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Seraphice

PSA: Recent critical bugs, SE and AA/secondaries update

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Captains!

Recently two bugs have been found on the main server:
•    some of the modules being indestructible;
•    wrong HP distribution in different parts of the ship with Survivability Expert skill.   
The fix for the issue with HP distribution will be deployed on the 17th December at 05:00 UTC. The expected downtime is 1 hour. Also, because of this, cross-server Clan Battles will not be available on the days of the update.

Instead of reverting the mechanics, the fix will adjust how getting additional HP works in general (this covers such cases as Survivability expert or, for example, HP buffs in Arms Race). Additional HP will be distributed among different parts of the ship proportionally instead of being put into the hull. As an example of what effect it might have on destroyers: with about 2000 – 2500 HP in a bow section and roughly 20 000 total HP, an increase of HP in the bow would be about 400 HP, which will not lead to a significant gameplay change. We understand that it won't be a full revert to how it was before, but we were planning to change the mechanic as it will help to improve the technical state of the game and keep the mechanics consistent.

As for the bug with indestructible modules – regrettably the fix will only be deployed with the release of 0.11.0 since a fix for it has a noticeable technical risks and requires more testing because it affects damage dealing logic much more. We will also adjust the combat missions in Dockyard which require destroying modules.  

We’re sorry for the situation and would like to offer you a token of gratitude in the form of 3 WG containers with a day of Premium account in each one which you will be able to claim in an article on our portal until the end of the year.  

Fair seas captains!

 

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Are you sh***ing me? Why would you nerf SE like this? Do you realize that having the added HP anywhere else except the hull gives you a disadvantage because your ship will saturate slower? Whatever is left over for the hull will at most make up for this so you get effectively nothing out of a 3 point skill. Did you sit over your spreadsheets and decide that in this day and age DDs have too much survivability while at the same time subs face such difficulties that they need to be immune to radar while at periscope depth? WTF are you smoking???

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Posting this here as well-
Since instead of fixing the SE bug it is being made into a feature, how about reducing the extra sectional HP gain with SE/similar for French DDs to preserve their saturation gimmick?

 

Also, where can we find information on exactly how the HP is dispersed on a ship-by-ship basis, rather than an overview of the mechanics general function?

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34 minutes ago, BraveExpress said:

Also, where can we find information on exactly how the HP is dispersed on a ship-by-ship basis, rather than an overview of the mechanics general function?

In the same place where you can check AP shell penetration - not in game:Smile_trollface:

 

1 hour ago, Seraphice said:

As for the bug with indestructible modules – regrettably the fix will only be deployed with the release of 0.11.0 since a fix for it has a noticeable technical risks and requires more testing because it affects damage dealing logic much more. We will also adjust the combat missions in Dockyard which require destroying modules.  

Why not keep indestructible modules in game to begin with and extend that "bug" to main guns as well? 

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WG at its best again. Promising us everything they ever could after CC Rework, but they did not even make it to the end of 2021 without new fails over fails. I did not expect anything else though... So I am amused and not disappointed. ^^

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11 hours ago, Seraphice said:

Instead of reverting the mechanics, the fix will adjust how getting additional HP works in general (this covers such cases as Survivability expert or, for example, HP buffs in Arms Race).

[...]

We understand that it won't be a full revert to how it was before, but we were planning to change the mechanic as it will help to improve the technical state of the game and keep the mechanics consistent.

I knew it! I said elsewhere on the forum - half in jest - that the original way SE worked was the bug and the update was meant to cure it... and this pretty much confirms it. 

 

10 hours ago, Stormhawk_V said:

Why would you nerf SE like this? Do you realize that having the added HP anywhere else except the hull gives you a disadvantage because your ship will saturate slower? 

I think these 'saturation mechanics' are a pure algorithm artifact and not realistic anyway. I know WG picks and chooses where realism applies but in this case it appears somewhat justified. Maybe it is part of a general drive to make the game more realistic overall?

 

6 hours ago, Von_Pruss said:

WG at its best again. Promising us everything they ever could after CC Rework, but they did not even make it to the end of 2021 without new fails over fails. I did not expect anything else though... So I am amused and not disappointed. ^^

Well, strictly speaking we haven't even reached a full release of the game yet. WoWS is still very much in development. I think it took World of Tanks eight or nine years to reach version 1.0 so we do have a way to go yet.

 

But you're absolutely spot on with your relaxed attitude. We're essentially test-piloting an unfinished product, so everything is possible.

