the data we have collected for two versions, it looks good.
  8. Hello everyone, hope you're still enjoying those little Q&A's sessions. I don't have as much time to translate as before so don't be mad if I can't keep up with all the news. I'm just passing here to add a question I forgot to translate from the latest Q&A and that could interest some of you. Enjoy.
  9. Some interesting info around the world

    Latest Q&A (10 August). Source [Disclaimer: please be reminded that the following information comes from the Russian-speaking community and thus certain information may not apply to other clusters.] 1. My question concerns the latest collection of data regarding spotting and tanking. More particularly tanking. Is it possible, technically speaking, to monitor conditions where a player is tanking? In other words, do evading volleys at the border of the map and maneuvering between four battleships have different weights that come into the calculation of tanking? If so, will they be rewarded differently? A. At the moment, it is not possible, but, according to our data, players who are more active during battles receive more tanking rewards. If, in the future, we see an urgent need to do so, we will add logging conditions. 2. It's no secret that a large part of the community is waiting for clans (in one form or another). We know that it's being worked on, etc., etc. and that it will be released someday. So I wanted to know what department is assigned to this work and what parallel work (maybe more important tasks than clan functionality) they are assigned to? A. It is in the hands of the team that is in charge of what we call the metagame (economy, ranked battles, team battles, etc.), together with colleagues from Minsk who are working on clans and the global map in general. We plan to present their work to the players before the end of the year. We will try really hard to. 3. Where is the long-due armour visualisation feature? A. It is nearly ready. We will make some final changes and will try to release it in one of the next few updates. If you recall, we promised we would release it in 2016. There is still time until then. 4. Not so long ago, you explained that developers are happy with how fire mechanics are working. One of the arguments presented was that cruisers need to have a chance against battleships. I concur but my question is not about that. If we take into account the fact that cruisers need to have a fighting chance against battleships, then what about battleships who get burnt to the ground by invis-fire? If you want, we can discount firing from smoke. Even then, what can a battleship player do when a cruiser fires on him from stealth? Since he cannot catch him, he doesn't stand a chance. A. The situation you described is indeed possible, especially in 1v1 duels. On the other hand, a battleship can also remove more than half the HP's of a cruiser in one salvo. Currently, we do not think invis-fire is harmful since it requires a very specific build (which makes the ship weaker in other areas) and cannot be used very often in battle when there are many players. Regarding fires mechanics, since you asked, I will answer the question in details; I know there are many players interested in this matter that believe fires are more deadly than what they actually are. This is often the case with battleships captains. As an example, let us take tier 8-10 battleships, since it is a widely discussed topic. 1. Battleships popularity in general The statistics regarding the RU-cluster from January to July show that battleships popularity is stable and even slightly increased. If we take all standard battles played on the cluster during that period, battleships representation increased from 32.9 to 35.1%. Thus, they make up slightly more than a third of all ships. There is no reason not to expect a slight increase in popularity with the release of the German battleships, or, more accurately, there is no reason to expect a decrease at least. 2. Battleship damage distribution (damage received) During the last 30 days, battleships largest source of damage received comes from AP shells (42% - 45.6%), torpedoes plus flooding (19.9% - 20.2%). HE shells account for 16.8% - 17.8% and fires, 14.5% - 17.6%. Also remember that citadel damage can be healed by 10% (that is of course damage from AP shells and torpedoes direct damage), damage to the superstructure, stern and bow by 50% (here we can also add damage from HE shells and bombs), and damage from fires and flooding can be fully healed. That is why a badly damaged battleship can withdraw from battle to heal up and come with as much as half of his HP back. 3. Combat effectiveness Regarding the potential for dealing damage, battleships do not disappoint, combining the roles of damage dealers and tanks. Their concurrents are carriers and in about every category, there is a tough fight going on between these two classes regarding who is the best. Destroyers and cruisers, which, according to some players, burn the poor battleships and flood them under waves of torpedoes cannot even dream of dealing that much damage. Moreover, according to those same players, battleships are easy food for these classes since they have a lot of HP on which to feed. Regarding winrate, battleships are about the same as other classes. Their AA is normal (only cruisers are above them because of their barrage ability). Survivability (% of battles in which a ship has survived until the end) for battleships is considerably higher than for cruisers or destroyers. 