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Found 45 results

  1. So a question: The extended tech tree shows a price for the Kutz, is it actually for sale or is that just an old placeholder? Has anyone tried buying such a ship? I already have the other retired tech tree available ships so I cant afford to 'test' it but I am curious.
  2. So I have a cross economy question: If I purchase premium time in game in WoT's using gold in that client will that premium time activate account wide? I ask because I have a passing interest in buying the Fury: https://worldoftanks.com/en/news/premium-shop/advent-calendar-1217-day-04/ but it only comes in a package and I believe that's too low of an amount to send to WoWs. As such, the obvious thing to do is to buy premium time if it transfers to WoWs. Is this the case?
  3. Supremacy Season 5 comes to a close

    Just want to say thanks to the organizers of Supremacy League, the donors, the refs, streamers, and of course the players and their teams. Another solid season, and exciting times watching teams joust for position. I think in many ways Supremacy League captures all of those critical parts that clan wars misses, and you really get a nice change during the week. As always learned a lot, found respect for a lot of clans, and made some friends along the way. Looking forward to what next season has in store.
  4. Greetings: Over the last 30 some days, have tried 2 times to use a WOWS Prepay card to buy more gold doubloons. For some reason, the web site no longer accepts those cards. I followed the FAQ but that did not help. I was able to get the first card credited after I issued a trouble ticket and posted to the forum. I am repeating this for the second pre pay card that I have. Something in the web site has changed and the pre-pay cards do not work and should not be used. Purchases should be done by credit card, PayPal, or some other means. WG will credit my account in a day or 2 but they do need to see what the bug is with the pre-pay card issue. They have millions of those in circulation and they are useless at this time. Astrosaint
  5. need help ~i didnt get gold

    Dear shotyouoneface! Thank you for your purchase in the Wargaming.net Premium Shop. The items you purchased have been transferred to the account shotyouoneface and are available in the game. Purchase information: • Bundle you purchased: 12,000 Doubloons • Bundle cost: 51.69 USD • Order number: b6942028642e11e786ffd89d67143478 • Transaction ID: 579605309N642392D • Payment method: PayPal e-wallet • Date and time of purchase: 2017-07-08 22:43:03 UTC
  6. Purchased dabloons are MIA

    So I bought 2X 500 dabloon packages with paypal credit. It's been about an hour since my first purchase and about 10 minutes since my second attempt. Neither have shown up in my game. I used my paypal credit and have made plenty of successful purchases with it in the past. Did something happen server side that I don't know about?
  7. The America's Birthday Package can either be a chance to get a lot of USN ships you don't have (or get one or two you're missing), or a 50% off sale on gold, since if you have the ship you get gold value. Using the values in the Wiki (and extrapolating for the Smith, Albany and Sims from same tier & class ships) you should get about 77550 gold value in Doubloons or ships, for $199.99. This works out to c. 388 gold per dollar, the $100 package is 250 gold per dollar. For you 'whales', get your Enterprise through this package and get lots of discounted gold, and keep the server hamsters fed. For the welfare warriors who keep the population up, next time a wallet warrior complains 'if I spend so much I should get something special', point out that this special and the Armada special were 50% discount sales on Doubloons.
  8. I understand that this must be tightly controlled because it's all about the actual revenue that keeps the game going. I am not suggesting players get full value back - no, instead, please consider the following: 1. Trade in through the WG Premium shop for some fraction of their value, redeemable towards another Premium ship (like trading in a car) - more dubs spent, you still come out ahead. 2. Auction - Allow players to bid dubs through WG for someone else's premie - all upside: you get paid twice for the same ship, in dubs. 3. Refund is escrow - some portion of the doubloons go into a "ship account" - the player has them...but, only to spend towards a new premie - again, only upside here. The point here is simple and two fold: you make more money because it encourages spending and experimentation by lowering marginal costs, players win because buying a premium they don't like doesn't sting quite as badly (which may encourage premium buying). Obviously, other things could be made available for dubs as well, to sweeten things up and keep the cash flowing. If you really wanted to blow me away, you could offer a means to convert Captains and Experience between Nations/Tech Trees for dubs (maybe in accordance with the above).
