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Found 21 results

  1. Tutaj gracze mogą zadawać dowolne pytania na temat gry. Odpowiadamy innym graczom krótko i zwięźle i na temat Chodzi o rozwijanie wiedzy o grze i jej mechanice. Uwaga: to nie temat do dyskusji, ale do szybkich pytań-odpowiedzi. Przykładowe pytanie: Perk kapitana na przeładowanie pomiędzy rodzajem amunicji wymaga załadowania wszystkich dział? Przykładowa odpowiedź: Tak. Jeżeli jedno z dział ci się ładuje, to perk nie zadziała. I działamy w myśl zasady: "Jeżeli nie wiesz i nie zapytasz, jesteś głupcem przez całe życie. Jeżeli nie wiesz i zapytasz, jesteś nim tylko do tego momentu.", a nie "wujek google gryzie?"
  2. Tuccy

    Weekly Warships Stream

    until
    Captains, Tune in on Thursday evenings to catch our staff in a regular stream - get ready for questions, answers, gameplay, new ships and more! When? Every Thursday at 18:00 Where? Twitch and Facebook! https://www.twitch.tv/worldofwarships https://www.facebook.com/WorldofWarships/ Action Stations!
  3. Vi riporto la minuta di una sessione di Domande & Risposte fatte a Sub_Octavian che approfondisce molte delle meccaniche diche regolano World of Warships. La sessione di Q&A è andata in onda ad Aprile 2017, ma la quasi totalità delle risposte è ancora attuale (ho segnato in corsivo le cose che sono variate in questo anno), ed è stataeffettuata da due Community Contributor USA nel "The Warships Podcast" The Warships Podcast 36: Warships Math with SubOctavian Link episodio (Inglese): https://thewarshipspodcast.simplecast.fm/c23f65b1 In GRASSETTO il minutaggio e l'argomento Sottolineata la domanda del Community Contributor Kelorn o Vanessaira Risposta di Sub_Octavian. ho riportato le parti essenziali, vi consiglio di ascoltare l'audio per maggiori incormazioni :) 04:18 Dispersione Il modulo che aumenta la gittata di tiro migliora la dispersione dei colpi? NO, a parità di distanza la dispesione è identica sia con che senza modulo che aumenta la gittata. Quale è la formula della dispersione? è lineare all'aumentare della distanza, a cui sommare una costante fissa? La dispersione usa due formule diverse. Uno è considerata se si spara a breve distanza, e l'altro a distanza medio-grande e che che aumenta all'aumentare della distanza. (NDE : segue chiarimento su come la nazione influisce sull'aumentare della dispersione, ed il rapporto tra dispersione orizzontale e verticale. es: IJN Battleships hanno una dispersione verticale maggiore rispetto alle altre nazionalità) 6:50 Sigma Quale è la differenza tra Sigma e ellisse di dispersione? L'ellisse di dispersione indica l'area dove i proiettili possono cadere. La dispersione orizzontale è la larghezza dell'ellisse, ed è il valore mostrato nell'interfaccia del gioco. La dispersione verticale è la lunghezza dell'ellisse, non è mostrato nell'interfaccia del gioco. (NDE: proiettili veloci tendono ad avere dispersioni verticali molto grandi) Il Sigma indica la probabilità con cui i proiettili cadranno nel centro dell'ellisse oppure se si spargeranno uniformemente in tutto l'ellisse. Il modulo della precisione e le modernizzazioni della nave non riducono il sigma, ma solo la dispersione. Al momento della registrazione (metà 2017) non c'è modo per aumentare il sigma di una nave. 10:30 Dispersione Verticale La dispersione verticale è relazionata alla dispersione orizzontale oppure varia caso per caso? In linea di massima varia in base alla linea (Es: IJN BBs hanno dispersione verticale alta rispetto a quella orizzontale) ma è un parametro che può variare caso per caso per motivi di balancing. 11:30 Bonus e malus alla Dispersione In che modo "aggangiare" un bersaglio, equipaggiare camo, utilizzare Accuracy Modules influenza la dispersione? Aggangiare il bersaglio è fondamentale: Linea di Visuale (LoS): permette al client di capire che si stà sparando alla nave dietro ad una isola, e non all'isola che si frappone in mezzo, oppure che si stà sparando alla sovrastruttura di una nave e non al mare 300mt più avanti. La telecamera segue automaticamente il bersaglio, rendendo più facile mirare ad un avversario in movimento. Aggangiando un bersaglio si ottiene la dispersione mostrata nei parametri del porto. Se il bersaglio non è aggangiato la dispersione è "il doppio o più" Il bonus del Camouflage è minimo rispetto al malus di non aggangiare il bersaglio. Sparare dentro al fumo ha le stesse meccaniche (e mauls) di sparare ad un bersaglio non aggangiato (dispersione circa doppia rispetto al normale). Questo è mitigato dal fatto che l'obiettivo si muove a bassa velocità. 15:28 "Agganciare" una locazione invece di una nave Che ne pensate di permettere di "agganciare" una zona di mare aperto invece di una nave? No, potrebbe essere sfruttato per creare cheats che ignorano i bonus del camouflage e dei moduli. 17:05 Realismo dei valori di penetrazione I valori di penetrazione in WoWS sono realistici rispetto ai valori storici? La ballistica di wows non è accurata al 100%, ma è comunque molto vicina ai valori reali. Le traiettorie dei proiettili sono visualizzate più basse, in modo da permettere ai giocatori di vedere l'arco dei proiettili a video, ma gli angoli di impatto e le penetrazioni sono praticamente realistici (NDE: questo è il motivo per cui i proiettili che stanno per colpire la nave cambiano di traiettoria, deviando velocemente verso il basso) La precisione è molto migliore di quella storica (NDE: storicamente era a singola cifra). La distanza massima a cui può sparare una nave è una stima della distanza massima alla quale era possibile identificare con chiarezza l'obiettivo, ed è quindi molto minore della gittata massima teorica dei cannoni. Può essere cambiata per motivi di Game Balance. 20:59 Plunging Fire e angoli di auto rimbalzo Gli ingaggi in WoWS sono a distanze così basse che non si ottiene mai un vero "Plunging fire". Non crediamo che ci siano problemi con l'implementazione attuale del plunging fire. Gli angoli di auto-rimbalzo sono stati artificialemnte aumentati per aumentare l'efficacia delle corazze. Con le meccaniche attuali il plunging fire è ottenibile in WoWS solo a distanze considerevoli, circa 26km Corretto. Per fare danni a grande distanza abbiamo deciso di privilegiare la meccanica dell'overmatch, non del plunging fire. 23:33 abbassamento della cittadella delle corazzate americane. Perchè e come è stato fatto? Motivo: bilanciamento del gioco, non realismo. Quali parti di una nave reale sono considerate "cittadella" nelle trasposizione in-game della WG? WG considera cittadella la parte di nave storicamente più corazzata, o che ospita particolari macchinari. Ma poi la può alterare a piacere per motivi di balancing (Gameplay First) 32:00 Resistenza agli incendi. Sono presenti due coefficienti per tier: quello dello scafo stock e quello dello scafo aggiornato. Alcune navi Silver hanno eccezioni per motivi di balancing? Non è un fattore di balancing. Non dipende dalla classe ma solo dal tier e scafo. Le navi premium sono considerate stock o aggiornate in relazione alla fire