Jump to content
You need to play a total of 50 battles to post in this section.
LilJumpa

Interessante Infos aus aller Welt - Infothread (keine Diskussion)

6,274 comments in this topic

Recommended Posts

Beta Tester
4,603 posts
7,488 battles

Im englischen Forumsteil gibt es schon seit Langem einen Thread in dem sich einige User im RU- Forum umsehen und interessante offizielle Posts herausfiltern und übersetzen.

http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/#topmost

[ auch wenn sie es nicht lesen, herzlichen Dank an Takeda92, Takru und Carnotzet, der hier fleissig übersetzt. Wenn ihr "Likes" geben wollt, dann gebt sie denen]

 

User die auch im englischen Teil regelmässig unterwegs sind werden ihn kennen aber ich denke viele auch nicht.

 

Warum schreibe ich das nun?

Nun aus meiner subjektiven Sicht füllt sich das Forum immer mehr mit logisch nicht mehr nachvollziehbaren, haltlosen Aussagen und Posts und die Qualität driftet immer weiter in Richtung WoT-Forum, welches ich z.B. meide wie der Teufel das Weihwasser.( Ich nehme mich und meine posts da übrigens explizit nicht aus)

 

Vor 2 Tagen gab es im RU Forum nun ein paar offizielle Aussagen von höherer Stelle über die Entwicklung im Zusammenhang mit Feedback aus der Community.

http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/page__st__1300__pid__918686#entry918686

Das ganze ist vom Russischen ins Englische übersetzt. Falls es dazu Fragen des Verständnisses gibt, kann ich gern ein paar Passagen ins Deutsche übersetzen.

 

Darin enthalten war ein Link zu einem Video, welches die Entwicklung des Spiels anhand von Screenshots in einer Art Zeitraffer darstellt, auch mit Screens aus der Alpha.

Das war der Hauptgrund dieses Topics: Der Zielgruppe aus der Überschrift, die nicht im englischen Forumsteil unterwegs sind , dieses zugänglich zu machen.

 

Das Video ist russisch, aber man braucht den Text nicht und kann das Video auch muten. Die Bilder sind selbsterklärend und zeigen auch Teile der Spielmechanik die immer wieder zu Fragen führen. Z.B. die Ungenauigkeit der Geschütze (Jeder der mal Arty in WoT gespielt hat kann mit den ersten Bildern was anfangen :trollface:)

 

 

 

Man kann und sollte jetzt natürlich über die Antworten und das Video ausführlich diskutieren. Mir gings hauptsächlich um den Informationsgehalt.

 

  • Cool 11

Share this post


Link to post
Share on other sites
Weekend Tester, In AlfaTesters
1,431 posts
5,636 battles

Ach ja, damals...als die DDs noch unendlich Rauch hatten, und der auch noch länger hielt :izmena:

Wsa hab ich die Nicholas geliebt in den Beta-WEs.

Share this post


Link to post
Share on other sites
Players
371 posts
1,409 battles

wow  so sah  wows  mal aus??  hammerhart. also  ich  bin neugierig was die  zukunft  bringt.

Share this post


Link to post
Share on other sites
Alpha Tester
1,102 posts
2,442 battles

Was ich bemerkenswert finde: die Screens aus der frühen Alpha sehen sehr stark nach dem aus, wie sich heute der chinesische Mitbewerber präsentiert! Ein Schelm, wer böses denkt...

  • Cool 1

Share this post


Link to post
Share on other sites
Beta Tester
747 posts

Also irgendwie sehen die Schiffe besser aus als jetzt oder sagen wir mal anders. Kann ich mir aber auch irgendwie nur einbilden, villeicht ist es ja nur ein anderer Filter.

Hab zwar auch die CBeta mitgemacht aber seit dem hat sich da optisch nicht viel geändert bis jetzt.

Share this post


Link to post
Share on other sites
Alpha Tester
384 posts
9,703 battles

@ Liljumpa : Thx for information !

In der Tat beinhaltet das englischsprachige Forum eine menge Threads und Posts mit mehr Informationsgehalt als unseres, deshalb schau ich da auch öfters mal rein.

Was in der letzten Q&A für viele intressant ist :

 

A. We're considering limiting the number of DD's on each team. We're also considering changing high tier IJN DD's stats.

 

Die zahl der DD´s soll begrenzt werden und die Werte japanischen DD´s werden geändert.

