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  • 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:08


Benser33

5/1/2013 PATCH NOTES <-- Link


Ship Tuning Balance and Design

I'm making this thread on behalf of the test team to take a moment to explain the various ship tuning components and other related changes that have occurred in the above patch, as well as some of the reasoning behind these changes.


The team who worked to bring this together were nyerkovic, ljsevern, Rehor, Farazelleth, BBR_InsUW, richardphat, GrieferLord and myself.

I would like to begin with what is most important, players should realize that this system is still very new and this system will be monitored closely to see the effects on the live server and there may be some changes requested in the future to correct bugs and fix any exploits or unforeseen effects.

 

Read on for information regarding many of the changes made in the v1.369 patch, as the second post of page 1 of this thread.  

 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 11:44


nyerkovic

Originally Posted by a1fox3

So handicap players who cant use manual fire and dont buy the crap are at a very big disadvantage for having to use auto fire.


IE: -20% on EP.
IE: Cant cross lines.
IE: Lousy  spread.
And now even worst aiming. 


Spread and Aiming are the same thing. And there is a permanent drop of items, so players don't need to buy stuff if they don't want to.

On the ships where people spend the majority of the time, there is an improvement in Auto FCS when using the item, while keeping current conditions if they don't use it.


Originally Posted by a1fox3

They should have just bump up the aiming on manual than make it worst for handicap players.    

 

Bumping the accuracy revison in Aiming was considered, but the increase required to get the intended effect  (Auto matching Aiming when item is used) was too much to be acceptable. It would have brought a huge imbalance to low level battles which is a worse scenario.

The item is a buff across the board and while we had handicap players in mind while adjusting it, the fact is we also have to consider the overall effect of this among all nations and ship lines.

We decided to go for the overall improvement and prioritize the main ship lines BB/CV/SS for handicapped players and for everyone else playing the game. Those lines are where most people spend their time since the first levels go away very fast.

 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 11:49


Agman70

Thanks for the update and the team's work.


For the handicap players, since there is a nerf, why not reduce the experience penalty from 20% back to 10% or 15% for auto?  There would at least be some offset that way.  

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 13:20


Cracko

Originally Posted by Benser33

Originally Posted by Kilaenots

SDE don't want to introduce a credit sink because there are too many credits? Genius.

Pretty sure they want a credit sink, just, not this.

Well, this would have been a pretty nice credit sink, some smaller versions of this avaliable for credits. Much more better way for fighting against inflation than the trade board taxes.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 13:25


Benser33

Originally Posted by Agman70

Thanks for the update and the team's work.


For the handicap players, since there is a nerf, why not reduce the experience penalty from 20% back to 10% or 15% for auto?  There would at least be some offset that way.  

Handicapped players will only experience a loss of accuracy on CA and below class ships, and that loss of accuracy is countered if they aquire an Auto FCS Accuracy increase part.

 

For BB play, Auto FCSs are the same as they were before, so with the Auto FCS Accuracy increase they will actually experience better accuracy than previously.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 13:30


Benser33

Originally Posted by Cracko

Originally Posted by Benser33

Originally Posted by Kilaenots

SDE don't want to introduce a credit sink because there are too many credits? Genius.

Pretty sure they want a credit sink, just, not this.

Well, this would have been a pretty nice credit sink, some smaller versions of this avaliable for credits. Much more better way for fighting against inflation than the trade board taxes.

But unless they were incredibly overpriced, there would have been tons of them around and SDE didn't want that, maybe because it would have a detrimental effect on latency or something.

 

I agree, a credit sink is needed, and this could have been it, but personally I never have seen consumables work as credit sinks, but rather single huge purchases, which also works as incentive for those who don't have a ton of credits to go and play even more. So, I can sort of see why SDE might not have wanted this to be the solution.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 14:23


Ruza_CZ

The patch of L2 is very "Succeful". SW variant is OK may be better. But AW variant with light 120LVL crev (delayded clases gunners) is fail becouse you need 198 tons lost in this patch too put 9.5 on deck and 0.2 belt and 1-2 buge (it is simbolic bulge) but you cant put 0.2 on belt which change you to bait for torpedos.

For me thats mean ADD more space -198 tons(IS LESS) for better plecemnt 120lvl crev on AW is one grat LIE.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 15:28


Rehor

Originally Posted by Ruza_CZ
For me thats mean ADD more space -198 tons(IS LESS) for better plecemnt 120lvl crev on AW is one grat LIE.


Show me who claimed that.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 15:34


fotak1

Originally Posted by Rehor

Originally Posted by Ruza_CZ
For me thats mean ADD more space -198 tons(IS LESS) for better plecemnt 120lvl crev on AW is one grat LIE.


Show me who claimed that.

different thread with benser:

 

Speed is same. (Base speed increased but L2 is 10,000 tons heavier now, so it works out as being the same speed as before)

Free displacement is better than before. (120 crew can fit without dropping to 37 knots, although it fits 0.1" less deck armor)

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 15:38


Ruza_CZ

Originally Posted by Rehor

Originally Posted by Ruza_CZ
For me thats mean ADD more space -198 tons(IS LESS) for better plecemnt 120lvl crev on AW is one grat LIE.


Show me who claimed that.

Benser speaks tah 120lvl crew fit better then patch, and to fit better and place lesss usefull displacemnt is lie.

If you read ih whole i speak SW is same or a bit better, but AW dont worrka with full 120lvl crev.

Tu po ONLY 9.3 on deck is unficient and is waste of 15 000 tons of displacemnt.

9.5 work, 9.3 dont work. Some people use 10.0. but now it is imposible, opr left some sailors at home. Ant there is question why to have Slots on ship which I cant use.

 

I hope I understant game mechanic, which is confusing and difficult to find how it works.

Today i have a question how much more fragile is L2 and recice only answer which i know that it will be more fragile but if 10 times, one times more or 5% more I dont recive.

Or do somebody from test team knove exactly equations of game mechanic ?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 15:49


Rehor

In attempting to reply to me, neither of you actually hit the topic.

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