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Found 33 results

  1. Hi all, WoWs Economy and latest "How It Works: Economics - XP and Credits"... Did we learn something we didn't know before from the latest official video? Have you guys watched it? Leo "Apollo11"
  2. Playing the midway at the moment is "interesting" if not - difficult depending on the number of AA ships and "don't come near me zones". But putting that aside I want to cover something quite damaging. The economy of basic credits. Every game is a loss without premium. Win or lose, top of team or bottom. T= Torps, B= Bombs hit, R= Rockets hit, P= Planes destroyed, I= Incaps, D= Destroy, F= Fire, C= Flooding, Def= Defended, S= Spotted,= Game 1 - Victory - 2nd on team Battle performance 3 T, 24 B, 31 R, 4 I, 1 D, 4 F, 1 F, 5 Def, 14 S, 7 P Credits received 232K vs Credits spent 256k (with -25%) -24K Game 2 - Defeat - 1st on team Battle performance 5 t, 8 B, 14 R, 34 P (11 ship, 23 with fighters) 5 i, 1 D, 5 F, 2 C, 2 Def, 14 S Credits received 247k vs 277k Spent (with -25%) -33K Game 3 Defeat = -102K - 3rd on team Game 4 Victory = -63K - 8th on team Game 5 Victory = -17K - 5th on team Game 6 Victory = -33K - 2nd on team Why am I not breaking even? It's costing me credits to play, am I missing something obvious here? ps. yes I'm aware im not using a camo/flags for credits mainly because I thought it was odd that I had a great game yesterday despite forgetting to put flags/camo on and getting -24k.
  3. Hi all, Discrepancy in "Alaska" prices (for cash and for FreeXP if one converts "Regular XP" to "Free XP" with Doubloons) - deliberate or accidental? AFAIK prices and economy in WoWs were, more or less, standardized and there were no big discrepancies IIRC. But with "Alaska" now available for both cash in "Premium Shop" and via "Free XP" (which can be obtained for those who need it by converting "Regular XP" to "Free XP" with Doubloons) there is significant difference now... I wonder if that is deliberate or accidental? What do you think guys? Leo "Apollo11"
  4. Leo_Apollo11

    Big Poll - economy status - Steel

    Hi all, Big Poll - economy status - Steel This is "sequel" to my previous Poll: Leo "Apollo11" P.S. Made "private"...
  5. SkrintX

    CV Rework Economy

    I know it's the new hot topic here on forums discussing about the CV rework and some people hate it (those who are CV main, I kind off feel your pain), but I will take a different approach. I like the CV Rework, I enjoy the hability to control the planes with the keyboard and mouse (almost the same as controlling a ship, in my opinion), and it is fun for me, It gives you a new gameplay perspective, but one thing I hate is the economy, which is a pile of diarrhea.... I mean, look at this: As you see, even though I'm second place and performed well, atleast in my experience, I barely got 100k of credits, minus the repair/ammo cost. If I did the same on my Fuso (second place, atleast), I would almost do twice as much I did here.... Wargaming said on one News post: "Rewards for inflicting damage and destroying ships (the main purpose of this ship type), as well as for capturing, defending, and blocking key areas now correspond to those of battleships." Which it means, CV has the same economics as the battleships, and it is difficult to do those same things above with CV compared to Battleship (especially the damage)... I don't know what Wargaming thought about CV economics, but it is painfully bad for me. I played CVs before (I will miss you Independence), and I never had problems with the CV economy, untill now and everytime I play the new CV gameplay, I feel unrewarded because of the low payout.... So, if anyone seeing this (probably no one will), what do you guys think? Is the economy bad, or is it good as it is? Should the CV economy be on cruiser level, if you agree it is bad? What is your solution? My solution to this: Either buff the plane armaments, just a bit more (torpedo planes especially) or make the economy on cruiser level, to have more rewarded matches.
  6. So... As a F2P player, doubloons are a rare resource for me. Over time (after spending some on various things, including discounted captain respecs), thanks to various container drops etc. I have a balance of just over 3,000. I have a number of lines (mostly US) that I am currently grinding, and my eyes are on many more! My two main issues (as others no doubt have) is credit generation (I am returning pitifully small profits at t8 when running prem consumables, so there is an element of git gud!) and captain retraining. FXP is a pitifully slow grind - It took me over a year to get enough for the Nelson, and I'm now back at just over 50k. I don't use it on anything! The question: Considering my two 'economy issues' (aside from my poor quality gameplay), what is the optimal use of my 3k doubloons? If you want more blurb and context... the current background to my lines are: Sorry if this is too ambiguous a question (at lot of it comes down to personal preference I suppose) but any suggestions would be appreciated.
  7. Hi all, Big Poll - economy status - Games/Premium/Doubloons/Credits/FreeXP/Coal/Steel With all recent talk about more generous WoWs economy I wanted to check things out... BTW, I do believe that some "old hands" have many thing in abundance but also I thin that many many players are still in deficit for lost of things (I know it from 1st hand because even in big Clan we have playerse with lowish assets that have to think twice before buying anything)! My data: For how long are you playing WoWs? 3+ years (stared in Open BETA) How many "Random" battles have you played? 6.848 Do you currently have "Premium" (and if "Yes" how many day left)? Yes (181 days left) How much Doubloons you have? more than 30.000 (got them all with 30% and 50% OFF - saving for another "Premium" year) How much Credits you have? more than 200.000.000 How much FreeXP you have? 1.300.000 How much Coal you have? 80.000 (I regularly spend them on certain signal flags I use during combat) How much Steel you have? 1.600 Leo "Apollo11" P.S. On suggestion from fellow "Forumite" I now used option to "hide" who voted for which option... so the vote is anonymous... sorry for overlooking that at the start...
  8. MS_Surface

