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Crysantos

Naval Training Center - Ideas & suggestions

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Beta Tester
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Shitstorm was too heavy to ignore even for WG?

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Weekend Tester
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Shamelessly copy-pasting part of my message on the NTC thread here, where there were a lot of very interesting suggestions.

Stuff like special ship effects (tracers, fireworks on kraken/first blood etc.). Sister ships if they share the same model, or even better: the ability to set up alternate versions of an owned ship.

If I could create for example a "virtual" clone of a ship set with different upgrades but could only use one at a time, it would work great for competitive. At the same time, I would have to dump more silver into ship upgrades (which could cost a LOT more on this clone, to at the same time use it as a silver sink.) Again, to work as a sink it could require the new currency from regrinding plus a hefty amount of silver. And I'm sure I'm missing a lot more interesting suggestions.

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Players
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If you want to populate lower-tier games, there's easy ways to do it that add value to the game instead of stripping value:
For starters, ditch the resetting of tech-tree lines in favour of the following:

Move legendary modules to their own dedicated slot and introduce them for *all tiers*, remove the time-limitation on those missions so players can grind them out on an ongoing basis.  Players who like historical ships from the tech-tree (and who have premiums) will be busy grinding those modules.


Let players buy port-slots for coal (more slots in your harbour means more low-tier ships you can play in games).

 

Rework Daily Loot Crates and Daily Missions so they're tied to specific tiers and specific ships like how the Exeter mission chain was - it should be easy to tailor this on a per-player basis like the in-match missions are so that players are given missions for ships they both have in their port and play infrequently / in tiers that are currently underpopulated.

If you're worried about losing Tier10 owners to "I've done it all, I'm bored", then a better solution is:
An ever-growing selection of permanent ops and alternative game-modes that grant meta-economy rewards (Steel, for people who don't want to play clan battles or ranked).  This can be available across tiers, but with a significant focus on high-tier end-game content.

Can use all of the above as an opportunity to rework the frankly messed up Arsenal economy too:  People shouldn't be expected to join fake place-holder clans just to get extra coal, steel, respecs, etc.  Gating off stuff behind these pseudo-currencies, events, and mini-games is alienating for the playerbase and is not the easiest way to fix your revenue streams.

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[W-C]
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A player can voluntarily begin a mission on any ship you own (as long as you have the T10 ship and have played all ships in the line) WITHOUT RESETTING LINE PROGRESS to earn a Bronze NTC ship - identical model, identical performance but with bronze cammo (no economic bonuses, just detection and dispersion buffs) and it can share the captain that is trained to it's sister ship without retraining costs.

 

Playing the bronze NTC ship lets you complete a mission for the Silver version. This is exactly the same as the bronze ship, but  also lets you spam the ship in operations without any down-time between 'orders' and also let's you fly your clan flag.

 

Playing the silver NTC ship lets you compete a mission to earn the Gold NTC ship. This allows you the exact same bonuses as the silver ship, except it now lets you play with any captain specialised to a ship IN THAT LINE on it. Also got the option to mount the any cammo on it overlaid with a gold tint.

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[HEATH]
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Like Missions or Campaign i will grind a ship line  again for  having free premium consumables on the tier X of that line for example, or for a permanent camo. But not by losing the ships to just buy them again. I dont like to lose the ships.

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Let me just quote my previous suggestion back from the original NTC DevBlog thread:

 

On 7/4/2019 at 1:27 PM, Aotearas said:
  • First stage adds the ability to use any same-nation captain on the ship without having to respecialize it (like any premium ship, though without the increased economic rewards). For premium ships (or other ships that already have that ability to freely switch captains) it could be economic rewards boosts (more credits, more free XP, more captain XP)
  • Second stage rewards players with coal after each game (either depending on a fraction of the earned ship XP, base XP or according to a tiered template where meeting set requirements results in a set amount of coal as reward).
  • Third stage same as second except it rewards steel.

If the program is supposed to be a credit dump, then rather than having the first stage make premiums into super premiums (Super Missouri credit gain, giggity) it could skip the first stage for premium ships entirely (also making premiums more attractive to get as it requires less grind to get the rarer ressources).

