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MrConway

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Captains,

 

Please leave any general feedback regarding update 0.7.2 public test in this thread. Should your feebdack concern one of the following topics, please leave feedback in the linked threads:

 

As always detailed patch notes can be found on our portal: https://worldofwarships.eu/en/news/public-test/pt072/

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Now having to double leftclick to select planes in the air for AA Buff. Really? Is this a bug or feature ? If the latter, then a big big not appreciated from me.

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I wish the people who write the news posts and the ones who set up the missions on the Public Tests would communicate better with each other so both sources have the same information. News says "Win 1 Co-operative Battle with Lyon or Richelieu on Public Test" when the actual mission is to win the Scenario rather than normal Co-Op. News says "Complete French Campaign "The Gold of France" on the Public Test in Clan Battles and receive five of each special signal flag" when the tasks are Random or Co-Op battles, so impossible to complete it in "Clan Battles".

 

And I know you want to encourage people to play French ships, but I think having the any Tier V-X ship task give only one star was enough encouragement, along with the reward not including a container, without also making it Random only rather than Random or Co-Op. Plus the fact the French Battleship tasks are Tier VIII-X, which seems designed to encourage people to either buy more containers to try to get a Lyon or Richelieu mission or buy doubloons to Free-XP that far up that quickly. 

 

 

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3 hours ago, FallOutBoi said:

Now having to double leftclick to select planes in the air for AA Buff. Really? Is this a bug or feature ? If the latter, then a big big not appreciated from me.

It's not only for AA, also for secondaries. Very annoying.

Not sure if this is a but or an unwanted feature, but it needs to go asap.

If you insist on keeping it, at least make it a toggle in the options (single or double click).

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Having to double click to move planes around (CV) is so very annoying, especially during attack runs/air fights...please no, WG.

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18 hours ago, FallOutBoi said:

Now having to double leftclick to select planes in the air for AA Buff. Really? Is this a bug or feature ? If the latter, then a big big not appreciated from me.

The double-click does indeed seem to be a bug and has been reported, thanks!

  • Cool 1

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don't put Public Test at weekends especially when there are many challenges. pls!!! 

I play a little. I like visual effect very much and new detonation system. I like the new paches and I want em somewhere on the ship. Chimney, prow ???

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You now have the mechanics to add weather effects into random games and that should be high on you list of things to do next. Replace the current cyclone mechanic with a 30km wide band of weather from the Hermes operation that moves across the whole width of the map. This would be an improvement for gameplay on the current model as players could try to stay ahead of the stormfront for as long as possible, or else try to stay in it as long as possible base on their tactical needs, as well as providing a more satisfying visual experience.

 

Also you could now create a map I asked for some time ago, 'Squalls', a reintroduced ocean map for all tiers but with multiple smaller versions of the storm area moving across it to provide areas of cover without blocking ship movement or firing.

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From the patch notes for Round 2 : "...The amount of points gained by holding the areas is now 4 points every 9 seconds. These changes are designed to reduce the number of quick battles and further differentiate the gameplay on this map from that of "North". 

 

I'm glad you did! The other day a Random finished in 8 minutes--- less than a Co op!! No way!

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On 2/19/2018 at 7:11 PM, ajb13 said:

You now have the mechanics to add weather effects into random games and that should be high on you list of things to do next. Replace the current cyclone mechanic with a 30km wide band of weather from the Hermes operation that moves across the whole width of the map. This would be an improvement for gameplay on the current model as players could try to stay ahead of the stormfront for as long as possible, or else try to stay in it as long as possible base on their tactical needs, as well as providing a more satisfying visual experience.

 

Also you could now create a map I asked for some time ago, 'Squalls', a reintroduced ocean map for all tiers but with multiple smaller versions of the storm area moving across it to provide areas of cover without blocking ship movement or firing.

I do not think that is a good idea ... if the storm path is random, you get even more randomness into the game ... if the storm path is fixed per map, then you get an advantage/disadvantage based on the team position ...

 

The current Cyclone is an idiotic thing as it completely screws up some ships, effectively removing them from gameplay ... since the MM does not take this into account and cyclone is random, it does not make for good games ...

 

Also the weather effect is really fake from what I saw ... lighting/waves are nice, but it's just visual ... ships still sail the same as in calm water and there's no effect on accuracy, which would be the case on a stormy ocean ... Also I doubt CVs should be able to land planes without casualties in such a storm ...

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12 hours ago, Hugh_Ruka said:

I do not think that is a good idea ... if the storm path is random, you get even more randomness into the game ... if the storm path is fixed per map, then you get an advantage/disadvantage based on the team position ...