  9. The Missouri 'Mighty Mo' Cost

    Greetings The intention here is not to make one decide to spend any money. On the contrary, many want to booster the speed of getting XP. To that, I read many hints to do that ( combine flags, premium and gold ). In that sense, one can discover that using the wrong combination it will require so many games and also could lead to spend more money than one has purchased the conversion only with gold ! ( 750000 xp - 30000gold - $ 120,00, although this is an approximation, because to achieve that conversion rate one should buy two creates of 25000 gold ). I managed to build an electronic sheet to calculate the real cost ( money and battles ) needed to get USS Missouri. In that table I used to compare different scenarios in order to simulate the best ( time ) and the cheaper way to get the ship. As you know the tarnanstrich camo give 100% more free Xp to the Tirpitz. If you have the Ashan camo it happens there as well. I did put the Tirpitz scenario in the table. The table can be used to any free XP planning, just change the FREE XP meta, battles day ( to optimize the number of battles needed for a premium day in that example ), and base XP. I heard that the HMS Hood will be FreeXP costed too. To those who don´t want to spend any extra money, just adjust the figures to zero, ( gold and cost ). There are some scenarios that do not use flags ( papa papa ,ESCL and packs ) and premium time. So you can figure out how many battles you will need to get there. One can say that I could use just few tables with adjustable parameters ( CamoBonus, PremiumBonus, Flag bonus and so one ). The intention is to compare situations. Stick to the 2 initial sheets. The rest is the draft. Feel free to correct, improve and redistribute. Best Regards Mo Simulator.xls
  10. So here something i noticed, for us, Canadian player, buying 3000 gold is 19.76$, but when you go and buy any amount of money, for the same amount of gold. surprise, 19.88$. I wouldn't be surprise if Wargaming did the same trick for other currency including US dollar. So , WoWs community, pitchfork, tar and feather ?
  11. Here is my proposal to what to do with what can only be described as excessive amounts of Elite Ship XP many players have accrued and how it will benefit everyone, including and especially Wargamming's bottom line. Introduction For simplicity sake, and to avoid questions, Elite XP, as opposed to Elite Commander XP is the XP earned by a tree ships and Premium Ships after which all upgrades and, in the case of tree ships, subsequent ships are unlocked. This XP can be converted, at the Standard Rate of 25:1 and the 'deal' rate of 35:1, of Elite Ship XP : doubloons. While this can represent a great source for Free XP, which is earned at, in individual games with no modifiers, at a rate of 5% of the final, not base, XP of a match, it also has a few sever limitations that overall should be addressed for both game economy, quality of life, and quite frankly, profits for Wargamming. The Situation As I see it, there is a huge problem with the way Elite Ship XP is handled. As it stands, the cost, in $USD$, per 1 Free XP converted at the standard rate of 25:1 (Elite Ship XP to Doubloon), $0.0002376 USD. You get this value from each individual doubloon being worth approximately $0.00594, as found from the "Any Amount of Doubloons" Purchase option seen below: https://na.wargaming.net/shop/wows/gold/1543/ Established Relationships: 1 Doubloon $0.00594 1 Free XP $0.0002376 1 Free XP (standard Rate) 0.04 Doubloons 25 Free XP 25 Elite Ship XP And while yes, you can get doubloons cheaper, from packages, from deals where bonus doubloons are offered, and in game opportunities, this servers as a good baseline. Baring the USS Missouri, which we'll come back to, the single most expensive Ships that can be purchased in game with free XP are Tier 10 Battleships, lets take the G.K. at a research cost of 255,000 XP. If one were to convert that amount of XP, from a FDG that had all hulls researched, it would cost $60.59 USD. The Missouri, at 750,000 Free XP (and the only way it can be purchased), costs $178.20 (again, this is at the 25:1 rate and assuming the base cost of $0.00594 per doubloon) The single most expensive thing to do in game, from a free XP sense, is to take a captain from 0 to 19 points, which takes 1,708,000 Free XP (assuming 0 Elite Captain XP is present) for a cost of $405.82 (so for those that have 3 lvl 19 Captains, you have the equal worth of $1200.00 worth of commanders). Lets put all these in a table to reference later: Item Free XP Amount Cost in USD T9 to T10 Tree Battleship 255,000 $60.59 USS Missouri 750,000 $178.20 19 Point Captain 1,708,000 $405.82 So what does this mean? That the most expensive in game items are actually pretty expensive to purchase flat out with Converted Free XP. The "cheapest" of them is the cost of a full, new Release game, the Missouri is more expensive than almost any premium bundle in game, and a 19 Point Commander, at approximately $400.00 USD, is the single most expensive thing in game, beating the Armada Bundle, which sold this year at Thanksgiving for $396.99 as seen below: https://worldofwarships.com/en/news/common/worldofgravyboats/ That's a lot of money for digital purchases, but I would say that isn't the problem with the current Elite Ship XP system. The problem is the vast, vast majority of Elite Ship XP languishes worthlessly. The Problems In looking and comparing my gameplay stats, insofar as matches played and average XP (only pertinent stats in this