resistance coefficient? Sono considerate Scafi Aggiornati per il tier in questione (NDE: risposta a 37:40) 33:44 Linea di visuale. Quale parte della nave avversaria deve essere visibile per poter avvistarla? In vecchie versioni era sufficiente LoS sulla prua, sulla poppa oppure sul punto più alto della nave. Causa prestazioni server adesso viene calcolato solo sul punto piu alto della nave (NDE: si può sfruttare questo facendo uscire le torrette dal bordo di uno scoglio e e sparare restando invisibili ) Il ritardo da quando una nave viene avvistata a quando appare nel client non è voluto, è un problema di prestazioni da risolvere o almeno mitigare. (NDE: Mitigato in 0.7.4, ma in waterline1.1 SubOctavian dice che il problema è di interazione client-server / prestazioni client) 37:08 Accelerazione di una nave. Che fattori influiscono? Massa della nave (collegata allo scafo, non a siluri/torrette/camo/consumabili) Svariati Parametri del morore, (non solo Cavalli) ce ne sono altri nascosti. Esempio i valori di accelerazione dei cruiser inglesi sono volutamente migliori. 40:01 Motore della Graf Spee La Graf Spee aveva motori diesel, accelerava più velocemente delle controparti. Verrà buffata in-game per rispecchiarle? Non lo sapeva. Verranno fatti controlli in merito. 41:16 Allagamenti I danni da allagamento dipendono dalla velocità della nave? NO, i danni da allagamento non cambiano se la nave è ferma. Originariamente la velocità avrebbe dovuto influire, ma WG ha deciso di non farlo. 43:35 Propulsion Module Migliora le prestazioni nel rallentare e fermare la nave? SI, ma solo in minima parte, dato che non è lo scopo principale del modulo. 47:03 Feedback e questionari Quanti feedback vengono ricevuti con i questionari? Sono sufficienti per bilanciare il gioco? I questionari email sono una fonte di informazioni molto utile. I questionari email sono collegati al singolo giocatore e incrociamo le sue risposte con le sue statistiche, per ottenere analisi più complesse e significative. Il tasso di partecipazione è sufficientemente alto per ottenere un campione statistico sufficiente. WG raccoglie informazioni da sorgenti diverse (questionari, feedback diretti, altro...) in modo da avere una visione più completa possibile. I questionari in-game sono usati per ottenere feedback ci grandi numeri, esempio per capire come migliorare il matchmaking. Quante divisioni/corazzate/incrociatori/cacciatorpedinieri dovrebbero esserci in un team per produrre partite divertenti per i giocatori, compreso chi ha perso. (NDE: ascoltate la spiegazione completa in audio, molto interessante) 54:56 Bilanciamento Quale è il processo seguito per bilanciare una nave? Spesso c'è un conflitto tra quello che gli sviluppatori vogliono creare, il ruolo che vogliono venga coperto, gli armamenti che vogliono inserire e ciò che poteva storicamente fare la nave scelta. Passo 1) determinare il ruolo della nave e capire se lo ricopre correttamente da un punto di vista storico. Passo 2) Finalizzare il modello 3D e le stat in game Passo 3a) SuperTest QA: assicurarsi che tutto funzioni come previsto: ricerca bug! Passo 3b) SuperTest feedback: Il bilanciamento ottenuto durante il SuperTest non è definitivo perché non può tenere in considerazione il meta dei giocatori nel server di produzione. (NDE: il test viene condotto su server privati, le navi non possono essere incontrate in gioco e non sono presenti recensioni/video su youtube) Passo 4) Test limitato su server di produzione. La nave è presente in gioco ma disponibile solo ad alcuni giocatori (SuperTest, Dipendenti WG etc...) (NDE: La nave è presente in gioco nelle mani dei COmmunity Contributor. è possibile incontrarla in partita e appariranno le prime recensioni video e su forum) Viene effettuato un ulteriore giro di balancing, tenendo in considerazione che i superTester potrebbero avere un livello di abilità superiore alla media del server. Normalmente vengono fatte solo modifiche minime, ma a volte questo step porta a prendere cambiamenti drastici (es: RN Cruisers) Passo 5) la nave viene resa disponibile a tutti. Passo 6) se dopo il rilascio una nave non si comporta come atteso vengono fatte piccole patch correttive. (NDE: vedi Power creeping, cambio di meta...) È mai successo che abbiate progettato una nave per coprire un ruolo particolare, ma poi i giocatori abbiano scoperto che il modo più efficace di giocarla è completamente differente? (1:01:32) Quando le navi hanno un ruolo definito chiaramente (es: Corazzate tedesche sono brawler) i giocatori hanno poco successo se provano a sfruttarle in maniera diversa da come gli sviluppatori le hanno intese. A volte il ruolo non è delineato in maniera abbastanza chiara, in tal caso gli sviluppatori le Robi lanciano/potenziano per renderlo più chiaro e premiare i giocatori che le giocano nel modo previsto. 1:03:48 Bilanciare le modalità di gioco Quali difficoltà incontrate quando tentate di bilanciare una nave per Random e per modalità competitive? Attualmente (NDE: Aprile 2017) la modalità di gioco principale è Random Battle. La maggior parte dei giocatori gioca random e quindi le statistiche maggiori si hanno in tale modalità, quindi WG deve bilanciare le navi per questa modalità. I giocatori competitivi per ottenere la massima efficienza usano le navi in modo differente, anche se le navi sono bilanciate per le random, WG tiene sotto controllo le competizioni per evidenziare punti di forza e debolezza che non emergono dalle normali statistiche random La situazione potrebbe cambiare inserendo nuove modalità per i clan (NDE: Clan Battles all'epoca erano in creazione) ma non bilanceremo mai le navi unicamente sul competitive. 1:06:55 Balancing e Skill giocatore Alcune navi richiedono che un giocatore sia esperto per giocarle al MINIMO, mentre altre danno buoni risultati anche senza abilità particolari. Questo fatto viene considerato durante il balancing delle navi? SI, alcune navi (es: Minotaur) sono pensate e bilanciate per essere usate da giocatori esperti. WG considera positivo per il gioco che alcune delle navi abbiano risultati eccezionali in mano ad ottimi giocatori, mentre siano deludenti per giocatori sotto la media. WG considera anche positivo che esistano navi che rendono bene anche in mani non esperte, senza però raggiungere risultati eccezionali in mani esperte. 1:09:24 Dati raccolti Vengono raccolte più statistiche di quelle visibili nel gioco siti di statistiche, quali sono e in che modo vengono usate per bilanciare il gioco? WG raccoglie anche: Struttura del danno. Danno causato, danno ricevuto e sorgente del danno (es: quanti danni fanno i DD IJN con i siluri alle corazzate tedesche in proporzione rispetto ai danni da AP, HE, Allagamenti etc? Oppure che proporzione c'è tra danni da AP e quelli HE causati dai cruiser alle BB?) Heat Maps. In quali aree delle mappe c'è più attività? Quali sono le direzioni che i giocatori prendono più spesso? Utile per i designer delle mappe. Le statistiche vengono divise in tre gruppi: Top Players, Low Players, Median Players
  4. GeneralSavage