4. A very brief summary Battleships are played. Battleships survive. Battleships inflict damage. Battleships are a good and useful class. If we were to buff them, by increasing their survivability (especially against fires and HE shells), they would be overpowered. Our game would become World of Battleships. And that is bad. 35.1% popularity, we can live with that. But it is bordering on being too much. So, if we were to follow players' suggestions, we would have to nerf them in another way. If they had a better survivability, we would have to nerf their damage for example, and according to our experience, such change would not be well received by players. That is why we do not plan to make any considerable changes to battleship balance or to fire mechanics. Edit: added a question I forgot. 5. I once asked if you thought that Moskva was performing too well. You said no. I also asked the same question about Khabarovsk. So, here's my question. You plan to nerf Zao, but you don't see any problems with the overperforming Moskva. Even Yamato cannot pen its bow. Please tell me, is it a coincidence that a nation with such a mediocre fleet, of which half the branch is paper ships perform so well? A. Cruiser Moskva and destroyer Khabarovsk have one characteristic in common: they are nearly ideal to fight against their pairs. On the other hand, they also share a common disadvantage: a high detection range. It is easier to avoid 1v1 duel with them than it is with other ships. And firing on them is the same as with other ships. Moskva is easily (and more importantly, more constantly) damaged by battleships and Khabarovsk, by cruisers. We can say that these ships have a very distinctive role and a very distinctive disadvantage. They are bullies, who can give their pairs hell but who can be easily taken down by the "adults" (by the class above). In the current gameplay, we do not see the necessity to nerf their characteristics. Improve their concurrents, that is entirely possible.
  10. Some interesting info around the world

    Latest Q&A (9 August). Source 1. When do you plan to start the next season of Ranked battles (fifth one)? A. I cannot say yet, but it is certain we do not plan to take out Ranked battles for long. Follow the news. 2. I understand that you are trying to hold back the release of the new branch until the Gamescon but, for now, the patch looks a little but thin (except the new branch and the suppression of failed division). On another topic, are you happy giving players so many updates so often? A. In addition to the release of the new branch, the suppression of failed divisions and other positive changes, patch 0.5.10 will bring: Statistics for each individual ships directly in the client; New data (spotting, tanking, damage to spotted enemies); New log for sunk ships (that which is above the minimap); Update concerning the crit ribbons; Improved game sounds, including a very interesting solution for the sound of radar and hydro consumables; Greatly improved Fault Line and Two Brothers maps; Improvements for new players (changes made to tier 1 ships); Adjusted settings for the Cyclone even and Domination mode according to players' wishes; Removed friendly fire from secondary guns, again, according to players' wishes. Optimisation of several interface operations; Put in order BB's shells normalisation; Added colour filters for those who need it, including the players who are colour blind. If you add up these changes with the release of a new branch, patch 0.5.10 does not look that bad. Regarding the patch release cycle, the three-week cycle we are currently working with allows us to quickly react to changes made to the game and to your suggestions. We are aware that it has its flaws too. But, as far as we are concerned, we believe it has more ups than downs. We will try to release more content, but not at the expense of quality. We will also work on reducing the updates size. 3. Regarding the new high tier German BB's, doesn't it bother you that Friedrich der Große has 84'300 HP and Großer Kurfürst only has 3700 more HP (88'000)? A. We plan to increase it to 105k. It is not necessary to discuss the combat capabilities of unreleased ships. EDIT: added one question from the previous Q&A which I found could be interesting for some players. Bonus. Do you have any plans regarding Baltimore? It isn't a secret to anyone that, according to statistics, she's the worst performing tier 9 cruiser? A. In the very near future, she will receive a buff from the shell normalisation changes we wish to introduce in patch 0.5.10. In a more distant future, we plan to implement other changes to underperforming ships, including Baltimore. For now, unfortunately, I cannot say anything about it.
  11. Some interesting info around the world

    Latest Q&A (4 August). Source. 1. Lately, it is not rare to see team compositions such as this: 1-2 CV's 4-5 BB's 1-3 CA/CL's 3-5 DD's Are you happy with such differences between classes? Can we expect any buffs to cruisers? A. Well, this is not entirely the real tendency. However, it is true that BB's have become more popular lately. It is also true that certain cruisers need some balance tweaks. Although I cannot share any details, they are planned for the next few updates, that is, after 0.5.10 though. 2. Do you plan to add new alternative branches to already fully released trees, such as different types of IJN DD's or BBV's? A. We have plans for several alternative branches. This way there still will be more diversity for certain nations/classes. 3. Is it true that developers have abandonned the concept of rock-paper-scissors? A. As I have already written more than once, we have not abandoned the concept, even though it is not 100% followed. If we followed it to the letter, for example, rock would always beat scissors, without compromises. However, in the game, a BB can stand up to a DD, a DD to a cruiser and a cruiser to a BB. Even if it is quite hard. So, when we are talking about this concept, we are not talking about applying it to the letter, but more like which class is at an advantage against another one.