case) I find myself to be about average. That said, I hide my stats, many hide their stats, and thus it likely throws off the estimated amount, however, dealing with the known amount of of average games played: 2,500 approximately compared to my own: 5,839. So I have approximately double the games than the average. Average XP per match is 1,263 XP, mine is 1,230 XP, almost spot on the average. Thus with approximately double the games, but same average average XP per match, I can assume my Elite Ship XP total is approximately double that of what the 'average' player has. Obvious issues (for fairness and to get them out of the way early) is that many stats are hidden that may throw off the values in either direction, people may not play an elited ship or premium boat and thus have a different amount of Elite Ship XP than I, and that it is far more likely few 'average' players exist, but rather the distribution being on each end of the spectrum, but for simplicity sake lets take this as is). I have, at time of writing 5,436,210 Elite Ship XP, distributed over a large number of ships with the highest being ~1.2 million on the North Carolina, and the lowest being 21 on the Wyoming. If I were to convert this Elite Ship XP, in it's entirety, it would cost me $1291.64 USD. Now assuming I have double the amount of the 'average,' that means it would cost the average player $645.82 to convert their total Elite Ship XP (2,718,105 Elite Ship XP). That is, unquestionably, a lot of money for what the item is. Yes people value their money differently, but this is objectively a great deal of money for items in a video game, well above what is considered "Whale" territoriality of an individual players spending on a freemium game's in game currency (different sources list different values but an approximate average is about $500.00 for whales, the abnormally above average spenders in games). Now I assume it is far more likely that Wargamming will release total in game performance stats before they released sales data, but despite this I am very curious what the average amount of money spent by players on doubloons used expressly for conversion of Free XP. I assume, so take it for what that's worth, it is a reverse relationship to play time: with less play time a player has spent more on convertible XP than when the same player has played closer to and above the server average, based on the idea you save up more free earned Free XP and also have less sources to pour it into as more ships are unlocked and Elited. I did exactly that. Free XPing early in my in game career to go past ships I didn't like, and now I just play through or at worse use Free XP to research myself out of stock components. I think that is normal by most players. So what is the average value? No way to know obviously but lets give Wargamming the benefit of the doubt and assume high, as, in a manner of speaking, serves in their favor for what I will propose later. Lets assume, on average, players will spend over the course of the game, $150.00 USD on doubloons expressly for converting Elite Ship XP to Free XP. This is probably higher than most but it gives some breathing room on the estimate. That translates into 631,313 Free XP for $150 worth of Doubloons. That represents, for me, 11.6% of total Elite Ship XP, and, obviously, 23.2% of the Average player's Elite Ship XP. That means they have about 2,100,000 left over (4,804,897 for me). Again, this assumes you spent $150 in game expressly for Doubloon conversion of Elite to Free XP. It doesn't include money spent on Premium time, Premium Ships, Flags, or other consumables. Again I feel this is probably on the very high end of estimates, but we'll work with it. Now as established, both myself and the average player, to say nothing of those above average and above me (for which there are a great deal of both), have, as of this moment, at least 3 times *more* the amount of Elite Ship XP than they would ever be reasonably expected to use, making it, as it stands, 100% useless right? Well what about new lines? Well as established by the line splits in WoT's, and the line Split for the IJN DD's, and the leaked rules for the VMF DD's line split, WGing consistently compensates you for researched ships. That is to say, if I have a ship elited, I automatically get the new or moved ships in the tree researched. Meaning that elite ship XP isn't useful in this regard (i.e., saving 255,000 Elite Ship XP on a T9 to unlock a T10 ship as soon as a patch drops is unnecessary, as by the virtue of the T9 being elited you will automatically have the new T10 researched). So Elite Ship XP doesn't serve a purpose here. What about for new modules added at a later date? Like line splits the total value of modules have consistently been tooled in a way where additional Ship XP is unnecessary. So Elite Ship XP is worthless here? So what is it good for? Absolutely nothing. Proposal Again, working from the assumption that on average players have 2.1 Million additional Elite Ship XP left over from what they would ever be reasonably expected to use for conversion, what can this over-abundance be utilized for? I propose that it be convertible, at the rate of 1:1, directly to Non-Elited (that is to say, sub level 19) Commander XP free of charge. How does this help everyone, Wargamming including? Starting for the players, it helps by first and foremost giving a use to this established worthless Elite Ship XP. As it stands you have 2.1 Million XP languishing around with no purpose, and likely no purpose ever. At a 1:1 