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Everything posted by Seraphice
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Community tokens should also have been credited. If it wasn't the case, please contact customer support. Fair seas captain! ~Sera
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In the case that anyone missed it and would really like to know send me a message. Fair seas captain! ~Sera
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Hi there! If you're looking for someone who regularly plays Kleber on stream I advise you to check out these 2: https://www.twitch.tv/gaishu and https://www.twitch.tv/malteseknight_ Both of these are top of competitive players and can surely give you some great insight. You can also check out this guide made by another great player. https://docs.google.com/document/d/1SZQRkRJl5KTlgdYEk89RjOs1mTWYg3ByQgQvQJaHny0/edit#heading=h.1xehy0ll5ztj Fair seas captain! ~Sera
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It should be in your log. The same place where you can view your past battles, there's also a tab with actions. It should be under the action "Addition" Fair seas captain! ~Sera
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In my eyes Bourgogne is a lot of fun, and has been extremely consistent throughout all the changes that have happened. Stalingrad did not manage to evade those as well. Stalingrad lost Fire Prevention, which was an essential part of her kit previously, additionally her radar was nerfed as well. She is not bad by any means, but in the end bourgogne is just a lot more fun, while still being on the very strong side. Reload booster, speedboost, 12 quick reloading guns is great. You can choose to load HE and HE spam all game, but it is not the optimal playstyle. Finding the right angles with your insane speed and good concealment and using your AP with reload booster is extremely devastating. Though she is not that easy to play. Not that Stalin is particularly easy either, especially since she lost fire prevention, as going nose in is pretty much a death sentence in a lot of cases. ~Sera
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Veteran Recruiting Station container drop rate ?
Seraphice replied to Redfoxrommy's topic in General Discussion
Hi, The droprates for these have not yet been released. Our priority was to release the droprates for new containers, and then start working on existing containers eventually as well. It is planned for all containers to have their droprates released eventually, though I do not have an estimate for when this specific container may get theirs released. As you can see however the community sometimes does their own fair share of investigating :) Fair seas captain! ~Sera -
Bonus Codes activated but no rewards in game.
Seraphice replied to Anthoniusii's topic in Current Update
hey, The code you mentioned should still be active. Codes that we give out sometimes have a limited amount of activations, but that is not the case here as far as I am aware. In the case that a code does not work for you, you can always reach out to our Customer Support. While not the case here, there are some things that could influence it: - codes sent out via e-mail to specific target groups, (active/inactive players) - codes with limit amounts of activations - codes with limited activation time windows. While this is the case for this code, it should still be available for a while. - codes with a maximum per set. For example there is a maximum on how many CC container codes you can redeem each update. In this case it would be best if you reached out to our customer support regarding the missing content of your redeemed bonus code. Please always make sure you are logged into the correct account on the correct regional website when redeeming codes. Fair seas captain! ~Sera -
In my experience, apart from at T4, double CV games are extraordinarily rare. I do not know the exact reason for why this is still a possibility, and I can't get an answer for you right now either, seeing as a lot of our team is still on holiday. In general however these cases are exceptions to the rule, and not the rule itself. They happen when people have been waiting in queue for too long and the matchmaker becomes less strict. Fair seas captain! ~Sera
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Which is why for such things we rely on player feedback, and player feedback is a big part of what led us to do what we mentioned in the devblog. Enough is enough how? I'm not sure what you mean by that question. Furthermore that is not really a question we can answer. It is a bit more complex than a ratio of good vs bad. To be entirely sure, I do not have a solution, but then again I do not have all the data or insights into their situation like the developers do. Right now we are taking them out of the game temporarily to reassess what changes we can and should make to submarines. What those changes will be? I don't know what they will be, which is why we are taking them out for a bit in the first place. All I can do is make sure that people's voices are heard, from both sides. What do submarine players struggle with, and what do surface ships struggle with while playing against them. We are being very transparent and honest here, it is the whole point of the devblog in the first place. As I have mentioned before, and as you have taken out of context again, there will be a degree of monetisation in mind. We are a business after all, if we stopped introducing new content, including monetised content, it would