World of Warships – Some Information from Russian Server #9

Hello everyone,

Thanks to Babykim for translating and sharing some information from the Russian Server. Transcript of a stream with WellDone dated January, 14th.

Source: Official EU Forum


  • The size of a clan will initially be limited to 30 members. We plan to expand to 100 members this Spring. The maximum size might reach 300 members eventually.
  • We are still working on the design of the PvP format for clans. A variation of team battles is an option.
  • We currently do not plan PvE content for clans, but cannot completely exclude it in the future.
  • Awards for clan activity would probably be of economic nature: discounts on regular ships, boosters on ship and commander experience, possibly also credits.
  • The Bastion game mode is unpopular. The fortifications take too long to suppress. Their firepower is excessive. Firepower will be nerfed in 0.6.1 (release in about one month). In the medium term (in about 1/2 year), this game mode will be available separately. The current implementation is a test designed to collect data and user feedback.
  • The developers are satisfied with the speed of grind in the game.
  • The developers are satisfied with rank battles. There will be small changes, but the main concept is sound. Ranking battles for unicum players (purple stats) is a dubious idea. Similar modes, like the Sea Wolves League, have not been very popular.
  • The currently low rewards for spotting will probably be increased, perhaps already in 0.6.1. But rewards for spotting for damage and tanking will remain an additional source of experience and credits, not the main source.
  • The clans are the main priority for 2017. World of Tanks clans began with a global map. The WoWs clans will begin with random (clan?) battles, in which each clan member will earn bonuses for participating. An overwhelming success would be if 50 percent of all players joined a clan. 30 percent would be a success. Less than that, a failure that would require an analysis and measures taken. These benchmarks are inspired by the success of ranked battled. There will be no international, cross-server, clans.
  • The possibility of renting a ship is being discussed. This is not difficult to implement.
  • The functionality for converting gold/doubloons between the three WG games is being developed. Conversion of large amounts is already possible by contacting the support.
  • We plan events for the Chinese New Year.

World of Warships – Some Information from Russian Server #8

Hello everyone,

Thanks to Babykim for translating and sharing some information from the Russian Server. Transcript of a stream with JamesWhite, dated January, 9th. Biggest news in this Q&A is Team Battles will be discontinued.

Source: Official EU Forum


Q. Tell us more about the forthcoming ranked season
A. The new ranked season will take place in February and continue for six weeks. Except for a few exceptions, the next season will use the rules of the previous one.


Q When will you re-balance the USS Marblehead?
A. The USS Marblehead does not need any changes according to server statistics.


Q. Is the currently tested set of captain skills final?
A. We will continue developing and re-balancing captain skills in the future.


Q. Do you plan moving Kiev to tier 8?
A. We plan swapping some destroyers between tiers, but these are just plans and subject to change.


Q. Will I be able to change the equipment (signals, upgrades) while loading into a battle?
A. No, we do not plan such an option.


Q. Will Leningrad and HMS Belfast be sold for doubloons in the client?
A. February will see an increase in the number of premium ships available for doubloons, but those two ships will not necessarily be included.


Q. When will Training Room be added?
A. Our goal is to make the room user-friendly and functional. We add it when we accomplish this goal.


Q. Will you listen to player feedback, or do the contrary?
A. Of course we are interested in players’ opinions. We have people who spend hours analyzing player feedback. But different servers have different opinions on many issues. There is little consensus in the entire player base.


Q. Will there be amnesty for permanently banned players?
A. We do not have such plans.


Q. What about Team Battles, or has the focus shifted to developing the Bastion?
A. The focus has shifted to developing Clan Battles. The way it looks now, we will discontinue team battles and stop developing them.


Q. Are you taking measures against AFK players and bots?
A. We are analyzing the situation, and will, of course, punish the culprits.

World of Warships – Sub_Octavian Reddit Q&A – 12/01/2017

Hello everyone,

Sub_Octavian is back on Reddit and answering players questions. Here’s what Allied_Winter compiled and shared on the official forum.

Source: Official EU Forum


Q: Question regarding clans. Currently, with the clans in beta testing, we are limited to 30 members, and yet, in the “planned” features, we still are limited to only 30 members. When can we expect expanded clan rosters (I have a clan of over 80 members via my website) and when can we expect some type of clan battle/Strongholds battle functionality?

