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Colonel_Vessery

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  1. It has been awhile since our second Submarine beta test. Following the previous test, we analyzed all of the feedback and determined the previous version of the gameplay was not ready for release and required significant improvements. Submarines were hard to master, and gameplay was not satisfying. We’ve made gameplay and mechanic changes based on the feedback, and today we’re beginning a SuperTest including these updates. The focus of this test will be to verify the following changes: Light cruisers received depth charges which was one of the key feedback points in the previous test; The most large-scale submarine changes: Submarines will now have only two depths: periscope depth and underwater level; The depth is now decided by players: hold down F or C key to ascend or descend to the required depth; Battery charge —a new mechanic for submarines. The oxygen mechanic was removed; Hydrophone mechanic was updated. We’re not ready to release more details on all of the change at this time: first, we want to make sure that this concept works and assess the stability of the client, after which, we’ll share more details on the changes. Please note that the materials, mechanics and other elements of the beta described here may differ from the final version. Stay tuned, the announcement of the third beta test session is coming soon!
  2. The Second stage of Beta Test starts today and we would like to share a list of changes, most of which are based on your feedback. We remind you that during Beta Test, we are working –with your help– to review and evaluate the current concept of the gameplay on and against submarines. Most of what you will see is now in development. The current state of the gameplay, balance characteristics, texts, and much more may differ from what will be in the final version. As part of the beta test, we will work with you to improve the gameplay of submarines, make improvements or changes, and prepare for the next stages of testing. After the Beta test, which will take place over several iterations, submarines will be added to the game client as part of a separate game mode (as it was, for example, with Arms Race, Rogue Wave or Space Battles). This will allow us to test under main server conditions, with a larger number of participants as we make the finishing touches and adjust the balancing of the new class. Only after all these steps have been taken will we decide on the fate of submarines. Don’t worry If you don’t find yourself among the Beta Test participants. As the test goes on, we’ll be sending out more and more invitations so that every player who wishes to can eventually join the Beta Test! The main changes for Round 2 of the Beta Test: Reworked interaction between destroyers and submarines; Manual depth charges; Maximum Depth: a new consumable for submarines; Rebalanced submarine torpedoes! Looking back at the results of Round 1, we’ve made significant changes to the interactions between destroyers and submarines. Previously, players helming destroyers were able to get by with the performance of just a minimal set of actions. It often transpired that destroyers’ Commanders didn’t have much involvement in the submarine hunting process, and sometimes weren’t even able to determine which actions exactly they had received ribbons for. Now, ships carrying depth charges will be equipped with an active Hydrophone that can track a submarine’s movement within a particular radius around the ship. The Hydrophone displays three ranges: long, medium, and short. At each range, the submarine’s bearing is updated at varying intervals of time: The closer the ship is to the submarine, the more frequently the incoming information will be updated. With each update, the submarine’s approximate location will be indicated with a special marker. Depth charges will now be released by pressing the “G” key. A destroyer will carry several charges that can be released consecutively. Depth charges will have a certain reload time. Many players enjoyed the option to change the diving depth in Operation “Terror of the Deep”. We’ve reviewed your comments carefully and decided to add greater diversity to the tactics available to submarines to counter destroyers by equipping subs with consumables that can increase their diving depth. By default, submarines will be able to choose between three depths: periscope depth, surface level, and underwater level. However, when at the underwater level, you can use the Maximum Depth consumable to temporarily dive even deeper than usual. At greater depths, submarines will take less damage from depth charges. A submerged submarine now cruises at a speed that’s approximately 20% slower than her speed on the surface. With the improvements made to the mechanics of depth charges and the addition of the Maximum Depth consumable, we believe this change will balance the underwater gameplay. Another major difference from Operation “Terror of the Deep” is the option to go to periscope depth by pressing the “G” key. The capabilities of a submarine at periscope depth are substantially different from her capabilities underwater or on the water’s surface. At periscope depth, a sub can launch torpedoes and emit sonar pings, but it comes at the cost of a substantial drop in speed. By assigning a separate key for going to periscope depth, we aim to avoid situations where a player accidentally “shifts” from one depth to another, losing the possibility to launch torpedoes and emit sonar pings as a result. Apart from that, when at periscope depth, a submarine will no longer be able to detect a submerged hostile submarine. This way we emphasize the main objective of a sub at this depth: hunting for surface ships without getting distracted by submarines detected underwater. During Round 2 of the test, the Radio Location skill is disabled. During the first round, it worked without restrictions for all types of ships, often providing excessive information about the location of hostile ships. I.e. informing destroyers about the position of hostile submarines, and vice versa. We’re going to change the mechanics of the skill with the different diving depths in mind and bring it back into the game in the following rounds of the test. A lot of players