 

Ressource gain could for example be 1% of earned ship XP being converted into coal and 0.25% being converted into steel. Alternatively like mentioned in the original proposal it could be pre-determined, tiered values that you get based on ingame performance (for example tied to base XP thresholds).

 

 

Cosmetic stuff could be obviousl bling camouflage (shiny golden camouflage anyone?) or the ability to spend the NTC ressources on available permanent camouflages (as opposed to doubloons only).

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[D_M_K]
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1. do other things like cv balacing and AA first 

2. Give a reward for earning EXP on Tier 6,7,8, for excample 1000000 Exp for each ship (eventually more) it could be unique camoflages or Medals and badges wich u can montage on ur ship u can select 1 ship in this tech tree after that u have to do it with the tier 7 and so on so the veterans and other player can pimp their Tier X but no one is super overpowered

3. Events and Missions for this mid Tier wich for excample earn u a bonus in economy so it is not so expensive to repair 1 of ur favorite tier X ship 

4. Other events so u can earn that u can make ur ingame Name in Colour, but for this u have to do the Missions for tier 6,7 ,8 this are benefits wich chanced not the balance but everyone can see this dude make all the stuff 

5. No one have to do it but u can   

6. Think about it dont rush in this case 

Never ever think about ship buffs like that never !!!!!

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Players
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As some have already said, ditch the whole "reset the tree" thing. I for one don't want to play several of those ships ever again, because they didn't suit me. I didn't have FUN in them.

 

So instead: once a ship becomes elite that ship is in NTC and you can start earning NTC-exp (or whatever the equivalent is) for it. This way you give the choice to us players which ships to "level up". And since you seem to be looking for exp-sinks you can even make this fairly steep...like 400000 exp/fxp for lvl 1, 600000 for lvl 2 and 1 million for 3...or whatever players will accept.

As for rewards, I'd say something like a permanent +50% to captain exp, special flags (not signals) or the ability to mix and match colours for your premium camos. NOTHING that gives a bonus DURING fights.

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[-AP-]
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I would rather have a mission chain for each ship, than to have to abandon my high tier ships for the regrind. Otherwise i could never for example regrind my japanese cruiser line(which is the line id most likely rwant to regrind, because its a fun line), because i need to have my zao available for clan wars.

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[KAKE]
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As I mentioned somewhere in the thread in the dev blog forum:

 

I would love to have more of an incentive to play some of the lower tier tech tree ships that I've kept around but don't really play because they give less rewards than similarly tiered premium ships.

 

If a line could be played through a second time, but with the effect of turning all of the ships (possibly excepting the T10) into de-facto premium ships (wrt economics and captain transfers), I could definitely see myself replaying a line like the RN cruisers. Ships like the Fiji are wonderful little beasts, but they just don't get played because I end up either playing ships from other tech trees that I'm still going up or premium ships for the higher rewards.

 

As a side note, when it comes to making elite ships (and premiums) more attractive to play even when you've researched past them, I'd just like to resurrect a proposal I made a year ago that I still think has merit. Playing elite ships would feel a lot more attractive if the exp didn't feel "wasted" compared to progressing up another tech tree:

 

 

 

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[BIF]
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I suggested lower tier Operations in the other thread. With rewards renewed when it comes in rotation. maybe this " renewal" could apply to all Op. In my opinion, PVE content for low tier would prevent newcomers getting stomped by experienced players. Rewards could be like : 25 random flag, 5k coal, 5k free xp / captain xp, etc..

 

Of course, some missions with small rewards could work in randoms too, easy ones that even a newcomer can do. Like, the " Start 2 fire in a battle " kind of ones.

 

 

8 minutes ago, Ace42X said:

 

Rework Daily Loot Crates and Daily Missions so they're tied to specific tiers and specific ships like how the Exeter mission chain was - it should be easy to tailor this on a per-player basis like the in-match missions are so that players are given missions for ships they both have in their port and play infrequently / in tiers that are currently underpopulated.

