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[WG-EU] MrConway
1,140 posts
1,755 battles

Captains,

 

for our weekly stream this Thursday we have invited the awesome @Sub_Octavian to answer YOUR questions about French battleships, upcoming features & more!

 

As always you can of course swing by the stream and ask your questions directly, but for more in-depth questions that require some research, advance warning helps us give you quality responses

 

Please do try to follow the following rules:

  • Keep your questions to one or two sentences each.
  • Please mark questions clearly if you post accompanying text (use question marks!).
  • Please avoid any questions along the line of "When is X being released"

 

Disclaimer:

  • We cannot promise to answer every posted question
  • This thread closes for questions on 14/02/2018 at 9:00 CET

 

I hope to see you guys on Thursday at 18:00 CET, sign up for a reminder here.

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[L10NS] piet11111
1,276 posts
4,708 battles

Will there be a way to hide the kobayashi camo's while still retaining the bonuses they provide ?

And if such a system is made could it please be extended to cover all types of camo considering the explosive growth in the numbers of non-historical camos ?

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[SICK] Exocet6951
3,546 posts
6,298 battles

Why did you choose to overbuff dreadnoughts on T5-7 with masive model rework compared to blueprints when several immediately ready designs and real ships (Strasbourg, any Richelieu study) were perfect for the T6 and T7 role ?
It seems to me like you did 200% extra effort to have a less logical, less coherent and less historical branch.

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[TOAST] iJoby
1,615 posts
20,854 battles

Is there a possible chance, we could use our doubloons to buy the Ship, Camo and Signal bundles in-game?

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WoWs Wiki Team
1,924 posts
8,859 battles

Will there ever be the option to equip one flag on all ships (not signal flags, I mean the decorative ones)?

It's very annoying to switch flags hundred times in and after Ranked.

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1,836 posts
4,748 battles

Are there any plans for a possibility to skip the animation for the whole opening process for the container?

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1,752 posts
6,599 battles

1. Any plans on 'detaching' the design of a camouflage from it's boni?

 

So that the player only has to choose from the boni available and can then choose a seperate design to it (e.g. Boni of GamesCom camouflage with the design of standard IJN camouflage)

 

@MrConway is it one question per post? Or one question per player?

 

Thanks to MrConway's answer:

 

2. Is WG planing to unify or improve the keybinding of consumables (e.g. smoke is ALWAYS the key 'T' and doesn't vary from ship to ship)? Iirc correctly last time I asked Sub_Octavian said that currently (meaning back then) the UI team has no capacity available.

 

3. I know I sound like a broken record by now, but: Any (more) tutorials for new players? I suppose with the Operations mechanic in the game you should be able to implement some neatly staged, step-by-step tutorials.

 

4. Would it be possible to display ALL the ships (including premium ships) in the tech tree? Even those that either aren't sold or are removed from the shop? Currently a mod is able to do that, so why not bring it in the vanilla client?

 

 

 

Greetings

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[DREAD] 1MajorKoenig
3,162 posts
4,043 battles

1) With the introduction of German and now French fantasy BB lines the game is drifting more and more towards childish/cartoonish fantasy land (examples: 30kts chubby dreadnoughts and super implausible garbage such as Bayern’s refit). Is this the direction the game will continue or is there any chance you come back down to earth and have some actual ships?

 

2) Any Chance for a new - and actually credible - model for Kaiser, König and Bayern? Be it even as a permanent/gold camo that that changes the actual 3D representation of the Ship (more towards Yavuz, Schleswig-Holstein style)?

 

3) Any premium dreadnoughts on the horizon? Eg a proper König, a Battlecruiser or such?

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68 posts
5,170 battles

1.)With the upcoming feature of changing premium camouflage colours for the IJN ships the player had unlocked with the Yamamoto campaign, will we be seeing more of this?, multiple colour schemes to choose from/other nations?

 

2.)In the Developer Diaries: French Cruisers you guys opened with the amount of blueprint boxes you got from France, When you went through those designs for the French battleships what were the most outlandish/weird things you encountered when going through those?

 

3.)Is Deepwater torpedoes on Asashio really the way you want premium IJN DD's to go? its the exact opposite from what you did with patch 0.5.15(IJN DD split) and 0.6.4(turret traverse buff for IJN  DD's). And is saying to me that the old 20KM torps on Shimakaze were perfectly balanced(they were not) yet here we are again. 

 

4.) more a general question, what determines what ship you will pick for a premium? for example why Asashio before Yukikaze, Shigure or Yuudachi?

 

5.)Can the voices of the special captains/arp/Haifuri be brought back under national instead of standard? or at least give us the option to choose standard + special or national + special.

