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Found 21 results

  1. "Public Test, changes to Furious, Azuma AA British CV Furious, tier VI Stock bombers changed: Number of bombers in one attacking flight increased from 1 to 2; Plane regain time is lowered from 142 to 96 seconds; Size of the aiming ellipse is increased by 22% Top researchable bombers changed: Count of bombers in one attacking flight increased from 1 to 2; Size of the aiming ellipse is increased by 30% Top researchable torpedo bombers' torpedoes replaced by that of the stock ones: The damage is lowered from 5930 to 5200 The flooding chance is lowered from 51% to 45% Instead of 4 bomber attack runs you can make only 2, but each of them will be more effective and the squadron will spend less time under the AA fire. The size of the aiming ellipse was increased to take into account the addition of the second plane and the increased number of bombs being dropped. The torpedoes of the top torpedo-bombers were replaced as they demonstrated higher efficiency in comparison with other CVs. In addition, such a change compensates the increased bombers' damage. Azuma's AA was updated in 0.8.1, it was tested and we are ready to show you the final state of the ship's AA defense: AA defense short-range: continuous damage per second - 519, hit probability - 83%, action zone 0.1-1.9 km; AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1470, continuous damage per second - 260, hit probability - 88%, action zone 1.9-5.8 km; AA sector reinforcement - 25%, sector reinforcement and reinforcement shift time - 10 s. Azuma's AA has high continuous damage in the short ranges and dangerous explosions from the 1.9 km range." https://www.facebook.com/wowsdevblog
  2. "Public Test, changes to Furious, Azuma AA British CV Furious, tier VI Stock bombers changed: Number of bombers in one attacking flight increased from 1 to 2; Plane regain time is lowered from 142 to 96 seconds; Size of the aiming ellipse is increased by 22% Top researchable bombers changed: Count of bombers in one attacking flight increased from 1 to 2; Size of the aiming ellipse is increased by 30% Top researchable torpedo bombers' torpedoes replaced by that of the stock ones: The damage is lowered from 5930 to 5200 The flooding chance is lowered from 51% to 45% Instead of 4 bomber attack runs you can make only 2, but each of them will be more effective and the squadron will spend less time under the AA fire. The size of the aiming ellipse was increased to take into account the addition of the second plane and the increased number of bombs being dropped. The torpedoes of the top torpedo-bombers were replaced as they demonstrated higher efficiency in comparison with other CVs. In addition, such a change compensates the increased bombers' damage. Azuma's AA was updated in 0.8.1, it was tested and we are ready to show you the final state of the ship's AA defense: AA defense short-range: continuous damage per second - 519, hit probability - 83%, action zone 0.1-1.9 km; AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1470, continuous damage per second - 260, hit probability - 88%, action zone 1.9-5.8 km; AA sector reinforcement - 25%, sector reinforcement and reinforcement shift time - 10 s. Azuma's AA has high continuous damage in the short ranges and dangerous explosions from the 1.9 km range." https://www.facebook.com/wowsdevblog
  3. Hiya guys, I just hit 750k free XP and decided to go to the Public Test Server to test it out before I decide whether to buy or not. 750k free XP took me a long time to save and I can't go blowing it on a ship I'm not sure I'll like. The PTServer though isn't showing any premium/reward earned ship of any kind, is this correct or am I missing something? I've done alot of research/watched vids on the kron and the dispersion looks terrible to me. The Alaska or even the Azuma look good for me. I don't have the Musashi but I have the Yamato and BBs aren't really my playstyle. I love cruisers. Was really hoping to test the Kron on the test server. Let me know if I'm missing something, maybe I have to wait 24 hours after completing registration to test or something, I don't know.
  4. mám problém s přihlášením do Veřejného testu 0.5.5.0. Pokaždé když napíšu E-mail a heslo (ano je správné) tak mi to napíše že mám špatně e-mail nebo heslo ale prověřoval jsem oboje asi 100x. Nevíte si s tím někdo rady? Dost by mi to pomohlo. Díky
  5. pzkpfwv1d

