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Found 40 results

  1. 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.
  2. 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...
  3. Grelot

    CVs economy

    Hi everyone, I'm a main usn Cv player and I just unlocked the Essex (first usn ship with 2 fighter squads. wow :D ), but I still need credits to buy it so I started wondering how to optimize my net income while playing, even on other ship lines (I'm already premium). Maybe I'm not a noob anymore since I enjoy my time on the Lexington (I'm going against the tide when everyone complain that 1 fighter squad is not enough) and I usually win the skies and can deal a good amount of damage to enemy ships (60k when happened a bad match and 100-130k), and recently few times happened to carry my team. The point of this topic is the following: even after my best battles, my net earning is really ridiculous, in a bad way, I'm lucky if I can get 150k credits after spending 70k or more credits into maintenance. So I landed on my Nicholas where I have near 0 experience and sometimes it gets me 200k-250k net earnings. Is the carriers economy broken? Does the situation get better with Saipan? (I still have no premium ships) Am I stupid? I'm really interested in listening more experienced captains advise.
  4. 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)"
  5. 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?
  6. 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?
  7. Raela

    Is the economy broken?

    Me and a friend just played in our battleships, We won the match. He lost more then half his health and I didn't wasn't damaged at all during the game and we still got the same service cost. Is this how it should be?
  8. mcboernester

    CV Einkommen | CV Economy Picture Thread

    Hallo zusammen, Auslöser für diesen Thread ist ein kürzlicher Post von Crysantos dem ich mit Freude nachkomme: Dieser Thread dient aussließlich dazu nachzuweisen, dass die CV Economy in ihrer jetzigen Form extrem schwächelt. Ich bitte euch hier lediglich euer CV Einkommen, sowohl in durchschnitlichen als auch in Top Spielen zu posten. Bitte haltet den Thread von unnötigen Spam _____________________________________________________________________________________________________________________________________________________________________ EDIT: 2. Fassung auf englisch wurde unter http://forum.worldofwarships.eu/index.php?/topic/73091-cv-economy-picture-thread/ aufgemacht. Bitte bedenken: Crysantos hat hier nix versprochen! Aber ich denke den Versuch ist es allemal wert! EDIT: Tutorial für Upload siehe Spoiler!
  9. 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.
  10. mcboernester

    CV Economy Picture Thread

    Hey everybody, the Reason for this Thread is the following Statement made by Crysantos which I gladly follow up to(rough Translation); Crysantos, on 30 January 2017 - 07:45 PM, said: Hey CV Buddies, I got an Eys on this Topic,. Maybe you can link the appropriate Threads regarding the CV income or create a newThread regarding this Topic with Screenshots-only with your average" and "topgame"-Income on your CVs? In that Case I'll be able to forward it to our Developers in a more condensed Form and get a more specific Feedback. The sole Purpose of this Thread is to proof that the current CV Economy has some major Flaws.Please just post your Income of your average, as well as your top CV Games. Please keep the Thread free of Spam For those who may wonder: I also made another Thread in the german Part of the Forum so I won't post any PIctures here myself since I'll use the German Thread Please bear in Mind that Crysantos didn't "promise" anything here. Nevertheless I think it's worth a Shot!
  11. 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....
  12. 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.
  13. 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...
  14. 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...
  15. 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.
  16. Hi Well most of Us - players who play CV at least from time to time know that carriers are harmed by unfair economy balance.. so i thought that i will create ANOTHER topic about it, because the more of them will be created - showing proofs of unbalance - the faster some improvement shall happen. Very good game in hosho probably the best in last month. and what do you think?
  17. Even for a defeat...the reward could had been better honestly...even with premium consumables and skin hmmm...even with premium account gives so little... 2 captures so i could max out the reward though still meeeh.... so poor. But on bright side is not negative, also if i did little did pay around 100k-70k credits so cant complain much, but again yeah it could give better credits rewarding... http://wowreplays.com/Replay/19049 whoever wana watch the replay.
  18. Lord_Dildeaux

