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The_EURL_Guy

Developer Bulletin for Update 0.10.0

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28 minutes ago, Altusambitio said:

If those 1,2 Mio !! are correct, I think that could be the proverbial drop that makes the barrel overflow for me....... 35 x 1,2 Mio to get all my tier X captains with 19 skillpoints back to elite status..... that's like nullyfying and ridicule all efforts about elite captains made in regard of achieving top level commanders in the past.....

as you can see by the reactions to may facepalm post, quite a number of players like this number of 1.2M XP....

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7 minutes ago, XenoMorphx said:

I hope they add them.

well, i hope, when they add them, you'll be the only one who will play WOWs

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3 hours ago, The_EURL_Guy said:

Updates to the Commander skill system, Clan Brawls, Lunar New Year, and other new features.


Read it on the portal

Hey look, another complete rework created by people who know nothing about the game, completely untested and just pushed out against the feedback given by virtually any player with at least 1 working brain cell .... carrier rework ... IFHE rework...commander rework ... the 3rd complete design fail in less then 2 years. Are you guys going for the Guinness Book of World records ?

 

Oh wait, there was also the Naval Training Center..sorry, Research Bureau...though that was no rework.....

 

Whats wrong with this ?

It's a massive buff to carrier with no downsides, as if carrier needs buffs.

It's a nerf to various battleships (unless you are something like Kremlin). Almost any accidental buff comes with at least 1 downside

It nerfs cruisers to glass cannons with arguable skills, any potential buff comes with downsides. Important skills like AFT (Atlanta class or Colbert) or Fire Prevention (Super Cruisers)  are completely missing.

It grants arguable buffs to gun DD at the cost of torpedo DD, still it's mostly a nerf to gun DD and to all torpedo DD that don't already have sidewinder as torpedoes...

 

T10 carrier can already do near 30k dmg with AP bombs ... aka a single squad can potentially sink any ship in the game ...there is no evading or angling against it and you just buff it.

Torpedo bomber already do too much citadel dmg with no risk to the carrier and no chance to avoid, the -15% torpedo protection is massive..and only BB get a counter skill and even they get a meager +10% ... massive net gain for carrier.

-33% Flak damage ? So far a bad carrier player occasionally looses planes by eating all the flak, this just makes it so they can live through even that.....sure at least some classes can skill +Flak dmg. Now the issue is that for a carrier that skill works always against all 12 enemies (unless they have no flak), for the surface ship this skill only works against a single enemy, assuming there is even a carrier in the game. This has always been 1 of the major issues with carrier and wg has failed to address it in any way (aka building for AA means wasting tremendous resources to increase your efficiency against max 1 out of 12 enemies at the cost of nerfing your performance against all other).

 

Battleships get a sniper skill that increases their accuracy when there is no enemy in their detection range ? What a nice buff to the overly stealthy BB ... like Kremlin. And BB sniping from the map border is exactly what the game needs...

 

whatever .... better player then me have made lists, posts and videos describing the issues with this fail rework since it was first announced .... wargaming pretends to ask for feedback, then just answers "no need to change anything because game is in a fine state".

 

This year I have seen insane amounts of high tier games where most players have less then 1k games...largely new players. Yet the number of active players on the server has barely changed from last year ... So the veterans are giving up, people who paid wargamings wages for the past 5 years are done with this bull. Even high profile streamers can be seen quitting the game after 2 or 3 matches and playing something else. For now WG is doing everything to coax new player into the game ... most of them probably will quit before the year ends ... so between this fail and the doom of submarines on the horizon ... how many will quit for good ?

 

On the bright side I should be grateful, with wargaming being so hellbent on killing the game, i finally managed to finish Horizon Zero Dawn and i'm almost done with Sekiro as well.... guess there is a silver lining, just not one for wg...

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1 hour ago, ZeuSueZ1337 said:

"In order to let you comfortably try out different builds during Update 0.10.0:

(...)

The cost of commander retraining will be lowered by 90% — from 500 to 50 doubloons."

- Sure. But almost free is not the same as free.

Say you hold 50 ships (probably not unreasonable) ~ 2500 doubloons.

Even with the 1100 you can grind *sigh* it' still 1400.