conversion that translates into 2.1 Million Commander XP across your various ships. But is this practical? Is this unfair? Well if that was simply it then yes, but some restrictions must apply: 1. It can only be used up to and including gaining the 19th Point. Why? Because you should have to pay actual money to convert Elite Ship XP into Elite Commander XP. Elite Commander XP is more or less Free XP for Commanders and is intrinsically valuable for both training and retraining and in a manner of speaking has a 1:1 ratio of Free XP value as Free XP can be utilized to train or retrain Commanders. Thus I do not purpose allowing Elite Ship XP to be directly convertible to Elite Commander XP as the straight to Free XP option is essentially that already and avoids players mistakenly "doubling" costs by first converting Elite Ship XP to Elite Commander XP, and then directly to Free XP. Thus restricting Elite Ship XP to only training for up to and including the 19th Point, it prevents a player from "cheating" the system and utilizing a ship with an abnormally high amount of Elite Ship XP from training every Captain in their fleet which brings me to: 2. It cannot be used to toward commander Retraining. Why? Well for example I mentioned I have 1.2 million ship XP on my North Carolina alone. That's more than enough to bring a 18 Point Commander up to 19 Points (300,000 Commander XP). But lets say I want to do that. Well the retraining costs, assuming I use the 200,000 silver 50% partial training, amount to an additional 87,500 XP. But that's a drop in the bucket at that point. In fact, with 1.2 Million Elite Ship XP, I can take, with retraining, 3 full 18 point commanders directly to 19 with still some Elite Ship XP left over. And in theory, do this near instantly. In order to avoid a rapid fire increase in 19 Point Commanders, not allowing Elite Ship XP to be utilized for Retraining, in any value, means no mater what to utilzie the Elite Ship XP for a commander you need to play out the retraining costs, in game, at least twice; once on the ship with the Elite Ship XP, and once to bring it back to the ship you want it on, or pay the doubloon value to instantly retrain a commander (which we will return to later in a bit). This would go in a far ways to reduce jumping a commander from ship-to-ship just in order to quickly level it up, somewhat encouraging a single, permanent commander to remain on that ship. Obviously, Premium boats have an advantage here and I will return to this in a bit. 3. 1:1 Conversion Ratio Why? Because, again, it's non-transferable to other ship's Captains, it's not usable for retraining, and the reality is Captain Skill's costs are actually pretty high. 300,000 to go from 18 to 19 is a lot of Commander XP. Let's say you average, on non-premium time, about 5000 Commander XP on a ship, with flags and camo. That translates into 60 games. Lets say on average those games last 15 Minutes. That's 15 Hours worth of gaming just to go 1 level. That's a decent chunk of time. So how does this justify a 1:1 Conversion ratio? Because you actually earn ship XP at, typically, a lower rate than Captain XP, especially on an Elite Boat where the likelihood of attaching XP flags or Camo is of little worth. That makes the Elite Ship XP of lesser value overall. Additionally, even on the high end of individual ship XP, you could likely only bring 1, maybe 1.5 Captains from 0-19 Points (I am 100% certain this isn't the case for everyone but, again, looking at the average number of people, not the extremes), and that assumes MOST of your Elite Ship XP is on a single ship, not spreed out among many, which is far more likely the case. Even assuming 250,000 on average per ship, which is substantially higher than what it is likely to be, this still translates into at best 1 level at the high end, or a few at the low end. I did the math on my own Elite Ships at a 10:1 and a 5:1 Ratio and found that in the vast majority of circumstances, including my HIGHEST Elite Ship XP ships, I was barely able to go up a single level on a commander at the mid to high levels, thus remaining worthless. https://worldofwarships.com/en/news/common/update-notes-060/#New%20XP%20Scale%20for%20Commanders Helps the Game's and the In Game's Economy So that's how it helps players, allowing them to utilize the established worthless pot of Elite Ship XP that they will have, and continue to, accrue. How does it help Wargamming though? Don't they lose in the long run on this as now you don't have Elite Ship XP to be converted to Free XP? Setting aside the idea you continue to play, continue to earn Elite Ship XP, up to and including after making the resident Captain 19 Points, and even ignoring that the 88% of what the average player already has is above what can be reasonable assumed to be converted to Free XP for paid doubloons, it actually encourages boosting of various sales of items. Here's how: 1. Makes Premium Ships all the more valuable. With the aforementioned restriction #2, a decent amount of time constraint gets placed on trying to move commanders around with the sole purpose of utilizing Elite Ship XP under the Proposed system. But that doesn't apply to Premium Ships. These ships, within their nation, don't require any retraining costs. That makes them HIGHLY valuable as it does allow a degree of "cheating" the system to promote multiple captains using 1 ship. Why isn't this a bad thing? Because you have to pay for Premium ships. Yes, they often give them for free, but that's WGing's business choice. The vast majority