just not be possible to keep the game running as is. However you are taking this out of proportion as I have mentioned before. Spending 3, maybe 4 or more years on developing submarines is a lot of effort just to release a couple premium submarines. As I have mentioned plenty of times now, their popularity is at the expected values, which we mention in the devblog as well. It is going on a tangent about something already mentioned to be incorrect many times in this thread alone. We are trying our absolute best to learn from past mistakes and be more transparent about our plans, goals and design philosophies as you can also read in the devblog. Submarines certainly are not a rushed project, as it has been in development since 2018. Maybe not always with as much focus from both us and the community alike, but there nonetheless. I know that in most cases, things are not directed directly towards us as Community team, and of course the flak we get is something that is to be expected as a player facing figure. However please do try to remember that we, community team, development team, art team, QA team, and every other team are also full of people who are very passionate about the game as well, just sometimes in different ways, and that is usually the challenge to overcome. I understand the frustrations that some of you may still have, but we are trying to be as transparent with our development of submarines as possible, and player feedback has been, and will remain a crucial part of submarine development going forward. As some have mentioned, the gameplay experience of playing and playing against submarines is not always a clear cut picture with numbers or graphs. While we know it will take more time to regain the trust, faith, loyalty of our community, we will keep trying our best to be transparent about what we do and keep communicating, and hopefully the changes we have tried to make have not gone completely unnoticed. With that, I want to wish everyone A Happy New Year, and a prosperous 2022. We will be back next week in the new year, same as usual. Fair seas captains! ~Sera
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As I've already mentioned this twice earlier in replies in this thread, but their popularity right now is fine for us. We do expect a small increase at the lower tiers, but TX should not change much if at all, and that is fine. The purpose of buffing the ships is not to increase their popularity, but simply to make them perform similarly to other classes. As you can see in the all the data we released submarines are simply heavily underperforming in almost all regards, hence why we have decided that we want to try to increase their performance. This has nothing to do with their popularity. We have to consider both sides. Submarines are underperforming, and submarine players are not happy with it. On the other side players are not currently happy with how things are either, so we need to make changes to both sides here. ASW for all ships, the various changes to homing torpedoes, the changes to proxyspotting have all been heavily community inspired. It's very easy to make things look a certain way if you are only going to mention the changes we have made in favour of submarine players, and do not mention the ones we have made for vocal players playing against submarines. Again, please read the full devblog since changes to ASW armament are already mentioned There have been numerous changes to submarines since they initially appeared on the submarines test server. If we want to keep making changes to submarines, we need actionable information and feedback from their current state, not a state of submarines that does not exist anymore. Providing feedback on previous iterations of things that have already changed is unfortunately not very helpful. For things that do not change, it is always worth mentioning again, that certain things are still a problem. If we make changes and suddenly things go quiet about a mechanic that may previously have been described by some as problematic, it is hard to determine whether this is because it is no longer a problem, or because people don't care. This is not necessarily down to the inadequate level of English, but rather my inexperience as a Community Manager or such a role in general. I am quite confident in my level of English, and while not perfect, the other members of the community team are still quite capable. This opening statement puzzles me, considering that, even when they were underperforming in 0.10.9, we still made changes to nerf submarine performance in 0.10.10. We read and take into account every single comment that has been posted, be it positive or negative. We will read it and make sure to include it, whatever the content or tone of the message may have been, whether we choose to reply is something else. Please keep in mind that right now things are still in flux with submarines, and for feedback all we can do is acknowledge it, pass it on and make sure that this feedback is heard. Fair seas captains, and Happy New Year, ~Sera
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Hey, Thank you for your comments. We really appreciate these kind words. Happy new year! ~Sera
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In your statement you mentioned that we are only forcing submarines and superships down your throat with the intent of making more money, which is not true. Like I have mentioned in previous replies, we are still a business and we need to pay bills as well, but framing the development of submarines and superships like this is simply incorrect. My bad, in this case. I will take it into consideration for next time. Fair seas captain! ~Sera