    That 426K DMG Gearing replay

    I was just trying to understand this. Recent Gearing game with Premium account:(RECORD || 426K DAMAGE || GEARING - World of Warships - ) 4285K base XP 426K DMG after bills are payed: 591K credtis no cammo or modifiers used ------------------------------- Nov. 2016 game, also Premium:(World of Warships - Gearing Torpedo Whisperer - ) 2896K base XP 124K DMG after modifiers and bills: 615K Without modifiers (inc. permanent cammo): around 450K credits --------------------------------- So the difference between a 4.3K base XP + 426K dmg battle and a 2.9K base XP + 124K dmg is around 140K credits? Does this mean that a battle like: 1389 base XP and 300K dmg (diferences between both battles) would give, after bills and modifiers:-200Kcredits? Somehow this doesn't look fair for the first player but maybe i'm missing something.
  9. Yes, this is another CV economy rant, but its another one because I simply don't understand WHAT THE F DO I NEED TO DO TO GET GOOD REWARDS! No, really, I don't understand it. You go full strike, you kill half of enemy team, you earn high caliber, kraken, 10 kills whatever, you end up being 3rd in your team based on XP. You go AS setup, you earn clear sky, you manage to kill something with your bombs, you earn 1k xp for a victory. You go balanced, you do all of above, take out 5 ships, 50 planes, cap 3 bases and you get 1k xp for a victory. WHAT THE F? Seriously, what the actual F. Last time they said "They don't reward damage dealing for CVs that much, because its easy to deal damage in them bla bla bla". Then what are you rewarding??? You don't reward kills, you don't reward damage, you don't reward planes shot down, you don't reward spotting. I have numerous examples of low xp gain in games where I killed half of enemy team and / or dealt huge amounts of damage... But here is the last great example of your CV economy, and things that they are rewarding. Lexington game, in which I've killed 3 of them, dealt over 80k damage (not too bad for t6-7 game), SPOTTED both of their DDs, and got them killed (you can see my spotting damage is ~60 k, and thats because both of DDs were killed because of me), killed 12 planes (their CV was afk for some time so I didn't manage to kill more of them), and game awarded me with a nice middle finger for doing all of that and basicly winning the game for us. So I did EVERYTHING they said they are rewarding now when playing CV (instead only dealing damage) and yet I got nothing from it...
  10. Sticky_Icky