    Commander retraining dilemma

    Hey captains! I seem to be a little confused right now. Let me narrate relevant information in points: 1) Found a 10 point Russian commander in reserve. (Fully trained) 2) Assigned it to Budyonny. Selected option to retrain for free. 3) Sold the Budyonny for quick cash. Commander sent to reserve. (Still retraining) 4) Bought Derzki. Assigned retraining Budyonny Captain for free. Started retraining from scratch. 5) realized I have an Oktyabryskaya Revolutsiya (premium ship- USSR) 6) Assigned Budyonny Captain (which is now in Derzki) to oktyalutsiya. 7) realized that Captain is NOT retrained completely. 8) assigned previous oktyalutsiya Captain back into it. 9) realized that oktyalutsiya Captain needs to be retrained as well. 10)assigned 10 point Captain back to Derzki. Still reading from scratch. I have learned the fact that premium ships can retrain completely for free. Anything that I'm missing here or is it because of too much vodka? Valuable inputs are much appreciated.
  5. I just wanted to ask if WG has any plans to bring the second High School Fleet Girls collaboration from Japan over to us EU chaps and if we would be able to obtain anything through missions or something? To my knowledge so far, from what was mentioned at the venue this second collaboration event was announced at. The following content is planned and/or possible. - 4 Character Silhouettes for Captains were shown at the announcement event. (Potential for new captains?) Noted in the article of the above picture; - Some voices were also released at the venue. - Isoroku (The cat from the anime) has a Camo/skin for the Harekaze ship. Noted in the article, it stated these images were sent from the Russian Development team. - Although it did no appear in the anime, A Yu Ocean School Yamato Camo/Skin. Sources: News from Japanese gaming news site Famitsu [Link 1] and [Link 2] (Apologies for I am not sure what other tags I could add to the post)
  6. vuurkillertje

    Ships of 'minor' nations

    What are the plans for 'minor' nations navy's like the Royal Netherlands Navy or Swedish Navy, if there are any? Those nations could fill (sometimes incomplete) lines and there are some quite famous/historically important ships from these kind of nations.
  7. Kandly

    First!