    Guineas - what discount and where

    Does anyone know what discount each guinea will give and where we will be able to use them as it says that the premium destroyer Cossack will not be ab=vailable on the public test server. Does this mean that the discount will be for the main server and if so what will the discount be
  6. Since the PT 0.6.13 I've noticed that I was not receiving my rewards for accomplishing the PT missions. When I check my PT Account on the Public Test Portal I can see that it's another account that is linked to my Public Test account. What could cause this and how can I have this fixed ? (I've opened a ticket but the customer service is not helping in this matter it seems).
  7. I have recently returned from the test server, and f*cking awful is an understatement to end all understatements. So, emergency post it is. Oh, and quick message to the forum mods : THIS IS NOT A GUIDE. DO NOT MOVE IT. War Gaming's Cretinous Design Concepts To be perfectly honest, War Gaming probably had no idea what to do with carriers. This was something that was made evident with the introduction of the Hakuryus strike deck. For those who are not aware, the Hakuryu used to run a strike deck with a flight control module of 0/5/3. Translating for those who are unfamiliar with carriers and putting it into the context of the game, if that deck existed in the game right now as it did back then then the Hakuryu can one-shot two of the three tier X battleships in the game right now with just above half of her strike deck and without the need for any fires and flooding to help them on their way. War Gaming quickly realized that releasing a ship that would have made a tier 2 Imperator Nikolai seem balanced was a terrible idea, and went ahead to start making extreme changes to carriers. Whether these changes were of necessity (taking away the Haky's strike deck/ giving cruisers defensive fire), annoying (taking away the 2 torpedo bombers from the Essex and Midway), short sighted (buffing battleship AA), or outright insane is largely a point of personal opinion. Unless that opinion is mine, which is automatically the validist and correctest points ever made =P. To put it simply, War Gaming has no idea what to do with carriers. I was evidently not the only one who was interested in this new carrier system. It took about two minutes to enter a game, something I was willing to wait for as someone who is used to waiting for 10 or 20 minutes for a game in ranked thanks to my choice of ship class. Besides, people are curious. I can't fault them for that. I quickly switched over to settings after I finally got into the match, turning on the new mouse interface mode. The minutes that followed were filled my room with the inhuman screeching and foaming at the mouth that would put most demonic possessions to shame, so I'll spare the forum members here the details. Needless to say I nearly had to leave my apartment for the third time today to go purchase a new keyboard. Before I go into any details however, I would like to cover something that the university would have failed me for if I tried to pull off as a student. I'm not sure how many of you have ever played Starcraft or any other strategy game. Left mouse button is for selecting and deselecting units. Right mouse button is for guiding units. Attack, defend, escort, or interact commands are all context sensitive. Anything else can also be manually ordered. Therefore you would click ON a target to order an attack. The reason for this is simple: you point at what you want your units to attack. You may be wondering why I am fixating on something so simple. It's because they manage to screw THAT up! As it is when I was playing on the test server, you don't click ON the unit to order an attack. You click ABOVE a target to attack a unit. You know, where the health bar and the username is. Yes, because when I think intuitive UI, I think that I shouldn't actually click ON the object I want to interact with but instead I should click the object next to it! Genius! Why hasn't Apple, Google, and Facebook offered you billions to acquire your UI designers yet War Gaming? Seeing as how you managed to come up with such concepts that are so beyond human comprehension! Let's switch over to the 6.3 patch notes for now and see what we have for us to look at shall we? What you mean is that you switched the RMB to the LMB. I could have done that in 5 seconds with the client we have right now. Tell me dear, are you that stupid or do you think I'm that stupid? Because those are the only two options I could think off right now. No they're not. I played the public test. Same janky design. Or maybe they are more responsive in manual mode. I wouldn't know. YOU REMOVED MANUAL DROPS! I quite frankly can't stomach it for long enough to find out, and I say this as someone who grinded my way through the German tier 5, 6, and 8 destroyers manually. Oh how gracious of you War Gaming! You just blew off an old man's legs, but instead of super-gluing some splintery wooden rods onto the stumps that used to be his legs you tied the splintery stumps with some soft padding instead! How generous of you! Let's take a look at the reduced travel distances for torpedoes shall we? Oh no War Gaming! Are you sure you want to improve the autodrop that much? That Kirov might need to start turning about 3 or 4 seconds after the torpedoes are already in the water to avoid literally every single torpedo! Oh my! That is SUCH a HUGE improvement to a carrier's player experience! I see why you were so quick to add this new feature! The rest of the 'fixes' are cleaning up your screw ups that should have been fixed even before the changes went live. It's like waiting for six months before you fix a bug that changes the ammunition types on a battleship just before you're about to fire. Or a bug that makes your destroyers randomly deploy smoke. Or a carrier bug that makes it so that you can't deselect your carrier without an annoying three action procedure so you end up accidentally end up sending your carrier into the middle of the map where all the enemies are. Wait, no. THAT'S STILL IN THERE! The only thing that has improved in this patch is the German destroyers and your pandering to the clueless cretin demographic. I'm not going to go through the cliche of threatening to leave the game or saying that the game is doomed, but to say that this patch makes you look bad is beyond an understatement. Rant over.
  8. In the latest episode of Foghorn, I take a look at what's included in Patch 0.7.8 as it hits the Public Test Servers: I've also made a separate extra video (in 4K resolution) with some additional detail on the new UI scaling feature for anyone using a larger-resolution monitor: If I've left anything out you were curious about, please do pop a comment in underneath and I'll see if I can find the answer... o7 Captains! -StatsBloke
  9. mrk421