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Ich kann ja den Thread umbenamsen und die Q&As hier reinkopieren.

Übersetzen dann bei Bedarf/Fragen

 

Edit: Done

Edited by LilJumpa
  • Cool 1

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Die neueste:http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/page__st__1340__pid__922595#entry922595

 

Deutsche Übersetzung von diesem und dem nächsten Teil von Takru:

http://forum.worldofwarships.eu/index.php?/topic/47272-infos-aus-dem-ru-forum-aus-dem-englischen-uebersetzt/

New Q&A. Source 

[Next Q&A is on the way, be patient]

 

Q. 1. Unfortunately (or maybe fortunately), I wasn't playing at the time when Furutaka was really crappy. Now it's an enjoyable ship, which needs some time to adapt to and a little bit of skill. After playing a few dozen battles with her and Omaha, and reaching a comfortable skill level, I'm quite enjoying both of them. But I wonder: after quite a lot of battles fought on both of these ships, my average stats are lower in my Furutaka than in my Omaha (including average damage). At first, I though I just needed more practice but then I saw some unofficial stats (I know you don't like them) and noticed that Furutaka's average damage, kills and win ratio are considerably lower than Omaha's or other tier 5 ships.

It lead me to ask two questions: could you please provide official stats concerning Furutaka, and compare them with Omaha's? If Furutaka's stats are lower, do you plan to do anything with her?

I like Furutaka a lot and I think it's a very interesting ship at tier 5 but I find it hard to be in the top 3 at the end of a battle.

A. At the moment, Furutaka's average damage is 1170 less than Omaha's. Win ratio is practically the same (0.4% less than Omaha). The reason for these disparities is in fact not because of each ship characteristics but because of the gameplay. Furutaka is the first heavy cruiser in the line, and thus requires different tactics and a change in habits. US cruisers have the same problem when going from Cleveland to Pensacola. The gameplay changes, players have to relearn the way they play, and thus their performance decreases a bit.

 

2. Most of the ship lines are well thought progression wise and allow new players to learn the ropes of the game and the role of their ships from at tier 1-4. Except BB's. They really start to shine at tier 5 and new players have a really hard time crawling through tier 3-4. Could you please look at the statistics of players who started the BB line and stopped before tier 5? Are you happy with this situation?

A. We're keeping an eye on that kind of stats and we're fine with it. There are two points I need to raise. First: BB's are the ships that benefited the most from gunnery research and development in the first half of the 20th century. Their gun performance improved a lot. Secondly: tier 3-4 BB's were created specifically in such a way as to make them harder to sail than CL's and DD's. Bigger ship, bigger responsibility. In fact, not every player can play BB's efficiently and enjoy their gameplay. We prefer most players choose the cruiser lines (and DD's, but they're slightly harder to play).

 

3. I come from WoT and there's a very interesting premium light tank - AMX Chaffee. I'd like to know if there's a similar ship in WoWs.

A. There's a ship that plays a bit like that (Atlanta). However, at the moment, we want to release balanced [as in opposed to niche] ships that every player can enjoy. "Singularity" is difficult to explain to players and, most often than not, leads to negative feedback and misunderstanding.

 

Q. Have you changed something with the detonation chance from air dropped torpedoes on BB's? It seems I get detonated much more often (about once in ten battles).

A. We haven't done anything regarding this matter. I will still check though.

 

Q. When will you release the next part of the Arpeggio event?

A. Not this month, but there will certainly be another one.

We first need to analyse how it was perceived by players. In general, players on the RU server gave neutral or positive feedback. Since new content is ready to be released, we decided to start working on the next stage of this event.

 

Q.  Do you plan to add a second airplane on ships with two catapults? Do you plan to add visual effects to AA guns when they fire (or at least to some of them)? Current tracers rounds are not really impressive and don't give the impression of working properly.

A. No. Currently, only one takes off. And no. At the moment, we need to be very careful with performance issues. Maybe later.

 

Q.  Don't you think that, after the buff to torp focused DD's, the game is broken in random mode? It's not unusual to see 5 or 6 DD's on each team and the number of BB's is steadily decreasing. Now, it's a rare sight to see more than 2 BB's on each team. BB's are "food" for all the classes and the less BB's there is, the worse it gets for everybody. CV's and DD's torp them, CA/CL's burn them, other BB's citadel them. So, here's my question:

What is your ideal class representation?