    ...To be or not to be? But most importantly, does the new Q&A section tickle your fancy? Let us know what you think. A quick guide to important buttons and functions lies in the spoiler:
  8. Tuccy

    Q&A Section Status

    Captains, This thread will serve as a reminder of the status of the Q&A section and will be updated whenever we open or close the section. Action Stations!
  9. Captains, The first session of our new Q&A section is over - how did you like it? Tell us in the poll! And for future sessions make sure to follow the Calendar - or the section status thread. What comes next? Well, we will definitely try to answer the questions still waiting for an answer. In the near future some of the gamescom Q&A thread questions (those that would be out of scope of the gamescom session) may be moved here as well. We may open section again for a short time before gamescom, but definitely we will do another session after the event. Please let us know your overall feelings in the poll and your comments on features you liked / disliked / that need clarification in the comments - and see you around! Action Stations!
  10. For the people who are going to go to the gamescom, can we try something new in the game before it comes out? And in relation to the game, will the mechanics of water mines be implemented for standard games? Or be able to know where we have given to the enemy ship when we make an impact?
  11. Tuccy

    Community Q&A Section Open

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    Commanders, The newly minted Q+A section will be open for your questions from August 8, 11:00 CEST until August 10, 23:59 CEST - you can use this time to pose questions you|d like to get answered! Why only for such a short time? Well, it is an experiment - we want to see how many questions we get in that time and we also would like to make these sessions more regular and reliable - this should improve our turnaround. To speed the turnaround a bit, here are some ground rules: Action Stations!
  12. Tuccy

    Ask our team at gamescom 2017!

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    Captains! During gamescom 2017, we're sharing information about the game's future content and plans on stage. Alongside this, you can ask our producers and the Community Team your most pressing questions related to World of Warships. Hit the button below to head over to the forum and post your question from 3 August to 9 August at 23:59 CEST (UTC+2). The best ones will be answered by us and posted on our portal, so use your chance wisely! Ask the team! Attention! The forum thread will be actively moderated, so please only post your questions about World of Warships in this topic. Any discussions will be removed to make it easier for us to find the best questions for the team. Thank you for your understanding! Action Stations!
  13. WoWs Q&A 15: Ask Almost Anything Q&A STATUS: July 31, ACTIVE Sub_Octavian Greetings! I hope you all have been doing well, getting your Jack Dunkirk captains, completing the collection and sometimes even saving poor guy Parks (which we thought of, but actually did not believe anyone would have the patience to do it). I am also sure that you have been discussing and thinkingover some WIP stuff, like RN BBs, smoke changes, upcoming clan content and much more. Well, I am here to provide you with the relevant information. Some things are too early to comment on, but I will do my best, so fire your questions and let's have fruitful and meaningful communication. As always, with your level of dedication, there will be more questions than I can take so I will be picking the most interesting and probably most popular - don't be shy and upvote the questions you like. If I miss anything (and I will inevitably will) - sorry in advance. Scout1Treia Where is the carrier rework that was promised before "any more premium carriers"? We've gotten Kaga, Enterprise, and Graf Zeppelin is just around the corner. Sub_Octavian I really doubt there was a promise not to release carriers before the rework. The point was we were not concentrating on new carriers because there were some major issues with them as a whole. This includes UI problems, in-class balance problems, lack of tutorial/learning curve problems. These things, along with others, lead us to very global and serious question "Are we sure that existing CV/AA concept should be just tuned and tweaked or we need a global overhaul? And if yes, should we try to introduce it in a couple of big updates or to make it gradual?". For now, we fixed the major part of existing UI problems, which was the main blocker for releasing new CV content. USN/IJN balancing is WIP and can be expected within several updates. Tutorials are being worked on, however, simpler stuff like movement and basic gameplay should be done first. As for global rework, this is a tricky one. Any major rework will be a stress for old players, so if we are going this way, we must be absolutely sure it is for good. Now, we don't have any concept that we like THAT better than the existing one, but we keep thinking about it. And in the meantime, we aim to make various smaller quality changes to the existing CV mechanics, in evolutionary, not revolutionary way. Stratmania There were a number if glaring balance problems since last year, mostly about how USN was terrible when compared to IJN due to inflexibility and inconsistency vs key targets like DDs. Instead, we got ammo buffs... which did not help much when it truly came to winning (it primarily benefited good players when whacking enemy planes since the "less skillful player base" normally lost his fighters before using even half the ammo). Sub_Octavian Well, lack of flexibility is the exact main target for upcoming USN CVs changes. The work is not over yet, unfortunately, this is why I am not telling CV UI is fine and should stay as it is. HelmutVillam Please clarify the positions of the tiers 7 and 8 RN BBs, and let me reiterate that putting such famous and anticipated ships as Nelson or 14" KGV behind a premium paywall will not go down well among the community. Why do we need Monarch at all, when we already have plenty of ships with 2 armament choices of different calibers? Just balance KGV for tier 8 and give it both the 14" and 15" (or 16") options. On the same vein, why does every line need to be so unique to the point of being gimmicky and inconsistent? See RN CLs. I feel that if you pursue this strategy for too long, you will rapidly run out of ideas and harm the game balance. I do not mind if a line is a near copy of an existing one, the historical relevance and appearance of the ships alone is enough distinguishing features for me. I just want reliable and simple RN BBs with no fancy toys. Thanks for your time Sub_Octavian I cannot 100% confirm the final line-up for RN BB branch. However, I can say that Nelson being premium and King George going to T7, being replaced with Monarch, have major gameplay reasons: King George does not look good on T8 in terms of firepower, while it looks absolutely adequate for T7. Nelson is a fine ship for very good players, but being in the branch, it has all chances to become a breaking point, where the major part of the player base will stumble. Of course, we would like to have it in the branch as an iconic ship, but gameplay should come first. We do not expect Nelson to be a good source of income, because premium RN mid-tier BB niche is already occupied by Warspite and Hood, and the point here is not to earn extra money but to release a line which will have nice progression for all players. Who knows, maybe Nelson will remain premium, but with some other means of distribution...we'll see. While the final decisions are not made, I can say that after testing different load out of RN BB, we're slowly coming to the conclusion this branch may not need any "gimmicks" to be viable. We will be considering basic BB loadout for it, with only advanced heal being "consumable gimmick". Thank you too for good questions of immediate interest. To expand on this from the historical point of view: "Just balancing KGV for Tier VIII and give her both 14" and 15" options" would mean she won't be KGV as built anymore (as the 3x3 15" was alternative design to the 3x4 14", ie the KGV the Admiralty wanted and before being cut down to fit in the tonnage limit). So... Effectively what Monarch is. Now there would be few options (making the "real" KGV stock configuration, for example)... But their result would be nobody really playing the famous historical configuration (say what you will about "historical enthusiasts for sure would", when it comes to winning and progressing, players generally do not stay on Stock longer than they need to). So... What is more important for you? To play a King George V in the proper configuration... Or to have King George V as a name on Tier VIII? ;) As it works in the tree that can be constructed from the previews we released (mind you: nothing is final until the release - you can remember swaps in the RU or IJN DD lines even quite short time before release) you would get the "real" KGV on VII and the "ideal" KGV on VIII. stockyy1994_ What determines the Krupp value for AP shells? Also, why do British BB's have such low Krupp values? Sub_Octavian Roughly speaking, Krupp value is used in our ballistics model to have the desired armor penetration value for different shells on different distances. And the "desired penetration value" here is the value that is as close to IRL as possible, because this is one of the game aspects we seek to keep realistic. So, this is just a tool for achieving needed shell performance. SITH_ThrawnFett For your new development blog how much information are you planning on giving with it? Will it be showing only changes for the next patch, or will it be further down the line (like 2-3 or even 5)? Sub_Octavian I plan to talk about the changes starting from ST phase. Commenting on more distant things does not makes sense, as too many changes can be done even before ST. Do you have Questions for this Q&A then go: http://bit.ly/2RDDTWoWSQA WoWs Q&A 15: Ask Almost Anything • r/WorldOfWarships **Q&A STATUS: July 31, ACTIVE** Greetings! I hope you all have been doing well, getting your Jack Dunkirk captains, completing the collection...
  14. Tuccy