    0.5.12 The Grand PVE high tier Shaft

    Latest patch has introduced massive credit loss for high tier (IX/X) PVE matches. Even with -20% repair (flag+camo) and free consumables you're looking at -40K/-80K at the very least and that's if you had a good game. If you fancy a premium repair or heal or smoke (not all, just pick one) and play without credit gain, repair reduction flags...ow boy. Doesn't seem to matter much what ship class you play because of the smaller team (less HP available) and shorter matches. I have no issue with PVE having reduced credit income. It's always been like that and for good reasons. I have no issue with the philosophy behind the last patch reworked economy. From what I read it works (more or less) fine in Randoms. However, before the patch a good game in high tier PVE was at least 'rewarded'. You had to pull your weight but providing you did, you could at least manage to break even. (Couple kills, around 100-140K damage, capped or reset capped some, spotting when in DD, tanking along the way when in BB etc.) Oversight? (PVE up to Tier VIII seems to work OK.) Just not that important I guess? Bit too harsh imo. No credits for a good Tier IX/X match? Ok, fine by me. Just getting axed for maximum efforts takes the fun away though. Preemptive info for the smartass division: -Yes I'm aware PVE is for noobs, muppets, players who are scared of real fights and all that. -Yes you are not supposed to play PVE beyond the first training missions -Yes to any negative knee jerks on playing PVE. You are all absolutely right. The above said, a lot of us play PVE on high tiers anyways. If we're supposed to just shaft our high tier ships to the mothball fleet because of WG official policy, I'd even accept that. Given the fact WG (even recently) has stated they are aware of PVE popularity and take development of new PVE content seriously though, I can't help but feel a bit weird about this?
  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. 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?
  21. Hi all, For me one of the most frustrating aspects of "teamplay" is big problem of non-CAPing DDs (especially at high Tier)... when friendly DDs simply do not want to CAP (despite all the pleads in the chat and 100% sure fact that we will surely loose the"Domination" game without CAPs) - they instead happily go around torping from MAX distance and essentially do nothing of use for the team (and they love hugging the edge of the map doing that)... this makes my blood literally boil... So... will the proposed economy changes below alter anything in that regard or it will (possibly) encourage such behavior even more? Leo "Apollo11"
  22. Hi all, Introductory note: This is not a rant of any sort - I am just interested in our opinion and similar experience with this! Here are few "OK-ish" () battles from last weekend that I had with my brand new "North Carolina"... Setup: Almost stock "North Carolina" (I only unlocked "Propulsion" module for time being) 12 point captain Regular account No economic flags Premium Repair" + "Premium Heal" consumables (without those it is almost impossible to fight Tier VIII / IX / X)Cammo from reserve (when I spend accumulated ones - the additional Silver will be needed for every battle) #1 #2 #3 So... what do you think guys? Is this OK (even with recent 25% repair cost discount)? Do you have same experience? BTW, I am now playing one battle in my "Tirpiz" for every battle in my "North Carolina" to cover the cost.... Leo "Apollo11"
  23. 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?
  24. Vaderan

    Quo vadis, World of Warships?