pointed out that the system of switching between torpedo tubes was not very convenient. After careful examination of your comments, we’ve reworked the way torpedo tubes are activated to bring the process in line with that of other ships: groups of torpedo tubes are selected depending on the chosen launching angle. Along with interface-related changes, in Round 2 we’re going to add an option to use the stern torpedo tubes. You’ll also be able to switch to sonar pings simply by pressing the “2” key. This way players will be able to determine for themselves whether they need to emit a sonar ping, or whether they can do without it and simply launch a torpedo salvo at a target. The notification displayed when a sonar ping is emitted by a sub will now be more noticeable: the Minimap indication of the spot where the sub was last detected will be brighter. Battleships are the primary target for submarines. However, during Round 1 subs turned out to be too efficient in countering them. They could deal huge amounts of damage with a single salvo of torpedoes after two successful sonar pings on the target. To balance this, we’ve changed the mechanics of damage dealing for acoustic torpedoes: we’ve increased their regular damage but decreased the damage to a target hit by two sonar pings. With this change, acoustic torpedoes will no longer be overpowered against battleships, leaving the latter with a chance to reduce the damage they might sustain by maneuvering effectively. At the same time, despite being highly effective against battleships during Round 1 of the test, submarines didn’t have much of a chance against cruisers and destroyers. To tweak the balance in this area, we’ve made the following changes: a second successful hit with a sonar ping increases the accuracy of torpedo guidance, giving players a better chance to hit cruisers and destroyers. However, these ships will still have a good chance to dodge any incoming torpedoes: we’ve increased the distance at which the guidance ceases to work and where an acoustic torpedo will continue onwards like a regular one. A ship has the best chance to avoid getting hit by maneuvering when the torpedo is no longer guided. During Round 2 of the Beta Test, this distance is set at 600 meters for destroyers, 900 meters for cruisers, 1,200 meters for battleships, and 300 meters for submarines. Acoustic torpedoes now interact better with submarines and will track a hostile sub even when she dives deep, but their maneuverability is still limited. A submarine that makes a sudden change of course at the appropriate time can avoid being hit by a torpedo. At periscope depth, a submarine is easy to detect using a variety of means, but she’s still hard to hit. In forthcoming rounds of testing, we are keen on improving the interaction between artillery-focused ships and submarines at periscope depth to achieve the optimum balance when firing at a submarine operating. Of course, we’ve complemented this with changes to balance, audio, visuals, and other components. Regarding balance characteristics, we’ve changed the damage and effective radius of depth charges, the surfacing and diving speed of submarines, and a few other parameters. Also, we’re glad to announce that the rewards for the participants of the first session of the Beta Test are already invoiced (except for the flag and patch, they will arrive later). We would like to note that all missions, except for the tasks on flag and patch, start every session anew. Also, if you want to take part in Beta Test, check the Subscription Management section of the Account Management page on the portal — you should have a checkmark next to World of Warships for the invitation to reach you. Please note that the mechanics described here and other elements that are available to Beta Testers may differ from the final version.
  3. The characteristics of these ships are currently in the balancing stage. We will publish further details in the near future
  4. Dear players, After many discussions and feedback analysis, we decided to change the direction of Naval Training Center development to meet your expectations and resolve your concerns. The part of NTC connected with resetting and revisiting ship lines will stay, however, the rewards will be fully reworked. The design process for this is not an easy task, so we can not share a lot of details right now. But what we can share is the new general concept: We will fully remove direct performance buffs for ships which were originally presented in this system. Your feedback on this was clear, and we don't believe that reducing these buffs further is any good (it will not resolve your concerns, and make the reward not interesting at the same time); We will instead focus on unique, interesting, but non-mandatory content, like new ships. For a start, we confirm that French tier X cruiser Colbert and US tier X battleship Ohio will be the first rewards for NTC. They will be available in the Armory for a special resource earned by revisiting the ship lines during Seasons; The new resource earned will take the place between casually accessible coal and much more rare steel, which is mostly locked behind competitive. We will invest our resources in exploring other types of rewards. For example, while we're heavily limited by the game lore itself, we will try to design some new cosmetics to make your ships look cool and show off your achievements. Another option for the future rewards are Legendary upgrades. Introduced in the game long time ago, they offer a trade-off, a change in playstyle of a specific ship instead of a direct buff. In any case, additional rewards will take more time to design, develop and test, and we will be happy to hear your new ideas. We know that the last few days were very heated, and we also know that the reason is that you love the game and care for it. We do, as well, and we're not taking the opposite side here. While we need to introduce more high-end progression to ensure the game will be healthy and evolving for years to come, we want to do it together with you. There is a lot to work on now, but we're sure that in the end, we will get to the good, appealing system which all of us will be able to enjoy. We will keep you updated, and please expect more news as soon as we make progress in development. Thank you, and see you soon!
  5. Colonel_Vessery