 

what a pleb .... veteran players easily have in the range of 200+ captains ... and similar amounts of ships. The level of greed here is well above the level you displayed... 50 ships is basically getting the T10 of 5 different nations. With the current economy you can potentially do that in 500 games or less....

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3 minutes ago, Catslave said:

what a pleb .... veteran players easily have in the range of 200+ captains ... and similar amounts of ships. The level of greed here is well above the level you displayed...

"Pleb". Really?

Well - that escalated quickly.....?

 

I fully comprehend that the numbers I suggested are at the lower end of the spectrum if you take into account only so called veteran players.

 

However it was only to paint a picture for illustrations. If i look to myself its ~25 commanders at lvl 19 so I'm well aware of the actural cost for parts of the playerbase are gonna be hell of a grind.

.

 

 

 

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Just so we're clear...  1.2 mil captain XP or what is 70% more then currently to get to max.

 

Can you stop shitting on players and increasing the grind?! For all intents and purposes the 5% of bonus elite XP is now gonna be the only source.

You're just increasing the gap between newer players and 5 year veterans for no [edited]reason, but to get more money!

 

Not to mention the next "hidden" money grab. We get free skill reset for a month. OK nice, we experiment a bit, we listen to content creators a bit and at the end of patch chose "the best" build.

HOWEVER you're going into this with no testing and expecting there to be balancing needed. So when the wave of balance patches hit we're what? Expected to spend our money to respec out of the nerfed builds? On all the captains, on all the class trees?

 

Yeah if this goes through, you can kiss my money goodbye. Just as I start to feel I'm making some headway in this game, you start taking the good ships away and playing with the captains. F you but not everyone has invested 5 years in this game and you trying to "give work" (total shitshow btw) to veterans is just driving me away.

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1 minute ago, ZeuSueZ1337 said:

"Pleb". Really?

Well - that escalated quickly.....?

 

I fully comprehend that the numbers I suggested are at the lower end of the spectrum if you take into account only so called veteran players.

 

However it was only to paint a picture for illustrations. If i look to myself its ~25 commanders at lvl 19 so I'm well aware of the actural cost for parts of the playerbase are gonna be hell of a grind.

.

 

 

 

that pleb was more in a joking manner, sorry if i hit a spot.

 

 

As my edit stated you don't have to be overly veteran to reach / surpass 50 ships. And i only included tech tree ships ... so far it seems like every non-veteran player has bought the armada package meaning they have near 50ships with premium ships alone.... either way getting past 50 ships with the current hyper speed economy can be done very fast. And 2500 dubloons is hella cheap (for wargaming standards)

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18 minutes ago, Gardod said:

Just so we're clear...  1.2 mil captain XP or what is 70% more then currently to get to max.

 

Can you stop shitting on players and increasing the grind?! For all intents and purposes the 5% of bonus elite XP is now gonna be the only source.

You're just increasing the gap between newer players and 5 year veterans for no [edited]reason, but to get more money!

 

Not to mention the next "hidden" money grab. We get free skill reset for a month. OK nice, we experiment a bit, we listen to content creators a bit and at the end of patch chose "the best" build.

HOWEVER you're going into this with no testing and expecting there to be balancing needed. So when the wave of balance patches hit we're what? Expected to spend our money to respec out of the nerfed builds? On all the captains, on all the class trees?

 

Yeah if this goes through, you can kiss my money goodbye. Just as I start to feel I'm making some headway in this game, you start taking the good ships away and playing with the captains. F you but not everyone has invested 5 years in this game and you trying to "give work" (total shitshow btw) to veterans is just driving me away.

Rejoice.

 

 

The last time WG reworked the skill trees they pulled the same. But they haven't rebalanced a single skill since then (actually they nerfed IFHE a few months ago). So chances are good that wg will just call the rework "in a fine state" like always and leave it at that...

 

Besides i don't understand your complain about the xp cost.... what exactly do you need elite captain xp for ?

The change is only annoying for tryhard competetive players. They will have to grind their comp captains to elite status asap (though they probably have a few million elite xp lying around) ... for the majority of players this will not really change that much...

