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Incoming economy changes in 0.5.12

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The economy overhaul's a bit lengthy to put in the patch notes. NikoPower basically made the whole post in the NA forums here. I'll copy-paste it so the people here can take a look.

 

 

Improved Economics

We're releasing more equitable calculation of XP and Credits earned in battle via the following factors:

  • Enemy ships and air squadrons spotted
  • Damage caused by allies to enemies spotted by you
  • Potential damage received

The overarching logic behind granting Credits and XP per battle was reworked to include the above changes. If a player carries out "useful" actions (causing damage, fighting for control of key areas, supporting allies), their average rewards don't change, as opposed to how it worked in Update 0.5.11. However, players who focus on "one-dimensional" behavior (battleships that stay away from the heat of battle and only try to cause damage from afar; destroyers who focus only on capturing key areas without recon) won't be as generously rewarded.

The above changes come based on data received since updates 0.5.9 and 0.5.10, and should have a positive impact on the in-game economy; rewards for players who regularly support their team more become more equitable.

 

We've implemented a new system for calculating the cost of a match per battle. 

The main chunk of this expense was the cost of repairing the player’s ships, and this value would excessively increase with each tier. Due to this, we noticed that in the higher tiers, and especially at tier X, players were overly cautious, which negatively affected gameplay. Even if a player performed well, the sinking of their ship would lead to a large repair bill, often times negating any profit earned from the battle. To rectify the situation, we decided to make the following changes: 

- The ship-repair fee has been completely replaced with a fixed service charge, meaning the cost will not be dependent on how much damage the player's ship received in battle. 
- Reduced the cost of replenishing ammunition and aircraft for a number of vessels, and the higher the tier, the greater the reduction. 
- By reducing these costs, we aim to encourage players to be more aggressive and take appropriate risks, ensuring that they are properly rewarded -- for example, the change will reduce the average post-battle costs of a tier X ship by 50,000 Credits, and will reduce the chance of losing Credits when in possession of a Premium Account. 

In making these changes, we want players to concentrate on the gameplay and on having fun, not on playing a specific way in order to "balance the books."

 

Aircraft Carriers

Economy model for aircraft carriers was extensively reworked:

  • Fixed error where some lost aircraft were not taken into account when calculating cost of lost aircraft
  • Cost of ship repair for aircraft carriers decreased for all tiers (the higher the tier, the more the decrease)
  • Reward structure was modified in favor of destroying enemy aircraft. Now rewards for causing damage to enemy ships and combat for air superiority will be better balanced in game economy terms.

 

Battle Inactivity

In previous updates, players who left battle before their ships were destroyed received a penalty of no reward after the battle ended. This same penalty will now apply to players who stay inactive after joining and starting a battle.

The following factors constitute inactive (passive) behavior:

  • The ship never moved and did not cause any damage
  • The player did not cause any damage and never launched any air squadrons (for aircraft carriers)

If you're in a game and get disconnected for any reason, you can still hop back in and get active if you restore your connection!

 

 

 

Repair and maintenance (expenses)

Everyone knows that at high tiers full repair is very expensive, combined with performance characteristics of ships, their ability to bring damage at long distances  saving combat capability points becomes particularly attractive tactic. However, this tactic does not always work, and often it prevents victory instead.

A battleship does not have to cast towards overpowering enemy and try to collapse the flank. A destroyer does not have to sacrifice herself to save a control point from capturing in order not to lose by points. There are a lot of ways to resolve the same game situation, and that’s great for the game. However, we would like the player taking the next tactical decision, to think about victory in battle, but not about repair bills after it. Of course, we can not make repairs free and remove expenses from the game as we save the basic economic principles of the game. But yet we have found a way to change the situation.