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2 hours ago, Redwing6891 said:

Well, strictly speaking we haven't even reached a full release of the game yet. WoWS is still very much in development. I think it took World of Tanks eight or nine years to reach version 1.0 so we do have a way to go yet.

 

But you're absolutely spot on with your relaxed attitude. We're essentially test-piloting an unfinished product, so everything is possible.

It is okay for an in-dev product to have flaws. But WG is extremely incompetent in almost everything they do. For example, they have just announced submarine buffs and ASW nerfs. They literally gave out tier 6-10 rentals to the most extreme tomatoes, which stopped playing because of their incompetence, and now WG is balancing this class according to these bot's whining feedback, because this class is not well received. Guess why? Because they suck and are poorly designed. WoWS is getting worse and worse, a place for sub and carrier players with more safe spaces and crybaby super bot content than ever. Soon they will zombify the game even more, so only complete brain dead individuals will roam the seas. And WG loves these type of players.

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14 minutes ago, Von_Pruss said:

It is okay for an in-dev product to have flaws. But WG is extremely incompetent in almost everything they do. 

 

I don't like the CVs and submarines either but I think you are a bit harsh on them. WG probably does have a vision of a balanced game involving all classes but the road to that goal is a winding and stony one with lots of potholes. We won't get there in a hurry, and will probably acquire some bruises on the way.

 

A lot of their decisions are hard or even impossible to understand, I agree. But we only play the game. They are the refs and own the club to boot. The only thing we can do is vote with our feet or our wallets. I still like to play but my wallet remains shut for the time being.

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42 minutes ago, Redwing6891 said:

WG probably does have a vision of a balanced game involving all classes but the road to that goal is a winding and stony one with lots of potholes.

WG itself has stated, same for CV, population percentage goals per class. They are buffing subs immensely and at the same time hilariously strong Ru CVs do not get changed (Ru tier X just surpassed completely broken Roosevelt which was indeed nerfed btw) to achieve these population percentages. They do not at all care about the game's health. There are endless other examples for this here on the forums. You obviously have zero clue how it works and worked here in the past already for years and years, rambling about accidental potholes and windy roads. This is just naive, nothing else. WG knows exactly what they are doing. ^^

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5 minutes ago, Von_Pruss said:

WG [...] do not at all care about the game's health. [...]  WG knows exactly what they are doing. ^^

Well, mate, no offence but you should reflect on your own flawed logic before calling out someone else. But never mind, each to their own.

 

Merry Christmas!

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8 hours ago, Panocek said:

Why not keep indestructible modules in game to begin with and extend that "bug" to main guns as well? 

 

So no loss of main guns anymore.

Pls no, that would stop me from bullying the bow in JBs.

 

9 hours ago, Seraphice said:

We understand that it won't be a full revert to how it was before, but we were planning to change the mechanic as it will help to improve the technical state of the game and keep the mechanics consistent.

 

So because your company is unable to code the game properly, the players (of course mostly the DDs, AGAIN!) are getting screwed over.

Nice going. Would this be a BB/CV skill, you'd revert it back instantly to its original form, no matter the coding.

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6 minutes ago, Redwing6891 said:

Well, mate, no offence but you should reflect on your own flawed logic before calling out someone else. But never mind, each to their own.

 

Merry Christmas!

You can not care about the game's health and know what you are doing at the same time. The entire WG franchise consists of dumbing down old and introducing completely new and broken vehicles and vessels to keep the money mills spinning. Caring for revenue does not equal game's health. Same for WoT and WoWs. So actually your logic is flawed and you just proved it. Merry Xmas!

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2 minutes ago, Zemeritt said:

So because your company is unable to code the game properly, the players (of course mostly the DDs, AGAIN!) are getting screwed over.

Nice going. Would this be a BB/CV skill, you'd revert it back instantly to its original form, no matter the coding.

I actually cannot believe they just came up with reworking SE. It took them several months to work on the torpedo bug. I have the feeling they wanted to nerf SE and some errors have made it into the live release and now they try to sell it to us as mandatory because this bug is so "deeply tech-sensitive". They did not come up with this after just a couple of days, for sure. Sooner or later we would have gotten this SE nerf anyway.

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12 minutes ago, Zemeritt said:

Pls no, that would stop me from bullying the bow in JBs.

You still could keeping them disabled :cap_tea:

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2 minutes ago, Panocek said:

You still could keeping them disabled :cap_tea:

 

Nah, it's not as funny as seeing them with just destroyed turrents in front, making them glorified battering rams.