A: We do understand that most of established clans / communities / teams will need more than 30 slots. We are working on several options to expand this number in future. It cannot be easily set to 100 (500, 1000) right now for several reasons, on of them is scaling for future clan activities. But we do know about this concern and are going to find the solution. As for release schedule – sorry, no leaks.


Q: Last year (Q3 or Q4) it was mentioned that a CV rework (UI and gameplay) was currently in progress. Iirc it was mentioned, that it would be ready for launch sometimes in 2017. The developer diaries video for 2017 (which was good overall, I’d give it a B+) however doesn’t state anything in regards to that. Can you give any more info in regards to that? Oh and have we seen you in said video?

A: CV improvements are in progress. We did not mention them in the video along with other improvements, because we wanted to focus it on new highlights. However, that does not mean that we are not going to solve current game issues. Yes, that big man that could use some sleep was me.


Q: In this sub (below a video from flamu in a Minotaur) the topic came up again and it seemed, that there is a ‘dead zone’ where you currently have to gamble if you get a second smoke puff (for RN cruisers) or not. This gambling (esp. in high tier games) is a no go. Are you devs aware of this unclear mechanic? I know you said it’s not a bug, so it looks more like a poorly implemented feature.

A: I already explained how smokes work. I will do once again:

  • You will not be concealed if you move with the speed more than 12.5 kt
  • There is no 1-puff, 2-puffs, etc, rule
  • There is no gamble. Drop the speed to 12.5 and smoke safely

However, I completely agree that current implementation is not intuitive at all. I will have a word with Game Logic and UI teams. Hopefully, we will find some way to make this clear to players.


Q: So basically, if I want to stay safe I need to slow done to 12.5 before dropping smoke. Will be difficult though, if you’re surprised.

A: I will disuses the issue ASAP. Perhaps there’s some quick way to indicate the “safe” speed. Mechanics itself is adequate, IMHO. The problem is in clarity. Continue reading

World of Warships – Developer Diaries: 2017 Plans

Hello everyone,

Wargaming published a Developer Diaries video with their 2017 plans for World of Warships. For the ones who can’t see the video, I’ve made a resume just bellow.

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Resume

  • Wargaming is planning to add new branches for Great Britain;
  • Two new French branches will be coming in 2017;
  • There are almost 50 new planned ships in production;
  • Soviet Destroyers will be changed into two branches: Destroyer leaders and Artillery Destroyers
  • Legendary Commanders will be introduced in the game, Steven Seagal was the first of these new Commanders;
  • New Upgrades will be coming that can only be obtained if you earn them, players will not be able to buy them;
  • There will be new types of armament added into the game, no details were shared;
  • Co-Op battles were created as a training ground, Wargaming didn’t expect players to like it so much;
  • Halloween Mode was created based on the previous fact and it turned out to be a great success!
  • PvE (cooperative) missions will be coming in 2017;
  • Clans and Clan Battles will be introduced during 2017;
  • Game sounds and new features will be introduced into the game;
  • Players will be able to use any sounds they like for guns, for example laser guns instead of the normal ones (dynamic music and the ability to modify the sound files of shots, torpedoes etc…);
  • New explosion and other effects will come in 2017;
  • Graphics will be improved generally in the next upcoming updates;
  • Expect new ships, modes and events during 2017

 

 

World of Warships 0.6.0.0 Public Test – Part II

Hello everyone,

Second World of Warships Public Test 0.6.0 iteration will be live from 11 January 2017 to 16 January 2017. Here’s the key changes on 0.6.0.


Public Test 0.6.0 – Part II

Key Features

Clans

Clans are rolling out in the Open Beta Test. From Update 0.6.0, every player will be able to create their own clan or enter an existing one to join forces with other players. OBT stage will have the following functions available:

  • A current capacity is 30 players per clan.
  • Clan chat – an automatically created channel for all players for a certain clan. Besides, all clan players are assigned with a clan tag, visible in battles.
  • Breakdown of Roles:
    • Fleet Commander – maximum permission.
    • Fleet Commander’s deputy – all permissions except disbanding the Clan and appointment of the Fleet Commander’s deputy.
    • Military commissar – is able to send invitations to the Clan to all non-Clan members.
    • Officer – a Clan player.
  • Invite a player to a Clan (available for Fleet Commanders and their Deputies, as well as Military commissar).
  • A Clan player can find a Clan tab with a corresponding tag next to Profile tab.