For me, it's something like this:

1 CV, 4 BB's, 5 CA/CL's, 2 DD's (3 DD's if there's no CV)

If everyone has a favorite target, they are all happy.

And another question, how will you balance the number of DD's in random and will you do anything about it?

A. We're considering limiting the number of DD's on each team. We're also considering changing high tier IJN DD's stats.

 

Q. How did Kawanishi N1K turn up on Shokaku? It's quite obvious that Kyofu's were the sea fighters, N1K were land fighters. And where did you find the N1K5?

A. It's a very difficult question for me to answer. I'll have to ask my colleagues.

 

Q. When will you improve the detailed statistics screen? And make the achievement screen more convenient?

A. We plan to change some things. Regarding the statistics screens, our priority is to improve the post battle screen.

 

[edit: grammar errors and such]

 

Edited by LilJumpa
  • Cool 2

Share this post


Link to post
Share on other sites
[-I-N-]
Players
1,616 posts
11,101 battles

Ich bin ja jetzt nicht grundsätzlich für Reglementierungen, aber hatte gerade heute wieder mehrere 10+ Zerstörer Matches. Spaß ist was anderes, egal welche Schiffsklasse man in so einem Gefecht fährt. Grundsätzlich bin ich also für ein DD Cap und finde es schön, dass darüber nachgedacht wird. Nach dem nächsten Wodka kann das aber schon wieder anders aussehen, mit dem Nachdenken.:sceptic:

 

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Takru meinte gerade , dass er das letzte Q&A übersetzen möchte. Vielleicht bekommen wir das ja hier auch etabliert.

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Carnotzet ist fleissig: http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/page__st__1340__pid__922709#entry922709

 

Deutsche Übersetzung von diesem und dem nvorigen Teil von Takru:

http://forum.worldofwarships.eu/index.php?/topic/47272-infos-aus-dem-ru-forum-aus-dem-englischen-uebersetzt/

Next Q&A. Source

 

Q. On Ishizuchi, lifeboats prevent the middle turret to fire at some angles, it can barely fire at all. Do you plan to fix the models of ships like this one that have a lower performance because of visual elements?

A. We'll make sure to look at problems with lifeboats. It was already fixed on several ships: if they impede the ability to fire, we'll remove them.

 

Q. Suggestion regarding captain retraining. We all know how long it takes to retrain a captain with a lot of skill points. Why aren't the skills gradually unlocked? At the rate at which they first unlocked them?

A. Instant retraining is a paid service. Paid services are needed for the game to continue to run and for developing new features. Thus, it's very unlikely the retraining feature will change considerably.

 

Q. Today, I found myself in the following situation. My rudder was destroyed and I sailed right against an island and sunk....on the beach, my ship clipping through the land texture. Could you make ships remain on land when destroyed? For realism and the beauty of it?

A. We plan to add something like that but it's not high on the priority list. It's quite possible that, someday, we'll be able to admire the charred remains of a destroyed warship lying on a golden beach while wondering about the meaning of life.

 

Q. Do you consider lowering the requirements for the "Clear Sky" ribbon?

Currently, it's nearly impossible to earn it without playing with an air superiority CV. For instance, 2 IJN CV's (tier 6 and 7) = 120 planes + 5-6 on cruisers and BB's. I can't think of a way an AA oriented cruiser can shoot down 64 planes. Maybe if they all fly above it but it still will have to wait for defensive fire to recharge.

A. The requirements are not easy to meet but if a player has an oriented AA ship and there's only one CV, the requirements can be met. In addition, not all achievements should be easily "farmed". We currently don't plan to change it.

 

Q. Do you plan to give New York its famous AA setup back? Or should I sell the ship?

A. In the following month and a half, we plan to improve the AA on some ships, including New York. Stay tuned.

 

Q. In 0.5.3.2 patch notes, Benson was supposed to receive a permanent cammo. Where is it?

A. It is currently in "reserve". It's an oversight. :hiding:

 

Q. Please explain how will personal offer work?

A. The concept behind personal offers is the following:

1. They will appear after the player has done a certain action.

2. We don't plan to "spam" offers.

3. They will include things like unique ships, invitations to private test drives, or training lessons.

4. Naturally, we will not disclose technical details on how these offers appear (to whom or in what circumstances).

 

Q. We're often told that regular TKers are banned. But, in my experience, the TK system barely works. Sometimes, a player damages a teammate for 50k damage and he doesn't even turn pink. What is taken into account in flagging somebody as a TK (damage, kills, etc)?

