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0.5.12 Economics: Before and After

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WG Staff
461 posts
525 battles


Commanders!



Fire and brimstone raining from the skies! Cats and dogs living together! Mass hysteria! 



…Absolutely none of those things happened after the new changes to the economy in Update 0.5.12. We watched how things changed after the release, ran the numbers, and decided to share our findings with our players.



Recap



Recently, we revealed the changes we were making to the in-game economy with Update 0.5.12 and explained the goals behind those changes. You can read that article, or just stick with this recap.



The update…




  • Replaced the damage-based calculation of ship maintenance costs with a flat servicing cost for each ship.
  • Tweaked the costs of some ammunition and air groups.

  • Added new performance variables to the end-of-battle earnings.

  • Fixed an error that ignored some penalties to carriers for losing aircraft.

  • Introduced a penalty for AFK players.


We made these changes to encourage more exciting and cooperative play, and make the economy more stable for higher-tier players. 



The Study



With this update, we wanted to be sure that our economic changes had the intended effect.



Methodology



We kept an eye on server stats before the launch of Update 0.5.12 (September 22 - September 27) and after the launch (September 29 - October 5). We recorded several kinds of data:




  • Credit
  • Spending on maintenance

  • Spending on ammunition

  • Net profit


We averaged these variables for each ship during the two study periods and compared them. In this comparison, we made sure to exclude the influence of the following external variables: 




  • Premium account modifiers
  • Economic effects from signal flags

  • Economic effects from camouflage

  • Modifiers from missions, challenges, etc. 

  • Spending on camouflage

  • Spending on improved consumables


 



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525 battles


The Results






The percentages represent gains between the pre- and post-0.5.12 launch periods (thus a negative percentage would indicate a decline).














































































































































































































































Tier Ship Change in Credit Payout Change in Mainenance Spending Change in Ammunition Spending Change in Net Profit
6 Budyonny 25% -31% -5% 32%
5 Gnevny 5% -14% -1% 8%
5 Gremyashy 8% -3% -3% 8%
9 Dm. Donskoi 6% -4% -3% 10%
7 Kiev 5% -17% -1% 14%
5 Kirov 28% -14% -3% 30%
5 Krasny Krym 17% -10% -6% 19%
8 Kutuzov 11% -11% -1% 14%
6 Molotov 15% -30% -5% 20%
10 Moskva 8% -7% 0% 16%
5 Murmansk 19% -11% -3% 20%
6 Ognevoi 8% -23% -2% 14%
8 Tashkent 8% -13% 1% 19%
9 Udaloi 5% -9% -1% 13%
10 Khabarovsk -8% -6% -5% 0%
8 Chapaev 15% -17% -3% 27%
7 Shchors 15% -22% -6% 25%
8 Admiral Hipper 11% -16% -1% 24%
8 Amagi 17% -15% -2% 28%
6 Anshan 13% -11% -4% 15%
6 Aoba 21% -15% -1% 25%
6 Arizona 6% -31% -3% 11%
8 Atago 13% -9% -1% 16%
7 Atlanta 9% -14% -1% 13%
9 Baltimore 9% -2% 1% 12%
6 Bayern 0% -36% -3% 10%
8 Benson 10% -5% -1% 14%
           



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8 Bismarck -2% -21% -1% 13%
7 Blyskawica 2% -16% -2% 5%
5 Bogue -11% -16% -67% -5%
6 Cleveland 22% -32% 32% 28%
7 Colorado 13% -18% -2% 21%
10 Des Moines -6% -14% 1% 11%
6 Dunkerque 2% -46% -3% 10%
9 Essex -4% -8% -87% 23%
6 Farragut 2% -17% 0% 6%
9 Fletcher 2% -7% -100% 17%
7 Flint -1% 0% -4% -1%
9 Friedrich der Grosse 5% -10% -1% 15%
8 Fubuki 7% -3% -25% 13%
5 Fujin 9% -4% -1% 10%
5 Furutaka 13% -13% 0% 15%
6 Fuso 16% -35% -1% 24%
10 Gearing -6% -4% -123% 12%
7 Gneisenau 1% -21% -3% 10%
10 Grosser Kurfurst 1% -18% -3% 24%
10 Hakuryu -19% 0% -115% 14%
7 Hatsuharu 5% -6% -2% 8%
10 Hindenburg 9% -13% -1% 23%
7 Hiryu 1% -9% -66% 15%
9 Ibuki 8% -5% -19% 14%
6 Independence 3% -17% -7% 8%
7 Indianapolis 11% -13% -3% 15%
9 Iowa 8% -9% -5% 18%
9 Izumo 9% -10% -2% 19%
9 Kagero 8% -4% -113% 22%
5 Kamikaze 9% -3% 3% 9%
5 Kamikaze R 11% -3% -2% 11%
5 Koenig 0% -15% -2% 3%
5 Kongo 11% -17% -2% 14%
5 Konigsberg 18% -12% -1% 20%
8 Lexington -4% -9% -131% 25%
8 Lo Yang 5% -14% -2% 10%
7 Mahan +% -14% -1% 7%
5 Marblehead 20% -14% -3% 21%
10 Midway 1% -6% -87% 34%
5 Minekaze 10% -9% -1% 11%
8 Mogami 16% -19% 0% 31%
10 Montana 1% -19% -5% 24%
6 Mutsuki 0% -12% -3% 4%
7 Myoko 15% -20% -1% 25%
7 Nagato 17% -18% -2% 25%
6 New Mexico 13% -38% -1% 23%
8 New Orleans 12% -17% -2% 27%
5 New York 8% -20% -1% 11%
5 Nicholas 1% -16% -1% 3%
8 North Carolina 8% -17% -70% 30%
6 Nurnberg 19% -22% -2% 25%
5 Omaha 23% -163% -1% 34%
7 Pensacola 7% -12% -1% 13%
8 Prinz Eugen 16% -16% -1% 21%
7 Ranger 5% -22% -91% 27%
9 Roon 6% -5% -1% 12%
6 Ryujo -7% -14% -58% 3%
7 Saipan -13% -4% -44% -7%
7 Scharnhorst 9% -22% -2% 14%
           



