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Developer Bulletin for Update 0.10.0

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18 hours ago, Murphyum said:

610 doubloons to get the 50% off ..... 

HAHAHAHA - I so knew -

 

No!

I don't have to play your game, and you guyz working hard, to convince us to quit.
I already stopped playing WOT because of the wheeled vehicles, and now you try to kill warships too.
Morons

I've stopped playing WOT earlier this year after they killed off Progetto line and started WoWS... Got like 300 prem days of WOT but don't care. 

Seems like WoWS goes the same direction so will have more time for real life then. 

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Why can we not just retrain the captain to work on 4 tech tree ships at once, surely that would make more sense to utilise the 4 specific profiles for each class!

 

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Can we please talk about the new secondaries range increase for all ships ?

see Q&A https://blog.worldofwarships.com/blog/107

 

Base range
Range with full build
Tier German/French Others
German/French
Others
III 4 3.2 5 4
IV 4.8 4 6 5
V 4.95 4.3 7.5 6.5
VI 5.6 4.95 8.5 7.5
VII 6.3 5.6 9.5 8.5
VIII 7.6 6.6 11.5 10
IX 7.95 6.95 12 10.5
X 8.3 7.6 12.5 11

 

I'm grinding the german line and I have a massachussetts as well, because I wanted to play with secondaries and these were the only viable options until now.

Now I like very much the idea of increasing range on most ships, to have more incentive for close range brawling, that may change the meta a bit I hope for the best (less long range sniping).

But I also feel there is not enough difference between secondaries-focused ships and the normal ships with this rework. 1.5km advantage only setting them appart ? before most ships had 5 or 6km base range, resulting in a maximum of 9.4km range, that was significantly less usable than 11.3-11.6 km on high tier germans for exemple. but now if all T10 have 11km range, why bother playing germans ? the meme effect will be too similar on other ships.

At least the massa/georgia/ohio have a noticeable dispersion advantage, but they won't have a real range advantage anymore.

Why play a Massa if the NoCal with much better main guns can shoot the same secondaries at 10km, it gives up too much on the side (sigma 1.7 instead of 2.0, range 18.3 vs 23.3)

 

Increasing the range further than proposed may be disrupting, so maybe consider a dispersion or reload advantage as well to separate secondaries focused ships from others and make the build more interesting ? at least, don't forget to look at the global performance of individual ships, though I agree shooting sky and islands at 12km won't improve every ship.

 

secondaries brawls for everyone, that would be epic :cap_look:

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I also would add that I see many people complaining about skills reset, retraining, and paying 50 dubs. Skill reset will be free for 1+ month, and the retraining fee only applies if you want to move the commander to another ship ! In my case I might take this opportunity to move my john doe, but if you don't want to move a commander you don't have to pay anything. ship retraining and skills reset are 2 separate things.

 

About the skills changes, we are always reluctant to changes. I see positive and negative aspects, but most only talk about negative ?

Sometimes change brings more in the long term than we first imagine. The 19 to 21 points part is too elitist, but the skill trees rework I'd like to test it.

being able to train a captain for several ships, 1 of each type, would be amazing though.

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Vor 18 Stunden, Data_Unavailable sagte:

…sadly you have this annoying (for you) "we don't nerf premiums" policy in place. :cap_money:

When have they ever declared such a policy? If they did have a policy it would be annoying to every player concerned with a fair, free-to-win game.

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I just checked out the new skills on the test server. Apart from the REALLY stupid names (couldn't they have had someone who speaks English come up with them) the biggest problem I saw was that the core functionality for, say, a DD that depends on IFHE (PT, LS, DE, IFHE, CE), is more expensive than it used to be. In one configuration I found I had to give up AR. Besides, IFHE has been nerfed again by further nerfing DE - it has become a pretty definite choice between pens and fires. Both DDs and light cruisers suffer. Would anyone REALLY want to sail in a 152mm cruiser that can't pen battleship bows/sterns?

 

My hunch is that you will need the two extra points just to break even compared to the old skills.

