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Showing results for tags 'Experience'.
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Experience so far in my new KM destroyers
Serazahar posted a topic in General DiscussionsFirst of all, I would like to thank all the people that gave me advice on which tech tree line to start first. In the end, I decided on the KM destroyers because they looked nice compared to the other nations except russian ones cause they look nice too but they play as a destroyer role too poorly for me to try them out yet. So my first ship was the Hermelin........ nothing too special, just a tier 1 after all. Then Dresden came along and it was horrible to play it. *Enjoyment level C* After that the V-25, G-101 and finally the V-170 was a little bit pain to play because the torp angle on them was terrible except the front one. The front one made torpedo rushing fun. Overall it was mediocre. *Enjoyment level C+* And then came the T-22........ and it was a ton of fun! 6 torpedos that I can launch quick with decent stealth torp range. It was a nice break from the previous tiers. I seen many review saying it is a bad ship but in my opinion, it was wonderful. Just the start of something glorious. *Enjoyment level A* Gaede and HER big guns were very lovely to use against cruisers and citadeling them. Ahhhh. Played only one match in it though before using the 80k free exp I got from the referral code and going into the next one. *Enjoyment level Need more data* This ship was the start of the true KM destroyers in my opinion. With its 5 guns and quick reload on both torpedos and guns, the Leberecht Maass was really fun to play. The guns absolutely obliterated any kind of destroyers with ease (subjective to change) and made capping so easy with hydro and smoke combo. *Enjoyment level A+* The next ship, Z 23 also had the big guns available just like Gaede. At first seeing that it had only 4 guns made me go what is this nonsense but when i upgraded to the big guns, the front one had become double gun turret with 150mm caliber! It blew my mind away at how incredible it looked!!! Such a beautiful turret with a 30 mm frontal plating! But one thing I hated encountering the most in this ship was either kagerou or yuugumo and their ridiculous low detection range. Make life so much harder if they are cap contesting me. But I have no problem destroying either of them when I see them. I would like to thank you all for all the helpful suggestions that you people have given me. Makes me hard to believe that KM destroyers are not considered the best destroyers compared to others. Like how the Maass has 5 guns with 4 second reloads and the Mahan also has like 4 second reloads except that Maass has so much more HP too with such good torpedos.
Reworking on base/cap zone attack/defense rewards
_neppu posted a topic in SuggestionsApparently, the only way to earn "Defended base" reward is to hit the enemy ships when they have a capture points. Therefore, if some of your allied ships are inside the cap zone with the enemies, they would not be able to earn the reward because the enemies will not generate any point (beside the capture points the enemies have before the friendly ships enter the cap). Or, if you are in a lone BB sitting in your base trying to prevent an enemy DD from taking it (Standard Battle), you are pretty much risking yourself getting torped to death for ZERO rewards (if that dd is not dumb enough to reveal itself). Therefore, I would suggest 2 options to improve the attacking/defending mechanics: Option 1: For every 10 seconds you stay in the contested cap zone (the ones in diamond shape) you earn a small exp/credit bonus Option 2: For every second the enemy ships are in the friendly base and there are friendly ships in it, the capture point that would otherwise been award to the capturing enemy ships will be divided and awarded to the friendly ships inside the cap zone instead.