  12. Some interesting info around the world

    News from the latest Q&A's (I have been busy so I'm lagging behind). First series (2 August). Source 1. The current economy (how credits and xp are earned) encourages passive gameplay for BB's, especially in Ranked battles where passiveness helps to keep a star on a defeat. Are you happy with this situation? A. No, we are not, it is not an enjoyable situation. We do not like it as well. That is why in the next few updates we plan to rework the economy system by rewarding more teamplay actions. 2. Are there any plans to introduce flags, upgrades or skills that increase radar (duration, distance)? A. We do not plan to but the idea is interesting. I will send it to my colleagues. 3. Will you give players the possibility to add cosmetic decorations on their ships? A. We are actively examining the topic. We would really like to. We plan to complete work on patch 0.5.11 and then quietly start working on prototypes of decorations. Second series (2 August). Source 1. Why do CV's torpedoes not change when going up tiers? After all, DD's see their torpedoes improve, but not CV's? A. Because CV progressions is about planes, in this case TB's that carry torpedoes to their objective. They become faster and stronger. If their torpedoes characteristics improved as well, they would create an absolute hell. 2. Why is Tirpitz's secondary batteries range only 4.5 km and Scharnhorst's, 5 km? (and other tier 7-8 BB's, 5 km as well). A. For balancing reasons. You have not seen Bismarck's secondaries yet. Third series (2 August). Source 1. Do you plan to add the fire resistance to ships info cards? A. It is planned, yes. I very much hope we can add this useful improvement into one of the updates. 2. I saw on the forums that British cruisers are coming this year. I take this opportunity to ask you if, per chance, you haven't discussed about adding HMS Ulysses? Is there any hope? A. Was it you who told me about Ulysses quite some time ago? Thank you very much since it motivated me to read that wonderful book. We discussed this question with my colleagues. They like the idea in principle but it will be not subject to a fast development. We will tray to find a way to make it work. There is hope, even though it is small. 3. How many Super league battles (Rank 1, tier 10 battles) were fought during last season? A. Only few dozens on the RU server. The experiment paid off: we will not bring the Super league in its current form. It will come back in another form, we will try to make it more popular. 4. You have already released and will release tier 6-7 premium BB's from the British, USA, German and France nations. Couldn't you think about adding a tier 6-7 premium soviet BB before the end of this year? A. Before the end of the year, unlikely, but, generally speaking, it is planned. Fourth series (3 August). Source 1. Do you plan to change cyclones in the near future? A. Cyclones will be improved and further developed. You can expect a small set of changes as soon as patch 0.5.10. 2. Regarding invis-fire, do developers think this kind of mechanics is adequate in a game about warships from the first half of the 20th century? If not, can you share some info on what you plan to change? A. Yes, such mechanic has its place in a game about warships. It became more easy to do since improvements were made to the minimap. But generally speaking, it is a useful feature. On the other hand, we are not happy with the state of certain ships. For example, there may be changes coming to Zao and other high-tier cruisers. Some of them needs some improvements, others are just too strong. 3. [Question about spotting, tanking, etc.] A. We are currently working on earnings for spotting, damage done to spotted ships and tanking, it is planned to be available in one of the next few updates. Moreover, in patch 0.5.10, you will already be able to see those figures in your statistics. 4. Do you plan to make that torpedoes have a chance to bounce off the armour, just like it is the case with shells? A. Technically speaking, it could be done, but such mechanic is not needed in the game for now. 5. Since CV's dominated high-tier games, you decided to limit their numbers to one per team. However, you didn't touch the limit set for tier 3-5, where ships have practically no AA to speak of. This also raises the entry level for BB's, who are rusty buckets at lower-tiers and just food for CV's. What do you think about CV's at tier 3-5, about the AA ships have at those tiers when facing two CV's, and about the high entry level for BB's in general? A. We are aware of both problems you speak of (CV's at low tiers and BB's at lower tiers). We will take measures to fix them. Regarding CV's, limiting their numbers will not necessarily help. The limit we set for high tiers was done so as to not have CV's of different tiers fighting each other. The fact that it also helped other classes is an additional benefit. However, we would still like a better distribution of CV's across battles. Generally speaking, I mean. Regarding BB's, first and foremost, the problem arises because new players are confronted with the controversial comfort of tier 3-4 battles. Especially when it comes to the shooting. We are not just thinking about these issues, but working on concrete solutions. It is important to remember that these issues cannot be easily solved by, for example, adding +20% to a characteristic. In this case, we need to tread carefully.