 

The stupidest part of all is where they simply ignored the existing progression curve and slapped an arbitrary number on the 20th and 21st points - thus adding some 400,000 XPs to the cost.

 

Then there's the added silliness that you can't actually assign skills unless the captain is located in a ship of the particular category - if you want a captain who can do (premium) DDs, CCs, BBs and CVs, you need to go through the drudgery of transferring him to a ship of each type before you are allowed to assign the skill points for that category. Not exactly user-friendly.

 

I can understand Wargaming wanting to maximise their profits during the COVID crisis (where people are locked up with their computers) but I suspect there will be a day of reckoning when the pandemic is beaten.

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I don't need this - it sound stupid.

If I would start after Patch 8 - the great CV rework - I would't be here. I'm here because I started, and collected my 100 ships when the game was nice. But now I'm reducing and looking for altenate things. Gon on, guys - some times I will be away and have a nice day !

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6 hours ago, 300ConfirmedKills said:

When have they ever declared such a policy? If they did have a policy it would be annoying to every player concerned with a fair, free-to-win game.

Well they said it when they tried to bumb up the Giulio Cesare to a tier 6 without doing much to it and there were an outcrie about it @300ConfirmedKills

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On 12/16/2020 at 10:47 PM, KBL007 said:

Please don't go the same way as WOT.

They will, and they don't care.

 

:cap_old:   ZZZZZ

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They totaly destroy german secondary bb's no matter what they say ... basicly their only gimmeck now is 1km more range ? wtf and they are way less accurate so they are WORSE then other ships in secondaries ?

and when they say "before you could focus one ship now u can spread it" ... jaeh but spreading is crap u need the focus to get down dd's and stuff ... they RLY [edited]up secondaries german bb's hard ...

the game i build on focussing ... u just destroy the secondary ship builds and make all shops be "more of the same" instead of having different kind of playstyle and ships u make all "the same" ...

BOOORING

 

i mean before the normal secondary range was HALF of the german now its 1km less ... and also high enough for everything already with 11km

how is that a fair trade ? double range vs 1km more range

 

also jokes on all who bought the massa xD now its a just worse NC with NOTHING better in it xD

 

you know whats the saddest thing is ?
if you would make a poll 90% would be against it, it has 0 benefits but you will still implenent it and not liste nto the playerbase becaue you guys no longer care about the playerbase ...

its really time to look for other games i guess

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Joy of festive season!

 

WG is outdoing itself this year. 

Last year we had PR disaster, this year we get Satan's Crates and now announced Commander skill rework.

 

Apart from being uncalled for, it's  just dumb and greedy. And no, it won't result in "more varied builds".

Everybody that believes that those extra 2 points will bring something extra to their ships is fooling themselves.

"Oh, if only I could afford 2 extra points for EM, this ship would be a dream". Stop dreamin', not gonna happen.

 

Some people say " oh it's easy to make CXP, you can do 25 k every game". I want to see you do that without dragon and economic flags!

Let's say you play 37 k worth of XP a day, you just want to get daily containers. Without extra flags, you're going to make about the same amount of CXP as well.

It equals 32 days to bump your 19 pt commander to 21. Or about 78 days for full grind 0-21.

I have 30-something 19 pt commanders - I'm looking forward to next 2.5 years of grind.

 

WG, at the end of the day, you're not selling your kidneys - just some pixels. 

 

...although we may have to sell ours to be able to afford your product.

 

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22 ore fa, Srle_Vigilante ha scritto:

Worse... by quite a margin.

Hell yes, found a video over both.

But that means that there is no other game like WoWS

 

 

 

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On 12/16/2020 at 3:38 PM, wot_2016_gunner said:

I'm really disappointed that you're trying to push somethign through without proper testing and PTS isn't enough, and 

 

I (AND NOT JUST ME) DON'T WANT THE NEW SKILLS!

 

Which are copletely busted for CVs, they nerf cruisers to the ground, Secondary builds are not an option any more really and DDs, i don't even know what to say about it, not to mention the EM nerf for ships with a trevers speed lower than 3.5°/s.

 

Just don't WG.