 

 

What i hate in those missions, especially in the second part, is that if someone play very good in a winning match, the xp gets lost. For example, you already scored 1k base for a part, then in the next game you score 2k, only 300 counts, rest is lost. Then you get into a losing streak, and dont move forward the slightest bit. IMHO, its should be like " Earn like 3500 base xp in winning battles ", or something like this. Not everyone has hours in a day to try and complete all those missions with losses between them.

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[ADRIA]
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I'm sure people will come up with some awesome ideas as rewards. I can't think of anything else but camos, flags, coal or steel. But what I would like to mention is another idea and sorry for not remembering whose idea it was:

don't make us give up on tier 10 ships.

Make a "regrind" so that you got a bar you have to fill with each ship you revisit. If I have to give up Des moins to regrind it all over again, no matter the reward, i probably won't do it.

 

 

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Beta Tester, Players, In AlfaTesters
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5 hours ago, Lord_Schoggi said:

@Crysantos @Ev1n

My propositions:

Make it with the campaign system. Once you reach a T10 ship you get a new permanent campaign. 1ststage is for T6 ships, second T7 and so on. Make it with tasks such as hit X number of citadels, earn y amount of credits, earn z amount of base XP in x amount of games. Basically, a campaign to prove your mastery of the line other than just getting the T10.  Don’t go under T6 so the newer players have their safe space, plus there are already enough clubbers in T5.

Rewards: Premium Camos (the existing ones), Moving captains in that branch without retraining (would further incentivise to play with lower tiers from time to time), higher Capt. XP earned.

You could even implement all of them with campaign 1-3 per branch or a super long one that jumps back to T6 after the first major reward, something like that.

This would allow it to be done, whilst still having the high tier ship ready for next CB/Ranked season. This would not force it down the throats of everyone and leave the accomplishment of the initial grind (the high tier ships) still playable. I don’t understand why you want to eliminate the grind completely just to make mid-tiers more played again.

Make Mid-Tiers fun again: agreed

Provide incentives to play Mid-Tiers: agreed

 

(Forced) regrind: NO

 

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-unique ship camouflages, both patterns as well 3d remodels

-custom color palette for camouflages, so players can set their own colors

-custom color main gun/secondary tracers

-custom color badges/insignia

-display your badge/insignia on your ship (on the bow?)

-alternate horns

-firework/flare effects when obtaining achievements

-instead mentioned "new currency", turn NTC into reliable source of coal and SMALL amount of steel

-new ships as NTC reward (event/reward ship - can accept any commander, no economy bonuses), even if "clones" of existing ones. For example: Indianapolis - Portland, Fuso - Yamashiro, Hipper - Blucher et al

-new ports NTC related

-colored or otherwise highlighted player name in team roster for completing NTC

 

Instead giving up tech tree, personal missions or campaigns could be used with tasks requiring specific ship. Also add challenges for the ship akin to Marks of Excellence in World of Tanks - keep average exp/damage on specific level for specified amount of battles to pass the task. So far we have only class specific as badges/insignia/coat of arms

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7 minutes ago, thiextar said:

I would rather have a mission chain for each ship, than to have to abandon my high tier ships for the regrind. Otherwise i could never for example regrind my japanese cruiser line(which is the line id most likely rwant to regrind, because its a fun line), because i need to have my zao available for clan wars.

 

Or even just have us earn the same amount of XP on each ship in the line as we originally had to without making us sell any of the ships that we kept. I can understand your issue though, if you only have one T10 ship then I can see how NTC would be wholly unappealing in the way they suggest. For those of us with multiple T10 it is somewhat easier as we can just regrind the lines we don't currently need for competitive.

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45 minutes ago, thiextar said:

I would rather have a mission chain for each ship, than to have to abandon my high tier ships for the regrind. Otherwise i could never for example regrind my japanese cruiser line(which is the line id most likely rwant to regrind, because its a fun line), because i need to have my zao available for clan wars.

