Release Notes 0.5.12 Improved In-game Economics Team Play In order to make the calculation of XP and Credits earned in battle fairer, the following factors are now taken into account: Enemy ships and squadrons spotted. Damage caused by allies to enemies spotted by you. Potential damage dealt/received.
The overall logic behind granting Credits and XP per battle was reworked to include the above changes. Consequently, if a player carries out useful actions (causing damage, fighting for control of key areas, supporting allies etc.), their average rewards will not change compared to Update 0.5.11. However, players whose behaviour is mostly "one-dimensional" (for example, battleship players that stay away from the heat of battle and try to only cause damage to the enemy rather than lead the attack, or destroyer players that focus on capturing key areas but do not perform any reconnaissance) will be less generously rewarded.
The changes above have been designed based on the analysis of data received throughout updates 0.5.9 and 0.5.10 and should have a positive impact on the in-game economy, making the rewards fairer, especially for players who are supporting their team a lot.
We have also 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, that players were overly cautious, which negatively affected the 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 have 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. We have also 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 certain ways in order to balance the books.
Aircraft Carriers The economy model for aircraft carriers was extensively reworked: Fixed the error where some lost aircraft were not taken into account when calculating the cost of lost aircraft. The cost of ship repairs for aircraft carriers was decreased for all Tiers (the higher the Tier, the greater the decrease). The reward structure was modified in favour of destroying enemy aircraft. Now, the rewards for causing damage to enemy ships and air superiority combat will be better balanced in terms of the in-game economy. Passive Behaviour in Battles In previous versions of the game, players who left the battle before their ships were destroyed received a penalty in the form of no reward after the battle ended. From now on, to prevent passive behaviour in-game, the same penalty will be applied to players who are inactive after they have joined the battle.
The following passive behaviour criteria is used:
The player did not cause any damage and never launched any air squadrons (for aircraft carriers). The ship never moved and the player did not cause any damage (for other ship types). Game Balance and Changes to Ships The firing range of Soviet Destroyer Khabarovsk has been decreased by 1,800 m (from 13,040 m to 11,240 m). The reload time of the 130 mm/55 B-2-U guns mounted on Soviet Destroyers Khabarovsk and Udaloi have been increased by 0.38 seconds (from 4.62 s to 5 s).
The battle performance of these ships and their average damage was excessively high when compared to their counterparts. The applied changes should make them more balanced.
Regular Tier VIII-X cruisers and destroyers are now able to set Steering Gears Modification 3 in their sixth slot (-40% to rudder shift time, and -80% to the steering gear's repair time).
This change is aimed at increasing the survivability of high Tier cruisers and destroyers, and is intended to motivate players to act more aggressively in battle. Also, the effect of this upgrade will be combined with the effect of Steering Gears Modification 2 (-20% to rudder shift time).
The armoured deck thickness of Montana has been adjusted. Now, its armoured deck will be 38 mm thick (previously 28 mm).
This change will slightly increase the ship's survivability and make its in-game model closer to the data on its design.
The firing range of Orlan’s main guns has been increased by 800 m (from 7,990 m to 8,790 m).
This change will adjust its battle performance against its counterparts.
The thickness of the armoured deck slopes in the vicinity of the magazines located on the bow of Nagato's hulls (B) and (C) was corrected (from 76 mm to 289 mm) in accordance with its historical armour layout. Two 20 mm Flakvierling 30 AA mounts were added to Gneisenau (A). As a result of this addition, the average AA damage within its 2 km AA engagement area radius has increased by 12 points (from 89 to 101 points). The thickness of the upper part of the transverse armour protection of the citadel of Arizona was corrected (from 203 mm to 330 mm) in accordance with its historical armour layout.
The threshold values of the lowered dispersion distance for some German battleships was corrected - i.e. how much the main battery shells disperse is decreased starting from this distance. Consequently, the dispersion of main battery shells at close range can be decreased by adjusting the lowered dispersion distance value. In other words, the higher the value, the better. The actual values of lowered dispersion distance depend on the ship's Tier, and in the case of German battleships we adjusted these values to make them equal to the values used for other battleships:
Nassau: from 4 km to 3 km Kaiser: from 4 km to 3.5 km Friedrich der Große: from 4 km to 5 km Großer Kurfürst: from 4 km to 5 km The following ships have been added to the game client for testing: Japanese destroyers The Tier VI Commonwealth Premium cruiser Perth