    Public test awards

    We just had an announcement of public test for version 0.6.11. As usual, everyone who participates is awarded Tier XYZ ships of all lines on the test server along with 15pt captains. My question is, why 15pt captains? Awarding 15pt comanders made sense prior to 0.6.0, but seems quite weird now. I mean it is officially claimed that public test is meant to allow people to experiment with stuff. Why not allow the participants to experiment with captain builds as well then by giving them 19pt commanders? Or at least make attaining 19pt commanders on the test server possible...
  10. In update 0.7.9.0 a new mode will be introduced to the game - Arms Race - for Tier 9 and Tier 10 ships only Please provide your feedback on your experiences so far and your comments on this mode only. Do not Provide Feedback for any other content
  11. Leo_Apollo11

    PT v0.7.9 Bonus Rewards are available!

    Hi all, PT v0.7.9 Bonus Rewards are available! https://worldofwarships.eu/en/userbonus/ Leo "Apollo11"
  12. RedAnark

    Mac Public Test 0.6.2 client

    Hi Mac Seamen, while waiting for someone here at WOWS Europe to answer to my/our request to have a Mac Section in the Forum, for the stupid, honest, bad guys, isheeps, Steve belovers, real human interface ones, bloody, mac users, I'm posting you the Mac Client ready to download the next Public Test 0.6.2 today announced. I'll do that for me every time, so let's share it! And start a Community here in eu as in us... Enjoy and see you there! RedAnarK (anarchy the only true possible democracy today!) Link: https://we.tl/m75itIbnwp (83MB download - online for 1 week only) If the link doesn't work redirecting, just copy paste in the browser It creates in the Document folder a complete new WOWS_PT062 folder, so you can trash it with the client downloaded after PT is over. P.S. Sorry for the error in the download msg! business sick!!
  13. Hi all, Just for your information guys: The participation in "Public Test" no longer gives "Special Flags" as reward... On our (EU) site there is info that is not entirely correct: https://worldofwarships.eu/en/news/common/pt-067/ But on NA site there is correct and up-to-date info: https://worldofwarships.com/en/news/common/pt067-2/ Leo "Apollo11"
  14. GeneralCookie

    use normal client for public test ?

    hello does anyone know a way to use the game client for public test ? or even copying the client to another folder so that i dont have to re-download all the game again. i already tried both and it didnt worked. my connection is very slow it could take 1-2 days to download and i cant use internet while its downloading... have a nice day
  15. RedAnark

    Public test 0.6.3 Mac client

    Hi, hopefully you didn't trash the 0.6.2 Mac Client I posted, because I'm just explaining a modification to a file contained in the old wrapper. I've tried to modify the new Wrapper 2.0.4 but with no luck by now. In any case missing only the Inventory and Clan that you might not going to use in the PT.... Here are the 2 pics: First you click the old Client I posted "World of Warships_PT062" with the right mouse button and choose Show Package Content. You follow the path as in the pic and open the wows.sh file with Text edit. Second, you just change the highlighted "PT62" with "PT63" and save. Launch the PT client and download the usual content automatically and then play. Enjoy
  16. Where are the rewards for participating in public test 0.6.2? Am i missing something?
  17. Kenliero

    Chung Mu Access

    Does anyone know what this actually means? " The Public Test of Update 0.6.14 will not feature the entire new tech tree. However, once you complete a dedicated chain of missions, you'll get access to the Tier IX destroyer Chung Mu. " What "chain of missions".... and do we get access in Test or Live server?
  18. valoaa

    Public Test rewards - HELP!

    Can somebody please clearly outline how on earth you claim your public test rewards on your main account. I've been playing since 2015 and still do not understand this. At the beginning I assumed you could sign into the public test server with your normal account, but you can't do that. So, I have an account for public test with one email address and another account with a different email address for the live server. ^^ The public test page above (Link) clearly says "You will need to have THE SAME email address for both accounts to claim rewards." But you cannot create an account with the same email address as the email address is already registered! (with my live account) Why is nobody else asking this? I even have a ticket open with War Gaming who apparently have no idea this page was written as they clearly give me compete false information. They said this.... I mean what the frack? I'm so confused.
  19. DutchDelightsNL