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3 minutes ago, Catslave said:

that pleb was more in a joking manner, sorry if i hit a spot.

No need. Could be read either way - all good.

Just a case of the forumites are a bit hot headed atm cauz of this cluster f*** xD

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Just now, xxxxRipleyxxxx said:

Regarding the new captain skill system:

 

Just why?

 

Why are you trying to fix something that isn't broken? That doesn't make any sense...

Because they are hellbent on releasing submarines.

If you played any of the sub tests you should be aware, that the current skill tree offers absolutely nothing ... so in order to squeeze subs in they have to expand the skill tree. Besides the other reason should be obvious: a blatant cash grab.

Like you can train your Kutznetsov Captain to have skills for BB, DD, cruiser and the upcoming soviet fantasy carrier. So you can "easily" benefit from his broken skills on all your T10 soblyat ships ... all you have to do is toss wargaming some $ every time you move him from Petro to Kremlin to "upcomng fantasy T10 DD" to "upcoming fantasy T10 carrier" .... or you can just toss more $ and buy all the premium ships...easy....

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So with this 'wonderful improvement' we ALL LOSE our elite commanders. Have to then GRIND 1,200,000XP per captain to restore their full status (10's of millions XP for some players). We will now be charged a 50 doubloons per captain money grab to reallocate skills as needed, due to this nerf (originally would be allowed to reallocate for FREE following such changes). Secondary build options become a joke (now you'll be able to fight several enemies at once — on either side of your ship — by sacrificing some accuracy) The idea of a manual secondary build was to IMPROVE ACCURACY by SACRIFICING engaging several enemies at once. Now you have FUBAR'd even this option. I could go on, but what's the point. Improvements? NOT A CHANCE!:cap_horn:

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1 hour ago, ZeuSueZ1337 said:

 

https://blog.worldofwarships.com/blog/107

 

Fourth paragraph ("How much XP is needed to level up a commander from 19 to 21 skill points?")

 

Interesting. I extrapolated the progression they have been using till now - that produced a trendline where the 20th point should cost 345,000 and the 21st 394,000. Since they are saying that they'll cost more, that leads me to believe they are steepening the entire progression - all points before 20 will also become slightly more expensive than they have been.

 

Excel tells me the existing formula is y = 28.81x3 + 336.25x2 - 1150.3x +2946.9 where "y" is the XP required to go from point "x"-1 to point "x"  (i.e. replace all the "x" values with the point you are interested in and the result is the XPs required to go from the previous point). I tested the formula and it doesn't (obviously) produce the rounded numbers they use - but it's close. For progressing from 9 to 10 points it predicts 53,.879 instead of 54,000 for example - for the 19th point it says 300,086 instead of 300,000. And 20 = 344,921 and 21 = 393,886.

 

Here's the Excel cell definition - plug the desired level into a cell named "x" and paste this formula into the cell where you want the result to appear.

 

=28.81*POWER(x;3)+336.25*POWER(x;2)-1150.3*x+2946.9

 

Note that this is the formula for the incremental XP cost (i.e. for each progression) but you can obviously also graph the cumulative cost ...

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I don't remember anyone asking for changes in captain skills....

 

Has there been any testing on that because I don't recall having seen related notifications on test servers....

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Regarding the new captain skill system again:

 

As mentioned in the devblog, one of the main reasons for the change is that the majority of ships often have only one effective build. There will be no difference with the new system! As for each ship, there will be only one "most effective" build within the given skills. Its just that you change and decide what skills these are.

 

Furthermore you point out that some skills are ineffective for certain ships. Why do you decide that over the players opinion? The Manual fire Control is still marked as "not recommended" for my Siegfried  build in game. Nevertheless I chose that skill for my captain, because I wanted a secondary build for my Siegfried. And i have seen secondary builds on other cruisers as well.

 

You want to give players more varieties to chose from by taking some varieties away. That makes no sense at all

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5 hours ago, ABDAfleet said:

Interesting. I extrapolated the progression(....)

Did the same and therefore I expected roughly 800k from lvl 19 to lvl 21 (as stated in other posts)

But as a lot have pointed out: WG seems to have taken completely leave of their senses this time around.....