of Premium ships however are indeed paid for and this adds value to both the player buying them and makes them more attractive for sale. As it stands, I don't buy premium boats for some nations because they don't or their Nation's tree ships don't appeal to me that much to invest what isn't exactly a small investment. But if I could for example use it to train up a Captain for the same nation at a drastically increased rate I would definitely buy more of them, and I'd be shocked if I wasn't the only person to feel this way. 2. Makes Premium Versions of Camo, which cost doubloons, more worthwhile. As it stands, once a Ship is Elited, it makes little sense to buy a premium Camo. They have actually reduced in game costs for the duel feature camo and unless Credit earning is an issue, the Additional XP rate is more or less worthless as it stands for an Elite ship. Not so under the proposed change. Now earning a boosted amount of Ship XP serves a genuine purpose and a wise investment in a Premium camo, which you may have forgone (I currently only own 1 and I seldom see them in game), now are far more attractive. 3. Increases play at lower Tiers. This is a huge concern for Wargamming and many players. I don't know why, it really seems only that High Tiers suffer from anemic player counts, but be that as it may there is a palpable fear of WGing of not having enough players in the 4-7 Bracket. Well, allowing Elite Ship XP to be usable certainly helps alleviate this fear. It doubles down on what Premiums are already partially designed to do, as they are all the more valuable to play regularly now, it also means keeping a mid tier boat has a genuine long term usefulness. It also helps the anemic player count at T10. The reality is many of the boats in the 8-10 bracket are popular keepers: Iowa, Montana, Amagi, Yamato, Roon, Fletcher and many, many more. And they take a fair bit of play to get, as many players experience, you have a high level Captain on your T9, which you want to keep, but what do you do for your T10? Do you start a new Commander with 0-1 points? Do you move your T9 commander and start a new one on that ship? Either way your kinda shafted. If Elite Ship XP is directly convertable however, T10 Captains become far more viable, as the vast majority of T10 come pre-Elited at unlock, that means leveling a new T10 Commander is all the more fast. 4. Increases Sales of Flags and Other Consumables For most of the same reasons of #2, you would likely find yourself blowing through more premium consumables, especially XP flags, than normal, as they have a legitimate use on an Elite Ship. That means the likehood of making a purchase of them is more likely. 5. Port and Captain Slots While yes, I and I assume most veteran players have an over abundance of port and Captain slots, new players don't, and, ideally, new players start all the time. They won't have benifited from reshuffling, events, new trees and other sources for the (rather absurd) number of slots that have been given away for free. In conjunction with point #3, this makes keeping and maintaining more tree ships at all tiers more worthwhile which requires more slots and thus more opportunities for Wargamming to sell these items. Fairness So, it helps players, helps Wargamming, how does it hurt? In the interest of fairness I tried to poke holes in this idea and was only able to come up with one way: seal clubbing. Yes, this makes it significantly easier to have a T1 boat with a 19 Point Commander. But here's the thing about Seal Clubbing; I don't think, at least in this game, happens quite as often as everyone thinks. I mean yes, experienced, highly skilled players go down to the lower tiers all the time, but that's just the thing, they, and many others, do it all the time. Between premiums which by design encourage it and obsession with stats, a great many players do this. As a matter of course I tested this today by queuing for a T1 match. I found that out of the 24 players present, only 3 actually had less than 100 games under there belt. Again assuming an average of 15 minutes per game, that's a bit more than 24 hours worth of total game play which, is not what I would call a new player. The reality is that in all likelihood, most attempts of Seal Clubbing result in just playing the same people you meet at T10, just in T1 boats. This is backed up by the fact that most players on their first T1 tend to play in CoOp nearly exclusively until they unlock at least their T2 if not 3 due to how Random Battles and Profile Level unlocks work. So while *yes* it is possible that this proposed system allows for a greater level of seal clubbing, This does however ignore the idea that both sides are all veteran players, or that the team dynamics are always and exclusively All Veteran players vs. All New Players. I think this idea is more apocryphal than reality and thus am reluctant to consider it a genuine con to my proposed idea. If anyone can find a problem with this idea please point it out but assuming you find it interesting and worthwhile, I think this should be included in a general Q/A proposal item for those with the ears of the Devs. TLDR Allowing Elite Ship XP to be converted in a 1:1 Ratio to a *trained* Commander up to the 19th Point allows for approximately 88% of the currently earned, and likely ever to be earned, Elite Ship XP to be utilized rather than languishing in a useless, worthless state, and actually represents a potential benefit for everyone involved, Wargaming included in both a business and quality of life sense.