    Warning: wall of text incomming! Disclaimer: english is not my mothertongue, and i am speaking freely just from my personal perspective and experience! Greetings fellow captains! Last week, i by accident read a quote of an old, wise greek, Mr. Platon, which translated from my mothertongue into english read something like "Good developement is based on knowledge/experience, not on numbers." Maybe, this is the perfect historical quote to sum up, why i consider the developement of this game from CAT until today as a desaster, since WG always and repeatedly confirms that their development decisions for their products are basically based on numbers. This pretty much hit the nail when i was with an old friend in team speak yesterday, who was playing World of Warships and went from "hey, let´s play a round" into "ultra rage apocalypse breakdown" and a "Do these developers play their game at all?" exclamation within 3-4 games in CooP. He and I are the last relics of a dozen alpha and beta test veterans who still stick with the game and run it from time to time, despite the warnings of our inner voice. We are, for sure, no absolute pro gamers, but we went along with this game for quiet some time, experienced the changes in developement and game style, and are pretty much able to contribute significantly to the team in 95% of the battles we play, usually ending up top 2 if we decide to play CooP. In other words: we are familiar with the mechanics and know how to play. However, we just lost cannot answer the question anymore, why we should go on with this game at all. The dozen of us was attracted by the general topic of the game: capital warships of the two WW eras. Great. We lost the first 5 or 6 of us during open beta. They were basically BB nerds and were not happy with the changes that appeared, reducing BBs efficiency on primary and secondary guns, tinkering around with maneuverability, armor, fires and all this stuff. Two more left shortly after release, when the adjustments to the economy in combination with game experience was to much for them to keep em motivated for longer grinding sessions. The remaining four stayed for longer. We bought preorder packs, premium ships like Atago, Tirpitz and friends, and kept playing. The fourth made it to tier 4, with a Tirpitz for CooP games in his port, the rest made it somewhere up to tier 6-8. It´s still pretty hard to grind through the tiers, if you still have the impression of your favourite tier 10 ships out of the CAT and beta tests in your head. In addition, all of us 4 made extesive use of the test servers, just to relive the good old tier 10 games and check, if they are still woth it. And this is, where it becomes a little difficult. Yes, there are ships which are still worth it. But then, after all, with the impression of high tier battles as a bottom tier 7 or 8, and the NOT fun they are to play, why even bother to join them with higher tiered ships? It´s no secret that tier 4-6 games are considered the sweetspot of this game. But why? What has changed, that tier 7-10 are so much less enjoyable, especially since the CAT and beta days? The reasons for this have been discussed and summed up in numerous threads. Some are biased towards specific classes, some are just big whine threads and a number of them are issued by players who should probably learn to play before starting to write. However, there is something like a common base line, things that show up again and again in various versions. Matchmaking, the evergreen which keeps player upset again and again. RNG of course, in all the variations it has impact on this game (accuracy, fires, module damage etc.). The grind and ingame economy. Torpedoes. Rock-paper-scissors mechanics; the balance between the classes, in other words. If you put all these aspects together in a big bag and want to name it, the one word that comes into my mind and somehow fits for all these aspects, the one thing they have in common, is: broken. The next best is: fail. They, all together, are, from my perspective, the result of an ambitious and dedicated developement team, which made a lot of wrong decisions. Just like in World of Tanks. When i joined the CAT (or the CBT in WoT, back in 2010), these games felt somehow like a solid piece of rock. Or a nice carpet. Something in developement, but somehow complete. With a baseline and a concept. Flawed, but with potential. Today, it feels like ruined patchwork. Changes have been made, adjustments, patches. They still work around the same concept and base line, but it just feels (and plays), as if the developers just cannot keep up with the speed the game developes itsself. New big patches are announced to bring huge changes and stuff, but somehow it always feels like "one step forward, two steps reverse". While the developers attempt to work hard (and focused) on a specific issue (like the recent torpedo soup thingy), they leave the impression to lose the view for the overall, complete picture. In addition, it feels like they seriously just focus on their numbers. Ship/tank XY performs good/bad: we need to change something. Class XY performs good/bad: we need to rebalance them. More often, these changes appear to be not reproducable for a dedicated player, or even the average user. In addition to the average user, we get the so called "fanboys" (are ther no fangirls, by the way?), who always have to overreact and exagerate, once their favourite ship/tank/class is touched, which makes it even more difficult to make a difference between constructive feedback and whine/protest. As a result, many changes and adjustments, which appear drastical or radical, often proove as "not working as inteded", developement into the wrong direction or just "half hearted". The developers come up with changes and ideas, which look great on