  13. Some interesting info around the world

    Here is the rest of the text. source [Disclaimer: please be reminded that the following information comes from the Russian-speaking community and thus certain information may not apply to other clusters.] Economy Even though it is easier and faster to get credits in our game than in other companies' games, there are often complaints about the economy. The situation improved through the whole year with us balancing ships' incomes after the release, beginning with the addition of credits and xp for capping points. From Spring until now, there is a special discount on repairs. We are thinking about implementing it permanently or keep it until we introduce other changes that would increase the amount of credits earned. However, we still must examine this issue carefully. We want the economy to be accommodating enough for the game to be comfortable at every tier with a premium account and for players without a premium account to have to farm credits at lower tiers from time to time. Secondary batteries We received complaints that secondary batteries are slightly too weak and are acting weirdly. We have added several upgrades, flags and captain skills that improve the secondary guns situation and makes them more deadly against enemies. And in cases where you just did not killed you enemy, these batteries can help you. There is still room for improvement but we have to do it right or we will end up with "World of Battleships". Customer service [since this concerns only the Russian server, I have decided to skip it] Chat moderation At the beginning of Closed beta, there was a tacit rule in every battle "If you are afraid of being sent packing, do not go on the internet". When discussing the issue, the obscenity filter seemed like a considerable limitation. Unfortunately, it was necessary to prevent players from insulting each other. What are we doing? All chat logs are automatically uploaded and analysed, and if a player insulted another one, he receives a chat ban. The same effect can also be reached with the reports we get from players, but, in this case, it is the players who decide whether or not they feel insulted. In the future, we would like to crisscross this system so that, for example, players who rage at themselves in chat do not get banned. Moreover, we do not analyse division chat or personal messages. In addition to that, we will soon implement "component" bans, i.e. a chat ban will be divided into port, battle, personal and division. This means that a player who received a chat ban will still be able to write to his friends and division mates. There have been many complaints regarding the severity of the moderation of port chats. Not long ago, we loosened the rules in that regard, which had a positive effect on communications. We will continue asserting the situation and will try to limite the cases where our rules impede on healthy social interactions. Site moderation I very well know that it is not very clear. We remove posts that violates the rules but, at the same time, players do not always know what rules they violated. They then ask about it and such posts fall under another rule violation. After that, they get banned. The system is not logical. That is why in the near future we will update the forums and add notifications that will explain why a player's post has been removed. After that, we hope that the system will be transparent enough and that we can think about ways to improve it. Karma system It now has been quite a long time since we first introduced the karma system on the forums and in the game. And if it meet our expectations on the forums (good posts receive positive karma and bad ones, negative), this system needs improvement in the game. It was supposed to be some kind of an indicator of social adequateness but in its current state, it does not fully fulfill its tasks. Especially in those cases where players report the top three players on the opposite team. We will have to fix this. Unreleased features There are two things that players often ask to be added into the game: replays and module depot. What is being done? At the moment, we have added a "technical" version of replays into the game. What needs to be done? Implement the replay functionality at a proper level of quality. We have already started working on this. We need to allow players to manage their upgrades. Achieving this by adding a depot or by another more convenient feature, that is the question. Team communication There have been a lot of requests for better team communication tools. What have we done? We have added quick chat commands, and voice chat in the latest update. What needs to be done? We need to improve and expand communication functionalities while taking your feedback into account. Teamkillers There were a lot of complaints about teamkills and that the current system do not work. How it was. For quite a long time, players could teamkill extensively (they had to sink three or four teammates or deal an extremely high amount of damage to them) before the mirrored damage system would kick in. What has changed? Now, the mirrored damage system kicks in nearly instantaneously - after a players sinks his first teammate or if he inflicts a low amount of damage. Moreover, teamkillers receive x10 mirrored damage and only inflicts 10% damage against teammates (those numbers are not entirely accurate, unfortunately, since I do not have all the data before me but they are about right). That means that teamkillers become nearly instantaneously harmless to their teammates. What still needs to be done? Add an automatic ban to serious offenders. There is already a punishment system but it is operated by hand and only once a week. We would like it to be instantaneous, but, in any case, it is always minus one player for one team, which is bad. Bots and AFK players There are some complaints about this issue as well. We already manually punish players that display such anti