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Please read this before posting, at least read the bold parts, so we can keep this thread effective and clean! Ever since beta I've tried to create a suggestion thread like this, but so far without success.. Please help make World of Warships great again and add your own suggestions here. When you add a suggestion, please keep it positive, constructive and if possible, to the point. Be clear, be specific if possible, use terminology we all understand. I've added a catalogue of suggestions, per topic, here in this OP, so you can just go to whichever subject interests you most, or check if something already exists, to make voting easier and prevent duplicates. Please use the appropriate subforum for discussing current or future ships or branches, it is an interesting subject, but too vast to cover here. Please do not comment on the suggestions, just like them or not, so we can keep this clean and people can just trawl through the suggestions of us forumites. If you run out of likes, come back another day. I've seen quite a few inspiring suggestions, but most of those threads die a lonely death sooner or later, this is my way of trying to keep them alive. If you want a separate topic, or already have one and want me to add them here, PM me and I'll try to add a link in the OP ASAP. If you want to comment/discuss any or all of the suggestions, please start a separate topic for that suggestion, PM me and I'll try to add a link in the OP ASAP. If you agree with a suggestion, just click 'Like this'. The more likes, the more popular a suggestion is, the more likely it will at least attract attention. Thank you for your attention and your cooperation. Stickied and maintenance Edit: as of the 5th of May 2017, this topic has been stickied. Thanks Kandly, and thanks to everyone who has participated so far! You've all helped make this effort at providing constructive feedback a success! I will keep track of this topic and keep adding to the index, but will now do so every few days or maybe once a week, as this topic has now become way more popular due to being more visible, so otherwise I won't have any time left to actually play the game. EDIT: due to the backlog in maintenance, please just add a reply to this topic with a link to a new topic you've created, so people will be able to find yours if it drops off the front page. EDIT: I realise I am way behind on keeping the index up to date, but that is in part due to this topic becoming a runaway success. It was already doing pretty well before being stickied, now suggestions are still added at least a few times a week. I haven't found the time to do this in a while, busybusybusy, and will have to decide whether I want to keep doing that, especially since I don't know how important the index is to everyone. PM me if you think the index should stay. If my inbox is overwhelmed, that is encouragement to keep doing this. Important edit as of 28th April 2017: See here. So Kandly has promised to forward our suggestions to the Devs, which now happens weekly, and Sub_Octavian himself may pop in once in a while as well. Sub_Octavian explained that, for various reasons, nothing may come of it, which I understand, but we will at least be seen and heard by the Devs. I also don't expect answers or replies, or even a notification things have been looked at or forwarded, so don't get upset if that doesn't happen, just post a question in the 'Questions of the community thread' if you really want an answer. I for one am very happy just to know that things posted will get the attention of the people who can do something with them. So let's make the most of this! List of all topics in this thread, and topics covered elsewhere on this forum. If you create a new thread to discuss a new proposal, just add a reply with a link to that topic so it can be found from here. Topic: General (everything related to World of Warships that does not fit in any of the other categories) Communication - Added by: TheCinC Date: 8th of January 2017 WoWs APP - Added by: Dominico Date: 8th of January 2017 Rank based matchmaking - Added by: TomaszuJerzy Date: 8th of January 2017 Rank based matchmating - Added by: Rethyl Date: 11th of January 2017 Skill based matchmaking - Added by: Shagulon Date: 3rd of March 2017 Enable replay in game and ability to create output ready for Youtube - Added by Capra76 Date: 9th of January 2017 Ability to continue chat after completing game - Added by Capra76 Date: 9th of January 2017 Revised report system - Topic by FaceFisted Date: 8th of January 2017 Captain training for future ships - Added by: Cosseria Date: 5th April 2017 More varieties of signal bundles, as on other servers - Added by: Leo_Apollo11 Date: April 17th 2017 Remove new upgrades from containers - Added by: SyntheticMan Date: April 27th 2017 Historical captains, with unique abilities I (see also below) - Added by: Phlogistoned Date: 7th May 2017 Remove special upgrades from supercontainers - Added by: Mydgard Date: 15th May 2017 Reward XP based on playing a role that