 

The current Cyclone is an idiotic thing as it completely screws up some ships, effectively removing them from gameplay ... since the MM does not take this into account and cyclone is random, it does not make for good games ...

 

Also the weather effect is really fake from what I saw ... lighting/waves are nice, but it's just visual ... ships still sail the same as in calm water and there's no effect on accuracy, which would be the case on a stormy ocean ... Also I doubt CVs should be able to land planes without casualties in such a storm ...

The effect was not just visual, it affected visibility range and shell dispersion. Also a cyclone is a random event, and if it also enters from a random side, no team would ever start their game preparing to take advantage of it. Any advantage/disadvantage would only be temporary as it moves across the map, and unlike the current cyclone mechanic players could chose to react to it by moving their ships to increase or decrease the time it effects them as they wish.

 

As to the 'Squalls' idea that in effect replaces islands with these smaller weather areas. As they are no longer fixed in place and don't stop shells or torpedoes it'll provide a welcome change from the current maps which are pretty much all the same at the moment, the islands are just moved about slightly for 'variety'. Also they don't completely block LOS, only reduce visibility range, but not as much as smoke, and increase the shell dispersion of any ships firing at ships within them.

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Should the Campain not have reset so we could all run it again for flags. At the moment there is not a lot of content/reward to cause players who played last week to play again this week. 

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Love that the minimap has gotten the ability of being bigger.
But the ship icons and ship text should be size=10 or size=9.
The current size of ships and text on the minimap is too big.
I have a 1440p 34 inch Ultrawide and I feel it's too big..

On the LIVE server I use the minimap mod with these configs:

 

 


    <ship>
      <formatManager>
        <format battleType="TrainingBattle">
          <ally>
            <text format="%name%" font="$Exo2-Bold" color="0x45e7ae" size="10" length="0" suffix="">
              <shadow color="0x000000" x="1" y="1" alpha="0.6" angle="90" strength="1" distance="0" />
            </text>
          </ally>
        </format>
      </formatManager>

      <ally>
        <label>
          <text format="%name%" color="0x45e7ae" size="10" length="15" suffix="">
            <shadow color="0x000000" x="1" y="1" alpha="0.6" angle="90" strength="1" distance="0" />

            <!--glow color="0x000000" alpha="0.5" x="2" y="2" strength="1"/-->
          </text>
          <offset x="0" y="5" />
        </label>
      </ally>

      <friend>
        <label>
          <text format="%pureNickname%" color="0xffe00d" size="10" length="15" suffix="">
            <shadow color="0x000000" x="1" y="1" alpha="0.6" angle="90" strength="1" distance="0" />
            <!--glow color="0x000000" alpha="0.5" x="2" y="2" strength="1"/-->
          </text>
          <offset x="0" y="5" />
        </label>
      </friend>

      <teamKiller>
        <label>
          <text format="%name%" color="0xffabff" size="10" length="15" suffix="">
            <shadow color="0x000000" x="1" y="1" alpha="0.6" angle="90" strength="1" distance="0" />
            <!--glow color="0x000000" alpha="0.5" x="2" y="2" strength="1"/-->
          </text>
          <offset x="0" y="5" />
        </label>
      </teamKiller>

      <enemy>
        <label>
          <text format="%name%" color="0xf13c13" size="10" length="15" suffix="">
            <shadow color="0x000000" x="1" y="1" alpha="0.6" angle="90" strength="1" distance="0" />
            <!--glow color="0x000000" alpha="0.5" x="2" y="2" strength="1"/-->
          </text>
          <offset x="0" y="5" />
        </label>
      </enemy>
    </ship>

 

shot-18.02.21_17.49.44-0138.png

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On 2/15/2018 at 9:54 PM, PoE_Ja_GEGE said:

I am not sure if one can get the Aigle but having a task in the campaign only doable with the aigle seems a bit odd.

And ...
I did not complete the campaign cause in the 3 missions available (1,2 and 4) I got to many duplicates. but not enough to buy the missing emblems.

So: 

Where is Aigle to be seen ?
I did expect it to make an apparition in this (2nd) part of the test but ....

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19 minutes ago, PhantomSailor said:

Love that the minimap has gotten the ability of being bigger.
But the ship icons and ship text should be size=10 or size=9.
The current size of ships and text on the minimap is too big.
I have a 1440p 34 inch Ultrawide and I feel it's too big..
 

"The current size of ships and text on the minimap is too big." - he says.

