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  • Ship Tuning System + Update 2

    03. 28. 2013 19:35


TeamNF_MK2

 

Hello all,

 

As many are aware, a new "ship tuning" system that we have previously noted as in development has been patched to the test server. We welcome everyone interested in this new system to test it out for themselves before passing judgment as it should add a fresh new layer of game play aspect to the game.

 

This new system at its most basic form will consist of a number of new "time-limited" items which provide specific alterations to the respective ship they are applied to. The following details are also important to make note of:

 

1) Items of the same type will not stack. 

 

2) Each item will offer 3 days of functionality. The items do not have to be set or used at any specific moment; the 3 day timer will begin once an item becomes "equipped".

 

3) Once an item is removed or replaced it will be discarded.

 

4) An (1) item will only provide a "tune" to the (1) ship selected to equip the item. The item's effect will not carry over to all ships.

 

5) At most, these items may increase a specific ship's performance by 5-10%. This should provide players a new unique ship experience, but it certainly will not damage in-game balance. Please be assured that we are taking all steps necessary in order to maintain proper balance. This is our highest priority.

 

6) These items are not being developed as essential items. They are intended to be utilized as a supportive item and to enhance game play by opening up new strategic opportunities.

 

7) The available item slots currently being considered (may be altered through testing if for example, results are not favorable for items applied for ships in blitz):

 

BB - 3 slots

CV - 4 slots

SS - 2 slots

CA - 3 slots

CL - 3 slots

DD - 3 slots

FF - none

 

8) Once introduced, there will be a daily ongoing (no end date) "Free Item Drop" for these ship tuning items. This will allow all players a chance to have fun trying some different items out every once in a while.

 

9) All players will be provided a free "speed-up" item at launch to get accustomed to their use and application.

 

10) There will be payable items as well as items exclusive to the "Free Item Drop".  

 

Example of exclusive payable items (names tentative): R mount shell space increase, aircraft space increase, fighter attack power up

 

Example of items exclusive to "Free Item Drop" (names tentative): R mount reload time decrease, Accuracy increase, aircraft speed increase

 

Example of items both paid and free (names tentative): ship speed increase, air tank increase, aircraft fuel increase

 

As should be noted, items available exclusively through the "Free Item Drop" should be of greater demand in order to promote increased game play.

 

 

We strongly believe that this new system will help provide some added variety and new types of game play experiences for all players to enjoy. New strategies may be developed around ships that previously may have lacked in certain respects and with a little bit of luck, all players will have multiple chances to try something new thanks to the ongoing "Free Item Drop" and exclusive items only available through it. 

 

We welcome your feedback and assistance through the test server so we can work on providing an enjoyable update. 


-Randy

 

-----------

Update - 2nd April:

 

-  BB6 and CV6 will not be included in ship tuning system.

-  A ship with a ship tuning enhancement added will be identifiable in-game.

------------

Update 23rd April:

-  For number 10) above - all items will now be included in the free drop system, which will run permanently at the end of battles.  So there will be chances to receive any and all of the items for free.

 

 

 

  • Re : Ship Tuning System Introduction

    03. 29. 2013 15:50


ZaGaTo19

lets make expendables pay to win items so sub-skilled ppl can actually have a chance on a skill based game

SDE has done too many bussiness with Nexon lately
 
i quit 

  • Re : Ship Tuning System Introduction

    03. 29. 2013 16:28


connan_add

How much of a Masive xp boost for sinking these monsters. Or even pulling off a win?

  • Re : Ship Tuning System Introduction

    03. 29. 2013 16:35


mongoose88

Originally Posted by vick11

Mongoose - sharn_ra's earlier question about the ships being identifiable in-game is being put to the Devs on Monday.  If that is possible, and we think it might be, then it would allow Fleet War rules to include 'no upgraded ships' and be monitored as such.   There are downsides to their identification away from FWs as well, but we could cater for those with some rule updates if appropriate.

I don't think identifcation is enough for competitive events like Fleet Wars, and I'm certain that would be problematic. For example, fleet member(s) X adds tuning enhancements the day before a match. Said player(s) can no longer praticipate in the match without being violation of the rule set.

Now, you could argue "Well, just make sure you instruct your fleet not to do this within X time frame". Which would be true...In a perfect world, where everyone listens to instructions and remembers to follow every instruction given.

In addition to that, you have no control over the opposing fleet and their members. You could say "Well, if they can't field a team, they forfiet". Ok, but I don't spend my time planning a match and organizing a team to have forfeit result on either side. That is completely self defeating in purpose.

Its bad enough that there are balance issues out the whazoo in this game as is, to the point where we have to have +10 rule variances, on average, just achieve a more balanced match up in Fleet Wars. In one fell swoop, this would destroy all balance in these sorts of matches. 

Disabling tunning, as a game mode option for fleet wars, is the only viable option I see. 

But again, for the record, I still think this whole thing is a bad idea. The point I raise (and the multitude of other points raised by others) seems to indicate to me that this was poorly thought out prior to development and its impending release.

  • Re : Ship Tuning System Introduction

    03. 29. 2013 16:46


snoweman

We don't want this, we don't need this. We need a stable game, and improvments on current game elements, like balance and HA. This will kill balance, and the fact that you state it won't proves that you know absolutely nothing about the game.

 

THIS WILL KILL YOUR GAME!

  • Re : Ship Tuning System Introduction

    03. 29. 2013 17:24


iltridente

Been playing since beta, and put up with a lot of BS.  I could play the game indefinitely as it is now.  This new scam will be the last straw for me.  But thanks for finally giving me a solid reason to walk away after all this time and do something more productive with my time.

  • Re : Ship Tuning System Introduction

    03. 29. 2013 23:25


FalleNStaR

 

So test server guys.. what would you say ya do here?

 

  • Re : Ship Tuning System Introduction

    03. 30. 2013 02:31


Aragorn1st

"We strongly believe that this new system will help provide some added variety and new types of game play experiences for all players to enjoy."


Randy, I suggest you and SDE strengthen your belief in god cause thats the only thing that might save this game if you put this system live.

A little hint for you: It won't :D 

  • Re : Ship Tuning System Introduction

    03. 30. 2013 06:05


AdmSevicson

Originally Posted by Rehor

Tell me why we balance everything and why everything is tuned to certain caps if all you have to do is pay a bit and all precision numbers and caps go to hell.



First time I have to agree with this guy

  • Re : Ship Tuning System Introduction

    03. 30. 2013 08:26


cubs2003
  1. THIS IS SIMPLY A WAY FOR SDE TO GET MORE MONEY
    FORGET ALL THIS IT'S GOOD FOR THE GAME STUFF. IT'S ALL ABOUT MORE MONEY FOR SDE.... PERIOD.

  • Re : Ship Tuning System Introduction

    03. 30. 2013 08:50


EricIdle

Originally Posted by teamNF

5) At most, these items may increase a specific ship's performance by 5-10%. This should provide players a new unique ship experience, but it certainly will not damage in-game balance. Please be assured that we are taking all steps necessary in order to maintain proper balance. This is our highest priority.

Well, Randy, with all due respect, this is either a dishonest statement or you really don't know much about the game's mechanics. If I can have 12000t more displacement on a QV and fill that with deck, I have much more than a 10% performance increase.

I am calculating new ship setups with those items - as I imagine, many players will do. There are already a few setups that will render balance a completely useless idea. And with 100s, if not 1000s of new possibilities don't tell us that "all steps necessary in order to maintain proper balance" will be taken. This is wholly impossible to do.

As a first consequence, I can imagine your test team giving up and packing in - there is just no point anymore to do any further balancing work.

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