Elite EXP for Commanders

General Mechanics of Commanders’ Elite EXP

Right now, every Commander may have a maximum EXP value limited to 19 skill points. No Commander in the game can earn more associated EXP than the above-mentioned maximum value. Continue reading

Commander Skills Details and Progression Rate

Hello everyone,

First of all I would like to thank iku_19, for sharing this on Reddit so everyone can have easier access to this information. Following is a list with all skills and details about them so you can better understand them. Please remember these are still in test and can change before the final version is released.


skills

Endurance

  • Level I
    • Tracking Alert (working title). This is a new skill. After this skill is mastered, the Situation Awareness (“DETECTED”) indicator will show the number of your opponents in the enemy team that are currently aiming at your ship with main battery guns. This skill will not work during retraining.
    • Preventive Maintenance — this skill was moved from Level 5 to Level 1. Its bonus was changed from -50% to -30% to the risk of incapacitation of modules.
  • Level II
    • High Alert — this skill was moved from Level 3 to Level 2.
    • Jack of All Trades — this skill was moved from Level 5 to Level 2. Its bonus was changed from -15% to -5% to reload time of all mounted consumables. Reduces reload time of consumables -5% to reload time of all mounted consumables. During retraining, a 50% penalty is applied to the effect of this skill.
  • Level III
    • Fire Prevention — this skill was moved from Level 2 to Level 3. Added a bonus that decreases the number of fires on a ship to 3.
    • Basics of Survivability — this skill was moved from Level 1 to Level 3.
  • Level IV
    • Manual Fire Control for Secondary Armament — this skill was moved from Level 5 to Level 4.
    • Survivability Expert — there were no changes for this skill.

Attack

  • Level I
    • Expert Loader — there were no changes for this skill. Now this skill will also work in case there are incapacitated/destroyed main turrets on the player’s ship.
    • Aircraft Servicing Expert — this skill was moved from Level 4 to Level 1.
  • Level II
    • Expert Gunner — there were no changes for this skill.
    • Torpedo Acceleration — this skill was moved from Level 3 to Level 2.
  • Level III
    • Torpedo Armament Expertise — this skill was moved from Level 2 to Level 3.
    • Emergency Takeoff (working title). This is a new skill. It will make it possible to launch and recover the aircraft while the ship is on fire. During fire, a 100% penalty will be applied to the aircraft servicing time This skill will not work during retraining.
  • Level IV
    • Inertia Fuze for HE Shells (working title). This is a new skill. It will increase the armor penetration capacity of HE shells fired from both main and secondary battery guns, at the expense of decreasing the probability of setting the enemy ship on fire.
      • -6% to chance of fire on target caused by HE Shell
      • +25% to the armor penetration capacity of HE shell
      • During retraining, a 50% penalty is applied to the effect of this skill.
    • Air Supremacy — this skill was moved from Level 5 to Level 4.

Support

  • Level I
    • Direction Center for Catapult-Launched Aircraft (working title). This is a new skill. When the Catapult Fighter or Spotting Aircraft consumable is activated, an additional aircraft is launched. However the airspeed of catapult-launched aircraft is decreased.
      • +1 Catapult Fighter
      • +1 Spotting Aircraft
      • -20% to airspeed of catapult-launched aircraft
      • This skill will not work during retraining.
    • Dogfighting Expert — this skill was moved from Level 3 to Level 1. Added a bonus: +10% to ammunition count of fighters.
  • Level II
    • Smoke Screen Expert (working title). This is a new skill. It increases the smoke screen area.
      • +20% to the radius of the smoke screen
      • This skill will not work during retraining.
    • Expert Rear Gunner — this skill was moved from Level 1 to Level 2.
  • Level III
    • Basic Firing Training — this skill was moved from Level 1 to Level 3. Its bonus was changed from +10% to +20% to efficiency of AA defenses
    • Superintendent — there were no changes for this skill.
  • Level IV
    • Advanced Firing Training — there were no changes for this skill.
    • Manual Fire Control for AA Armament — there were no changes for this skill.