A. It's determined by unsporting behaviour, which means no other statistics are taken into account.

Here are the details: the current system is rather permissive. When we implemented it, it was intended for new players who committed all sorts of bad things because of their inexperience. And it worked quite well on them; it wasn't excessively punishing. Now, we're experiencing another phenomenon - "professional" trolls. Whether they get a 3 day or 30 day ban, they don't care.

That is why we plan to modify the system as to separate this kind of people from the normal players. When we'll receive the "go" to release the final version, we'll tell you more about it.

 

Q. 1. Why have you decided to cancel the test drive for new lines (for instance Soviet DD's)?

2. Did the event not meet your expectations?

3. Do you plan to do it again for Soviet cruisers?

A. We decided to cancel test drives because of the negative feedback we received from players. Players had mixed feelings for not being able to have upgraded ships and had the feeling that, in the end, we were "taking their ships away". Thus the effort is not worth the negative reaction it gets. We don't plan to bring back public test drives in the near future. We may add individual test drives though.

 

Edited by LilJumpa
  • Cool 4

Share this post


Link to post
Share on other sites
[DUDES]
Beta Tester
89 posts
10,398 battles

Ich bin ja jetzt nicht grundsätzlich für Reglementierungen, aber hatte gerade heute wieder mehrere 10+ Zerstörer Matches. Spaß ist was anderes, egal welche Schiffsklasse man in so einem Gefecht fährt. Grundsätzlich bin ich also für ein DD Cap und finde es schön, dass darüber nachgedacht wird. Nach dem nächsten Wodka kann das aber schon wieder anders aussehen, mit dem Nachdenken.:sceptic:

 

jaein...

 

Ich persönlich denke, dass das grösste Problem im Moment die Kreuzer sind.

Sie sollen DDs jagen, sollen andere Kreuzer bekämpfen und sollen auch noch AA Hilfe für alle geben.

Können aber nur wirklich eine Sache dann tatsächlich machen, da sie ja nun mal nur ein "Verbrauchsmaterial" dabei haben können.

Daran wird auch das kommende Radar nichts ändern.

(Wobei da noch der Schwachsinn dazu kommt, dass nur Russen und Amis es haben werden)

 

Nimmste AA Sperrfeuer..ist kein Träger dabei...bist dann schon gearscht.

Ok..DDs sind ja immer da...also ist Radar/Sonar schon ok...kannst dann aber wieder nicht wirklich AA Hilfe geben.

 

Dann kommt noch dazu....will man seinen Kreuzer wirklich auf Hilfe spielen....muss man sich schon vor die eigenen BBs begeben.

Und dort wirste dann von den gegnerischen BBs aus dem Wasser gepustet...meist sogar mit nur 1-2 Salven. (höheres Tier)

Und da ist es auch egal, wie gut man aufpasst, sich bewegt und alles.

Man muss auf DDs achten, auf Torps, auf Kreuzer, auf BBs und die meisten Träger können ja sogar gefahrlos angreifen.

 

Als Kreuzerfahrer haste gerade auf den höheren Tiers die absolute Arschkarte!!!

(wenn man wirklich Teamdienlich spielen möchte damit)

 

Ich heule deswegen nicht rum, ich fahre sie trotzdem gerne...aber es ist wirklich anstrengend und oft frustrierend!

 

grüsse

Tora

  • Cool 2

Share this post


Link to post
Share on other sites
[H-6-H]
[H-6-H]
Players
1,222 posts

Als Kreuzer ist es momentan auch bei zuviel DD einfach nur ermüdend, da die eigenen DDs auch oft nicht vorfahren um Licht zu machen und auf Glück bei 5vs5 DDs einfach ur alle Nase lang Torps im Wasser sind. Du kommst als CA momentan oft garnicht dazu DDs zu jagen, weil du nur am Rudern bist um zu kucken wo die Torps herkommen. mIr gehts selbst im DD auf den Zeiger wenn zuviele rumschwaudeln...auch nur am kucken wann ist man offen > Nebel > abtasten etc....das nervt einfach.

Zudem oft auf Dominationmaps mit x-Caps gehts auf den Zeiger!

 

Das mit dem Verbrauchsgut ist sone Sache...den einzigen DD den du brauchbar aufmachen kannst ist die Hatsuharu & beim Rest, Benson und Co ist er nahezu nutzlos. Da gabs mal einen Thread, im engl wie dt. Forum da wurtde darüber diskutiert & die Werte iwie sichtbar gemacht. Finde den auch gerade nicht.