 

 

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[__] Aukai
715 posts
1,686 battles

"Update on the Carrier re-work?"

 

you've promised a carrier revamp (the so called 'year of the carrier' pledge) for the past 2 years and have nothing to show for it aside from nerf after questionable nerf to the class, a bunch of controversial premium carriers (despite claims that premium carriers were off the menu until the revamp was done), a hail-mary attempt that flopped so hard someone on the dev team should have been handed their pink slip (that would be the graf Zep debacle) and a clan based game mode where you actively discriminated against Carrier users 

 

Isnt it about time you stopped treating your carrier player base like 4th class citizens and give them some news that is actually positive for a change?

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[WG-EU] MrConway
1,140 posts
1,755 battles
2 hours ago, Allied_Winter said:

Any plans on 'detaching' the design of a camouflage from it's boni?

 

So that the player only has to choose from the boni available and can then choose a seperate design to it (e.g. Boni of GamesCom camouflage with the design of standard IJN camouflage)

 

@MrConway is it one question per post? Or one question per player?

 

 

Greetings

 

As many as you like per post and person, just make sure I can tell where one ends and the next begins! :)

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[ADRIA] wilkatis_LV
1,649 posts
4,433 battles

Are there any plans to actually balance Giulio Cesare or is it "low tier ship so who cares"?

 

Ridiculously high WR, average dmg so high all tier 6 ships are below it, and even when compared to 7s it would still be 5th or 6th highest. Survivability is on par with ships like Conqueror and Lion - those with RN superheals. And then those combined put its K/D far ahead of others.

 

GC is the definition of an overpowered ship

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[TTT] Takru
3,568 posts

How is that CV rework coming along? Since GZ seems to be close to her release state, is she indicative in any way of how WG envisions CV gameplay in the future?

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735 posts
14,623 battles

Why can I be reported for "misbehaviour in chat" and lose karma although I didn't say a single word ?

 

Not that anyone cares for karma because it has no use. Still....

 

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[HAMI] LilJumpa
4,257 posts
6,582 battles

- Who (name and shame please) from WG  nodded on/approved the Roma beercan camo and do you guys actually like it?

 

- Same question for the french [edited] c. o . c. k. .(?)

 

- If you said yes on the previous question, will this human being be furthermore in charge of approving "speshiul" camos or hire designers that specialize on these?

 

- What's up with the Quality Assurance team for patch 0.7.1. Did they all catch the flu? Are they alright now? Because they let a unusual high number of bugs slip trough in this patch.

 

- Clear sky rework when? # 275

 

- Any missions planned to mount 2 flags on other nations like we had on IJN?

 

- Clantags/Flags on ships planned?

 

 

 

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[NWP] Boris_MNE
707 posts
6,910 battles

CV rework  when?
MM 1+- when?

Night battles when?

Local weather will make it to random games or only for operations?

Is there any chance that we get more classes like battlecrusiers?
Do you have in plans TIX free exp DD?



Thanks
 

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[WGBD] Brucalizer
25 posts
6,947 battles

There a few premium ships in the game that i feel could use some love imho. Dunkerque and Hood sigma buffs per chance? Do they have acceptable statics from your data? Any further improvements for Hipper/Eugen? I remember someone said that the stats for them would be monitored after the buff to the armour, so can we have an update on your conclusions?

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[WGP2L] IsamuKondera
1,164 posts
6,191 battles

- Can y guys make it possible to let us mod the sound feedback for ribbons ala citadel, base captured etc.?

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[250H2] Risalan
Players
1,075 posts
11,433 battles

AA mechanic is clear as you explain it.

1. We determine current aura efficieny;
2. We determine average life time of one plane in this aura;
3. We determine maximum "ticks" which a plane can bear before destruction;
4. We determinee number of ticks remaining;
5. We determine current probability of plane destruction.
 
1. Current aura effeciency (Et) is Et = Eb x Ek х %
 
Eb - base aura effeciency
Ek - all aura effeciency modifiers
% - aura effeciency percentage (depends on the remaining number of AA guns or planes, if we're talking about plane-to-plane combat)
 
2. Current average plane lifetime is determined as base average lifetime divided by current aura effeciency.
 
3. Maximum ticks is determined with taking into account the destruction time of previous plane by the same aura. This is needed to balance overall squadron destruction time while keeping plane destruction not so strict and unrealistically ordered.
 