 

In my oppinion, txt is too small to be read without straining ones eyes ( If I need too. my glasses are not enough, I need to use a magnifying glass) It is true that I have a 23 inch screen, but I don't stay with my nose glued to it. I stay farther so, the perspective is the same as for any other screen seen at the optimal distance)

 

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7 hours ago, TataLup said:

"The current size of ships and text on the minimap is too big." - he says.

 

In my oppinion, txt is too small to be read without straining ones eyes ( If I need too. my glasses are not enough, I need to use a magnifying glass) It is true that I have a 23 inch screen, but I don't stay with my nose glued to it. I stay farther so, the perspective is the same as for any other screen seen at the optimal distance)

 

Well it's too big for me.... The scaling is too big, and screen size doesnt matter much when scaling the resolution.
shot-18_02_21_20_21.48-0621.thumb.jpg.760901102d122077b467ad916ee63e1a.jpg

And not everyone maxes out the minimap like me, and then it looks like this (Which looks cluttered):
shot-18_02.22_01_13.01-0636.thumb.jpg.1fbc393079fea94823ac33cdd8b5e2b9.jpg

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  • Removed the Service Record level and patch picture from being displayed when the mouse is hovered over a player’s nick in the post-battle statistics and in battle.

Why was this removed?? I see so reason to remove this!

This give a clue on what kind of player you are facing.

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Changes in points for capping to avoid flash battles doesn't work!

Just played a Random total duration. 7 minutes....!!!!

I was firing to kill a CA and capping a base it was finished...

 

You must maker harder changes!

 

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21 hours ago, ajb13 said:

The effect was not just visual, it affected visibility range and shell dispersion. Also a cyclone is a random event, and if it also enters from a random side, no team would ever start their game preparing to take advantage of it. Any advantage/disadvantage would only be temporary as it moves across the map, and unlike the current cyclone mechanic players could chose to react to it by moving their ships to increase or decrease the time it effects them as they wish.

 

As to the 'Squalls' idea that in effect replaces islands with these smaller weather areas. As they are no longer fixed in place and don't stop shells or torpedoes it'll provide a welcome change from the current maps which are pretty much all the same at the moment, the islands are just moved about slightly for 'variety'. Also they don't completely block LOS, only reduce visibility range, but not as much as smoke, and increase the shell dispersion of any ships firing at ships within them.

if it affects view range then no thanks ... if it only affects LoS, that's ok ... I am sick of how poorly LoS is implemented in Warships ...

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1 hour ago, Hugh_Ruka said:

if it affects view range then no thanks ... if it only affects LoS, that's ok ... I am sick of how poorly LoS is implemented in Warships ...

Islands effect view range by totally blocking LOS :Smile_Default:

 

Also the current cyclone mechanics already effect view range, all with no viable effects, how realistic is a glassily calm sea in the middle of a storm?

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46 minutes ago, ajb13 said:

Islands effect view range by totally blocking LOS :Smile_Default:

 

Also the current cyclone mechanics already effect view range, all with no viable effects, how realistic is a glassily calm sea in the middle of a storm?

 

Islands do not affect view range. View range dictates if the client draws the ship for you and you can aim at it.

 

1. Sufficient view range, no direct LoS (target behind island) detected by a teammate, you can SEE and FIRE

2. Insufficient view range, direct LoS, target detected byt teammate, you cannot SEE and FIRE

 

This becomes comical in cyclones where you are 1-2 km behind your teammate that is being decimated by an enemy but you cannot assist even thou all of you are on open ocean. Contrast this with a situation where you are behind an island (or even multiple islands) with no direct line of sight of the enemy but you can still lob shells over the island because he is in your view range. Total stupidity ... That's also why radar/hydro goes through landmass, it only checks view range.

 

Until this is fixed, I am against any view range limiting effects ...

 

 

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On 2/19/2018 at 7:11 PM, ajb13 said:

You now have the mechanics to add weather effects into random games and that should be high on you list of things to do next. Replace the current cyclone mechanic with a 30km wide band of weather from the Hermes operation that moves across the whole width of the map. This would be an improvement for gameplay on the current model as players could try to stay ahead of the stormfront for as long as possible, or else try to stay in it as long as possible base on their tactical needs, as well as providing a more satisfying visual experience.

 

Also you could now create a map I asked for some time ago, 'Squalls', a reintroduced ocean map for all tiers but with multiple smaller versions of the storm area moving across it to provide areas of cover without blocking ship movement or firing.

 

We are currently using Operation Hermes as a test bed for this kind of localized weather. Depending on how this is received and how well it works, we might start experimenting with localized weather in random battles as well. 

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