Game Economy: XP and Credit Rewards
amade posted a topic in Game Guides and TutorialsSome players have asked about how XP and Credits really work, so here's another game mechanic explanation taken and translated from an RU dev post concerning the topic specifically. Before we go into the details, three important points should be kept in mind: An online game is a constantly evolving project. The information in this article may be outdated. This particular article was originally written during version 0.4.0.2; The developers will not disclose the exact figures for XP and credit rewards, as it is classified information; The purpose of this article is to explain how and why players are awarded XP and credits. If anyone wishes to express their opinion about the economy, or suggest something, they can do it in a separate thread in the appropriate section of the forum. Income As most players would already know by now, Experience (XP) and Credits are the two main resources in World of Warships. Players can earn both for certain actions in battle (as well as performing other tasks outside of battle such as completing missions, but that is a separate topic). Currently, these are the actions in battle that will reward players with XP and Credits: Damage inflicted on enemy ships; Destruction of enemy ships; Destruction of enemy aircraft; Base/Point capture and defense. For now, no other actions in battle will award XP or credits. For all the previously listed actions, players will earn both resources, but in different proportions. From here onward, XP and Credits will be referred to as Rewards in this article. Damage Although it is an important element in the game, there is a large difference in hit points between different ship classes. For example, a destroyer may only have around 20,000 HP, while a battleship would have about 90,000 HP. However, it's not always easy to sink a destroyer despite their fragility as they are fast, nimble, and elusive. Similarly, sinking a battleship would require a lot of effort. A carrier might be thought of an easy target, but getting close enough to it is rarely a simple task. Given the characteristics of the game, the mechanism of issuing Rewards for damage is not based on "net damage" inflicted, but on the percentage of total hit points deducted from enemy ships. In other words, taking off 50% of a cruiser's HP roughly equals to taking off 50% HP from a destroyer of a similar tier, even though the net damage inflicted on them may differ by a large amount. Hitting a ship with 5% HP left only once and killing it off would net less Reward than repeatedly shelling a ship and inflicting 80% of its HP in damage. Other aspects to take into account of: Fire and flooding damage are counted; HP restored by Repair Party are counted separately, i.e. if 15% HP worth of damage was inflicted, the Reward will still be awarded if the HP was fully restored by Repair Party; Damage and critical damage to modules are not counted. Destruction of enemy ships While finishing off a low HP ship (sometimes referred to as "kill stealing") is ultimately benefits the team, the reward for it is relatively minor. Destroying a ship roughly equates to inflicting 15% HP worth of damage to the ship. If a player destroys the ship by inflicting 100% of the damage, the reward would be similar to inflicting 115% of the ship's HP in damage. Destruction of enemy aircraft Reward is given for every enemy aircraft shot down. In terms of Rewards, shooting down 40 aircraft of same tier to the player's ship roughly equals to sinking a same tier ship from 100%. However, there are a couple caveats: Aircraft must be shot down from the air. No Reward is given for sinking an aircraft carrier with is aircraft complement still in its hangar; Type of aircraft does not matter, only the tier influences the amount of Reward earned. Tier difference The reward for inflicting damage, destroying enemy ships and aircraft varies according to their tier. Reward coefficient is increased for damaging/destroying higher tier ships/aircraft while Reward coefficient is reduced against lower tier ships/aircraft. Base/point capture and defense Quite simply, the more capture points are contributed to the team the higher the Reward. The same goes for defense, the more capture points are deducted from the enemy the higher the Reward. Reward is also earned for blocking (sitting in cap to prevent enemy from capturing). Other considerations Rewards do not increase linearly based on the player's actions. E.g. sinking one Chester would earn a player a slice of cake. Sinking two Chesters brings the total to one slice plus a few more bites. Sinking three would be worth 2 slices. Rewards scale up with the tiers. In general, tier Xs earn twice as much XP than tier Is. The difference is much larger in terms of credits. However, at the same time expenditures will also increase (which will be elaborated on later). Finally, additional modifiers may apply to Rewards earned: Winning a battle will multiply Rewards by x1.5; An active Premium account will multiply Rewards by another x1.5; Modifiers from first daily victory, signal flags and missions are summed together and applied to either XP, credits or both. As an example, 1000 XP is awarded in battle, which is also the first victory of the day. The player has an active Premium account and mounted the signal flag Equal Speed Charlie London (+50% to XP) on the ship. The net XP earned will be: XP earned x Victory modifier x Premium account modifier x (1 + First daily victory modifier + Signal flag modifier) = 1000 XP x 1.5 x 1.5 x (1 + 0.5 + 0.5) = 4500 XP. Note: The base XP shown in the Team Score tab of the post battle results already take into account of the victory modifier (XP earned x victory modifier). Expenditure Naturally, sea battles are expensive. The player has to pay the costs for certain things