So the first plane in a squadron maximum ticks (Tm1) = average plane lifetime for current aura effeciency. For the next planes this value will be Tm=Tp-Cp+Tm1/2
 
Tp is Tm for previous plane;
Cp is tick number when previous plane was destroyed;
 
4. Ticks remaining (T) for a plane is determined as T = Tm - Tp
 
5. Plane destruction probability for current tick (V) is V=100/T9100%/current ticks remaining).
 
So destruction probability for each tick depends on:
 
- Quantity of passed ticks - the less ticks remain, the more is probability (but maximum value for it is 90%);
- Average plane lifetime
 
Additionaly, we reduce the number of extremely fast or slow plane destruction cases by using normal distribution when calculating "destruction plan".
 
Basically HP and DPS are used to determine the average lifetime in ticks of a plane inside an AA bubble. If a plane gets shot down far earlier than the calculated average lifetime, the squad receives a survivability buff. Likewise if a plane gets shot down late, a debuff will be applied. 
  
This is actually useful to know when spotting destroyers as you can dart in and out of their AA to decrease the overall chance of losing a plane (as you'll reset the "timer" every time you get out). It also means that losing a plane is pretty much inevitable if you linger around in an AA bubble long enough, regardless of the DPS output. 

 

But air combat is not clear, some people think there is too much RNG in air combat.

Can you explain air combat mechanics, fighter vs fighter and fighter vs attack planes.
 

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[PUPSI] Klopirat
3,166 posts

Any chance to add battle tiers 11 (for ship tiers IX and X) and 12 (ship tier X only) to the MM chart? You could keep the +-2 MM (which is perfectly fine in general), but adjust the probability for those new battle tiers for tier IX and X ships so that tier XIII ships are put into battles where they are about 33% low tier, 33% mid tier and 33% high tier (overall over a high number of battles of course)...

 

 

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[CAPT] Steph246
21 posts
5,544 battles

Hello there, Is there any announcement for a change of the graphic engine for WoWs ? Thank you for your attention, good luck for games, good day/night. :)

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[WG-EU] MrConway
1,140 posts
1,755 battles
2 hours ago, Risalan said:

AA mechanic is clear as you explain it.

1. We determine current aura efficieny;
2. We determine average life time of one plane in this aura;
3. We determine maximum "ticks" which a plane can bear before destruction;
4. We determinee number of ticks remaining;
5. We determine current probability of plane destruction.
 
1. Current aura effeciency (Et) is Et = Eb x Ek х %
 
Eb - base aura effeciency
Ek - all aura effeciency modifiers
% - aura effeciency percentage (depends on the remaining number of AA guns or planes, if we're talking about plane-to-plane combat)
 
2. Current average plane lifetime is determined as base average lifetime divided by current aura effeciency.
 
3. Maximum ticks is determined with taking into account the destruction time of previous plane by the same aura. This is needed to balance overall squadron destruction time while keeping plane destruction not so strict and unrealistically ordered.
 
So the first plane in a squadron maximum ticks (Tm1) = average plane lifetime for current aura effeciency. For the next planes this value will be Tm=Tp-Cp+Tm1/2
 
Tp is Tm for previous plane;
Cp is tick number when previous plane was destroyed;
 
4. Ticks remaining (T) for a plane is determined as T = Tm - Tp
 
5. Plane destruction probability for current tick (V) is V=100/T9100%/current ticks remaining).
 
So destruction probability for each tick depends on:
 
- Quantity of passed ticks - the less ticks remain, the more is probability (but maximum value for it is 90%);
- Average plane lifetime
 
Additionaly, we reduce the number of extremely fast or slow plane destruction cases by using normal distribution when calculating "destruction plan".
 
Basically HP and DPS are used to determine the average lifetime in ticks of a plane inside an AA bubble. If a plane gets shot down far earlier than the calculated average lifetime, the squad receives a survivability buff. Likewise if a plane gets shot down late, a debuff will be applied. 
  
This is actually useful to know when spotting destroyers as you can dart in and out of their AA to decrease the overall chance of losing a plane (as you'll reset the "timer" every time you get out). It also means that losing a plane is pretty much inevitable if you linger around in an AA bubble long enough, regardless of the DPS output. 

 

But air combat is not clear, some people think there is too much RNG in air combat.

Can you explain air combat mechanics, fighter vs fighter and fighter vs attack planes.
 

 

The mechanics governing plane versus plane combat are the same, the only difference being that the "Aura" only affects individual squadrons of planes in combat (unless strafing).

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735 posts
14,623 battles

Don't you think a company has failed utterly if players can die their way up to the highest tier without having learnt ANYTHING about the game, the mechanics, the(ir) ships,...? Wouldn't you agree a Hindenburg with 20k average damage or a Conqueror with 456 games played in that ship, yet only 27.000 average damage is pathetic, and something went awfully wrong in what should have been a "learning curve/process" ?

 

P.S.: skill/stats based mm when ?

 

 

 

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