 

Prior to 0.5.12 version, a player’s expenses after the battle consisted of 4 parts:

∙ Payment for entering the battle (maintenance): a fixed amount that is charged for the fact of entering the battle;

∙ Payment for repair: the amount of which depends on the degree of the ship damage, reaching its maximum if the ship was destroyed. Repair payments are the primary expenses;

∙ Payment for ammunition and air group losses: depends on the number of shells fired, torpedoes launched and aircrafts lost (for aircraft carriers);

∙ Payment for equipment and camouflage: depends on the player's preferences in ship equipment;

In 0.5.12 we removed the repair payment and replaced it by assigning a single, fixed Maintenance cost. This was done for each tier/class individually. It was based on its average survivability and prior-0.5.12 maintenance and repait cost We had two goals doing this:

 

1 Disconnect gameplay from repair price. When expenses do not depend on the damage received, the players are free to play more active, aggressive and exciting;

2. To make the economy of the highest tiers easier. As repair price increase with the tier of the ship, the changes will be more obvious at higher tiers. We have revised them so that expenses of the tier X ships will be reduced on 50 000 credits on average. The total income depends on efficiency of the player in battle, and amount of equipment paid.

 

 

You can find details on each ship below:

 

Ship Maintenance 0.5.11 Max. repair 0.5.11 Maintenance + Max. repair 0.5.11 Maintenance 0.5.12
Albany 0 3000 3000 2000
Amagi 20000 92000 112000 75000
Anshan 2800 26000 28800 21850
Aoba 2900 27000 29900 23000
Arizona 3000 36000 39000 21850
Arkansas Beta 0 7000 7000 5000
Ashigara 8000 50000 58000 42000
Atago 10500 59500 70000 52500
Atlanta 6500 39000 45500 35700
Avrora 0 4000 4000 3000
Baltimore 21000 130000 151000 120000
Bayern 3200 38000 41200 23000
Benson 13000 85000 98000 75000
Bismarck 20000 92000 112000 75000
Blue Dragon 8000 50000 58000 42000
Blyskawica 2900 27000 29900 21850
Bogatyr 0 4000 4000 3000
Bogue 5500 13000 18500 11500
Budyonniy 4000 30000 34000 23000
Campbeltown 0 3500 3500 3000
Chapaev 16500 85500 102000 75000
Chester 0 3000 3000 2000
Chikuma 0 3000 3000 2000
Clemson 0 6500 6500 5000
Cleveland 4000 30000 34000 23000
Colorado 8500 55000 63500 42000
Derzky 0 3600 3600 3000
Des Moines 35000 220000 255000 180000
Diana 0 3000 3000 2000
Diana Lima 0 3000 3000 2000
Dmitri Donskoy 21000 140000 161000 120000
Drezden 0 3000 3000 2000
Dunkerque 3000 36000 39000 21850
Emden 0 3000 3000 2000
Essex 70000 165000 235000 120000
Farragut 2900 27000 29900 23000
Fletcher 21000 130000 151000 120000
Flint 6500 39000 45500 35700
Friedrich der Grosse 25000 140000 165000 120000
Fubuki 13000 78000 91000 75000
Fujin 1300 13000 14300 11500
Furutaka 1300 13000 14300 11500
Fuso 3200 38000 41200 23000
Gearing 30000 190000 220000 180000
Gneisenau 8500 55000 63500 42000
Gnevny 1300 13000 14300 11500
Gremyaschiy 1300 13000 14300 11500
Grossdeutschland 46000 225000 271000 180000
Haguro 8000 50000 58000 42000
Hakuryu 100000 260000 360000 180000
Haruna 1500 16000 17500 11500
Hatsuharu 8000 43000 51000 42000
Hiei 1500 16000 17500 11500
Hindenburg 35000 220000 255000 180000
Hipper 15000 85000 100000 75000
Hiryu 23000 53000 76000 42000
Hosho 500 7000 7500 5000
Ibuki 21000 140000 161000 120000
Independence 13000 30000 43000 23000