after each battle. The economy is set up in a way that the cost of running a ship increases with its tier. At higher tiers, on average (and depending on the player's contribution in battle) the expenditure will eventually exceed the income, at least, without an active Premium account. The expenditures are: Ammunition: These include shells fire from the main armament, torpedoes launched, and aircraft shot down in the air. Shells fired from secondary guns do not incur any costs, as does firing anti-air guns (technically they don't fire any shells at all) or aircraft that is still in the carrier's hangar when it is sunk. Repairs: The repair cost is inversely proportionate to the amount of hit points remaining at the end of battle. Therefore, using Repair Party to restore HP before the end of battle would save up on repair costs. Maintenance: A fixed amount is charged each time the ship is brought into battle. The cost increases with tier, and is slightly higher for carriers than for other classes. Other optional expenditures include: Camouflage - Used once per battle. If auto-resupply is enabled, the full cost of reapplying it will be incurred after battle. Consumables - Like camouflage, they are used once per battle. Premium consumables will incur resupply costs regardless of its usage in battle. Free consumables, as the name says, are free. Future development While the exact schedule and version is not yet certain, these features have been planned for the future: Implement additional Rewards for support roles. E.g. spotting enemy ships; Introduce penalties for excessively passive behavior in battle or simply AFK; ???? PROFIT !!!111 Source/Reference: http://forum.worldofwarships.ru/index.php?/topic/23366-о-боевой-экономике-игры
Battleship Tanking Rewards
Pseudoscope posted a topic in SuggestionsHi, Just had a game in the Kongo (30kts of beautiful speed) and once again I was the BB to push up with the cruisers tanking damage, whilst the numerous Kirishima's sat back 'sniping'. At one point I got down to 3k health, whilst the friendly battleships maybe dipped to 40k if they were lucky. At the ending screen I was ahead by ~100 experience, when I'm certain without me the cruiser pack I was shepherding would have died and we may have lost. Now I know there is the dreadnought medal for tanking and doing your job. However I do not feel this is enough of a reward for those of us who understand the reason bb's are given heals. Every now and then I end up in a match with a BB that knows how to play, I tank, I back-off, he tanks and we have a blast! Ships should be rewarded for playing their role. Can we look at rewarding BB's for taking consistent damage throughout the round?
Kill Assist System
GrandeRossa posted a topic in SuggestionsHonestly, I'm getting tired of having my targets stolen. Like, melting an enemy ships' HP due to citadel hits then suddenly while you're reloading another ship will steal the kill. I hope the devs will develop a Kill Assist System, and the experience and coins you receive is based oh how much damage you dealt on the ship. It may sound greedy to rant because someone stole your kill but its kinda unfair because you totally did your best to kill a ship for xp then another team mate stole those precious xp because your guns are still reloading and receiving nothing in return for the effort. DEVS PLEASE READ THIS FOR THE SAKE OF FAIRNESS
How well are you doing?
CAPITULATE posted a topic in General DiscussionsHi all, Without a comprehensive way to measure personal performance in relation to all other players etc besides looking at a player's stats via the website, does anyone have any indication or a breakdown of stats in relation to WR, Av AP and the like? What is considered a 'Unicum', versus a 'Above average" vs 'Good' vs 'Average' versus "below average' vs "Waaaaaay below average" If there is a way I cannot see can you point me in the right direction to have a look at this? Cheers
Tweaking the reward system
Delphaeus posted a topic in SuggestionsAt the moment you get rewards at the end of each match based on damage done, ships sunk, aircraft shot down, bases captured/defended. I would like to suggest this be taken a little further to incorporate a lot of other actions (and some of these suggestions are taken directly from WoT) 1. Spotting. If you spot an enemy ship, you get a "spotting" bonus, as you are then relaying intelligence to your team (this would help both cv's and dd's) 2. Team damage due to your spotting. Following on from the last point, if you spot an enemy and someone else damages them/kills them, you should get rewarded for "assisting" (again for cv's and dd's) 3. Damage deflected/avoided. If you're taking a lot of fire from the enemy team, you should get a small reward for avoiding and/or deflecting the damage (ie: shots that don't penetrate your armour, or shots that land within 100m but miss you - Because the enemy team is attacking you, not your team mates). Damage taken should not get rewarded (mostly for bb's) 4. Capturing base points even when you abandon before capture. This is because it often forces the enemy to turn around and defend, rather than push the attack. This sudden reposturing of the enemy team can immensely help your team (think of a bb turning around and heading back to base, or a cv pulling bombers back to scout their own base) 5. Friendly ships hidden by smokescreen. If you would otherwise be spotted, but a smokescreen is preventing the spotting, then the deploying unit should be credited for deploying the smokescreen effectively. Last and definitely least, I also think there should be an Achievement for killing an enemy before being spotted. Anyway, that's my opinion. I hope you agree (or can add to my list), because there are so many things players can do that can help their team, but a lot of these actions are currently unrewarded