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I did not say "there is no intent to make money" but this is no quick cash grab. It is not a campaign fueled by malicious intent, so to speak. Fair seas captain! ~Sera
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Perhaps my wording gave a different impression than intended, it is not that we are completely reworking and redesigning subs, but we will try to think of new changes to their mechanics to see if we can get to a point that is going at least in the right direction. We don't expect that subs will be perfect the moment they return to the live server on 0.11.2, but hopefully better than before, both performance as well as gameplay wise. Our primary intention with submarines is not to make more premiums to make more money. We genuinely believe that submarines should be, and eventually will fit in the game. However as we described in the devblog, their current state does not reflect this, and we need additional time to make more changes to make them fit better in the environment of wows. Fair seas captain! ~Sera
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The code was sent specifically to active players, so not to all players. Fair seas captain! ~Sera
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The idea is to increase ASW damage significantly. It is targeted towards making ASW more effective and artillery fire less effective. We are not going to say that submarines are currently in a state that we are happy with, quite the contrary. We will not deny that changes to the class are necessary to make them fit into the game. And for this, we need your input and feedback to make sure their implementation is as smooth as possible. However "submarines suck and I dont want them in the game" is not going to help us achieve that. Please provide us with examples of what it is about submarines that makes you feel that way, and in the end, we can hopefully come to a solution that makes it enjoyable and balanced for both sides, submarine players, and those playing against submarines. A lot of changes to submarines have been driven by community feedback and community feedback will continue to be an extremely vital part in their implementation. As we can see, submarines are under-performing, yet still seem to raise quite some frustration, so we need to come to an approach that makes sure submarines can perform at an adequate level, while simultaneously trying to balance out what makes them frustrating to play against as a player as much as possible. And we have been very careful in their implementation, from a separate test server, to public test, to ranked to randoms. We have taken it all 1 step at a time, and now that we see that what we had in mind did not yield the desired results we will take them out temporarily, and go back to the drawing board. That does not seem like forcing to me. If we wanted to force them upon the playerbase we would have immediately said "here they are deal with it" but we have learned our lessons from such an implementation with CVs in 0.8.0. In the case you are describing, it seems a lot of effort to release multiple submarine tech tree lines, and tons of superships, just to push a couple premiums. If that was only about making money it would have been easier to just make more regular premiums for example. In the end though, we are still a business and we have to sell things to be able to pay the bills of all the people who work for and on the game, so yes, there will be premium submarines. Fair seas captain! ~Sera
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That is correct, you are only able to redeem 1 code. If you redeemed one of the codes sent to you by email, you are not able to redeem any other codes from friends or such. Fair seas captain! ~Sera
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Hi, I will try to clear up any confusion here, The codes we sent out was " 1 for you, and 1 to share" These are both codes from the same set, and you can only redeem a single code from this set. So if you redeemed a code from a friend, you wont be able to redeem your own code, for example. However, this is not a problem, since both codes have the exact same content, and in the case described above, you are free to give away both of the codes sent to you, since you can now redeem neither of them anymore. I hope this has cleared things up. If you have any further questions, don't hesitate to ask! Fair seas captain! ~Sera
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Please do explain how we are "grabbing more money" with tech tree submarines and superships that are planned to be available for credits, not doubloons or direct purchase. I implore you to read the full devblog before commenting please, as this is already said in the devblog. We are planning to increase the damage dealt by ASW armament while increasing the HP of Submarines to emphasize their weakness against depth charges, while making them more resilient to artillery fire. We care, and will be bringing up these points internally. I already mentioned this in an earlier reply: Their popularity is fine as it is right now. Fair seas captains! ~Sera
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Hi! We did actually share an infographic for this. It is the 15th image in the devblog if you are looking for it specifically. It shows the % of games with a certain amount of damage. The numbers below the chart show the amount of damage in thousands, ranging from 0 damage to 240 thousand. Hope this helps! ~Sera