Versatility

  • Level I

    • Incoming Fire Alert – this skill was moved from Level 2 to Level 1.
    • Evasive Manoeuvre – This is a new skill. It will decrease the airspeed of strike aircraft, but also reduce their detectability and increase their survivability when returning to the carrier for recovery.
      • -30% to airspeed of strike aircraft when returning to the carrier
      • -40% to detectability of strike aircraft when returning to the carrier
      • +15% to survivability of strike aircraft when returning to the carrier
      • This skill will not work during retraining.
  • Level II
    • Adrenaline Rush (working title). This is a new skill.
      • Increases reload speed of all armament as the ship HP is decreasing
      • -0.1% to reload time of all armaments for every 1% of lost HP.
      • This skill will not work during retraining.
    • Last Stand — there were no changes for this skill.
  • Level III
    • Demolition Expert — this skill was moved from Level 4 to Level 3. The chance of fire on target was changed from 3% to 2%. Now this skill will also affect secondary armament.
    • Vigilance — there were no changes for this skill. Its bonus will also be applied while the Hydroacoustic Search consumable is being used.
  • Level IV
    • Radio Direction Finding (working title). This is a new skill. After this skill is mastered, the player will see the approximate direction to the nearest enemy ship. The enemy player will be alerted that a bearing was taken on their ship. This skill will not work if a player is playing on an aircraft carrier. This skill will not work during retraining. The fact that the a bearing was taken on their ship will be indicated to the player in the same way as when the player’s ship was detected by ship, aircraft or with the use of an active consumable.
    • Concealment Expert — this skill was moved from Level 5 to Level 4.
Skill points XP needed before 0.6.0 XP needed after 0.6.0
0 0 0
1 1,200 1,500
2 1,300 2,500
3 1,500 4,000
4 2,100 6,000
5 3,400 9,000
6 5,800 14,000
7 9,600 21,000
8 16,000 30,000
9 25,000 41,000
10 37,000 54,000
11 53,000 69,000
12 74,000 87,000
13 102,000 108,000
14 136,000 132,000
15 179,000 159,000
16 231,000 189,000
17 294,000 222,000
18 369,000 259,000
19 1,000,000 300,000

Sub_Octavian about Commander Skills

Hello everyone,

Sub_Octavian has recently published on Reddit something about the Commander Skills rework on Update 0.6.0.0. His opinion on the subject is quite similar to mine:


I’ve been browsing through comments about 0.6.0 here and saw several trends I would like to clarify. I hope that will help you good folks to understand the update better and have more fun during Public Test(s).

  1. Yes, we have kept “Radio Positioning”, while listening to ST feedback AND your “theoretical” concerns. This is why the skill is now 4 points and it shows a sector, not exact location. While it is powerful in some situations, I am just asking you this: before making rage posts go to PT and try (honestly!) to build a solid build with this skill. And think – just think – what would you sacrifice for this skill (e.g. on BB). And then, well, try it in game before making conclusions. Point is, the skill is not added to “ruin” any line or devaluate your mastery. It is a costly situational option. E.g. it may be very good in some game-staggering scenarios when 3-4 ships must chase some half-dead poor guy that tries to cap. Just an example.
  2. Overall, this update is NOT about class nerfs/buffs. It is about changing some particular builds or situations. It is about creating more real choice. And adding value to fully loaded commanders (elite XP, free respec, etc). Yet we hope cruisers and CVs will become more comofrtable/interesting and controlling population of BBs will become easier with this.
  3. This is not the only change planned. It’s not like we’re going to solve all current challenges with skills – watch the news. There will be more changes. Sorry, but this is living, breathing online game and it should be developed, tuned, tweaked, changed. “Don’t touch something that works right now” is not always good choice. These changes were made because we saw some potential to improve current design and because we believe leaving this stuff as it is may have bad influence on meta in several months.

I REALLY hope you guys will try the new stuff, write some thoughts (preferably on official forums in special topics) and complete PT survey, should you receive it. This is what PT means. And I really hope you will bring considered opinion after you get familiar with 0.6.0.0


As he advised, download the Public Test, build a few different builds and test the new skills. It’s very important that everyone tests them so WG don’t screw up the game with such a major change. That said, I’ve done what I’ve just recommended you and I’ve to say some of the new skills, one in particular, I’m still struggling to understand why they would bring it to the game, but I’ve said it in my mind “This is just a test, these can be changed before they release the final version.” Let’s hope some of these get some fine tuning before they get released into the wild.