Indianapolis 6500 39000 45500 35700
Iowa 25000 140000 165000 120000
Ishizuchi 0 7000 7000 5000
Isokaze 0 6500 6500 5000
Iwaki Alpha 0 6500 6500 5000
Izumo 25000 140000 165000 120000
Izyaslav 0 6500 6500 5000
Kagero 21000 130000 151000 120000
Kaiser 0 7000 7000 5000
Kamikaze 1300 13000 14300 11500
Kamikaze R 1300 13000 14300 11500
Karlsruhe 0 6500 6500 5000
Katori 0 3500 3500 3000
Kawachi 0 4500 4500 3000
Khabarovs 32000 200000 232000 180000
Kiev 8000 46000 54000 42000
Kirishima 1500 16000 17500 11500
Kirov 1300 13000 14300 11500
Koenig 1500 16000 17500 11500
Koenig Albert 0 4500 4500 3000
Kolberg 0 4000 4000 3000
Kongo 1500 16000 17500 11500
Kongou 1500 16000 17500 11500
Konigsberg 1300 13000 14300 11500
Krasniy Krym 1300 13000 14300 11500
Kuma 0 6500 6500 5000
Kutuzov 10500 59500 70000 52500
Langley 500 7000 7500 5000
Lexington 40000 100000 140000 75000
Lo Yang 10000 59000 69000 52500
Mahan 8000 45000 53000 42000
Marblehead 1300 13000 14300 11500
Marblehead Lima 1300 13000 14300 11500
Midway 100000 260000 360000 180000
Mikasa 0 3300 3300 2000
Minekadze 1300 13000 14300 11500
Mogami 16500 85500 102000 75000
Molotov 3800 28500 32300 21850
Montana 46000 225000 271000 180000
Moskva 35000 220000 255000 180000
Murmansk 1300 13000 14300 11500
Mutsuki 2900 27000 29900 23000
Myogi 0 7000 7000 5000
Myoko 8000 50000 58000 42000
Myoko ARP 8000 50000 58000 42000
Nachi 8000 50000 58000 42000
Nagato 8500 55000 63500 42000
Nassau 0 4500 4500 3000
New Mexico 3200 38000 41200 23000
New Orlean 15000 85000 100000 75000
New York 1500 16000 17500 11500
Nicholas 1300 13000 14300 11500
Nikolai I 0 7000 7000 5000
North Carolina 20000 92000 112000 75000
Novik 0 3000 3000 2000
Nurnberg 3200 28000 31200 23000
Ognevoy 3000 28000 31000 23000
Omaha 1300 13000 14300 11500
Pensacola 8000 45000 53000 42000
Phoenix 0 6500 6500 5000
Prinz Eugen 10500 59500 70000 52500
Ranger 23000 53000 76000 42000
Roon 21000 140000 161000 120000
Ryujo 13000 30000 43000 23000
Saipan 20500 44000 64500 35700
Sampson 0 2500 2500 2000
Scharnhorst 7000 47000 54000 35700
Schors 8000 50000 58000 42000
Shimakaze 30000 190000 220000 180000
Shokaku 40000 100000 140000 75000
Sims 6500 39000 45500 35700
Smith 0 2500 2500 2000
South Carolina 0 4500 4500 3000
St. Louis 0 4000 4000 3000
Stotozevoi 0 2750 2750 2000
Svetlana 0 6500 6500 5000
Tachibana 0 2500 2500 2000
Tachibana Lima 0 2500 2500 2000
Taiho 70000 165000 235000 120000
Tashkent 13000 80000 93000 75000
Tenryu 0 3500 3500 3000
Texas 1500 16000 17500 11500
Tirpiz 14000 64500 78500 52500
Udaloi 21000 130000 151000 120000
Umikaze 0 2500 2500 2000
Wakatake 0 3500 3500 3000
Warspite 3000 36000 39000 21850
Wickes 0 3500 3500 3000
Wyoming 0 7000 7000 5000
Yamato 46000 225000 271000 180000
Yellow Dragon 8000 50000 58000 42000
Yorck 8000 50000 58000 42000
Yubari 0 6500 6500 5000
Zao 35000 220000 255000 180000
Zuiho 5500 13000 18500 11500

 

Reward for battle (income)

 

As for reward for battle, there was also a conflict between team game and the sum, which the player received after the battle.

Before 0.5.12 version reward for the battle was calculated based on the following indicators:

∙ Number of enemy ships destroyed;

∙ Amount of relative damage (i.e., not absolute numbers of damage, but percent of target HP);

∙ Number of enemy aircrafts down;

∙ Actions with control points:

∙ Capture and contribution to capture;

∙ Defense;

∙ Blocking.