  12. so i have not really jumped into this game with both feet mainly because there is no unified currency. my question is why? i assume the answer is so that WG can fully differenciate the income that WowS gets so it can fully divorce the income figures from WoT. since WoT and WoP have the same currency, its hard to rteally tell how much of a failure WoP is cause the gold can be bought in WoT and spent in WoP. but wutever, that is just my assumption. and i dont really see my stance changing on this since i really dont want to blow 50 bucks on premium currency that i may not even spend, but if i had it to spend in WoT i would. hell even a "transfer" option to move it back and fourth would be fine. in the end, will someone answer me why? i'll check back in a month or two to see the answer.
  13. Personally I've been very worried about the possibility of gold ammo being introduced. I played WoT as soon as it went live and I remember having to buy a premium account in order to platoon with my friends. Then on top of that they added the gold ammunition. When I seen gold ammo I quit the same day. Since then they've allowed platoons without premium (i think) but I've never returned. The reason I'm so worried about this is because I like wows a lot more than I've ever liked WoT. I'm not sure what I would do but I really hope I never have to decide. What do you think you would do?
  14. Allow us to Test Premium Ships

    i was thinking, what about wargaming give us the chance to test some premium ships before we buy them? i hear of a lot of people that regret buying a premium ship or not being what they expected. so, what if they create a mission (1 per month or so) that upon completion it gives you the rental of a determined premium ship for 5, 10 or (X) battles, or 1, 12, 24, or (X) hours? its a viable mechanic that actually already exists in wot. we also could, depending on their (WG) good will, be offered discounts during the trial/mission period if we decide to buy that ship. so it would work like this: (because thats what atlantas are for) l V certain month theres a mission, for example, kill 50 enemy dds and set 200 fires, and earn the right to play a atlanta for 24 hours, and during that period we get a 1000 doubloon in game discount on the atlanta (11500 from 12500) or a bundle/sale in the premium shop
  15. Is there a way of transferring some of my gold from WOT to WOWS? I have more than i need in tanks but need a few in ships.
  16. "Wheres mah Tirpitzse/Warpitze???"

    now, all the ships youve been crying about other servers getting to buy are finally here (theyre coming within next month): Ships to be added the NA Tech Tree: US Texas - 5150 doubloons IJN Tachibana - 500 doubloons VMF Diana - 500 doubloons Molotov - 4550 doubloons Mikhail Kutuzov - 10250 doubloons SMS Emden - 1500 doubloons Tirpitz - 12500 doubloons RN Campbeltown - 1650 doubloons Warspite - 6500 doubloons ORP Blyskawica - 4800 doubloons ​ no more "wah i was out while they were on sale" or "the # server can buy the tirpitz but we cant". rejoice
  17. i want to change my acc name

    well this is the problem i want to change my account name and have like 9k of doubloons but when i want to change it it says i need gold from WoT and for the moment i dont have cash to buy it, there is another option to do it? i really want to change it thanks
  18. In the FAQ under credits for gold, they say NO only gold for credits because credits is the currency of the game. HOWEVER, you are limited on what you do and how fast you get there not by credits but by GOLD. This is just another game developer not being "FAIR" with customers/gamers/clients in allowing a free and fair exchange of talent for game play. If I can play the game to earn credits, then why can't I use that in exchange for having to Purchase gold. I can see where buyig the really big and fancy stuff would justify getting to charge a gamer a premium, but to be fair to the rest of us who don't mind spending a little, but don't want to mortgage the house to play games, it would only be fair to allow the exchange to go both ways. I have heard of and almost been trapped myself within games that continually bang you for cash to buy in game gold to the tune of hundreds of dollars. Well NO! I will spend the $49.95 to own a cool game rather than pay the gaming pig hundreds of dollars in cash just to get an upgrade in a game you don't even own. So, as interesting as WoWS is, there are PS3 and XBox games that are just as cool that don't require you to pay up for every upgrade. Hell you can even hack most of them to play for free. So, if you want to add, exchange credit for gold the way you exchange gold for credits then I'm on board and would recommend it highly, but the current way is just a money pit. Give it a thought.