 

Das du als Kreuzer Kellen von BBs bekommst ist auch richtig so. Du bist auch in der Lage sie permanent anzuzünden. In der Theorie zumindest & viele HE knallen ordentliche Schellen...Da wären wir wieder beim RNG der momentan echt bescheiden ist, weil das Spiel scheinbar momentan keiner wirklichen Logik folgt. Ich überlebe seit 5.3 mit der Atago Schaden/Kellen, die vor 5.3 mein sicherer Tod gewesen wären, andererseits bekomme ich Treffer an Stellen mit 10k...wo selbst auch schon vom Gegner LOL kam.

 

Wir fahren zZ auch oft im T5-Bereich, da T8+ oft durchs Matchmake Sackkgang ist. Macht keinen Spaß mit 8 oder 10 DDs über die Teams verteilt rumzugondeln. Und das fehlen der CVs trägt da auch zu bei...ich bzw wir haben nach 3Min+ in der Schleife auch keinen Bock mehr & listen dann ohne CV. Mag auch von der Spielzeit abhängen meist nach 18/19 Uhr...wer weiß.

 

Die Änderung am Träger: Das Cap immer gleiche Stufe gegeneinander fand ich positiv...ein T6 CV hat aber im T8 nix verloren. Der Spread sollte wie bei den T4/5 sein, zumindest bis 8.

Änderung am Gameplay haben wahrscheinlich auch viele abgeschreckt...ich kenne es nur von den letzten drei Testservern, da momentan die Zeit sehr knapp ist für Liveserver zu grinden.  (auch ehrlich das Geld zu schade) Die Setupänderung finde ich persönlich am sinnlosesten. USN bekommen nun reines Strike & IJN wirds weggenommen. Eine Jägerstaffel gehört auf jedes einfach drauf, egal ob Ami oder IJN

Anstatt die Jäger im klassischen Sinn weiter auf eine Staffel zu lassen kam "Strafing". Guter Skill, viele nutzen ihn nicht und sind scheinbar auch damit überfordert. Übungssache allerdings, aber ich mags trotzdem nicht...lieber wieder mehr Schaden und mehr Munni, dafür immer die angegriffene Staffel wechseln. (persönliche Meinung). Selbst in einem ARcadespiel habe ich Funktionen lieber die ans reale herankommen, als sowas. Jede Nation sollte so ihre Vor/Nacteile haben, aber auch heilwegs brauchbare Setups...sehe ich momentan nicht wirklich & stößt mich auch ab weiter zu machen.

 

Ansonsten Top-Thread und sehr informativ.

  • Cool 1

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Ok Jungs / Mädels eine Menge an Infos über kommende UI Veränderungen, dank Carnotzet:

http://forum.worldofwarships.eu/index.php?/topic/31444-some-interesting-info-from-ru/page__st__1360__pid__923481#entry923481

 

Info about incoming interface improvements. Source

 

In brief

New sights with 20 "sections" (ticks) will be added in 0.5.4.1 (not in 0.5.4).

 FVWkpRmc57o.jpg

 

Soon, we will release a new post-battle screen. Moreover, before we release our customization system, we will add several different sights to choose from. With the new customization system, this feature will of course be further improved.

 

Our current version of post-battle statistics looks like this. [i translated all of the Russian text in paint so don't blame me if it's not very beautiful and professional]

 I9u1DD1.png

Spoiler

 5gA74bc.png

 

We will naturally fix all the bugs and anomalies.

On the whole, the thought process behind the interface development is to model it on what the users want. Naturally, there are those who "want submarines" or "want to play another game", but the majority of players see the same problems as we do, with some rare exceptions (as you probably know, the changes we're talking about were not planned in the past few days; by the way, this is a good opportunity for us to think about changing our way of informing players about what we do). Things don't go always as smoothly and quickly as we and the players would like, but the interface is fully part of the development of the game. The team in charge of interface development doesn't and can't have any priorities, except conceptual ones.

 

In details

 

Your post [the one the dev is answering to] was a useful read. I will try to give a detailed response and I'll start with your assessment of our work. It's rather strange to hear that we "do nothing" and that we've done only 4 improvements in 15 months.

 

Time flies by players often forget,take for granted, or don't notice certain things, it has been and always be so. 