 

Indeed, I'm on similar path. I can replay the non-TX ships to gain tokens for Ohio as an example, but I don't want to say goodbye to my TX ships for X amount of time. Thus, if the system stays as it is now, I will never reset the lines with my most popular TX ships, the ships I enjoy the most. That would mean no reset for IJN BB/CA, USN BB, FR BB etc.

 

So maybe, give us a selection option. So for example, I can choose to "replay" Kongou, Fusou, Nagato and Amagi and get some tokens for doing that. Not as much as replaying the whole line, but that would mean I can play my Yamato every day, even if regrinding some of the ships at the same time.

 

Or, replace this regrinding system with a shipbased "mission thingy". So every ship would have some kind of mission thing, once you complete it you get tokens. To get that "mission thing", you would need to do something: As you want us to deplete resources, make it so that you have to press a button to "forget" that ship of your choice, a ship you have already elited, to get the "mission thing" on her.

 

Thus I could forget many ships I want, and regrind those individual ships and earn tokens, as I'm really interested for Ohio myself. This kind of system would give more flexibility for players.

 

And please, forget the season idea. I want to be able to "revisit" my "forgotten" ships anyday, anytime to achieve tokens for rewards.

 

 

 

E: Looking back at my proposal, I like the core concept, but it needs some polishing still. Like, if I press Forget-button to re-experience Nagato to ultimately get the tokens, how do I unlock that ship after "forgetting" her? X amount of FXP? Etc.

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[-AP-]
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Btw, we arent completely out of danger yet.

 

Wargaming might still decide to make these NTC premiums overpowered, and we will be back to square one again. We still need to be a bit careful.

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Beta Tester
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7 minutes ago, thiextar said:

Btw, we arent completely out of danger yet.

 

Wargaming might still decide to make these NTC premiums overpowered, and we will be back to square one again. We still need to be a bit careful.

My idea was to release tier 8 premiums, so that we avoid a shitstorm of hate topics like we had about the Stalingrad. On the other hand I can understand tier 10s will bring in more money...

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1 hour ago, Crysantos said:

Hey guys,

 

In context with the recent update on the Naval Training Center plan I wanted to create a thread where you guys can drop your ideas and suggestions for the future rewards and other aspects you might be creative about.

 

Greetings, Crysantos

Let’s try to find the main goals for new high-end content first:

 

  • Creating content for players who are done grinding ship lines. Absolutely
  • Optimize matchmaking by populating lower tiers. Helps everyone
  • Keeping the game healthy and the impact moderate, especially for new players. Please keep that always in mind!
  • Giving a diverse gaming experience by making “finished” content meaningful again. Efficient and quite common nowadays
  • Individualize ships. Long time player demand
  • Provide some kind of currency and playtime sink. Probably needed
  • Yield money, preferably only as an (appealing) option. Necessary to keep the servers running

 

 

As of now content and rewards are distributed via countless different features, mechanics and resources players have to be aware of. Here is my try to list them all (in alphabetical order) but i might easily be missing some.

 

  • account levels
  • achievements
  • armory
  • (bonus codes)
  • campaigns
  • challanges
  • clan base
  • clanbattles
  • coal
  • collections
  • combat missions
  • commander experience
  • containers
  • credits
  • daily missions
  • daily shipments
  • doubloons
  • event currencies
  • experience
  • free XP
  • hall of fame
  • marathons
  • oil
  • personal assignments
  • personal orders
  • premium shop
  • ranked seasons
  • recruiting station
  • special reward currencies
  • steel
  • (test server objectives)
  • twitch drops
  • unique upgrades (missions)
  • directives (weekly missions)

 

Adding yet another completely new mechanic shouldn’t be needed and would probably just overcomplicate the game for newish players.

Therefore using the given features would be a pretty good approach.

 

...Still working on my very suggestion. :fish_book:

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[-NFG-]
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If you want more people playing low tiers:

 

Stop selling mid tier tech tree ships with XP boosters in the premium store, which are clearly designed to get people OUT of low tiers and straight to T10

Stop all the early access to T8 stuff that now seems mandatory with every single new ship line.

Stop making sure we're uptiered every single game.  Many would happily queue a bit longer for better MM

Give us operations at all tiers, and make them fun even with random people from the queue (like they once were). Remove the limitations on ship nations in some. Nerf rewards slightly if necessary.