paper, sound fantastic in announcement and look promising in numbers, just to turn out of being not what the players wanted to have. Correct me, if i am wrong, but let me take an example (just for the overall impression, no need to discuss the details): players love tier 4-6. The reason: small maps, short engagement distances, intense fighting, moderate economy costs. In other words, the game has the perfect balance between being easy accessable and requiring (just basic knowledge of) tactical unterstanding. High tier isn´t loved that much. Large maps, longe engagement ranges, horrible economy, torpedo spam, slow paced gameplay especially on huge maps, highly specialised ships. In other words: the balance tips to more demanding and challanging gameplay while it becomes less enjoyable, more expensive and less rewarding at once. To improve the situation, WG again refers to it´s numbers and sharts and starts tinkering around with various aspects, while stubbornly staying on course with the overall concept, no matter if it is good or bad. This is probably the biggest issue: instead of aknowleging the fact that they took the wrong turn, move back and start a new way, they usually hold the line and start patchworking, where it doesn´t help the cause. I won´t say, WG is immune towards improvement and listening to it´s players, since we see changes and developement again and again (yay, finally unbundled premium ships in the shop, yay! Seriously!), but the ideas and changes, as already said, feel half hearted. I mean: hey, the players complain about 20km range torpedo spam at tier ten, what can we do about this? a.) reduce torpedo range, reduce overall engagement range, reduce map size and provide a less static, more intense gameplay! b.) let´s hand over a radar consumable to a few ships which can occasionally detect hidden destroyers at ~50% of their max torpedo range. -"B sounds great, that will do it!" - not. With all these fancy ideas, and the evaluation and studying on numbers, Wargaming, like no other, seems to consequently ignore over and over and over again one, if not THE major aspect of any MMO: the players. I am not talking about the players numbers, their wishes and demands, but the average players abilities. Yes, we got very ambitious and skilled players around. Those who like this game usually stick on this forum, contribute to their best (or what they consider as such) and help to discuss and improve this game with dedication. But all these, even the "average forum user - player" is still more ambitious and skilled as the average player in these games (WoWs, WoT), because they care, and they usually want to develope. Either themselves or the game, both in the optimal case! But Joe-average, who might have heared about this forum at best, just cares about himself and his personal goal. He mybe doesn´t even care about statistics or success. All that matters is his progress. No teamplay, no improvement, no developement. Hand him a 10km range Kawashi, and he will snipe at 10km. Hand him a 27km Yamato, and he will still snipe. These average, ignorant players will never or just veeeery slowly improve and adapt to the game. Most of them even don´t recognize that they are doing something wrong. They lack the knowledge, the ability, and maybe even the intelligence. They live in their own world, and they are happy with it. However, they are part of a team, and if the need arises, the team will rely on them. Maybe Joe average is your top tier Carrier, while an absolute top crack ace is playing the carrier of the opponent team. Maybe he is your most important destroyer or the most tanky BB. Whatever, he might be put into a role, but he neither understands this role, nor is he able to fullfill it at average level. This is, where the "rock-paper-scissor" mechanics hits it´s limitations. 3 out of 4 classes are ridiculously team dependent. In some cases, it comes up to just one player in a team, who can make the difference, because he is the one in that specific class or ship, on which the "rock-paper-scissor" mechanic is build around to work. If this one specific player is not suited to fullfill his role (which can have various reasons, like low intelligence, low skill, low experience, but aswell as the wrong ship, wrong tier, wrong modules or just handicaped by the matchmaker), then the rest of the team has to work twice as hard. If one or two of these bad cases occure in a match, they can usually be compensated. However, these "bad cases" aren´t the exception. Due to the various possibilities of combinations and the "high number of bad cards in the deck", it is not the question of "which team is better" but "which is less bad"? The game is basically designed around all these nice, fancy numbers and statistics, while largely ignoring the human factor. When i started the game in CAT, i had the impression, that i would be able to deal with any situation in any ship, if i only be skilled enough. This was basically owed to a less drastical impact of RNG, but also due to a less specified role of the classes. A BB was able to hold it´s own, if properly played, aswell as a cruiser, DD or carrier. Yes, torpedoes were as annoying as they are today, but they were less of a factor. During the course of changes and adjustments, many ships or complete classes lost their ability of being equaly compeditive, they got pushed more and more into their specific roles. While this might contribute greaty to the course of "rock-paper-scissor", it also forces more gameplay. Something which isn´t shown in numbers, and completly made up by the human factor. A player, as long as he doesn´t just sit in a specific ship, most likely in a DD, is always forced to rely on his teammates. He is forced to rely on the most unpredictable, unstable and risky factor a game can provide. And