fits your ship class, to encourage team work - Added by: Black_Baron_MC Date: 15th May 2017 Additional suggestions for rewarding XP based on playing a role that fits your ship class, to encourage team work - Added by: tsounts Date: 17th May 2017 Add an option to 'opt out' of receiving special upgrades - Added by: blindhai Date: 17th May 2017 Reward laying smoke for allies - Added by: blindhai Date: 17th May 2017 Historical captains, with unique abilities II (see also above) - Added by: Zen71_sniper Date: 18th May 2017 Fictional captains, with unique abilities - Added by: Gnirf Date: 18th May 2017 Topic: Gameplay (Bastion/Challenges/Missions/Game modes, etc.) New (historical) game modes - Added by: TheCinC Date: 8th of January 2017 AI controlled landbased planes - Added by: Affeks Date: 9th of January 2017 More time to cap in domination mode - Added by: Svadilfari Date: 11th January 2017 RTS-style game mode where CV controls all the ships on its team - Added by: Hawg Date: 23rd April 2017 Add means to decrease capture time - Added by: FallOutBoi Date: 5th May 2017 Add means to apply first win bonus to a game in which you actually did well - Added by: FallOutBoi Date: 5th May 2017 Topic: Game mechanics (Detection/Fires/Flooding/Shooting/Smoke/Spotting/Torpedoes, etc.) Realistic gun arcs for AA - Added by: Wembley_Mark Date: 27th February 2017 Upgrade that trades gun range for improved muzzle velocity/sigma/RoF - Added by: Aoteras Date: 30th March 2017 Either remove Radio Location or give us the option of turning off our Radio - Added by: TheCinC Date: 5th April 2017 Increase Manoeuvrability for DDs and CAs - Added by: TheCinC Date: 5th April 2017 Decrease accuracy for ship firing at target that manoeuvres and/or changes speed - Added by: TheCinC Date: 5th April 2017 Remove Hydro/Proximity Detection/Radar working through Islands - Added by: TheCinC Date: 5th April 2017 Scalable armour penetration - Added by: iFax Date: 5th April 2017 Add Semi-Armour Piercing (RN feature) to the skill tree, just like IFHE - Added by: Mymeria Date: 27th April 2017 Reduce reload time for spotter aircraft by 60 seconds, so having 4 due to 'Superintendant' skill would be more useful - Added by: TheRonson Date: 28th April 2017 Remove Hydro/Proximity Detection/Radar until it no longer works through obstacles - Added by: TheRonson Date: 28th April 2017 Gyroscopes allowing torpedoes to be launched sideways, then turn in any direction - Topic by: 1MajorKoenig Date: 25th April 2017 Allow players more freedom in choosing modifications - Added by: iFax Date: 6th May 2017 Allow player to set one ship as flagship, unlocking options for customization - Added by: Malhadras Date: 7th May 2017 Various options for balancing BBs and CVs - Added by: Han951753 Date: 11th May 2017 Change IJN DD torpedo launchers to launch volleys with random spread - Added by: tenacious_torps Date: 12th May 2017 Have radar only work for the ship using it, or not allow enemy ships to lock on - Added by: Klinkerhoffen Date: 15th May 2017 Change accuracy of fire based on how your opponent is spotted - Added by: Phlogistoned Date: 16th May 2017 Topic: Graphics (Animations, Improvements, etc.) More detonation/sinking effects - Added by: Dominico Date: 8th of January 2017 Corrections to various ship models - Added by: Piet11111 Date: 9th of January 2017 More variety in camouflage schemes - Added by: Ferry_25 Date: 27th of February 2017 Night battles with working light houses - Added by: Ferry_25 Date: 3rd of March 2017 Dynamic lighting in port based on time of day - Added by: Skyllon Date: 21st April 2017 Preference for historical camouflages, even if they are 'dull' - Added by: drmajga Date: 23rd April 2017 Ability to choose camouflages and bonuses separately - Added by: TheCinC Date: 5th May 2017 Allow players to fly multiple flags at once - Added by: NyronGT Date: 6th May 2017 Topic: Game client (user friendliness, options) Remember previous choice of currency for in game items - Added by: SyntheticMan Date: 11th January 2017 Remember previous choice for choosing a captain (From other ships or Reserves) - Added by: xxNihilanxx Date: 3rd March 2017 Option to have Minimap on second display - Added by: CaptainEbola Date: 4th March 2017 More information in the modules screen, allowing preview of module/upgrades - Added by: ThePurpleSmurf Date: 8th May 2017 Add ability to sell empty slots and captain's Reserve slots - Added by: Kibbari Date: 9th May 2017 Add option to set map preferences for all ships at once - Added by: Srle_Vigilante Date: 10th May 2017 Add separate slot for special upgrades to increase their worth - Added by: Gnirf Date: 17th May 2017 Show Challenges, Missions and Tasks that you can currently contribute to while in battle - Added by: blindhai Date: 17th May 2017 Show spotting damage while in battle - Added by: blindhai Date: 17th May 2017 Maximize air detection range at 10, as that is the maximum possible value - Added by: NoMoreAngel Date: 19th May 2017 Separate topics: https://forum.worldofwarships.eu/topic/114181-recruit-rewards-for-game-veterans-as-well-a-suggestion/ [This space intentionally left blank]