Fix the T9 economy to make it worth keeping a T9 ship.

Improve T6-9 permacamos to make them useful compared to every other camo we have piles of.

Make port slots obtainable with non-premium game currency so we can keep more ships.

 

Any buffs given to ships should only enhance the desire to play them, not how combat effective they are.  Things like lower service cost, bonus captain XP, etc- all the things that you got RIGHT about clan naval facilities would work here if you allow us to add further such boosts to individual ships.  This could be done in a way that, unlike everything else, makes the effects stronger the lower the tier.

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7 minutes ago, DRA_Harkesh said:

Let’s try to find the main goals for new high-end content first:

 

  • Creating content for players who are done grinding ship lines. Absolutely
  • Optimize matchmaking by populating lower tiers. Helps everyone
  • Keeping the game healthy and the impact moderate, especially for new players. Please keep that always in mind!
  • Giving a diverse gaming experience by making “finished” content meaningful again. Efficient and quite common nowadays
  • Individualize ships. Long time player demand
  • Provide some kind of currency and playtime sink. Probably needed
  • Yield money, preferably only as an (appealing) option. Necessary to keep the servers running

 

 

As of now content and rewards are distributed via countless different features, mechanics and resources players have to be aware of. Here is my try to list them all (in alphabetical order) but i might easily be missing some.

 

  • account levels
  • achievements
  • armory
  • (bonus codes)
  • campaigns
  • challanges
  • clan base
  • clanbattles
  • coal
  • collections
  • combat missions
  • commander experience
  • containers
  • credits
  • daily missions
  • daily shipments
  • doubloons
  • event currencies
  • experience
  • free XP
  • hall of fame
  • marathons
  • oil
  • personal assignments
  • personal orders
  • premium shop
  • ranked seasons
  • recruiting station
  • special reward currencies
  • steel
  • (test server objectives)
  • twitch drops
  • unique upgrades (missions)
  • directives (weekly missions)

 

Adding yet another completely new mechanic shouldn’t be needed and would probably just overcomplicate the game for newish players.

Therefore using the given features would be a pretty good approach.

 

...Still working on my very suggestion. :fish_book:


Absolutely right.  This complexity serves one function that's useful to WGing (obfuscates the economy, so that it makes it harder for customers to put real-life-money value on in-game content); but also serves to cause Silver inflation and warp players' behaviour around the economy.
 

 

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[ONIX]
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I'm gonna shamelessly quote myself:

 

21 hours ago, Taliesn said:

Here's another idea (something similar might have been posted already, so sorry):

 

Make a new Campaign. It's been a while since the last one.

 

At the start select one country, then class, and finally branch, if applicable. Lets say I choose german cruisers.

 

Phase One: In ships of said line complete x missions. Prize is a 10 point captain named Commander #yournick. Well, not Commander #yournick but Commander Taliesn, or Commander Noob1234-2017 or whatever.

Phase Two: With your Captain you must complete x missions with Hermelin.

Phase Three: With the same Captain you complete X missions with Dresden.

Phase Four, Five... you get the drift.

Phase Six: After completing Phase Six on Konigsberg your Captain gets his first buff: say +50% XP

Phase Seven... 

Phase Eight: After completing Phase Eight on Yorck your Captain gets his second buff: +20% credits.

Phase Nine

Phase Ten: After completing Phase Ten on Roon your Captain gets his third and last buff: Coal from every match at a rate of 1% Base XP (for example) or if you feel adventurous, steel at a 0.5% Base XP

Phase Eleven: After completing Phase Eleven Captain Taliesn gets to sail a nice Grand Admiral flag/pennant for the ship he is trained for.

 

No need to forget and buy the entire line, for Christ sake, how many players out there keep them all in port anyway? I know I don't, I probably have 2-3 at most of every line I have. I will need to buy them, and that's fine.

 

You have your grind, we have a nice Captain with our nick and some economy/XP buffs and some fluffy pennant.

 

And Bob's your uncle.

 

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