    WoWs Q&A With Sub_Octavian

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    Captains, Our Developer Sub_Octavian is back on Reddit for another Q&A, head over there and ask the questions you really want an answer to!
  15. Tuccy

    Q&A with Sub_Octavian

    until
    Captains, Sub_Octavian is loose on the forums until June 28 - check out the Q&A thread, pose your questions and maybe get some interesting answers! Action Stations!
  16. Ahoi Kapitäne, Heute wurde das Update 0.6.0 veröffentlicht und besonders die Überarbeitung der Kommandantenfähigkeiten hat für viele Fragen gesorgt. Wir möchten die Gelegenheit nutzen, um mit euch und den Entwicklern eine Q&A (Fragen und Antworten) Session zu dem Thema am Freitag, den 20.01. um 17:15, auf unserer Facebookseite in Form eines Livestreams durchzuführen. (EDIT: Das Video findet ihr HIER) Es freut mich sehr, dass wir diese Möglichkeit auch für den deutschsprachigen Raum bekommen - also nutzt die Chance und stellt den Entwicklern eure Fragen! Da die Entwickler kein Deutsch sprechen, werden MrConway und ich für euch die Fragen und Antworten übersetzen! Falls ihr keine Zeit habt live dabei zu sein, könnt ihr euch das Video danach einfach auf Facebook ansehen und eure eventuellen Fragen hier schonmal hinterlegen. Folgende Personen werden an dieser Diskussionsrunde teilnehmen: MrConway - EN Community Coordinator Crysantos - DE Community Coordinator Sub_Octavian - Game Analytics Team Lead Wir haben bereits einige Fragen aus dem Forum zusammengestellt, die sich um das Update 0.6.0 und insbesondere um das umstrittene Thema RPF (Funkortung) drehen. Da wir aber diese Fragerunde live gestalten, könnt ihr auch eure eigenen Fragen stellen. Ich gebe aber zu bedenken - da ihr euch bestimmt vorstellen könnt, dass unsere Zeit begrenzt ist (ca. 45 Minuten), werden wir nur einen Teil der Fragen auch behandeln können. Also schaut einfach vorbei, hört euch an was die Motivation der Entwickler ist und nehmt teil! lg, Crysantos edit: Aufgrund einer kleinen Verzögerung geht es erst 17:15 los!
  17. Hey guys! I'm going to do a Q&A session with MrConway on my stream on the 23rd of April at around 17:00 CEST (if you're in a different timezone you can see the difference here: http://www.wolframalpha.com/input/?dataset=&i=17:00+CEST). We'll be playing some matches and doing the QA. Perhaps even someone else will come around. I would appreciate it if you guys posted some questions here that you have that you would like to ask concerning the new update (0.5.5), which is on the test server. So questions mostly regarding the weather, new sinking effects, ship rebalancing, why Strangers123 hates the new carrier changes etc. I'll be picking a few of them and then they'll get a proper answer (hopefully). Questions should be in by tomorrow as they need to go through a bunch of people before they can get answers. PS unannounced content questions aren't a very good idea, because the answer is always "sorry, we can't tell you". Link to stream: https://www.twitch.tv/aerroon tl;dr: same announcement in video format: https://youtu.be/s6Qe2FWEXZ0 QUESTIONS ARE DONE I picked these:
  18. Sonic_157