fair-play behaviour. However, we would like to improve the system, making it faster and automatic. Updates size Our updates are quite heavy. Taking into account that they are release about every three weeks, many players are starting to get annoyed. We have started to work actively on reducing the size of our updates and hope that in time, it will make the life of our players easier. Gold and doubloons unification For now, we cannot implement this feature because of technical limitations. However, we believe that we will make some progress in this matter and, hopefully, this year. At the minimum, we would like to give players the possibility to transfer their currencies from one game to another, in the case of players who have stopped playing one of our games and would like to play another one. Too few ships and nations There are complaints that the game have too few ships and nations. This issue can only be solved slowly. The reason for this is the work needed to create high quality models. Since the release of the game, we have added German and Soviet ships and are about to release German battleships. We will also add British ships this year. We will then gradually add ships we think are interesting to play and beautiful to look at. Communication between developers and players We have done a lot of work regarding this matter. Since this post is quite long, I will be brief: added comments on the portal; shared with players our plans for the year and since recently our patch notes do not need to be edited anymore; implemented a three week system for the release of updates, which allows us to add changes and solve problems quicker, and also make every version more stable; restructured the forum several times; started to rework the forum so as to make it more user-friendly (we will soon release the first patch); added surveys in game; established regular streams where players can ask questions formally and more entertaining streams on "Корабли TV" where players can discuss with us more informally. And it is far from being all we have done. As a final reminder, please do not forget that a lot of these features and comments concern mainly the Russian server so do not get upset some things seem different in this text than what you can experience on your server.
  14. It was tested on the Russian server. I have written a news about it some time ago. "1-28 July : +100%credits earned in battle for ending up in the top 3 experience earners (tier 4-8,coop mode only) (can be earned several times)"
  15. Some interesting info around the world

    [by the way, I am sorry I am not really active these days since I have a lot of work and thus cannot really focus on WoW's translation for now] [Disclaimer: please be reminded that the following information comes from the Russian-speaking community and thus certain information may not apply to other clusters.] Back to the topic at hand. source On Saturday Vallter_ was asked what problems he thought the game has. The following thoughts are his own only and may differ from his colleagues'. They also do not define the priorities the team is working on, even though his opinion is taken into account when defining those priorities. The problems cited below are not listed in any particular order and were written as Vallter_ recalled them. Matchmaker They were a lot of complaints about the poor matchmaker. Especially at higher tiers. There were dozens of such complaints on the forums. In patch 0.5.8, we finished rewriting the matchmaker from scratch, which helped solve some of the issues associated with it, namely: top ships and pre-top BB's not being mirrored; classes being somewhat unbalanced between teams (6 DD's in one team against 2 in the other). In patch 0.5.9, we solved the nation balance problem and the balance of top CV's (unfortunately, we only solved it partially and will soon fix it). We also reduced the MM spread of low-tier ships, which is now set to +1. What will still be done in the near future: we will think about further improving balance between nations and limiting the differences in classes between both teams; we will solve the problem regarding fail divisions. Many players ask for a ±1, but under the strict rules of the current matchmaker and the content currently available, we would see rather monotonous battles taking place. We will thus postpone this, but I am aware of the complaints regarding this matter and will keep them in mind. Ranked battles Ranked battles are a complex gamemode. It is the source of a lot of emotions, however not always positive. Especially after a series of defeats. Especially if you worked your fingers to the bones. That is why we try to improve ranked battles each season. What we have done: removed a star loss for the best player on the losing team; shifted the battles to one tier lower, so during ranked seasons it is easier to unlock new ships; changed the rewards and added new ones; changed irrevocable ranks so that players are not stuck in a league which is too hard for their "skill". We also made many less important changes. What still needs to be done? Opinions differ about this. We analyse the feedback we receive, there are a lot of ideas. When we will be ready to present at least a near final list of improvements, we will show it to you so you can discuss it. At the minimum, we need to implement the new matchmaker into ranked battles, so battles are more balanced in terms of classes and tiers. We also need to think about different ways to inform players earlier, especially concerning the changes in tiers in each season. Use of prohibited mods Many players complain about this. And it it understandable: losing because of "skill" is alright since it is always a reason to try to get better. However, losing because the opponent has an advantage that is not part of the game gives a negative feeling. Moreover, the most annoying thing about this is that skilled players are often wrongfully accused of being cheaters. After all, it is