this shows up again and again. This game in general, in PvP in specific, isn´t just "hey, i want to take out my XY (as long as it isn´t a DD these days) for a quick spin and have some fun". This game is more like "Okay, i take XY and let´s pray i get a team which is capable of something". However, most Joe-average players play it like the first idea (let´s have some fun) which usually ends up in bad results. I have lost track how many PvP games i had where i achieved great things and still lost, due to absolutely bad teammates (or died quickly because i was intending to play the role which had the game forseen for my ship, but got abondened by players who refuse to play their role). Due to this, i quit playing PvP with the end of the Kamikaze R event. I cannot recall the correct circumstances anymore, but i think i was forced to win XY battles in a BB to earn the last 15 or 20 pearls for the Kamikaze, with the event ending the next day. Despite hilarious carries with my BBs (Arkansas, Fuso, Colorado, Tirpitz) i ended up in an ultimatively 1 vs 5 victoriy to defear ratio, killing any ambition for me to take any ship of this class out again into PvP until they get properly adjusted (which means: able to make a stand and fight it out where they are, when they are left alone from their running supporters, which will require either more accurate main batteries or usefull secondary batteries). As a result, to stick with the game, i reduced my activity to just playing CooP/PvE. Yes, i know. But hey, at least, i can enjoy my precious premium ships and... yeah, well. Enjoyment has disappeared. Especially since the latest patch, PvE seems to be broken aswell. Bots were always smarter than 2/3 of the Joe average players, nothing new here, but they were 8 instead of 12, so a carry would be easier to achieve and 2 good bot matches almost make up one bad PvP match in terms of XP and credits, at an equal investment of time. Well, until the latest patch. Not sure if anything was changed to the AI or if it´s just the number of below average Joe-average players who join the CooP battles, but my teams in CooP just start melting over and over again. I have to admit, those bots give me, an self confident alpha veteran, a harder time than 2/3 of the opponent players i met in PvP battles. They aim brutaly precisely, focus fire with all available ships, especially when playing a DD, and even those bot carriers start playing tricks, like cross drops and recoordinating attacks. I usually can deal with 2-3 of them, considering it a moderate challange, but with a look on the results which my average CooP teammates achieve, i only can guess how frustrating even this "it´s just a training mode" CooP must be. Which brings me to my final question: Is or will there be fun in this game (again)? When it began in Alpha, PvE and PvP were enjoyable. Yes, the players/testers were veterans, so teamplay wasn´t much of an issue, and Bot AI wasn´t nealy as developed as it is today. And economy...yes...was no issue. But today, the game feels just like completly developed past the average player. Increasing demands on coordination, tactics and teamplay, highly specified roles of specific ships, especially in low tier, RNG factors which increase the dependence on other players even more, while the number of players one can rely on shrinks. This game, at least if you want to have fun AND success at once as an average player, has lost a lot of it´s accessability and lightness, just like WoT. PvP is full of frustration and rage, negative emotions, nothing to enjoy, and even PvE has lost it´s light hearted game experience. There is no "just let´s play" anymore, if you want to progress and keep the balance in credits. I know, not all will agree with me, but in my opinion, the line between "my skill counts" and "i rely on others and rng" has been crossed long ago. If i want to have success, i am forced to play specific ships, or i am forced to play in a division/team, so i have other with my who i can rely on, so i can at least pick the ship i want. In my opinion, the game has developed into the wrong direction. Or, at least, it has developed into a direction, where the complexity and mechanics of the game are more important than the accessability. The numbers count, not the human factor. So, quo vadis, World of Warships? Will we see drastical changes to the mechanics, to make ships and classes, according to the limits of the wider playerbase, less team dependend? Will we see an improvement on High Tier matches, like faster paced games on smaller maps, shorter engagement range, less torpedoe spam and area denial? Will we see an improvement in the PvE sector, for those who favor PvE over PvP? Armored Warfare is a great example, how to implement a working PvE mode. I consider something like that completly possible for WG products. The actual CooP is a good starting point, i´d say. How are your impressions? How did WoWs develope from your view? What would be your basic developement whishes? Please avoid detail discussions we already have in different threads, like torpedoes, DDs, matchmaking. This should be more about the overall impression, how the game feels to you, what you would like to see changed so it feels better. How do you consider the human factor in regards of game mechanics?
  25. So after last patch I noticed less income, especially at Tier 5. Today I did my first game of the day (Patch in a kirov, was a decent game with about 50k damage done and a win. Last patch that would give me at least 130000 plus silver. A few patches ago good to decent games in the Nicholas or so would give me about 250k silver. Today I recieved 800xp on the winning side and a measly 88k sliver for a 50k damage-top-of-my-team win in the Kirov. I don't see anything in the patch notes about this stuff?