    I believe this is a serious problem right now, and its making the game much less enjoyable for me and many others, mainly because its detrimental to the outcome of the battle, and also because its a direct result of WG's ingame economics (and therefore can be just as easily get fixed by tweaking it) as i have seen, and been told and experienced myself, the main reason of borderhugging BBs is the ridiculously high repair cost of their ships (mostly on tiers 7 and above) i clearly had a Yamato captain today say this exact thing to me (as i was flaming him for running away of the fight): "do you know how much these things cost for a full repair? i pay 300k every time i die..." so i propose a meaningful balancing in WG economy... two main proposals here, please add your own in the comments if you have a good and meaningful idea: 1) make it so that in a defeat they pay full repair cost, no matter the hp they survived with. as an incentive to actually play like a man in this game, trying to actually win it, rather than survive unscathed, and make Wins give even more Credits to compensate for the defeat credit loss. that way, players will struggle more to win, rather than stay alive in order to not lose too much Credits... the defeats will feel very punishing, and the wins will feel very rewarding 2) make it so that wins give much more Credits that defeats, and Defeats much less than they do now. Still, defeats will feel punishing, and wins will be more rewarding and therefore sought after I believe 1) is much more straightforward approach and will actually end up solving the problem that many people are complaining about and are driving us brave captains TOTALLY NUTS! i get the concept of having to farm with my lower tier ships in order to play my high tiers, and i support that, really. i dont ask to actually farm Credits from high tier games, but the way this is going now, all it does is create cowardice, frustration, and low winrates.... and in this game that is so teamplay based and personal performance cannot secure you a win, i believe WG HAS to make a change. what are your thoughts?
  11. Brainzzzzz

    Economy nerfed in 0.5.3.?

    Hi all, I am not sure if my assumption is correct, so I would like to hear your opinion or maybe someone can even back it up what I have been witnessing. With 0.5.3. I am starting to loose money. And I don't mean like a few %, but a ton of credits. I have attached a screen to tell you what I mean. I know that reps are costly, but that is getting insane if you win and are top player. And the repair costs seem to have been skyrocketing as well, boosting the effect of not getting credits anymore. I mean, even a win on this game and without premium you are in the red ones. Even Tirpitz and Atago don't seem to be the money trains they have been before So before anyone jumpstarts on me, I just want to remind you that I am asking for your experience, opinion or similar feedback. Thanks for keeping this thread flame-free
  12. So, since the patch, I cap several times, alone - but .... Patch notes says: "... Rewards will be given for: Capturing the base, namely for base capture points - for example, if two players captured a base together and at the same time, then each player will receive half of the reward..." In-game, we get this: 1 - capping, alone, should receive max reward : 2 - in practice, "base cap. points received..." ZERO, nada... Its only me, or this great feature (who can bust the team play) are NOT implemented in-game, like the patch notes promise ?....
  13. red_eye1980

    Tier 9-10 economy and the Iowa

    So, I have fairly recently unlocked the North Carolina and love it, especially after the slow Colorado. I noticed though, that in games where I lose or don't do well I start losing credits. It's usually not a lot, but it's still a loss. No complains there. It's not a moan, such is the game and I love playing it. I don't have a premium account or intend to get one. I pay money to get doubloons for port slots, captain retrains, demount upgrades but that's it. So my question is: How better is the Iowa to the North Carolina? Is she worth getting over? Will I be able to run her and not perform well, sometimes? Or is she going to bleed me dry? And in general, can you run tier 9 ships on a regular basis without a premium account? Or do I have to be clubbing for money, to be able to have few battles in the tier 9s? I'm asking all these questions because I'm reaching the point where I could sell the NC and get an Iowa. Also, how long is the Missouri mission on for? If she is cheaper to run, because premium, maybe I could buy her instead, and be done with it? If I can run tier 9s on a regular basis I could get a yugumo over the Kagero later too.
  14. Brett50

    Premium economy

    it may just be me but it seems that my premium ships don't seem to really make any more credits for me than my regular ships which means that at the moment i'm unlocking ships and modules way faster than I can afford to buy/equip them (when even a module is more than a million credits, it's a real credit grind). One decent game in my Aoba will make me 100k-250k credits, a decent game in the Atago seems to make about 200k, the Atago is a good fun ship to play but for the money spent on it, I'd like it to be a bit more of a money maker like the tier 8 prems in WoT. Other than this I think the whole economy could do with a bit of a look over in WoWS, I'm currently running a prem account so I'd hate to see what the credit gind would be like without one!
  15. mrk421