"Spotting have killed the game" Many players, to the more famous gamers/streamers have been saying the above line about the new CV rework. Ever since the major RTS was shelved, with many seesawing of micro updates, to major patches along the way. The look and feel of the new "mode". Effectively, World of Warships have changed forever... I feel I need to include the following. Instead of starting another thread in the forum, nor restarting what is already been said many times since. Yes, Wargaming (WG) have essentially "succeeded" in raising the players to try the CV lines. That's a fact, to which I will not challenge. After all, the numbers do reflect the rise in CV usage according to their data. As well as in game. That was their intention (they proved many times during their public statements in many 'summits'), but was that the only intention? Doubt it. With any introduction of anything "new", (this case being CV changes) WG have placed many Premium CVs on their shops. Many were sold. Only to have the players who bought them the feeling of buyers remorse. Subsequent updates/patches later. This is not only a rumour mill (From NA players to EU players), it's a fact. I've spoken to many players directly on both sides of the pond. None of them were glad to have bought them. What WG have consequently done. Their drop in the ocean, is now being felt on the shores of all the playerbases around the regions. A message to players. Could we please keep any and all arguments of why there is a CV / or the need for CV in this game out of this thread. This is not about that. It's about working with what we have now, to make it hopefully better for all. No, I'm not a pro-CV or against-CV. I just play with what the WG have given access me. Back on topic. Let's face it. Going back is not an option for WG. After many, many months of work and money poured into it. We know that it isn't going to happen. We get it. Instead of pressing for the hard reset. Let's find a way to maintain the changes, and tweak what could be better for all player base/game itself. So the following is what I will suggest for the WG team to maybe bring to their next internal meeting, hopefully. Currently, the spotting mechanic allows for X amount of distance from plane to ship to be 'hard spotted'. Much like surface ships to surface ships spotting mechanic. The distance varies from ship to ship, and their individual configurations that users chose to use their particular ships. I do not think that the players are unhappy with such mechanic. The fact that a plane can spot a ship at a certain fixed distance is nothing new. This was also true from the RTS days. So I can't say that this could be the issue. What is questionable, and begs the question of "spotting have killed the game". Is something else from the aforementioned hard spot mechanics. What it does now? It allows for CV planes to spot ships anywhere on the map. The detection ranges of the ships plus the range of the planes spotting distance to the ships overlaps too closely. What does that mean? Let's say ship has air detection of 5km, the plane have hard potting distance of 6km. That leaves 1km buffer in favour of the the planes. If anything, this gap should be addressed. If it hasn't already. I feel I might get lost in my own words here, so let me just jump right into it. Suggestions: Dropped Fighters (Close air patrol - CAP): A: Their spotting ability is active as long as they are patrolling in their dropped areas. With an active "aircraft fuel" timer. I feel I need to write this, just in case the current mechanic will be drastically changed for something else. This mechanic is fine as is. As a DD player, I think this wouldn't impact me as much. Or any other ship types. B: Their spotting ability is only active for a limited period, while retaining the ability to fight other enemy fighters. For example: Spotting time for full strength fighter squadron = 45 seconds, CAP time = 60secs. So upon 45 second mark, the spotting will stop. But the air to air will remain until the timer runs out. Or until the Combat Air Patrol (air to air) area is still active until the planes are shot down. Then the area goes dark. C: Their spotting radius is decided upon how many fighters are patrolling the area. i.e. 6 planes maximum (insert arbitrary number here) spotting distance, 1 plane minimum (inset arbitrary number here) spotting distance from centre of axis/flight pattern. D: The fighters can be replaced by being reinforced by another set of fighters from the CV; Automated flight. This will need to be done by addition of a CV consumable. Players choice, selectable for Premium consumable or non-premium. This will free up the CV player to assist one side of of map, while not having to fly from across the map to drop fighters. (I fear this as the most vulnerable idea, that the public may not agree with) CV vs CV gameplay: What is a missed opportunity. Not having the ability to directly PvP against a CV, as a CV player in game. Currently the CV is in battle with themselves to