known that there are not many users of prohibited mods. What is being done? We banned certain mods and then immediately started to punish the players who used them. First we did it publicly, and then we stopped announcing the players we punished so users of those mods did not expect us to catch them. At the current moment, you can meet a user of such mods in about one out of a hundred battles. What needs to be done? Since the developers of these mods stay quiet about the bans and sow mistrust of us among players, we will end up publishing the data regarding punishments once again. Especially regarding the users of mods that supposedly "cannot be detected". High tiers and their gameplay There are often complaints that the gameplay at high tiers is boring. And to this day, there are many many complaints regarding balance, including class balance. What is being done? We are gradually refining balance as not to have "underperforming" ships. We forced ourselves to upset players by nerfing torpedoes characteristics (which, in turn, led to more BB's in high tier battles). We created the Bastion gamemode, available only to high tier battles, which we are improving each patch. We introduced missions that can be completed only on high tier ships. And much more. What needs to be done? Naturally, there is still room for improvement regarding ship balance, but we prefer to do it without having to implement nerfs. We need to add more high tier content, including keeping in mind team battles and adding clan wars. We need to work on the dynamics of the battles themselves. Rewarded actions in battle Currently, not all teamplay actions are rewarded. Particularly tanking, spotting, and others. We are currently actively working on this aspect of the game and in the next few updates, we will try to make you happy in this regard. In addition, this will remove some of the problems in ranked battles. Interface We had a lot, a lot, of ambition regarding the interface. Now, we have much less. In this regard, we have been working in two directions. First, we analysed players' complaints and introduced certain improvements. Moreover, we created a system that allows us to add new features into the game or solve problems rather quickly. Here is what we have already done: added the option to choose one's crosshair; created a more detailed post-battle screen; added a port selection; added a double armament indicator so that both guns and torpedoes reloads can be seen at the same time; added a island indicator for shells; and more. Secondly, we worked closely with modders so that mods are not totally broken when we improve the protection of the client. To this end, certain popular modders have joined the developers' team. We started publishing an official modpack in order for players to be able to better customize their game. To improve it, we hired the developer of the most popular modpack. Currently, we are actively adding mods to the client, for example: customisable minimap; damage meter; smoke borders; crosshairs, including dynamic crosshairs. What needs to be done? The interface can and needs to be constantly improved. With the introduction of every new features, a new interface is made. What we want to do: new training room interface (along with good functionality) that will allow us to implement it in the game; new settings window; crosshairs from contest winners added to the game. And many more, but, unfortunately, I cannot disclose such information. Ship and HE shells balance Even if "nerf this ship/class/ammo" threads will always exist since they are quite subjective, there are often complaints on the forum regarding HE shells, fires and balance. We need to work on those subjects, we are aware of it and are studying the situation. I will not write about what we have already done since the size of the list would be as large as this whole post. If you want to look it up yourself, just reread patchnotes. Obscure and hidden mechanics The game is rather easy to get one's hands on but very complex in terms of its mechanics. What have we already done? Detailed battle statistics that helps players understand where their income comes from, what bonuses are applied to what and what damage is inflicted on the enemy. We have improved the ribbon system in order to show what happens to you AP shells. Changed smoke mechanics to be more easily understandable. And much more. What needs to be done? At the minimum, we need to add the possibility to see the armor layout of ships in the port. We also need to make critical hits inflicted to enemies clearer. But we cannot just stop at that. We need to make the game mechanics more easily understandable as well as reducing the impact of RNG. PvE 40% of all battles are fought in PvE. Moreover, this gamemode remained for quite long in the state we have launched it, i.e. battles against a mirrored team of bots. We need to go further than that and improve it. We have already tested the new gamemode "Storm" and planned certain improvements for it. During the month of July, we have launched an experiment where some missions could only be completed in PvE. We are currently analysing the data. If it happened to be successful and popular, we will add more PvE missions. I will finish translating the text later. In order for you to know what you can expect from the rest of the text, here are the subjects that are still to be translated Economy Secondary batteries Customer service Chat moderation Site moderation Karma system Unreleased features Team communication Teamkillers Bots and AFK players Updates size Gold and doubloons unification Too few ships and nations Communication between developers and players
  16. If they'd wanted to give players the option to chose which skill they wanted, they'd need to rewrite the code. When asked why would giving players that option be hard, Sub_Octavian explained that doing it is unnecessary work which would take away time that could be spent on more important and useful work.