 

Of course, bringing damage and capturing points - are important elements around which a significant part of gameplay is built. However, there are other actions that are not less important to victory, but they are not rewarded economically. This situation was fixed in 0.5.12 version: we have added new indicators to reward that can be seen in battle statistics:

∙Amount of potential damage (damage received and blocked - maximum damage of all shells, bombs or torpedoes that hit the player's ship or were within 500- radius from her);

∙ Number of detected ships, aircrafts and torpedoes;

∙ Amount of damage brought to the targets detected by player.

 

 

Doing so, we are making the behavior advantages for the victory in battle also more economically beneficial.

Summary

 

In version 0.5.12, Game economy has undergone important changes, which become more pronounced with increasing level. This is what is important to remember:

  • The main expenditure item – maintenance and repair of the ship – is now fixed. Your expenses are much more predictable and do not depend on how much damage you received in battle. You can take risks, thinking only about the earnings and the reward for the risk, and not the “punishment” in the form of repair bills;
  • Therefore, your economic challenge in battle is to play as efficiently as possible, so that income exceeded expenses;
  • Economically effective game is ultimately a diverse game aiming to win; 
  • Consciously acting as a team during battle (e.g., as for a battleship – to do a certain amount of damage, together with the allies push past the flank, sacrificing part of  fighting capacity to capture the base) will bring better economic outcome;
  • Focusing on only one thing (e.g., as for a destroyer – capturing bases, but not doing any damage, or reconnaissance, and not drawing enemy fire to herself) will result in poorer economic outcome;

 

Frequently Asked Questions

 

Am I going to earn more or less?

  • It depends on your style. In the 0.5.12 economy, those who play actively and in a variety of ways will get bigger reward. We recommend trying new tactics on all types using the information from this article. If we are talking the higher tiers, then positive effect from these changes will be more pronounced there. For example, general test data show that on average, after battle balance of tier X ships increased by 50 000 credits.

 

So, is thoughtless death now encouraged? I always survive in battle, but am now economically equal to the “o-lo-lo rushers”?

  • No. Final profit after the battle depends on the difference between income and expenditure. Yes, for the maintenance all the players will pay a fixed amount, but at a different combat effectiveness they will receive different rewards. A player who mindlessly went ahead and lost a ship, not managing to do anything, will receive very little in comparison to those who sacrifice a ship (or better, a part of the combat capability of points) at the right time, bringing substantial benefits to the team. Let’s not forget that potential damage to your ship is now also rewarded. If you survive due to a skillful maneuver, or the intelligent application of armor, the award will be forthcoming.

 

And how the India Bravo Terrathree  signal will work now (-10% to the repair cost)?

  • Even better. Now, the stated 10% will be subtracted from the fixed cost of service. Thus, the effect would be completely stable and predictable.

 

I still go into negative with PA, why’s that?

  • If you get a consistently negative result with the PA, the reasons may be the following:
  • Low performance in battle (pay attention to your place on the team by experience);
  • Lack of active play (remember that your economic goal is to plat efficiently, breaking even or turning profit on your maintenance, considering all useful actions);
  • Large number of additional costs (consumables and camouflage bought for credits may significantly affect profitability; they do improve your ship’s characteristics, but they need to be compensated for by a particularly efficient game; try to prioritize them);

 

I premium account still needed at the higher tiers?

  • Yes, for a comfortable game in terms of profitability at high tiers premium account is recommended. Only highly skilled players can consistently “stay in positive” while playing high tiers without a PA;

 

What about aircraft carriers, they almost always survive?

  • This feature (and other individual characteristics of ships and types) was taken into account in the calculation of maintenance and in the proportions of a reward for the battle.

 

Why not just make a discount for repairs?

  • Because, while producing a similar effect in terms of profitability, a discount doesn’t solve the gameplay problem at higher tiers – the fear of losing the combat capability points.

 

How much exactly will I get for tanking, for spotting, for other things? 

  • Reward for the battle is made up of a number of factors and partly depends on the actions of the team in general. After some time, we plan to write something like “economy guide” outlining the basic principles of calculation of awards.

 

I think my ship maintenance was calculated incorrectly, why such a large sum?