get as much damage, not versus enemy CV player. No matter how much we dissect this mechanic. That is what it results to. In the older system, there were. Skill level was player input controlled, versus the RNG automated as it is now. Now it's drop the fighters, let the automated RNG figure it out. This is nothing close to what the surface ship players do. They position, they aim, they time, etc. To achieve a particular result of their choices and actions. Why should it be any different for the CV? Imagine, if destroyers, cruisers, battleships with a press of a consumable. Allowing the shells to land on target depending totally on the automated RNG without any other input form the player. I'm quite sure that the player would disagree with this, why can't the CV players actions reflect this too? Why make the CV gameplay automated when fighting versus another CV player? This is something that should be addressed, if CV is to be more than just a damage collector. Introduce a consumable for player controlled Air to Air dogfighting: When a player is flying their squadron, and sees/wants to engage with the enemy squadron. Allow the player to press a consumable or a key, to change the reticule to Air-to-Air mode to engage in their dog fighting. Once either side have been shot down, the remaining planes will switch to the current "flying" mode. Or please find another way for Air-to-air dogfighting to be player input related, and not automated. I just find that the exclusion of player controlled input with Air-to-Air is a huge missed opportunity during the current rework. Flying player controlled planes (Rockets, torpedoes, bombs): When a player is actively controlling the squadron. The fog of war will be lifted off the minimal. In conjunction with the main battle screen. As the flying squadron is moving from grid to grid/area to area. Think of the planes directly (Line of sight) spotting the ships while it is on coarse. The planes can turn around to keep the target spotted, provided it is still airborne. Also the squadrons spotting is limited to X amount of distance from the centre point of axis/formation. So the squadrons will have to actively seek to find a target, loiter the target area to receive spotting damage (this should be boosted & reflected to CV players, not just relying on damage alone when calculating the credit earning formula). If the squadron all gets shot down, effectively fog of war reactivating instantly. Or until another squadron flies into the unmasked zone. I'm quite sure I've missed more ideas at the time of this writing. Summary The battle space is no longer open "spotted" for the whole duration. It would give all the ships the option to maneuver freely (provided they are not being actively spotted). It would also limit the CV's purpose to farm just for their own needs (opposite of team play). Re-introduce the manual controls of player selected inputs for Air-to-Air dogfights. Wargaming, can we test this idea at least? @Sub_Octavian,
Just want to pose a question to everyone, including Wargaming. How much would people like to see a Austro-Hungarian battleship tech tree? Obviously this'd probably only go as far as T6 and would probably require made up upgrades as these are WW1 ships (e.g. Armour and AA upgrades). I would say we could have: Austria-Hungary (Battleships) T1 - Zenta class protected cruiser maybe? T2 - Habsburg class T3 - Erzherzog Karl class T4 - Radetzky class T5 - Tegetthoff class T6 - Ersatz Monarch class (Only guns were actually built so is a paper ship) Yugaslavia (Destroyers) T7 - Dubrovnik T8 - Beograd class T9 - ? T10 - ? And I'm lost for T9 and 10, but all of those are paper anyway with the exception of IJN+ USN DDs, Iowa, Yamato and (kind of) Lion, so I'm sure WG can think of something. Thought?
In light of the upcomming Naval Training Center (aka NTC) and the huge outrage becaue of it, I wanted to start from a different position to hopefully change something in this games development so here goes my first topic. Main reason for this is seeing so many players beeing highly emotional while not beeing able to express what would matter, namely a solid reason for why the NTC is a bad idea. If anyone looks in this forum or reddit they will notice that the community doesn't like NTC but the purpose of this thread is to find the reason for it. If you want to talk about something else please use the other threads to not derail my efforts. After watching the Introduction and Q&A of the NTC to the CCs I was baffled that noone mentioned a good reason against this feature other than balance and the skill gap between old and new players, maybe they where all just so stuned by the implications this new feature proposes and maybe they talked about that later. No matter I'm not here to blame the CCs but to pick up an important topic that I think has been neglected so far. Now we all know that balance is a thing that is measured by statistics at WG, same for the skill gap it seems like. I take that deduction from the vid and dev blog since they share some insight about the huge differences when