  17. Well, I searched for the original stream where JamesWhite said that and it's a bit more toned down that what we have in the other video. He said that the next season may (and he repeated may several times) start in about a month at the earliest.
  18. I just saw that this was posted here. The video is a summary of the last season (since it's over for a week in NA and RU) with the author giving a lot of statistics and comparing them with previous seasons. He also says at 2:20 that, according to what JamesWhite said in a stream, the next ranked season should start in about a month. Then, the author talks about all the changes to each ships planned for 0.5.9.
  19. Some interesting info around the world

    Note: please discuss this post or any previous or following news post in the appropriate thread found HERE. Here are some explanations from Sub_Octavian about why they decided to give everyone Basics of Survivability after Situational Awareness is gone. 0.5.9 bulletin thread source According to the studies, be it old (before 0.5.3) or new, they conducted before the patch, the most popular tier 1 skill on all classes of ships after Situational Awareness is Basics of Survivability. Even on destroyers, and even on gunboats. If he had the choice, Sub_Octavian would have also preferred BFT on certain destroyers. But the technology used does not allow them to give commanders with only one tier 1 skill the choice, so they followed the choice of the majority of players. Players have to understand that they really do not care what skill they should give players. They based their decision on what most of the players played with. If they would give players another skill, the dissatisfied group of players would only be different. The only difference is that that group would be bigger, and in some instances, much bigger. The change made to Situational Awareness (that it was made baseline for everyone) was needed in their opinion and since they also improved visibility mechanics, they believe it came at the right time. The data they based themselves on is rather large and was collected from different samples (by class of ships, servers, etc.). Commanders with 1 to 5 skill points were not interesting for them since this problem concerns high level commanders, which have already gathered a lot of experience. In other news (but still in the same thread), an explanation about the changes made to commanders' retraining. Regarding the changes made to the retraining of commanders, Sub_Octavian explained that no experience will be lost. So, for example, if you needed 100k for your commander to be fully retrained and you had already accumulated 90k, then, when the patch hits and the retraining experience points needed drop down to 50k, your commander will be fully retrained and in addition will receive 40k "bonus" to his experience points. If, for example you needed 100k and you had accumulated 20k, when the retraining experience points needed drop down to 50k, you will still need to gather 30k to fully retrain your commander.
  20. [] [MOD] Smoke boundaries

    Hello everyone. I regularly browse the Russian forum for developers' answers and I stumbled across a dev-made mod displaying smoke screen boundaries. [iMPORTANT] I did not make this mod, the link to the original post is just below but it's in Russian. Source I don't really know if it has already been done but I couldn't find anything similar with the search engine. EDIT: The circle are now only visible under 3 km Installation instructions: (copied from daki's post) In order not to reinstall the game, you need to do the following: 1. Before installing the mod go to the folder \ res \ 2. Make a backup copy of scripts.zip (namely the file and not a folder) 3. Save the file in a convenient place for you (dark and dry place. Keep away from children) 4. After that run the installation according to the following instructions. How to install: 1.Download the mod here 2. Unpack in \ World_of_Warships \ (replace the files when asked) 3. Run the client 4. hide in the smoke and rejoice If you decide to remove the mod, then: 1. remove the contents of the folder \ res_mods \ \ 2. In the folder \ res \ delete the file scripts.zip 3. Return the backed up file to the folder \ res \ Updated for the new version ( The mod is planned to be fully integrated into the game client in patch 0.5.9. Source
  21. Some interesting info around the world

    READ FIRST : In order to keep this thread as clean and readable as possible, please discuss this post or any previous or following news post in the appropriate thread found HERE. Latest Q&A (19 July). Source 1. This must be a joke. In 10 months, I managed to gain 1 million commander's xp and here you're asking me to gain 2.5 millions. You're kidding me right ? A. It is not a joke, it is a tough economy. We are not pleased with it as well. That is why in patch 0.5.9 (that is currently undergoing public testing), we have set a limit to the experience needed for commanders retraining without paying or for credits. In the current test configuration, the limit is set at 100k and 50k, respectively. 2. I received 10 camouflages type 6 as reward for my progress in ranked battles. I was quite happy to equip them. However, after a certain time, it got worse. By activating auto resupply, it got through the 10 "free" camouflages and then started to buy them for doubloons. It is rather easy to miss the moment when one's stock is depleted. Would it be possible to give me back my 100 doubloons ? A. I am afraid I cannot give them back since you already purchased the product. However, there are good news coming : in patch 0.5.9, we have split the button for auto-resupply and auto-purchase. That way, we will avoid situations where players lose doubloons or credits inadvertently. Bonus from 0.5.9 bulletin thread. Source Warspite should sit slightly lower in the water in patch 0.5.9