 

For everyone, i've made my own version of the skills (link), let me know what you think about it: https://docs.google.com/spreadsheets/d/15JTPjlBI7kXuJAZVRsLZce_hrxkk8qApoyoDlCDbzeM/edit?usp=sharing

I'm sorry you don't get to choose.It is a new way to make players buy doubloons.

And remember this is a free to play game !!!!!

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MAYBE MATHEMATICS WORK DIFFERENTLY IN RUSSIA?????

 

Was checking the new skills  on the GK.

 

The new GUNNER skill of Gunther Lutjens should give you a 25% increase in Main Gun Rotation Speed.

 

=> 40 seconds - 25% should give you a 30 secs Main Gun Rotation Speed

 

BUT, in reality in only gives you a 32 secs Main Gun Rotation Speed.

 

Checked this for several other ships and the 20% or 25% Rotation Increase is NOT correct!!!!!

 

WARGAMING FIX THIS!!!!!!!

 

How did the Russians ever get a rocket into space with this sort of mathematics????

 

Wonder how this works on Russian ships??? Will have to check this.

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1 hour ago, Frohnyr said:

How did the Russians ever get a rocket into space with this sort of mathematics????

They kidnapped and enslaved former Nazi scientists as "war reparations".

 

This gave them basics from which they could develop. USA did the same.

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On 12/17/2020 at 3:30 PM, 300ConfirmedKills said:

When have they ever declared such a policy? If they did have a policy it would be annoying to every player concerned with a fair, free-to-win game.

Too lazy to look but they declared that they will never change  a ship that was available for money. This means that in theory they can/will only change ship that were exclusively available with ingame ressources (which includes coal, steal, RP and Dubloons).

On 12/17/2020 at 12:34 PM, meuhbat said:

Can we please talk about the new secondaries range increase for all ships ?

see Q&A https://blog.worldofwarships.com/blog/107

 

Base range
Range with full build
Tier German/French Others
German/French
Others
III 4 3.2 5 4
IV 4.8 4 6 5
V 4.95 4.3 7.5 6.5
VI 5.6 4.95 8.5 7.5
VII 6.3 5.6 9.5 8.5
VIII 7.6 6.6 11.5 10
IX 7.95 6.95 12 10.5
X 8.3 7.6 12.5 11

 

I'm grinding the german line and I have a massachussetts as well, because I wanted to play with secondaries and these were the only viable options until now.

Now I like very much the idea of increasing range on most ships, to have more incentive for close range brawling, that may change the meta a bit I hope for the best (less long range sniping).

But I also feel there is not enough difference between secondaries-focused ships and the normal ships with this rework. 1.5km advantage only setting them appart ? before most ships had 5 or 6km base range, resulting in a maximum of 9.4km range, that was significantly less usable than 11.3-11.6 km on high tier germans for exemple. but now if all T10 have 11km range, why bother playing germans ? the meme effect will be too similar on other ships.

At least the massa/georgia/ohio have a noticeable dispersion advantage, but they won't have a real range advantage anymore.

Why play a Massa if the NoCal with much better main guns can shoot the same secondaries at 10km, it gives up too much on the side (sigma 1.7 instead of 2.0, range 18.3 vs 23.3)

 

Increasing the range further than proposed may be disrupting, so maybe consider a dispersion or reload advantage as well to separate secondaries focused ships from others and make the build more interesting ? at least, don't forget to look at the global performance of individual ships, though I agree shooting sky and islands at 12km won't improve every ship.

 

secondaries brawls for everyone, that would be epic :cap_look:

If only you had knowledge about  the game and ships. The gimmick of Ohio, Georgia and Massachusetts is vastly improved 2ndary accuracy. To put it into perspective: a Massachusetts without manual 2ndary skill has a 2ndary accuracy terrifyingly close to Bismarck with the skill. Thankfully the new skills will nerf all but the 3 american premium into oblivion.

 

 

1390685381_19-12-202016_57.200006.thumb.png.d46672c66fdebd1995fab0dbd074776a.png

Picture above shows test setup on the test server using Bismarck with everything and the kitchen sink to buff 2ndary to the maximum. Not shown is left side shooting another Vermont around 8km away.