    The upcoming update and PT 0.6.8

    Supercontainers At the request of players we decreased the chances of getting special upgrades in supercontainers and completely removed the 5 and 10 million-credits rewards. Credits were not perceived by the players to be a valuable reward, because it was believed that those amounts could be obtained more efficiently by selecting the "More Credits" containers. At the same time, we added new ships, sets of camos, and standard and special signal flags to supercontainers. All rewards will be described in detail in the full list of changes to be released with the update. https://worldofwarships.eu/en/news/public-test/pt-068/ Please note that having post this on several FB pages and groups, it is not considered to be a good idea to remove the "SuperContainer" 5 and 10 million credits reward!! However everybody is cheering about the decreased chance of special upgrades......... maybe special upgrades should be removed And chances on SC should be increased by 25%,for ships,premium time,gold or free exp. To continue on the issue of containers in WoWs, it should be for the player when he choose a container like credits, that after opening that is all he gets,credits so why do you stil give ,(when choosing credits) signals,captain places,consumables? Now it feels like every containers is not a choise it is still a test your luck container!!! When choosing credits you should get only, or at least, get 150.000 credits!!! But then again maybe we all get worked up over a TYPO? Fair Seas and following credits....
  20. Hello, Great work of developers on version 0.5.1.0 !!! The freezing is pretty much gone !!! Big improvement !!! The game is much more playable now !!! I will remain a bit skeptic until it actually launches but so far so good ! Though some issues remain, especially with carrier, I shall discuss these below and provide some ideas how it may be solved: 1. The worst thing is the auto pilot, I think it gets completed confused when there are FPS or LAG spikes. Recommendation is: when auto pilot is set, pre-compute all coordinates/headings and store these on the server. This should allow the server to execute the carrier movements more accurately. Only interrupt these stored coordinates and such when the player issues a command, then use the new commands and if a new way point was set again pre-compute it. This should solve the auto-pilot problems. Personally I do not like the "auto pilot trying to avoid collisions" I'd like that to be disabled, but maybe it can still be incorporated with these stored coordinates and then later be dealt with when the time is right. So for example for each second or so the auto-pilot code should have pre-computed where it should have been, then the game can use this array of pre-computations to do it's thing. Something like that... maybe it needs to be more pre-computations like 2 or 5 per second or perhaps less, perhaps 1 per 5 seconds, experimentation ! ;) 2. I do see some 1 second lag spikes. It's almost as if the game starts running behind, somehow the game and/or server should try and catch up as soon as possible. I am not sure what the cause of these lag spikes is but I suspect it's the networking code... it can probably use some more optimization/tweaks. 3. When launching torpedoes from planes... sometimes the torpedoes will be launched from land, but ofcourse that don't work so then no torpedoes launched, perhaps also in shallow water not sure about that. Anyway I think the plane's attack lines should display a big fat red cross when it cannot launch. I'd like that better, then I know it has to be launched differently. 4. It seems the torpedoes are launched from behind the plane, this is a minor visual issues, but it does seem kind odd. It also seems the torpedoes now launch from exactly from the yellow lines and such, that's kinda funny... I like it better that way... it will need getting used too, but I think it makes more sense... though the plane flies a bit far into the box I think not sure about that. Might also be lag-induced ;) So far so good. 5. The spreading of torpedo bombers now seems more tight... I wish I could switch between spreads... I think I would like that a bit better, even if it was just a minor spread... Concerning destroyers: 6. I notice destroyers have unusual ammounts of lag... perhaps it's torpedo or smoke related... It might be the smoke.. somehow it's causing lag... this also makes it harder to hit destroyers I think. Overall server impression: 7. I think most of the lag is probably coming from the server itself... it's not sending updates fast enough. This could mean the server code now has some issues too... perhaps it needs some more tweaking here and there or there might be something causing a hickup. Overall 0.5.1 is a major performance improvement ! (Oh I just noticed my ISP cut my internet connection, that's right... they are working on the internet, so some of the lag might have to do with that but probably not.) (Though that ISP work happened yesterday, maybe this disconnect from internet happened because I stopped some IP helper services or so lol... experimenting with that.) (Anyway now internet is working again, unplugged and replugged cable modem hmm.. ! ;) normally internet works just fine so I don't think ISP has anything to do with the lag spikes ;)) I also experimented with audio settings on high... this seemed to cause some disconnects. Low seems best for now for me at least. Oh yeah one more thing maybe the lower tier ships should have temporarely speed increase for beta testing... like first 10 seconds speed increase to get game going faster... besides from that nice public test ! ;) Bye, Skybuck. (P.S.: I will store this text in case internet can't upload it... not sure what is going on but ok, ok internet back up ).
  21. Bonjour à tous, Merci d'avance pour vos retours d'ordres généraux constructifs et argumentés concernant cette mise à jour 0.4.1 de World of Warships !
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