  • Award for each ship was calculated individually based on her server statistics for the two most recent versions. We paid close attention to ensure that nobody’s average profitability dropped, and higher tiers got a nice cost reduction. However, the final profit depends on the player’s actions and the situation in each particular battle, i.e. not the most predictable and static factors. It is possible that some values will have to be adjusted, and we will watch the renewed economy closely. Our goal is to make the economy easier, not harder.

 

Are there going to be any other improvements to the economy?

  • We are working on a number of changes that will allow players to get additional income as well as save more. Work in this direction will be continued. Stay tuned!

 

 

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I now have to pay that much even if i don't get damaged? The fixed repair cost is not that much of an improvement. If they're telling me that i should tank damage because i have fixed repair cost. My answer would be "NO".

 

I would only tank damage when the damage i receive would earn me credits.

Edited by Loshirai14

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I would only tank damage when the damage i receive would earn me credits.

 

See highlighted part.

 

Of course, bringing damage and capturing points - are important elements around which a significant part of gameplay is built. However, there are other actions that are not less important to victory, but they are not rewarded economically. This situation was fixed in 0.5.12 version: we have added new indicators to reward that can be seen in battle statistics:

∙Amount of potential damage (damage received and blocked - maximum damage of all shells, bombs or torpedoes that hit the player's ship or were within 500- radius from her);

∙ Number of detected ships, aircrafts and torpedoes;

∙ Amount of damage brought to the targets detected by player.

 

So yeah, now you do get rewarded for it. Want to earn credits? Go forth and tank.

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I now have to pay that much even if i don't get damaged? The fixed repair cost is not that much of an improvement. If they're telling me that i should tank damage because i have fixed repair cost. My answer would be "NO".

 

I would only tank damage when the damage i receive would earn me credits.

 

You do get credits for tanking damage, or having shells/bombs fall near your ship. This is already tracked in the stats currently under Potential Damage.

 

Might want to read carefully before commenting.

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Beta Tester
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See highlighted part.

 

 

So yeah, now you do get rewarded for it. Want to earn credits? Go forth and tank.

 

wow so dd can now tank too. i really like to take the attention of enemy ship when i'm playing gunboat.  i love to get on the opponent battleship nerves to make them focus me instead our allied ca. :trollface:

 

this one will gonna be good.

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You do get credits for tanking damage, or having shells/bombs fall near your ship. This is already tracked in the stats currently under Potential Damage.

 

Might want to read carefully before commenting.

 

I still will not tank :trollface: 

 

HIDDEN NERFS/BUFFS:

IJN BBs will now earn less

USN & German BBs will now earn more

Edited by Loshirai14

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This is going to piss off high tier BB players that uses Range Mod & Spotter plane which is always a welcome thing to have :D

 

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Both my thumbs are up!

This should have an overall effect, more and more players will find that they’re able to sustained T10 matches (like me), less seal clubbing and more evenly matched games, even good for T8 too. But I think it’s going to take time to change those "in-trenched long-range mind-sets" of the current meta.

Edited by Yul_Brynner

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Super Tester
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See highlighted part.

 

 

So yeah, now you do get rewarded for it. Want to earn credits? Go forth and tank.

500m I suppose? What unit?

 

does tanking include DD?

Edited by karrablaster123

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Anything that encourages aggressive play than passive play is always good,  definately a better solution than nerfing bow armor of top tier BBs.

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Senior Moderator
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I hope your my opponent when you try tanking in your DD

 

Tanking here is a misnomer. Just as long as you can get enemies to shoot at you, if they miss you still get rewarded for it.

 

So a DD lighting itself up and drawing fire (but not getting hit) will help the team as well be rewarded for it.

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Like yansuki mentioned earlier, my Tashkent already tanks for the team by drawing lots of attention and (hopefully) dodging the incoming enemy fire. Now she'll get rewarded for such recklessidiotic noble actions!

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So lets see if I get this correctly. While I do my WASD dance in my Phoenix while dueling a BB, I will now get extra credits for shells that just missed me?

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Good luck trying that in T10

 

He's talking about RU DDs and T10 Khabarovsk is specifically good at doing this :D

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So lets see if I get this correctly. While I do my WASD dance in my Phoenix while dueling a BB, I will now get extra credits for shells that just missed me?

 

Correct.

 

Of course, any shells that do hit you gets counted as well :trollface:

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