 

For instance, "elements needed to be added with the release of new game modes" is considered by many as taken for granted, as if we don't need to spend time working on it. It is not true. The support for new game modes (Ranked, Team battles) can hardly be categorized as what we call "support"; in fact, the interface team fully developed these game modes hand in hand with the other teams. Here is the list of things we added since the beginning of the beta test (in no particular order):

  • Chat and contact list
  • Events, missions, challenges and their reward system (incidentally, the mission "banner" was significantly improved in the last update)
  • Port selection
  • Ship carousel filters (we will soon release an improved version)
  • Second version of the captain feature, including a captain carousel (as well as: the possibility to display captains from other nations, which many players whined about; the option to cancel the dismissal of a captain; an improved process for transferring captains; the ability to retrain captains)
  • Reports and compliments
  • First version of the karma system
  • Two versions of system messages
  • Cammos
  • Flags
  • Signals
  • Reworked profile summary (ranked season stats were improved in the last update)
  • Ranked battles
  • Consumables
  • Auto-resupply feature
  • Team battles
  • Personal offers system
  • "educational" messages for new players (they don't show for experienced players)
  • Arpeggio mod
  • Armor x-ray (not released yet)
  • Support for the "Zone" mode (yes it also required UI work since it differed from the old "Standard battle" mode)
  • Support for the new "Standard battle" mode
  • Tutorial mission

 

It's also important to remember that even basic features, such as the report and compliment system, don't make themselves (unfortunately), as some people seem to think. I must emphasize that, with this list, I'm not making any excuses for the things we didn't do. But as we have decided to put the matter on the table, I wanted everyone to understand the amount of work we're talking about.

 

Moreover, during all that time, we carried out several optimization cycles regarding the interface (freezes occur less often) and added several improvements "under the hood", which will give us more room for development and allow us to implement new decisions faster.

 

In addition to all of those features (of great and medium importance), every update brings many minor improvements (about 20-30 minor visual or functional features). For instance, the capitalization of ship names (which was a heated subject of discussion). Yes, it wasn't very successful when introduced - we didn't inform players about what it was and why it was added. It's a natural reaction when something people were accustomed to is changed. We fixed it, we explained - the anger subsided, many players understood our decision and are now fine using it. In general, there isn't a single solution; take for instance word capitalization, many other games use caps in their whole interface. We added a practical component to that decision (as we always try to do). 

 

Naturally, all of the work we've done doesn't mean there aren't any problems with the interface and doesn't negate the fact it needs some improvements. I will comment on the list you've made:

 

Sights

We increased the crosshair width. In update 0.5.4.1, it will have 20 "sections" (ticks)

 

Torpedo indicator

To track your torpedoes, you can switch to the tracking camera [Z]. In earlier versions, we had binoculars for torpedo armaments but decided to remove them. To aim torpedoes, you had to switch to binoculars and take aim, which wasn't very efficient since the ship you were aiming at was often outside of the binoculars view. 

 

Reload indicator

The problem of the reload bar not filling up linearly is an error. We'll make sure to fix it. 

 baf9d1147dc2.png

[As you can see, the reload on the icon is not even half done whereas it's more than half completed on the line indicator]

 

Cannot see incapacitated torpedo armaments in gun mode (and vice versa)

Our primary goal is not simply to show information on the screen but to bring it to the player. Someone posted  a screenshot of a World of Warcraft player's interface (with a bunch of add-ons) that illustrates well what would happen if we implemented every suggestion players made. In such a case, it would become impossible for new players to apprehend the game. The idea of "it will solve itself" is important since it led us to the concept of allowing the playerbase to customize their interface.

 

Full interface customization is a very important aspect for us but, unfortunately, it will not be implemented in the near future. The technology we use is not appropriate to implement the customization we would deem suitable yet. For now, customizing one's interface as one would like is only possible through mods.

 

Ship "model"

In a near future, you'll be able to see your AA/secondary guns composition in battle

 

Minimap

At about the same time, we will significantly improve the minimap. In addition to being able to display various radii, you'll be able to enable or disable several parameters directly in battle. I think that everyone will find his groove.

 

Messages regarding ship kills

[Player suggests adding something like : Vasya_Pupkin [Kongo] destroyed Alex_nagibator_666 [NewMexico]]

We plan to modify it, it's on our list.