Result was: (around 220 hits on marked target)

1063807449_19-12-202017_00.280007.png.3c500562f5c9ab674d3224175c76df49.png

 

Now on the current life server using Tirpitz with all 2ndary skills (no special commander). Test Setup:

32438151_19-12-202017_24.330010.thumb.png.60bd671e8ed36e5c85002d6075f9c3b3.png

Result (i shot a 2nd Vermont at 10.7km away apart from the one in the screenshot above)

1432818896_19-12-202017_34.280011.png.66be343c40c22529fe1ad7108338833e.png

So ya, 2ndary builds are completely dead for anything that doesn't have vastly improved 2ndary accuracy ...like the soon to be removed Georgia or Massachusetts...what a coincedence.

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some more.

in my first test server test i used a target rich environment with 12 Vermonts, making sure that all 2ndaries on both sides can fire ... since that is wargamings reasoning for massively nerfing the accuracy on the skill.

so what happens if i shoot only  the marked target akin to how the skill works now ?

1153400733_19-12-202023_12.310013.thumb.png.66dd40eed27a7ac8053cc07aec62b0f3.png

result is:

433249078_19-12-202023_14.550014.png.5477fb664e8cfb6970b20d9035b5cf57.png

too much fire ... so what happens if i shoot a totally balanced class that is immune to fire and shatters all HE with it's deck armor ?

Target is the broadside of a single USS Midway 9.8km away:

 

2107218075_19-12-202023_26.550016.png.dc11a0a255edc3b4f1ca6d0f42133a9c.png

 

doing almost the same on the live server with current skills (target ~400m further away then test server):

1396971861_19-12-202023_35_350017.thumb.png.c6e58947dc09d68499b6d12cc04c1497.png

result:

1616499046_19-12-202023_42.050018.png.3e26170a05bc2bc406b08f1e66392197.png

so the nerf on the priority target is basically so significant, that you need a 2nd target like 3km away on the other side to break even....the only thing that has not changed is that you have to invest so insanely many skill points, that you basically nerf the performance of your ship. Keep in mind that the test is done shooting giant targets like Vermont or Midway, aiming at the perfect broadside with the target and myself being fully stationary. For an actual fight it's quite possible that the nerfed secondaries might be so bad that they don't save you from any DD yoloing you, even if the DD fires the torps at arming distance.

 

going through the other skill trees doesn't look any better. Looking at my DD i srsly need the full 21 points just to get a build similar to but still worse then my current 19pt captain.

Apart from a few already overperforming ships and ofc. the wheelchair class the rework looks more and more like a massive kick to the balls for almost everyone.

With carrier becoming even more powerful and BB getting a sniper skill that increases accuracy if there is nothing in their concealment range spotted, we can expect the game to become even more of a camp fest with all BB just running range mod and sniping from the map border behind their spawn. Playing anything that does not have at least 20km firing range will become insanely infuriating....

 

 

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11 hours ago, Aragathor said:

actually, many scientists fled to both USA and Soblyat Union even during the war (or shortly before). Many other people stole blueprints and documents and used them to negotiate with either nation. Surviving Nazi scientists and engineers (as in people who seriously believed and lived  the racist crap) used their expertise to negotiate, they agreed to work for the US / RU in exchange for relative freedom and not being hanged at the Nurnberg Trials...

After the war both USA and Soblyat literally pillaged german laboratories and testing sites, taking and analyzing anything that seemed even remotely interesting. The soblyat even went so far as dismantling whole factories and moving them to the motherland to have at least some production ability that is not from the industrial stone age.

Putting that aside Soblyat Russia was so worthless because Stalin had purged anyone with more then 1 working brain cell. By the end of the war the still living soviet scientists and engineers had gained considerable amounts of knowledge and ability from their work during the war. So even if soblyat Russia had not gained anything from Germany, they still would have reached that stage, albeit half a decade or a decade later...