    WoWS TAP Q&A

    These are from the blog "The Armored Patrol". Very interesting stuff! Link. 1) Which branch will come as first in the British tech tree? 1) Cruiser branch; 2) When we can expect the WoT/WoWs accounts unification?2) In 2016, most likely in the first half; 3) What are the chances for some spanish premium vessels like the dreadnoughts of the España-Class from 1913, the heavy Cruiser Canarias or Baleares from 1936/37 or the Aircraft Carrier Dédalo from 1922?3) Content/ships are not my responsibility, so I can’t say; 4) Can you modify the post battle score screen? putting things in like a total damage, damage to each ship, damage of each ship to your ship, a real balance of credits..4) It is continuously fixed and improved, which is done by the User Experience/interface department; 5) Will you add some pve content soon? Independently of random or inside random battles?5) PvE content is currently in active testing, which is handled by the map development department; 6) We’ve seen reports of armed forts being included in the game, is this planned for 2016?6) Yes; 7) I have seen an airstrip on an island in Land of Fire, is this decorative, or are land-based aircraft being developed?7) Decorative at the moment; 8) On the forums you guys were discussing a new class, light crusiers like at the Cleveland it spilts between the Pensacola and a light crusier line. Is it planned?8) Don’t know, not my responsibility; 9) When clans will come?9) In 2016; 10) When will we be able to sell the ton of upgrades (not modules) some players have sitting in the invisible depot? Do you plan to implement one depot feature? 10) As soon as the depot ideology will be changed; the problem is being discussed; 11) Will the forward hull of the Admiral Hipper change to reflect the refit it had undergone in real life? 11) Unknown at the moment; 12) Will we hear other voice actresses for the Arpeggio content? 12) Somewhere in the spring; 13) Will there be a skill/option to see which modules on a ship are damaged, like the eagle eye skill in World of Tanks? 13) I think so, the skills are being continuously improved and new ones are added; 14) I’ve heard rumours that there will be a 2nd japanese battleship line? is this true because i’ve also heard there will be a 2nd line of aircraft carriers too featuring the yamato hull aircraft carrier. 14) I can’t say anything on this content; 15) will new lines be introduced into the game be preceded by a premium ship being introduced a couple of patches before hand? 15) No info yet; 16) are there plans to streamline the data being transferred from client to server and vice versa to decrease lag? 16) Yes, we are working on optimization; 17) are there any ships or classes that are under or over performing currently at their given tiers? and if so how do you plan to fix them? 17) There are no huge imbalances, but we are working on balancing; 18) are there plans for additional captain skills? Or working on redesigning the captain skill tree? 18) Captain skills will be worked on; 19) Will we get a new branch in Q1 2016? 19) The first British branch will come in Q1 or Q2; 20) Can German WWI ships be given the Imperial German naval ensign instead of that fake kriegsmarine one similarly to how the Imperator Nikolay has an Imperial Russian flag instead if the Soviet one? 20) A swastika flag will never appear in the game; 21) Will the Kolberg be given the torpedoes it historically carried? 21) Most likely not; 22) Will you allow Low(er) Tier battles to be part of ranked seasons? By introducing T3-4 league you may entice more players to participate in ranked. 22) Yes, such kind of proposal did appear already; a “mini-season” on weekends only is possible.
  19. OopsIPennedYouAgain