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Proprio ora, xxxxRipleyxxxx ha scritto:

Regarding the new captain skill system again:

 

As mentioned in the devblog, one of the main reasons for the change is that the majority of ships often have only one effective build. There will be no difference with the new system! As for each ship, there will be only one "most effective" build within the given skills. Its just that you change what skills these are.

 

Furthermore you point out that some skills are ineffective for certain ships. Why do you decide that over the players opinion? The Manual fire Control is still marked as "not recommended" for my build in game. Nevertheless I chose that skill for my captain, because I wanted a secondary build for my Siegfried. And i have seen secondary builds on other cruisers as well.

 

You want to give players more varieties to chose from by taking some varieties away. That makes no sense at all

This ^:Smile_medal:

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Well WG, you are just flup... the majority of the players with that new captain skill system.

Wonder if WG need money for new cars to the employee or the co need a new house. Or did you just use too much on vodka.

 

:cap_old:   zzzzz

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Cytat

Also, ship detection range is a limiting factor for secondary battery range: the maximum possible secondary firing range cannot exceed the minimum possible detection range of a ship.

I love this part... Kill me but a minimum possible detection range is 2km?    So 2km range of secondaries... I hope they will HIT ^^

 

So listing the table with the secondary ranges is pointless when you later write that part...

 

Yeah i know its most likely a MISTRANSLATION as they will most likely tell us. 

But come one WG. This whole QA is full of contradictions. 

Secondary cruisers are only a FEW and for rest the skills are ineffective.... Yet there is a WHOLE tree of TORPEDO skills for cruisers....

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Maybe its time to quit the game, macOS no longer gets supported eventho they scammed a lot of money from containers....

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Dear WG!

 

Why smash ships with secondary armament strength ?! Specifically, the German ship will be unusable. A floating matchbox. With air protection equal to 0 and a worthless new skinning. They increase the variance of the secondary to have a chance to survive against a stronger ship ... I dare bet again a lot of bot players are squealing that they can't play against machines with "too strong a secondary". My message to those is to learn to play, instead of criticizing the parameters of the machine. Plus do we increase the standard deviation of the ships ??? !!! The dispersion of Russian machines should be increased, not the rest. Congratulations WG! They learned how to [edited]with players. So the ships are scattered enough not to be anyway ... Look at the battlefields a bit with normal settings and try what it's like to play on a live server with a "normal" player settings. Not hiding behind tester accounts to play with too favorable settings.

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1 hour ago, tsounts said:

I don't remember anyone asking for changes in captain skills....

 

Has there been any testing on that because I don't recall having seen related notifications on test servers....

They announced version #1 ... kept quiet for some months, now release it proclaiming it has been tested and tweaked ... no player, CC or super tester has ever gotten a chance to try it out....

 

1 hour ago, medicdragon said:

So with this 'wonderful improvement' we ALL LOSE our elite commanders. Have to then GRIND 1,200,000XP per captain to restore their full status (10's of millions XP for some players). We will now be charged a 50 doubloons per captain money grab to reallocate skills as needed, due to this nerf (originally would be allowed to reallocate for FREE following such changes). Secondary build options become a joke (now you'll be able to fight several enemies at once — on either side of your ship — by sacrificing some accuracy) The idea of a manual secondary build was to IMPROVE ACCURACY by SACRIFICING engaging several enemies at once. Now you have FUBAR'd even this option. I could go on, but what's the point. Improvements? NOT A CHANCE!:cap_horn:

again you don't gain anything from having elite status on your commander. How bad the skill cap increase  is will depend on how starved a certain ship is for the 20 or 21 points to be effective.

As for the secondary that will be fun. German ships with secondary builds are already garbage meme builds ... made for fun not efficiency (because you have to invest such an insane amount of skillpoints that you nerf your ship ...). Using the new "improved" skills Kurfuerst 2ndaries will be lucky to hit an island at 5km range .... but at least you can fire salut on both sites at the same time while being HE spammed to death...

Things like that are obvious buffs to premium ships (Massa/Ohio/Georgia) with greatly imrpoved 2ndary accuracy while being a heavy handed nerf to everyone else.

 

But at least you can now spend 20 points to buff the torpedoes on your Des Moines .....

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