talking about premium consumables. So far with the introduction, now the main point of this thread. Since the developer are looking for ways to keep their players playing the game (by having to grind) and maybe even introduce new players I think we should share the most important reason we are playing this game and why so many people think this is the worst thing that ever happened. I too share the very negative feeling for the NTC but I know why I still play this game in particular: The game is competitive Yes that's all. Over all the games I played and am still playing this is the one deciding factor for me to keep playing a game or drop it in the corner after I'm finished with it. I can give you examples from MMORPGs to single player strategy games. Sure there are other reasons to why I play a game but the reason on top is the main reason why I keep playing. No graphics, no innovative gameplay mechanics can keep me bound to a game like the replay value of a competitive game does. I really just like to play something and get good in it. Maybe teach someone else, theorycraft about best builds and so on. I know I know WoWS is not known to be a competitive game especially without a skill-based match making and people keeping their stars for farming the most damage and all of that. But in the end it comes down to my ship against the enemies ship and thats what matters. I know that to expect, the radar and secondary ranges of several ships as well as their dispersion characteristics. I know that I can try to fight an German BB in open water in a cruiser if I am far enough away so his shells wont be able to hit me reliably. Let's imagine a situation in ranked for the sake of having two fully upgraded ships (without NTC) to further specify the problem. If I'm driving my Amagi and see a Bismarck on the opposite team I know what to expect. I know that the max range of his secondaries is 11.3km and that I have to try to keep him at a range bigger than that or I will lose the fight against him. I know that my health pool is already a bit smaller (2.900 health) and I know that my guns are more reliable. But all of this information gets completely changed with NTC. You now can't denounce the strenght of a ship by the name alone but have to factor unknown stuff like level two upgrades into account. It gets even worse if you take two of the same ship. Yes the players are never equally skilled and captain skills are maybe different and what not. But even if all of that was equal or better on my side I would still lose to someone with a higher upgrade level despite of beeing the better player. The addition of the Naval Training Center will remove equality between players even more. Yes you have to buy modules and level your captain now. Yes this might be a bigger impact than what the NTC might bring in total. But the grind for these things stops relativly soon. Most of the ships can be played in their "endgame" configuration with only a 14 point captain or even below that. Farming some extra credits to equip ones favourite ship with the best modules doesnt take more than a week. And most of the time you can play around this stuff which is also a major point the community expressed in regard of the CV rework. If I see another Bismarck in my own Bismarck but I know I dont have the longer range secondaries I can still stay out of range from him. With the new updates the game becomes much more of a guessing game than it already is. Lastly I want to explain why a competitive game is important. If you have a competitive environment in your game the game itself has a high replay value. This means that players will play your game just to get better even if there are no rewards. Best example for this would be StarCraft. Even the old SC was still getting played by millions of players despite not having any new content from 1998 (SC:BW) to 2010 (SC2:WoL). No events, no new classes just the same old game for 12 (!) years. And some players even went back to BW after they didnt like WoL. This means if you manage to balance your game up to perfection players will play it for the fun of competive gameplay alone. So please Wargaming do not let your game become another p2w title as the countless ones released by EA in the past years, ruining even the Star Wars franchise with it. A game is more fun if youre punished for mistakes and not just get a bigger an bigger weapon to beat anyone that you meet. Because as soon as you can kill everyone with ease you move on to the next game since this one is boring now. So, despite my long rant about what the game needs in my opinion I would still like to know what are your reasons to play. Is it the competitive mindset like it is for me? Are you rather just playing for the visuals? Or is it the potential to grind a ship into perfection like Wargaming thinks it is? If possible I would like to know from you why are YOU playing this game? Feel free to add some reasons for it too and not just some rather short answer so we can convince the devs about this! TL;DR: WG thinks you play game to grind, do you really?