    Infos aus dem letzten Q&A developer Stream

    Habs aus Reddit: ursrngliche Quelle des Q&A (Achtung, russisch) http://proships.ru/news/2016/01/14/sten090116/ Englische version: deutsche Version: F: Wie sehen die Pläne bezglich des Meta für dieses Jahr aus? A: Teamgefechte und eine Globale Map. F: Wird es möglich sein, dass sich die globale Map übergreifend auf alle 3 Spiele (Warships, Tanks und Warplanes) bezieht? A: In der ersten Phase der globalen Map planen wir mit zwei Bereichen - Warships und Tanks. Das soll nicht heißen, dass es strikt getrennt zugehen muss. Die Clans in beiden Spielen werden in der Lage sein miteinander zu interagieren, sprich Schiffe werden Einfluss auf die globale Map von Panzern haben und umgekehrt. Den Kommandanten der Clans wird ein neues Gebiet eröffnet - die Diplomatie - und dies nicht nur auf jedes Gebiet für sich (Panzer und Schiffe), sondern bezogen auf beides gleichzeitig. Dies wird jedoch nicht in naher Zukunft passieren. F: Werden Spieler auch in verschiedenen Teams operieren können? A: So wie es anscheinend geplant ist , soll dies möglich sein. Q: Was sagt ihr zu dem System, dass die Vergabe von Sternen im Ranked Modus von der erhaltenen Erfahrung abhängig zu Machen? Warum sehen die Entwickler nicht die Möglichkeit dieses System in einer Mini-Season zu testen? Plant Ihr gewisse spezielle Kampf-Faktoren für die gewerteten Gefechte einzuführen, welche besser deb Einfluss der Spieler auf das Gefecht widerspiegelt? Do you plan to introduce special rank fights factor that reflects the actual usefulness of the player in combat? A: [Request nelishenie best player of the losing team - the basic requirement of our publisher]. Aber das erhaltene Feedback spricht eine andere Sprache... Wir möchten nicht, dass die Vergabe von Sternen in den gewerteten Gefechten gerade von der Erfahrung abhängig ist, da dieses System nicht fehlerfrei ist. Es steht jedoch eine Idee zur Debatte, welche jedoch auch ein wenig kontrovers ist. Es handelt sich um eine Art Voting-System. Die genaue Beschreibung wird hier nicht hundertprozentig klar, daher warte ich lieber bis wir mehr Informationen bereitgestellt kriegen. [TL;DR, Possible voting system/integration with the karma system for keeping stars when you lose] F: Wie sieht der aktuelle Implementierungsstatus des Features (Voting-System) aus? A: Das Voting-System existiert bereits. Wenn wir uns mit der Entscheidung 100%ig sicher sind, wird die Implementierung schnell gehen. Behaltet jedoch im Hinterkopf, dass derzeit andere Sachen Priorität haben - Teamgefechte und die Globale Map. F: Wann kommt neuer PVE-Inhalt, zum Beispiel Forts? A: This deals with development department cards. Ich denke jeder wird davon in Kürze erfahren. F: Gibt es Pläne noch weitere Arpeggio-Schiffe einzuführen? A: Wir haben eine Anfrage nach Asien geschickt und warten nun auf eine Antwort. Ich denke, dass es sowieso geschehen wird, im Client sind ja schon die Namen etc weiterer Schiffe enthalten und der Kooperationsvertrag wird sich bestimmt über einen gewissen Content erstrecken. F: Ist in irgendeiner Weise geplant die Munition zu begrenzen? A: Nein, dies erscheint für uns als unrealistisch. But DD was only one chance to send torpedoes at a target, and it's tough. [N.B. EM = DD] F: Könnt ihr uns bitte die Mglichkeit geben mehrere Flaggen an unseren schiifen zu befestigen? A: Ja, wir arbeiten ddaran. F: Wird es eine Möglichkeit geben, dass man nach dem Untergang in einer freien Kamera das Match weiterhin verfolgen kann? A: Ja, wir arbeiten gerade an den finalen Details. (Wahrscheinlich, oder eher hoffentlich zusammen mit der Implementierung der Replays. Zu der sachen mit der Priorität muss ich jedoch sagen, dass schon witzig ist. Auf Twitter wurde doch erst vor einigen Tagen das neue grafische Model der Granaten präsentiert ;) Bedenkt: Google Translate wird mit Sicherheit jeder von euch kennen, daher kann man nicht alles wörtlich nehmen, einige Aussagen hab ich auch versucht besser zu formulieren. Ich hoffe deren Inhalt hat sich nicht allzu sehr verändert. Gruß WME Quelle vom Reddit-Link: https://www.reddit.com/r/WorldOfWarships/comments/40x4gv/interesting_details_about_clan_wars_revealed_in/
  20. Wargaming picked my as one of the lucky winners for a free travel, free goodie bag and free to be a nusiance to any WG staff member careless enough to admit who he is working for. Since I was told Ev1n would be around too, I had a few questions prepared... only that I of course send them by mail to someone else instead of bringing them directly and asking the man in person, where I of course could hardly remember any of the questions. However, Ev1n was kind enough to answer them in writing once I came around to send them to him and since some people out there might be interesting in thing or the other... here they are, my questions in black, his answers in red (green) - Ectar -------------------------- --- Clan WarsWhen will they be introduced? We're currently working with the CW dev team on the final design for WoWS integration. That means that we're not anywhere close to releasing CW yet - they will come next year. Will there be a ladder and seasons, similar to ranked battles? Yes, when we introduce Clans (likely before we plug Ships into the Clan Wars system) we'll also add a team/clan ranked mode. Will there be rewards, similar to ranked battles? Clan ranked will likely be similar to solo ranked in this respect as well, though by that time we hope to have a few more unique options for rewards. --- Unified accountWhen will the accounts share all XP, free XP and Gold across the different games? When it's done, it's done. I know this is an unpopular answer, but we don't want any speculation on this topic. When we get close enough to reveal any dates, we'll let you guys know.What are the current problems which make introducing unified accounts not possible, especially considering that the game is fully released since 17th September? This is something that I cannot disclose in detail.--- Destroyer linesWhile the other classes have viable roles in mid- and high tier games, the USN destroyer line in particular does not perform well. It suffers greatly from the comparatively short range of their torpedoes, the usually large numbers of planes flying around and the speed of their potential victims. Are there any plans to increase their usefulness and / or survivability and if yes, what are those? Yes, we're looking into it and exploring different avenues for how to make these more competitive, but we haven't decided on one specific course of action yet.The IJN Destroyers are a little more viable in high tier games than their USN counterparts, but it really depends on whether or not the opposing team has learned to change course and speed every now and then to avoid long range torpedos. If the enemy team managed to avoid most of the torpdos, the IJN DDs can do little more than spot for the own team, since their guns are a lot worse than their USN counterparts. Are there any plans to increase the utility value of IJN Destroyers in high tier battles and if yes, what are those? Pretty much same comment as above, but it has to be said that enemy skill is not a factor in balancing ships. Generally you need to adjust to players changing course just like they started adjusting their behavior to the threat of torpedo attack. Destroyers of both factions are put in a dilemma by making them very fragile while almost exclusively rewarding dealt damage in a battle. Will there be rewards for assisting the team, i.e. for spotting? May be something along the lines of spotting damage as in World of Tanks? This is one of the things we're looking into, though its much harder to implement this into a working system than in Tanks, where map topography has infinitely more influence on line of sight. Does smoke from destroyers break line of sight? It would seem to me that secondaries are still able to shoot at supposedly hidden destroyers. If yes, is this intentional or do you plan to change it so that smoke also breaks line of sight for secondary gun batteries? It does break line of sight, though there is a proximity spotting