  19. Do Doubloons count as gold?

    I'm looking to change my username. The username change has always costed 2500 gold, and is listed in the World of Tanks' store as one of the things you can do with gold. However, it is not listed in the World of Warships' store. I play WoW more than WoT, and I want to buy some doubloons to use in game. However, I am unsure if I can allot 2500 of those doubloons to change my name, or if I'll have to go buy 2500g from the WoT store just to change my name.
  20. 0.5.3 Developer Q&A gold

    it seems the developers are engaging in stand up comedy as a hobby, because only that explains the following quotes: Q: Didn't Yubari need improvements? A: No. This is a specific ship, but it is quite good. It was positioned as a cruiser with powerful AA guns, for Tier IV, and it will remain the same. In 0.5.2, its major competitor, in terms of the number of destroyed aircraft per battle, was the famous Tier IV Cleveland cruiser. [clevelands are tier IV and i didnt know it, i got past the pensacola thinking it was a tier VI] Q: What will happen to researchable ships like St. Louis, Cleveland, and Mogami? A: We don't think that something bad will happen to them. In 0.5.2, their performance was excessive, so they are likely to remain powerful and interesting to play. We will be monitoring the overall situation and we will make sure that they are still playable. Don't worry! [ok, i need to be fair here, they already announced that mogami is being buffed in the upcoming patches, probably 5.4] and then this: Q: Were the aircraft carriers nerfed or buffed? A: They were balanced. We expect to see a certain increase in aircraft losses in high-Tier battles, and fewer losses in mid- to low-Tier battles. they also made an interesting side note on how the new captain skill survivability expert can be useful in battleships Q: I think that the Survivability Expert skill is only suited for destroyers and useless for other ship types. Is this true? A: Not exactly. The bonus will certainly be most noticeable for destroyers and some cruisers, but there is one important thing. Extra hit points are not added evenly to the entire ship, only to the "virtual" part of the hull that gets the most damage caused by fire and flooding. It is this damage that can be fully repaired with the Repair Party consumable. So you can experiment with battleships as well. [sorry but no. ill keep my AFT] also, about the carriers: Q: Aren't your changes to Essex, Lexington and Midway too dramatic? Shall I sell the best U.S. aircraft carriers now? A: No way! Essex and Midway had an enormous advantage. It was necessary to decrease their performance. Lexington, however, had only one obvious and effective research option – the one originally offered. It’s not all bad. The U.S. Tier VIII–X dive bombers will carry a 1,000 lb bomb that will slightly balance the decrease in damage, this aircraft type is very common in the U.S. air groups. Apart from losing the popular "ideal" 2-1-1 setup, Lexington will receive the extremely important "technological" advantage: now its Corsairs and Hellcats will oppose the upgraded yet similar A6M5-C Zeros. [gotta love the zeros though, arguably the best WWII aircraft until 1944, and for someone even after 1944] and the last: Q: Any proposals for harsher penalties for teamkillers? A: Yes, we have plans for that. It’s likely that we'll release a separate article to share our ideas with you and get your feedback. Stay tuned! [i vote for a really big "I AM BAKA" pink anime camouflage for every ship the teamkiller has for the time being. because everyone loves anime, right?]
  21. Ok so I have wanted to change my name for a while now but 2500 gold is a bit much I thought. Along come the secret santa thing and I go what the hell why not and buy 10 of em. Now I have 2500 doubloons but come to find you can only change your name for gold! wthWG?!?! Ok I can understand them lying about unifying accounts cause lots of people have tons of gold from clanwars and stuff, but by Neptune's beard why cant I change my name with dubloons? Whats the matter WG? Didnt sell enough Tirpitz for 70$ got to grab every rubble you can for long Russian winter? This is just stupid, I haven't played WoT in years but I have to go buy gold for that silly Russian tankers wet dream of a game just so I can change my name in this game which I do play. Allso I have money to spend on this game but all the christmas sales have sucked hard. -6% off an Atlanta? Stone the crows!