    Question about credit income

    Quick question: can anyone confirm whether the amount of credits you earn for a battle depends on win/loss or not? I know there's a +50 % multiplier for base XP for a victory. And afaik the base credits earned should correlate with base XP, but is that before or after the victory multiplier?
  16. Hentai__Senpai

    New economy in 0.4

    So what do you players think about the new ecomy and research cost comming up in 0.4? Personaly i think it's too much, just increasing the reasearch cost to every ship twice as much as the prior patch. So anons, tell me about your thoughts.
  17. I don't post my videos here on the forums often - but with the recent launch on Steam, I figured this was a good time to produce a video on this subject (as I did for World of Tanks, many aeons ago). What Ship? // "Shut up and take my money (part deux)"
  18. fatmonk

    Double the base XP

    I don't know if this suggestion has been discussed already, but I tried to search for it. - so forgive me If that's the case. Sometimes weekends are horrible, and this one is no exception. Yesterday my two div buddies and I, had quite a few tier X battles that lasted like 7-10 minutes. Its actually much much shorter than most tier 1-2 matches. When looking at the scoreboard after the game, either team had any player who made anything remarkable, in fact it was poor allover. The top player on the winning team had like 1300 XP´ish - in a tier X game! I doubt its satisfactory for any player, winning or losing regardless. Suggestion: If the game lasts XX minutes, under the full 20 minutes, then boost the XP proportionally, with xx percent. Maybe it could be tweaked, so the boost would not be 200% if the game only lasts 10 minutes, but 180%, as some games lasts 18 minutes.- It should be based on average/expected match duration. - I assume the credits, is linked to the base XP? I'm not a math guy, but I'm sure somebody here could make an equation, of how it should be calculated. Another solution could be a better and more fair matchmaking, but that's probably not gonna happen...
  19. piritskenyer

    Can I sell the ARP ships?

    I think this was asked before, if so, apologies, but I just couldn't find a satisfying answer. While I don't mind the ARP ships, I don't exactly am in awe at their presence either. I mean they look good (some), but I don't really play them. I'm not opposed to anime stuff in any way shape or form (okay, some stuff that really ought not be mentioned here IYKWIM), but the ships are basically surplus in my port. I have 4 Kongos and 3-4 Myokos (lost count there). If and when Takao comes along I'll get that one too, but I don't see the point of having more than one of any one class in port (totaling 3 ships), so basically I'd like to get rid of the rest, to turn them into resources for my shipyards (credits, in layman's terms), and free up their port slots. Is there a way to do that? I seem to recall that you could at some time sell them (might be wrong), but I'm not sure if you can now? Cheers, and don't beat me if this is a repeat thread
  20. Dear WG, we have a problem. Almost nobody plays high tier games, your current game economy is so inbalanced nobody wants to risk a 300k repair bill for a slight mistake. Yesterday evening I was waiting 4 minutes with my Yamato, constantly seeing 2-3 players waiting in my range, than i got some weird 6v6 with 2 Tier10s on one side with a Clevland division and a bunch of Tier9s on the other side. Do you think it is normal that way? Don't you see some problems in your game statistics? (Oh and you successfully killed the whole CV class, can I retrain all of my captains and forget the AA skills? Are you finished with them?) In World of Tanks i never felt this much need for grinding. I only play 2-3 lines and i am constantly about 20.000.000 credits behind. And yes i play a ton of Minekaze/Fuso/Murmansk in the meantime. Please introduce a Depot (so we can sell unused modules, unwanted premium consumables) or rebalance the economy if you ever want to see a healthy Tier10 gameplay in World of Warships.
  21. VelocityTracer

