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  1. Well I have a question that what is the "Prior" time frame is in the following patch note (taken from 0.8.8) : If you have used the Research Bureau and reset a branch of ships prior to Update 0.8.8 going live, you will receive the Anniversary Victory Bonuses for all Tier V–X ships of that branch automatically. Moreover, any ships of the reset branch that you buy back can bring you Anniversary Victory Bonuses once again in accordance with the general rules of the event. Should I reset just before the patch hits or i can reset in the prior update like 0.9.7 and still get the anniversary reward. Thanks. Link: https://worldofwarships.asia/en/news/game-updates/update-088-fourth-anniversary/
  2. Preface: This general topic is for the discussion of the problems with Operations Mode reward distribution. As many of us are probably aware, Operations Mode has certain limitations. Chief among them is the lack of incentive to play a particular scenario after completing it with five stars and acquiring the full rewards possible. While Operations rotate weekly, one thing remains constant: the rewards do not reset. In practical terms, this means there is no incentive for a player to replay an Operation once it has been completed with a five-star rating. Wargaming has a marvelous thing going with Operations, as it adds some much-needed depth to otherwise monotonous random or cooperative gameplay. The fundamental design of Operations is excellent as it offers players a more fulfilling mode of play that is otherwise not present in regular game modes (Domination, Standard, Epicentre...). Even the somewhat despised Newport Defense scenario is entertaining and interesting because it challenges players and forces them to create solutions for problems that they are likely to never have come across in regular modes. In short, Operations is Wargaming's version of what made the Battlestations games the classics they have become. So how should Wargaming approach the obvious problem with Operations? How should Wargaming offer players an incentive to return to an Operations scenario once they've completed it with a full five-stars when it comes back up on rotation? First of all, we need to identify what makes Operations such a profitable way to play: For a relatively easy four-star rating, players receive a blank 10-point commander for ships of a particular nation. This is the reward that most players are shooting for, and so making this reward available every rotation will keep players coming back to Operations. If Waergaming wants players to replay Operations each rotation, they need to make this reward available every rotation. And here we run into a game balance issue: Being able to obtain a free ten-point commander as easily as Operations makes them is just asking for profiteering abuse. Commanders of this rank shouldn't be quite so easy to obtain. Wargaming's solution is to make them a once-only reward, but this may not be the best solution. The chief incentive to replay Operations for most players comes from the promise of a free ten-point commander. It may take them a dozen tries, but that is still quicker than grinding out a ten-point commander the long way. The way to "fix" Operations and give players the incentive to replay scenarios, as I see it, is to make ten-point commanders available on a monthly basis. Consider the following: 1) Every month, a player may complete a total of four Operations (one per week) from a selection chosen by Wargaming [at the rate new Operations are being released, it won't be long before Wargaming has seven or eight permanent scenarios available to them] 2) If a player completes these four Operations each with at least a four-star rating, then that player is rewarded with their choice of ten-point commander as dictated by the Operations that Wargaming has put on rotation for the month. 3) In practice, this means that players can only receive a single ten-point commander every month, but it alows them more freedom to decide which commander they wish to be rewarded with. 4) Every month, the rotation changes and so do the ten-point commanders available. This gives players the incentive to return to and replay Operations regularly for a useful reward in exchange for solid performance while also preventing the community from being saturated by mid- to high-level commanders without needing to actually put in some effort and manually grind those levels. Thoughts? Does anybody else find Operations in its current state to lack replay incentive, and if so, how would you go about giving Operations this incentive?
  3. Hi, With nothing better to do, I decided to compare our events with NA's events. Below shows the table of events from January to Febuary (SEA has a lot of combat missions so for the ease, I put them side be side). So what are the totals? NA SEA 3 days x3 First win13 days x2 First win 35x Dam con II 2 Day premium 25x Type 1 camo 25x Type 6 Camo 10x Restless fire camo 10x oceal Soul camo 5x valentine camo + flag35x Sierra Mike flags 20x Juliet Charlie flags 20x India Yankee flags 20x Juliet Yankee Bissotwo flags 50x Indian Yankee 50x Juliet Yankee 25x Juliet Charlie 25x India X-Ray 25x Juliet Whiskey 10x Dragon flags 1x Dragon flag Repeatable 3 days 25% XP repeatable 16 days25k credits REPEATABLE12 Days 500 XP REPEATABLE 12 Days 100% Commander XP REPEATABLE 3 Days 50% Commander XP REPEATABLE 26 Days 25% Commander XP REPEATABLE16 Days 1.5 XP REPEATABLE 1 day 15x India X-Ray flags REPEATABLE 4 days 15x India Delta Flags REPEATABLE 3 Days 15 November Echo flags REPEATABLE 4 Days Total: 75 camos, 2 days premium, 35 consumables, 280 flags, a whole month of repeatable exps x3 First win bonus 6 days1 Day premium 9300k Credits 40x Type 6 Camos 40x Restless fire Camo 35x Ocean Spirit Camo 5x Valentine camo + Flag 100x Damage Control II 15x Smoke Gen II 10x Engine Boost II 10x Hydro II 10x AA II 10x Spotting Plane II 10x Repair II 20x Dragon flags 45x Papa Papa 25x India Bravo Terrathree 20x Sierra Mike 50x India Yankee 30x November Foxtrot 10x November Echo 10x Victor Lima 10x Mike Yankee 10x India Delta 20x Juliet Yankee 10x November Foxtrot 60x Equal Speed Charlie 20x Zulu 1x Dragon flag REPEATABLE 8 days 1.5x EXP ONCE x4 Total: 120 camos, 165 consumables, 340 flags, 1 day prem, 9.3m credits etc What does this tell us? That we get a few extra flags and camos in exchange for A LOT of repeatable events which give ridiculous amounts of commander and normal exp which has a basic up-time of 50% of the time. And to top it off, NA gets a free Katori for getting 38k base exp in a month in March. Thank you so much ASIA's manager for spoiling us <3
  4. 1. Description Science of Victory Campaign Campaign 8 - Task 3 has an error/bugged reward 2. Reproduction stepsA sequence of the player's actions which triggered the bug. in port click campaign menu open science of victory campaign select campaign 8 select task 3 3. ResultIn-game experience resulting from the bug. the reward is shown as 500 credits 4. Expected resultIn-game experience which should have occurred if no bug is present. the reward should NOT only 500 credits possible intended reward should be : 100.000 Credits or 500 Free Exp 5. Technical details Screen Shoot
  5. Commander_GALEN

    Dragon Flag reservation!

    This Dragon flag thing, I don't want to use it, I just want to reserve it as a remembrance... My question is, if the Dragon flag is only a limited time? or is it there forever? Sorry for bad English........
  6. Commander_GALEN

    no reward in public test?

    Nevermind already solved, dont know how to delete this post Issue resolved. Thread locked. ~amade
  7. Some 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; 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
  8. Delphaeus

    Tweaking the reward system

    At 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
  9. Hi Is there going to be a reward system similar to wot for inviting friends in to wows?? Kristoff