  22. On Wargaming's current wiki it states (and it stated the same back when I bought gold in World of Tanks): "WarGaming accounts are unified, which means the same account shares the same gold and free experience in all WarGaming games. For example, gold acquired in World of Warplanes can be used in either World of Tanks or World of Warships." https://wiki.wargaming.net/en/Gold_Economy MY QUESTION: When will gold and free xp from our unified accounts be available in World of Warships as promised?
  23. modules

    so, i just strted playing this game...found out if i add mudules i have to pay gold(dubloons)..to sell the ship..this is utterly retarted, if i had known this, i never would have added them...now since i have no money to pay..i cant sell my ships to replace them with new ones..i get your trying to make money...but cmon...this is stupid...and you probably lost me, and a few other players this way im sure.
  24. The Tennessee, laid down in 1917, was a heavy modification of the previous New Mexico class Battleship.The main differences are the upgrade from a 15 degree gun elevation to a 30 degree gun elevation, giving it a maximum range 9 km (10,000 yards) longer than the New Mexico and a max of 33,600 m (36,800 yards). Also, the Tennessee class received increased armor along the belt and bulge to better protect against torpedoes. The pre-1943 specs of the Tennessee are (as listed on Wikipedia): "Displacement: 33,190 Long Tons Length: 180 m (600 ft) at waterline 190 m (624 ft) overall Beam: 29.69 m (97 ft 5 in) Draft: 9.19 m (30 ft 2 in) Propulsion: Turbo-electric transmission, 4 screws, 26,800 hp Speed: 21 Knots Armament: 12 - 14 in/50 caliber guns (4 turrets with 3 barrels) 25 - 5 in/51 caliber guns 2 - 21 in Torpedo Tubes (Mk 15 Torpedo, max range 5,500 m at speed 83 km/h) 4- 3in/50 caliber AA guns Armor: Belt: 203-343 mm (8-13.5 in) Barbettes 330 mm (13 in) Turret Face: 457 mm (18 in) Turret Sides: 229-254 mm (9-10 in) Turret Top: 127 mm (5 in) Turret Rear: 229 mm (9 in) Conning Tower: 292 mm (11.5 in) Decks: 89 mm (3.5 in) After Reconstruction the displacement was increased to 40,950 long tons, the beam increased to 35 m (114 ft), horsepower increased to 29,000), secondaries reduced to 14 - 5in/51 caliber guns, 16 - 5 in/ 38 caliber mk 12 guns were added, 40 - 40 mm AA cannons added, 41 - Oerlikon 20 mm AA cannons added." Does anyone else believe it is worthy or different enough to warrant inclusion?
  25. You know, ones we can use doubloons/gold on in the game and not require a separate credit card transaction. The selection is pretty dismal, and the release of OBT several months ago gutted it. Warspite? Removed, for reasons. Among others. US and Japan get one high tier each. Russia gets 2 low tiers, but we won't see their tree for another month, so captain training is of more limited use for them at the moment. What about more affordable options, especially for IJN since gift/reward ships have been mostly US so far (AK Beta, Albany, Marblehead). Ishizuchi? Premium shop only. Mikasa? Not even available for NA, EU got it briefly in the store. Tachibana? No idea. Kitikami might return in the unspecified futurr going by the last patch notes, and the last 2 featured in the wiki were a pre-order and an alpha reward. Not sure about the Russian Diana, either. And of course Tirpitz is super-special store-only limited-time get-it-while-it's-hot-but only-in-an-inflated-package. Right now doubloons, especially since they are not unified with gold, are of limited use. You can buy premium time, convert XP, shuffle some skills or equipment around, but that's about it. No permanent camos, no flags outside occasional premium store offers, and most critical, a very limited selection of ships. I mean I get that the game is new so we should be milked for all the cold, hard cash you can get from us, but if we had a few more decent uses of doubloons/gold, we can buy more of that, too. But why should I buy doubloons with so few really good uses? Honestly, a good trainer ship is a good use of gold. I'm just not keen on shelling out 10k right now.