area and there can also be instances where a ship is on the edge of a smoke screen and two players get conflicting information due to lag or desync etc. --- Aircraft carrier lines (there is a lot of feedback on 0.4.1 changes already, so there is little point in repeating all of it here)The high tier Carriers carry a lot of spare planes. Even if their first waves are shot down, they still can continue to fight without any loss in performance. In fact, it is preferable for them to have their squadrons destroyed when they have dropped their payload as it saves them the time it takes the planes to fly back to the carrier. Here the comparatively higher AA rating of ships can be seen as working in favour of enemy aircraft carriers. Will there be more adjustments to high tier CV gameplay and if yes, which exactly? We don't currently see this as an issue, but we're constantly monitoring the stats. If there is a big discrepancy still in favor of high-tier carriers, we will take action. The IJN line now is forced to use fighters while many people perceive the IJN fighters as much inferior to the USN fighters even of the same tier. Will you change the way the fighters of both nations work against each other, if yes, how? This is an interesting comment, because some reviewers and players state that due to module layouts for high tier carriers it is inefficient for US carriers to run a fighter loadout, contrary to IJN ones. So opinions are difinitely mixed here. --- Battleship linesThe much increased accuracy for main gun batteries for short ranges was a much needed improvement for battleships, but how about changing the mechanic a little: Have the higher accuracy end with the maximum stock range of each ship. This way the calculation could be automatised accross the board and it would remove the awkward effect of having much more modern ships with extremely poor accuracy just outside half the max range of their secondary batteries. Note that this would only apply to main batteries, the secondaries would not benefit from this as a destroyer sneaking up so close to a battleship should have a fighting chance to drop it's torpedoes and get away without being a guaranteed to be sunk. It's an idea. We'll look into it. Artillery spotter aircraft are relatively rarely used once the fighter float-plane becomes available. This might be due to the already high range of main batteries and the relatively low chance to hit someone from 20+km away to start with, so the increase in gun range is not seen as something many people can make use of, as well as the obviously high threat carriers in particular pose to battleships. The new angle at which people can shoot at enemy vessels also takes some getting used to and it also raises the problem of realizing whether or not land obstacles would actually be in the way of the ammunition. Do you have plans to make the spotter plane a more interesting choice, if yes, what are those plans? Not at the moment. We are looking into other ideas for spotting plane functionality, but we're not sure the userbase would like them. --- Cruiser linesCruisers often have the best AA rating on their tier. However, shooting down planes is not considered to earn cruisers much in terms of XP or credits. This in turn dissuades cruisers from sticking close to the more vulnerable battleships or carriers to protect them from air attacks. Do you have plans to give cruisers more incentive to pick up the protection role, of yes, which? Yes, but I can't give any details yet. --- MapsWill you introduce a mechanic that will prevent grouped divisions to be placed on opposite sides of cross spawn maps? Yes, this is coming in one of the next patches. We don't like that either.Will you introduce a mechanic that will try to spawn grouped divisions as near to each other as possible? Yes, same fix as above. --- GeneralI feel I need more information of my own ship during battles. For example, I never know how many of my AA and secondary guns are actually still in fighting condition. Please make that information available during battles. This is a piece of info that we would like to add in the future, as its mostly useful at any given time. Similarly, I often wonder how far I have to angle my ship until I can use all of my guns. Please let us see how far the individual main guns can traverse so we can make more use of planning our course. This in contrast would mostly be used by only hardcore users - most players check this out in the first battle they play with any ship, so we're not sure its worth the development cost. Fighter floatplanes offer no control to the user. Will you enable players to control it, i.e. by the same way which let's people prioritize enemy squadrons for AA? This is likely in the future. Planes in general seem to be able to spot ships through landmasses. Will you change this so they need to actually have a line of sight? Depends on the situation, but currently we're pretty happy with the way plane spotting works in general. We might do this one in the future, but its not a priority. How are lines of sight calculated? This is a rather lengthy and technical answer, for which I hope we'll have a guide on the portal fairly soon. Sorry, but I will take a raincheck on this one.Are you satisfied with the XP / credits curve in the tech trees? Do you plan to make adjustments to XP or credits required for individual ships or modules? We're generally satisfied - this satisfaction was a requirement for releasing the game. However, there will more than likely be some tweaks and adjustments in the future. That's just how MMOs work. Sorry for the vague answers on most questions. For some of them its literally that we're just tossing around various design ideas, while for others I don't have the info yet.
  21. Aquí os traigo algunas traducciones del Q&A del foro ruso que he sacado a su vez del foro inglés. Empecemos con los cambios que están previsto en las próximas actualizaciones y que por ahora se conocen: Kitakami no estará en el juego. Los rebotes en el agua no se implementarán. Los cañones secundarios dispararán cuando toda la nave enemiga sea visible, no disparará cuando el enemigo se encuentre detrás de algún obstáculo. La penetración de los proyectiles HE equivale a 1/6 de su diámetro. Los aviones seguirán sin tener limitada su altura de vuelo, seguirán pudiendo pasar por encima de las montañas. No está previsto limitar el número de proyectiles o torpedos. No se implementará poder controlar cañones individualmente. Los efectos meteorológicos (tormentas, oleaje, etc) se desarrollarán en un plazo medio/largo. Buff en la dispersión de los cañones de los BB a corta distancia, a media/larga seguirá igual. Buff del humo de los DD americanos y también en los cañones para algunos DD americanos. La mecánica de embestida no tiene en cuenta el lugar de impacto, solo la velocidad y la masa. Nerf a la AA del Cleveland nuevamente. Nerf a los niveles intermedios de los CV japoneses (sin especificar), además se estudia reducir su número de cazas. Disparar a enemigos no seleccionados provocará un aumento de la dispersión, tanto como la que marca en el puerto. Todos los proyectiles AP son capaces de dañar a un barco tras viajar bajo el agua. No está previsto sacar el proyectil type 91 japonés ni se plantea dar proyectiles AP que tengan la capacidad de penetrar bajo la línea de flotación después de viajar bajo el agua causando inundaciones. El máximo de banderas almacenables es 100.000. No se realizarán cambios en la mecánica del fuego, trabaja según lo previsto. Las respuestas fueron dadas en el periodo del 15 al 23 de julio, aquí: http://forum.worldofwarships.ru/index.php?/topic/18569-%D0%B2%D0%BE%D0%BF%D1%80%D0%BE%D1%81%D1%8B-%D1%80%D0%B0%D0%B7%D1%80%D0%B0%D0%B1%D0%BE%D1%82%D1%87%D0%B8%D0%BA%D0%B0%D0%BC/page__st__180__pid__1026420#entry1026420 Fuente del foro inglés de donde he sacado la traducción, aquí: http://forum.worldofwarships.eu/index.php?/topic/22704-latest-qa-stuff-from-the-devs-at-the-russian-forum/ (acabo de ver que el tema ya existía, juro que hice por verlo pero no lo vi. xD)
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