    ST: Inertia Fuse for HE shells and plating changes

    Fixed. Thanks!
  6. Colonel_Vessery

    PSA: Patch Notes for 0.8.4

    Fixed, sorry :)
  7. Colonel_Vessery

    PSA: Patch Notes for 0.8.4

    Hey Captains, The patch notes for 0.8.4 will be published later than usual this time. This means there will be less time than usual between patch notes release and the update due to slight delay. We are committed to keeping the regular publishing schedule for future releases. The patch notes will be available tomorrow at 07:00 UTC / 10:00 FET. Patch Downtime: The server will be unavailable on Thursday, May 30th from 05:00 UTC / 08:00 FET - 08:00 UTC / 11:00 FET. We apologize for any inconvenience.
  8. Colonel_Vessery

    Closed testing

    In order to estimate the impact of aircraft carriers' spotting and scouting capabilities in battles, we will hold a closed test session with special weather settings on the map "North". Overall, four weather scenarios will be tested: Aircraft can't detect ships with AA turned off. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns. Aircraft can't detect ships with AA turned off during the first 10 minutes of the battle. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns. Aircraft can't detect ships with AA turned off at the beginning of the battle. After that, over the course of 20 minutes, the air detectability range of ships gradually increases to the current basic value. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns. Aircraft can't detect ships with AA turned off at the beginning of the battle. After that, over the course of 10 minutes, air detectability range of ships gradually increases to the current basic value. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns. These test sessions will help us gather the required data to estimate extreme cases and determine steps for improvement. Please note that these mechanics are built as a rough prototype and will only be used to collect stats.
  9. Commanders, We would like to comment on the previous announcement of the СVs improvements plans: in the second paragraph, we were actually talking about the standardization of Engine Boost mechanics (that activated by W and S keys) and not about the Engine Cooling consumable. We want to draw attention to the most discussed points of the latest announcements. Boost standardization — is a system-wide change, which affects the speed of the aircraft only when using Boost, without changes in the cruising speed, and affects all planes in the game. We also noticed comments about the aircraft carrier Graf Zeppelin. The peculiarity of the Bombers and Torpedo Bombers German aircraft carrier remains unchanged: they maintain very high cruising speed on their tier— 181 knots, while it's classmates parameter ranges around 130 knots. We also would like to remind you that we carefully monitor all ships in the game and take action if and when necessary. If changes significantly affect the efficiency of individual ships, we will take action and make further improvements. Thank you, good luck, and fair seas!
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