  22. Some interesting info around the world

    READ FIRST : In order to keep this thread as clean and readable as possible, please discuss this post or any previous or following news post in the appropriate thread found HERE. Latest Q&A's (18 July). Source 1. It seems that the people behind the ranked battles matchmaker only play DD's, don't play the game or are too busy developing AAA MMO games to even care. Since we're nearly through 4 seasons of ranked battles, it would be interesting to hear your thoughts about it and what you plan for the future. A. All my colleagues and myself that played ranked battles share your pain (that having different ship classes composition between the teams is painful). The RB matchmaker does indeed have some problems. They will soon be resolved when we will implement the new matchmaker (that was introduced in 0.5.8 in random battles) in this mode as well. 2. Permanent camouflages are way overpriced. Wouldn't it be better to allow players to put them on different ships ? A. Permanent camouflages are designed for the players who desire to keep one ship. We don't plan to allow players to put them on other ships or change the way they work or are sold. They were first introduced as a special "feature" to those interested to play on a single ship for a long time. Moreover, most of the bonuses they give can be found on camouflages that can be bought with silvers so I don't think we can speak about them being "overpriced". 3. In WoT, players are rewarded for spotting enemies whereas in WoWs, they aren't. Wouldn't be fair to reward those who allow other players to inflict damage by spotting enemies for them ? A. We would really like to do it. Beginning with patch 0.5.9, we will start collecting server data regarding teamplay actions such as spotting and tanking. This data will help us set an economical reward for such actions in the future (hopefully not so far future). However, it's important to remember that in doing so, we don't plan to improve economic gains. When rewards for such actions will be implemented, the economy will take them into account when calculating final rewards and thus economical gains will remain as they were previously. 4. I have more than 2 million experience points that can be converted into free xp. Could you add another use for that experience ? A.We don't plan to. The convertible experience you accumulated is a resource that doesn't force to do anything with it. Either you convert it, either you wait for another use for it to appear (as said before, currently, we don't plan to do that), or you don't do anything with it. There's nothing wrong with that. Second series (18 July). Source 1. I read your comments about the 283 vs 380 mm Gneisenau discussion. For me, it seems you're saying that 155 mm Mogami is an unplayable trashcan and thus 283 mm Scharnhorst will also be an unplayable trashcan. Just make 155 mm Mogami a premium ship so she can at least make some profits. Why wouldn't you equip both Scharnhorst and Gneisenau with 283 mm guns but give Scharhorst 1.5X defensive fire for 20-30 seconds. She would thus sill be different and players would buy her. All in all, I'm less and less willing to buy Scharnhorst. Are we stuck in a battle without alternatives ? A. Mogami was a bad example. The fact that she has the option to sport 155 mm guns is fine from a historical standpoint but it's a mistake from a gameplay standpoint. I explained the reason for this. And to deliberately repeat one's mistake is not the best course of action. If you read my explanation, you must be aware that balance comes before historical accuracy. This reflects our general thought process. I will also add that you should not make premature conclusions regarding the effectiveness of ships that are still being tested. For now and from what the tests have shown, Scharnhorst is too performant and it's unlikely it will be released in her current state. We will slightly tweak her and test her once more.
  23. [] [MOD] Smoke boundaries

    Thank you for the information. I updated the original post with links and news.
  24. Some interesting info around the world

    I planned to do that when I read the suggestions in the other thread. Great initiative by the way.
  25. Some interesting info around the world

    Sub_Octavian posted a fairly lengthy post that will surely keep all of us in this thread busy for some time. It's about the previously discussed topic of Gneisenau, 380 vs 283 mm. Source