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The quote many of you will be referring to is a quote from "Chieftain" from 2015, a good 6 years ago by now when the game had only been relatively recently released. At that time, the submarines did not fit into the game and when the statement was made this was true, however since 2015 the game has changed a lot, and the idea of submarines has been revised since then, as you can see in this video from 2018 We don't have any intentions of lying to you or deliberately misinforming you about what is going on. Fair seas captain! ~Sera
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Hi! Unfortunately I personally don't have this data, but it is certainly something we look at even for subs. It is one of the primary things we focus on when comparing how new ships perform. It is important to establish however that because this is an entire new type, with it's own new mechanics, it may be unfamiliar to players who may be very proficient in surface ships or aircraft carriers, and thus might underperform, though as I said this is something we do keep in mind, even though I dont have this data on hand. Fair seas captain! ~Sera
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This is exaggerated, a year at best, not years. This is not true. Arms race making its way to randoms, convoy mode as well as asymmetric battles and rework of key battles all point to the opposite. The amount of new game modes that have been tested and developed is quite high compared to other years. No fixing bugs.... Also simply not true. a lot of bugs are fixed even before the client comes to ST and then ST picks out many many more, and those that do make it to the live server are fixed regularly, or even hotfixed when critical, as we saw with the most recent bugs. We don't mind criticism and feedback, but incorrect statements to prove a point are not appreciated. ~Sera
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Hi there! Thanks for taking the time to read it through and for your comments Right now, their torpedo output is not yet considered excessive, and as mentioned, touching their torpedo stats directly is something we want to avoid for now, and instead we want to focus on making other changes that will improve their efficiency without boosting their torpedoes or making them frustrating to play against. Of course this is taken into account, and as we mentioned the changes to their ping mechanic did not yield the desired result for 0.11.0. Of course we are closely watching for feedback and pain points that indicate what exactly it is that makes it frustrating to play against. If we see that the changes we are making is promoting an overly passive playstyle, as we saw with deadeye, for instance, we will be sure to take a closer look at this. For now, it is not planned to give DDs ASW airstrikes, but as things are still heavily subject to change, it is never ruled out completely. If we see that the interaction between subs and DDs is not great, then this could be an avenue we explore eventually, but right now things are still in flux. Right now, their popularity is fine. We don't think increasing their popularity will be necessary, as it is in the expected range. We expect to see a natural slightly increase at T6 and T8, and no changes at TX, as mentioned. In general, we may make changes to a ship because it is too popular, or a certain playstyle that is considered toxic is too popular (e.g. thunderer long range HE spamming) hence why we decided to nerf it's range to reduce this type of playstyle. Hurting gameplay in favour of increasing popularity is not our intention, especially not when the values are in the expected range, or even a bit too high, at times. Fair seas captain! ~Sera
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As we've already mentioned, superships with special mechanics have the potential to become a full-fledged part of World of Warships, given the interest shown in them. In the future, we want to continue the existing branches with superships. In addition to the logic of this continuation of the branches, we also believe that due to the superiority of superships in terms of their performance characteristics over their "predecessors," they do not fit into Tier X. This is a big and important step for our game. Based on our previous experience, we planned to test them thoroughly. We're carefully monitoring both the data we receive and your feedback. The current Ranked Season has shown that superships fit into the current game concept and have been warmly received by players. Therefore, starting from Update 0.11.0, the testing of superships will continue not only in Ranked and Co-op Battles but also in Random Battles—the most popular battle type in the game. This will allow us to better assess the current state of superships and continue to refine the content that is important for the game development. In addition, Random Battles have a different format from that of Ranked Battles—12 vs. 12. It's important to test superships in this battle type because this significantly changes the battle tempo and density, which means that the effectiveness of superships may change. In Update 0.11.0, rental superships will be available from random bundles in the Armory. Only Tier IX and X ships will be able to participate in battles with superships, and the standard restrictions on the number of ships of certain types and tiers apply in battle.