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1 hour ago, Von_Pruss said:

WG itself has stated, same for CV, population percentage goals per class. They are buffing subs immensely and at the same time hilariously strong Ru CVs do not get changed (Ru tier X just surpassed completely broken Roosevelt which was indeed nerfed btw) to achieve these population percentages. They do not at all care about the game's health. There are endless other examples for this here on the forums. You obviously have zero clue how it works and worked here in the past already for years and years, rambling about accidental potholes and windy roads. This is just naive, nothing else. WG knows exactly what they are doing. ^^

Except Russian CVs are just like Roosevelt in that you might as well take Midway or Hakuryu, according to real CV mains. They are way too clumsy and unwieldy to be effective for anything except BBs and large cruisers. They are low skill floor, low skill ceiling.

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7 hours ago, Redwing6891 said:

I think these 'saturation mechanics' are a pure algorithm artifact and not realistic anyway. I know WG picks and chooses where realism applies but in this case it appears somewhat justified. Maybe it is part of a general drive to make the game more realistic overall?

Splitting the HP pools of ships into sections was a deliberate design decision when making the game. There's a thoroughly thought out mechanic about which pool gets depleted by a certain kind of damage or how the damage is distributed among pools. SE wouldn't be beneficial if the disadvantage from saturating slower was close to or even exceeding what you gain for the 'hull' pool and I can absolutely see the latter being the case for French DDs. Also, how much effective HP does it have to give you to be worth 3 commander skill points? SE used to be straight forward, now they're turning it into a complicated mess.

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Why don't throw in a free commanders' respec since you're changing such a valuable skill? At least one week I'd suggest. @MrConway     @Crysantos @YabbaCoe

 

It is a big change as far as I can tell and it's getting by-passed by a quick patch and a sidenote...

We really need to experiment whether it is still worth to spec into SE which so far destroyers' class heavily depended upon for survival.

 

Also note that it is dds that usually are the first to brawl in the first minutes of the match since they have to contest caps and spot not to mention submarines' chasing....

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3 hours ago, tsounts said:

Why don't throw in a free commanders' respec since you're changing such a valuable skill? At least one week I'd suggest. @MrConway     

 

I sign that.

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12 hours ago, tsounts said:

Why don't throw in a free commanders' respec since you're changing such a valuable skill? At least one week I'd suggest. @MrConway     @Crysantos @YabbaCoe

 

It is a big change as far as I can tell and it's getting by-passed by a quick patch and a sidenote...

We really need to experiment whether it is still worth to spec into SE which so far destroyers' class heavily depended upon for survival.

 

Also note that it is dds that usually are the first to brawl in the first minutes of the match since they have to contest caps and spot not to mention submarines' chasing....

Signed. But maybe they will push this under the carpet, since 99,9% of the players will not even notice...

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On 12/16/2021 at 1:00 PM, Seraphice said:

Captains!

Recently two bugs have been found on the main server:
•    some of the modules being indestructible;
•    wrong HP distribution in different parts of the ship with Survivability Expert skill.   
The fix for the issue with HP distribution will be deployed on the 17th December at 05:00 UTC. The expected downtime is 1 hour. Also, because of this, cross-server Clan Battles will not be available on the days of the update.

Instead of reverting the mechanics, the fix will adjust how getting additional HP works in general (this covers such cases as Survivability expert or, for example, HP buffs in Arms Race). Additional HP will be distributed among different parts of the ship proportionally instead of being put into the hull. As an example of what effect it might have on destroyers: with about 2000 – 2500 HP in a bow section and roughly 20 000 total HP, an increase of HP in the bow would be about 400 HP, which will not lead to a significant gameplay change. We understand that it won't be a full revert to how it was before, but we were planning to change the mechanic as it will help to improve the technical state of the game and keep the mechanics consistent.

As for the bug with indestructible modules – regrettably the fix will only be deployed with the release of 0.11.0 since a fix for it has a noticeable technical risks and requires more testing because it affects damage dealing logic much more. We will also adjust the combat missions in Dockyard which require destroying modules.  

We’re sorry for the situation and would like to offer you a token of gratitude in the form of 3 WG containers with a day of Premium account in each one which you will be able to claim in an article on our portal until the end of the year.  

Fair seas captains!

 

 

So the usually easy to achieve incapacitations for the dockyard mission was changed to for much harder to achieve citadel pens? Used the opportunity to sneak in a bit more grind, eh?

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