 

"Players panel"

 005eb3557179.png

I will be frank, we won't add players panel soon. As you know, there are other problems regarding the interface which are more important than players panel. For those who want more information than what the current battle interface offers, I suggest you download legal mods. 

 

Mods

Generally speaking, we treat mods not only as an opportunity to experiment various features (as you probably know, there are several mods made by WG employees), but also to understand what the playerbase wants, what we should do first (and what we should not do); it's also a good opportunity for players to put their ideas in practice. 

 

Post battle interface

The post-battle screen doesn't suit anybody, us included. We've already said we're working on improving it. The new version is nearing release and will be implemented in one of the next updates.

I must add that all the values shown in the post-battle screen don't come from nowhere. All the values the player sees come from various data collected server and client side. If something doesn't appear on the stats screen, it often means that data simply isn't collected. Thus, the game interface is only the tip of the iceberg, a little part of a more complex system which all of the dev team are working on.

 

Arrows in drop-down menus

I agree that this feature is not obvious, but it works simply enough that players can understand how it works after the first time. Once a player learns how the arrows work and what they mean, he doesn't have further problems with them. Will we change it? We will, but in order to do that, we need to change all of the port interface first.

 

Upgrades on ships

If you want to change one upgrade for another, you can simply click on the new one and the game will ask you what you want to do with the previous upgrade. There are help bubbles everywhere in case you need help. And if you think that it's not enough for some elements, do not hesitate to report it to us.

 

Post-battles messages (messages that appear  in the port on the right after a battle)

 fc1cfcc33629.png

The current interface already works a bit differently than how it's shown in your screenshot. The next step is to add specific messages depending on what tab the player is on in the port.

 

Pressing [Esc] in the captain skills or the ship modules/upgrades window doesn't send the player back to the port

We will fix this issue. Our current architecture doesn't allow us to quickly fix this issue.

 

Closing the game by pressing [Alt + F4] or clicking on the X in the upper right corner in windowed mode

It works as follows: every command for closing the client will ask for a confirmation. It's not only to prevent accidentally closing the game by clicking on the cross in windowed mode or pressing Alt+F4 but also to prevent inexperienced users to fall in the "Press Alt+F4 to..." trap.

 

Closing thoughts

We appreciate any feedback the players provide us. Moreover, the interface is created solely from players' feedback. Constructive feedback is, however, taken more seriously. But, as I have already said, it's impossible to please everyone of you without making another person unhappy. This does not apply to one person specifically. Yes, it's always worth it for you to give us your point of view and your ideas. But remember, that the implementation of a suggestion is not always as simple as you think it is, whether it be from a technical or game design standpoint.

 

Edited by LilJumpa

Share this post


Link to post
Share on other sites
[SOCA]
Players
1,899 posts
12,912 battles

Aha! Die AA wird gebuffed auf einigen Schiffen. Werden die CV's auch wieder gebuffed? Glaube nicht......

Share this post


Link to post
Share on other sites
[PR-G]
Beta Tester
1,474 posts
10,304 battles

Aha! Die AA wird gebuffed auf einigen Schiffen. Werden die CV's auch wieder gebuffed? Glaube nicht......

 

Wo steht denn bitte das die AA gebufft wird, es wird die optische darstellung etwas geändert...

Share this post


Link to post
Share on other sites
Beta Tester
4,603 posts
7,488 battles

Im Q& A davor

 

Q. Do you plan to give New York its famous AA setup back? Or should I sell the ship?

A. In the following month and a half, we plan to improve the AA on some ships, including New York. Stay tuned.

Share this post


Link to post
Share on other sites
[PR-G]
Beta Tester
1,474 posts
10,304 battles

Im Q& A davor

 

Q. Do you plan to give New York its famous AA setup back? Or should I sell the ship?

A. In the following month and a half, we plan to improve the AA on some ships, including New York. Stay tuned.

 

Ok Danke, dachte nur der letzte war neu. Hab das oben direkt überscrollt..

Share this post


Link to post
Share on other sites
[SOCA]
Players
1,899 posts
12,912 battles

Yup - wer lesen kann ist klar im Vorteil :B

 

EDIT: Übrigens DANKE für den interessanten Thread - bitte weiter machen......

Edited by bugraider

Share this post


Link to post
Share on other sites
[SPUDS]
[SPUDS]
Beta Tester
4,490 posts
13,758 battles

die 2 HP Balken aus dem Video sehen interessant aus 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×