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On 12/17/2020 at 5:11 AM, Sunleader said:

Maybe I just hoped WG would have some Basic Human Decency

Some things are way beyond any chance of Hope, Possibility or Redemption , The bar has been set so low that a snake would bang it's head crawling under it, Hope for the Best But Expect the Worst is the way forward for 2021.

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On 12/17/2020 at 12:51 PM, meuhbat said:

I also would add that I see many people complaining about skills reset, retraining, and paying 50 dubs. Skill reset will be free for 1+ month, and the retraining fee only applies if you want to move the commander to another ship ! In my case I might take this opportunity to move my john doe, but if you don't want to move a commander you don't have to pay anything. ship retraining and skills reset are 2 separate things.

Ya, you know ... right now i can move my captain to a different ship, pay the meager sum of 200k credits to half the retraining cost and then use some FXP or commander xp to finish retraining .... sounds alot cheaper then having to pay 600dubloons (or 50 for the discount). Also sounds somehow cheaper and easier then having to pay the full XP cost in FXP or elite commander xp....

Something else nobody commented on until now is: " Skills will not work until the Commander's retraining is complete. " Right now skills work at half efficiency until retraining is complete. So they basically make paying for retraining mandatory because while you are retraining your 21point captain to a new ship, he will be as useful as a 0pt captain (or none at all) ... considering the tremendous xp cost to retrain a 19pt+ commander, paying will be virtually mandatory (who wants to play 100 battles in T10 with a 0pt captain ?).

 

 

Another th*tty thing i only noticed after toying around on pst: resetting your captains will become much worse.

So far you pick a captain, choose "go to personal log file" and you can scroll through and reset all your captains.

Now with the new system the personal log file is missing, captains are pre-filtered by the nation of your ship ... and then you have to reset each of the 4 skill tree's separately. So if you want to reset 50 captains, you have to point and click your way through 200 skill trees .

old:

1806966373_22-12-202000_13.580001.thumb.png.d5ad90de09e6014162f083ddbf3ae43e.png

 

New:

1679393459_22-12-202000_15.290002.thumb.png.acf69fe0d38d88e9b5d932d94c8d57ed.png

1070349879_22-12-202000_17.290003.thumb.png.0432ff2a5c20e2423572d17e028ee4f5.png

And 1 more interesting note: you can only reset the cruiser skills for the captain, when he is currently on a cruiser. So in order to reset all 4 skill tree you have to move the captain to a DD, reset D, then move him to a cruiser, reset cruiser, then move him to a BB, reset BB, then move him to a carrier and reset carrier. Rinse and repeat for every single captain you own.... anyone still wondering why WG doesn't just reset captains but instead just picks some random skills ?

1462676418_22-12-202000_17.370004.thumb.png.cf43cf96f59b30346e7e5ac40dc2b716.png

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1 hour ago, Catslave said:

Ya, you know ... right now i can move my captain to a different ship, pay the meager sum of 200k credits to half the retraining cost and then use some FXP or commander xp to finish retraining .... sounds alot cheaper then having to pay 600dubloons (or 50 for the discount).

You can retrain the commander using the same amount of fxp as before without having to pay 200k credits because the retraining cost is halved...

 

Current: 19pt retraining cost 250,000 exp, pay 200k credits to cover 50%, then 125,000 cxp required to complete retraining.
New: 19pt retraining cost 125,000 exp, 125,000 cxp required to complete retraining.

 

image.thumb.png.f7efc5da27a42a01c3dff8260a919862.png

 

In terms of everything else though, yes.

 

Skills having no effect at all until retrained is not very nice. Not all skills worked at 50% currently, some do not work at all until retraining is complete. Hopefully, retraining will be a little easier with easier access to elite commander exp though now that non-maxed commanders now contribute 5% extra exp into elite commander exp.

 

The interface is awkward, although I don't see why you would want to spec all of your commanders for all four ship classes, surely you wont use all of them for 4 different classes of ship?

 

Not being able to respec a commander when he is not on a ship seems like a stupid oversight, especially when you cannot mount the commander on a ship of another class without retraining them unless the target ship is a premium.

 

Lots of improvements required...

 

 

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