    World of money grinding

    One thing i have noticed about World of Warships is the increased income of credits and the extra rewards for doing well, even on a defeat, which has been a nice change of pace from the other game where income is decided based on how the team performs as a whole. But there is still that dark cloud looming over the economy, if you want to upgrade your ship, progress to the next, or generally want to re-buy an old ship because you ran out of Port-slots. Selling price is also severely reduced from the price you bought the ship for Upgrades for ships in the higher tiers have a tendency of costing more than a ship as a whole, take the last hull upgrade on the Izumo for example, it almost costs as much as the tier 7 Colorado So in hindsight we're back to square one, World of Tanks pricetags for upgrades and at quadruple the price for a new ship. And then there is that decade long XP grind which should be covered in a stand-alone topic of itself
  22. Hi WG, For a short time period during beta, I don't remember if it was open or closed, we had the credit income on the "Battle Results screen" display the actual NET gain in credits after missions/repair costs etc. This was a great benefit and a MUCH better indicator of whether or not you made a nice profit during a battle with your (premium)ship. Now it's hidden deep in the tabs where you have to find the line with net gain after costs. Can we please have the NET GAIN back on the front? Or have you hidden it because you're afraid of showing players how useless they have been in the battle?
  23. Hi.. Lets ask whoes the richest player here. Ok? I ve 150 milion credits and I cant get rid of it. I get too many for the games I playthough I try to spent them at maximum. Oh I was so happy to get a giant container in my port Doing the Lucky throw.....and guess what I got what I so badly need??? A fkn 20 miljion credits..... wow im happy, well thats why I dont do the Lucky strike again. So WOW plz do me a favour and give ppl extra ways to spent their useless millions. It would be already very nice if I could spent 1 million for an amount of signals; even if I could exchange it at a poor rate of 5 signals or so....
  24. First off I’m not some jaded carrier player. Carriers are not even my main class that I play. Out of 3500+ games I played 460 something where in carriers, or around 13%. My main class right now are battleships and cruisers. I’m just an average carrier player myself, but lately I shy away from them, but from a simple reason, they are too much of a drain of time and silver and I almost never get as much out of the games with them any more. But in the beginning I did start as a carrier player, long time ago, over a year now, when I was an alpha tester. I loved them, I enjoyed them and always said how they bring a new 4th or 5th dimension to this game. Without them the game loses something. Soon I fear most of us will start taking our high tier 8+ carrier out for some fresh air only from time to time. Why? Well let me tell you about my new carrier Shokaku and how much it cost me before I even played one game with it. So first I buy it at a discount at 8.5 mil (Japanese fleet weekend EU server). Then you have too spend 14k free xp for normal tier 8 planes (fighters, torpedo bombers) and 30k free xp for the 2/2/2 config. That’s 14x2 + 30 = 58k free xp and 3.4mil to buy all of that. Add another 1.7 mil for the upgrade slots (that’s without the concealment upgrade) and your are at a grand total of 13.6 mil without playing a single game. And I’m using the minimum I think I need not to be destroyed by the other CV. How is this different from other classes you ask? Well, unlike carriers most other ships will do fine without immediately spending free xp for that hull or radar or you don’t need all those upgrades but if you miss them in a carrier they are necessary so your planes if not upgraded immediately are not going to come close at being worth anything in tier 8 matches. Now finally, after all that you spend some time playing in your shokaku and you have a good game with 128k dmg and a kill some 11 planes shot and your grand total of net earning is : 63 611 silver (this is premium) no other flags, camo or other modifiers apply. Without premium 7 207. I also own the Essex tier 9 and its the same story, yesterday with 154k dmg my net income was exactly 100k and some change. Now comes 0.5.14 (disclaimer: not confirmed)with the cost of planes almost doubling for high tier carriers. For tier 8 is around 77% more expensive per plane and going to 112% for tier 10 (on average) As you see I didn’t even touch other issues everyone says carriers have, but this economic ones puts them at a clear disadvantage then the other 3 classes in the game and makes more people shy away from them, and new players can’t afford them without premium time and premium ships. Even without this playing carrier after tier 8 is a net loss for almost everyone and it’s going to influence the game in a negative way. You lose that extra dimension I talked about and the game is then just plane flat and monotone. I don’t know who is running the things in WG but they seriously need to fix at least the economic side of carriers cause this is just another reason players don’t see them as much in higher tiers. TL;DR: In a decent game for tier 8 carriers u earn around 60-80k profit and for tier 9 is around 100-120k while the investment in carriers is more then in any other class of ships what monetary and what in free xp, and at the end of a line is a net loss of credits for increasing worse carrier experience.
  25. Sadstories

    Public Test. How is new economy?

    Hello captains, Has anyone of you tested the new economy changes and how much they affect T10 ?? Will we see any improvement in after match total credits ? I would really like them to be always 0 and never - something. Am I asking for too much?