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10 Shimakaze 3% 0% -172% 25%
8 Shokaku -4% 0% -108% 15%
7 Sims 5% -10% -2% 8%
9 Taiho -14% 1% -82% 3%
5 Texas 8% -15% -2% 9%
8 Tirpitz 7% -23% -2% 15%
6 Warspite 9% -40% -2% 16%
10 Yamato 10% -18% -2% 31%
7 Yorck 6% -21% -1% 17%
10 Zao 9% -2% -20% 14%
5 Zuiho -15% -8% -60% -9%

Overall, we saw an increase in net profitability for most ships!  We're pleased to see our tweaks contribute to positive change in the game's economy. 

However, we saw a few quirks during the study: 

  • We adjusted Khabarovsk's stats in Update 0.5.12 to make her effectiveness more in line with other Tier X destroyers. This adjustment occured at the same time as the reduced maintenence costs, resulting in no change in net profitability. We'll continue to track Khabarovsk's profitability. If we see it lower below other Tier X destroyers, we'll adjust the payout rate in Update 0.5.14 to keep her profitability in line with other Tier X destroyers.

  • Saipan saw a decrease in net profitability and was given a boost in payout rate in Update 0.5.12.1.
  • An error resulted in Omaha getting a 163% reduction in maintenance costs. We fixed it in Update 0.5.12.1. 
  • Cleveland saw a 32% increase in ammunition costs because her ammunition was incorrectly calculated before Update 0.5.12. That's why it was considerably adjusted. Fortunately, she saw an increase in net profitability despite this change.
  • Aircraft carriers mostly benefitted thanks to savings on aircraft and maintenance, with the notable exception of tier V. We rebalnced the profitability of torpedo bomber/bomber and fighter plane sets to make them comparable, which created a little bit of confusion at lower Tiers.

Other Observations

Other things we noticed that weren't directly related to the above study: 

Co-op Battles

Players tend to survive Co-op Battles. As a result, the economic changes either saw no improvement or a drop in co-op earnings. As a temporary fix, we're giving back 50% of maintenance costs at the end of each Co-op battle on the NA, RU, EU, and Asia servers. In later updates, this refund will be around 50% discount on repair costs reflected on the post-battle screen. 

Special Cases

While the economy improved, two special cases should be addressed: 

  • Self-preservation strategies are penalised. With Update 0.5.12, it has become less profitable for players to focus on staying alive rather than helping teammates or fighting opponents. This effect is what we wanted, although some players may need to adjust their play style. 

  • Effective players who don't take damage are penalised. A small number of players found themselves contributing significantly to victory while receiving minimal damage. Since repair costs have flattened out, this penalises them. We're looking into ways to mitigate this perceived penalty. Of course, players are more than welcome to make a suggestion in the comments.


Earnings Structure

Before Update 0.5.12 came out, many players asked how the new earning system was structured. How much are you earning with each feat you accomplish? We'll be comparing these new accomplishments to the amount you'd get for single-handedly destroying an enemy ship of the same Tier. Here's a general idea how your accomplishments contribute to your end-of-battle haul:

  • Sinking a ship = 1/5 of 100% damaging and sinking a ship.

  • Destruction of 30 aircraft = 1 solo ship destruction

Domination and Standard Battles

  • 1 solo fully captured base = 1/3 solo ship destruction

  • Fully defending the base = 1/3 of fully capturing it solo
  • Blocking a point from enemy capture for the time it would take to capture a point = 1/7 of a solo point capture

Epicenter

  • Capture and protection = 1/3 of Domination and Standard Battle values

  • Blockage = 1/10 of Domination and Standard Battle values

Detecting Ships (A detected ship counts towards your score if it isn't detected in the battle before, or went undetected by your team for at least two minutes)

  • Completely detected team (12 ships) = 1/10 solo ship destruction

  • Damage dealt to a ship detected by player (spotting damage) - set so that it is approx 2% of profits.
  • Tanking (potential damage) - set so that it is approx 15% of profits

We are still watching these rewards -- particularly the damage credit for detecting ships -- to see how it affects gameplay and player behavior. Depending on the findings, we plan to add extra reward for damage on player spotting in 0.5.15.


Type-specific characteristics

The proportions for each activity mentioned above were set individually for each ship type, and when necessary, even for individual ships. The calculations were based on server statistics collected from several versions that took new activities into consideration.

For example, aircraft carriers predictably do not "tank" and do not capture bases, so these activities were not given significant weightage in the calculation of rewards. If it so happens that an aircraft carrier captures a base or "tanks" significant damage, player will get this as a bonus in addition to normal earnings.

On the other hand, there’s the Pensacola in the American cruiser branch. We do not expect her to endure similar amounts of damage as compared to other Tier VII cruisers because of characteristics specific to her. As such, she earns more reward for other actions, and if she "tanks" successfully, she gets an additional reward as well.


Wrap-Up

We're constantly working to make World of Warships a better game for everyone. Overall, the economic changes in Update 0.5.12 have provided a great boost to the player economy. As for the issues that did arise, we're on top of them. We're already making some modifications to address immediate problems while monitoring the potential for change in others. You're our first priority and you help make this game great! Thanks for reading and stay tuned for even better changes further out.

Action Stations!

 

 

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