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Gneisenau013

0.7.7 - Public Test Feedback

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Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

  • Go Navy!
  • Arsenal update
  • Operations Update
  • Battle UI: Information

For reporting bugs, please post those items here:

 

#anchorsaweigh

 

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On ‎7‎/‎3‎/‎2018 at 1:21 PM, Gneisenau013 said:

Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

  • Go Navy!
  • Arsenal update
  • Operations Update
  • Battle UI: Information

For reporting bugs, please post those items here:

#anchorsaweigh

I WISH THE SEVER IS RUNNING

 

 

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Round 1 starts: Thu. Jul. 05 10:30 AM PT
Round 1 ends: Mon. Jul. 09 9:00 AM PT

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2 minutes ago, leo2016_marksman said:

THE PUBLIC TEST SEVER IS DOWN STILL THAT IS AFTER UPGRADE PLZ FIX IT IT WAS TO BE ONLINE 12:30 est PM

 

1 minute ago, leo2016_marksman said:

I WISH THE SEVER IS RUNNING

UPDATE: Server time has been pushed 1hr to 13:30 EST/1:30EST or 10:30 AM PST

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Operation Narai is awful now... no longer fun. Difficulty was ramped way too high.

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I don't think it's possible to 5 star Narai with the split escapes.

  1. Unless a cruiser goes immediately for the south west exit point, it is impossible to catch the St Clair. There needs to be a much longer delay to make this possible without having to sacrifice the damage output of a cruiser to do this. The mix of ships there is decent, but the transports bug out too quick. There needs to be a slightly longer delay before they move (maybe 2 minutes) or maybe key it to when a green ship hits a certain line instead of doing it by time.
  2. With the Richelieu/Martel/Farragut covering the Lexington carrier, it is virtually impossible to kill the CV unless you go there in force. If you do that then you can't save the transports so again, it's impossible to 5-star the op. The only thing I can think of to fix this is to either again delay the Lex exit until the invasion transports enter the base instead of going north at speed immediately from its spawn. The other choice is to drop the Rich/Farr so only the Martel is covering. That way, a single ship still has a chance of killing the CV without sacrificing the ability to cover the transports with a strong enough force to make the transport survival possible.
  3. I like the concept of ramping up the difficulty of the op, but it needs to have a chance to realistically 5-star it. As it stands now the issues above, you can't cover the transports since for all practical purposes you're now entering the invasion area with 5 ships at best (more like 3 since someone always dies taking out the MO and if you need 2 ships to do #2 above). With that mix, it's not possible to cover the transports anymore. 

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There is a BUG.  The third Live Server mission is for T10 ships, despite the PT announcement clearly stating that we won't be able acquire T10 ships.

Obviously the mission statement is bugged.  What is it supposed to be?

Edited by iDuckman

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Narai seems a mess.The objectives are way to spread out,trying to take out the enemy convoy, land troops,and sink the CV simultaneously is asking alot of team of strangers. Raptor seems all right

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Ok, just played Raptor Rescue with a random team of strangers on the PTS. I usually run with an experienced operations group, we play almost every day, and we know this op well.

We had a competent CV, so we had eyes. Despite being a random team of strangers, we lost no ships and killed everything, even had a minute to shoot at each other at the end. An easy five stars.

I dont like saying this, but honesty compels me to: this operation is too easy as it is now, especially for experienced players. Our operations group usually has no trouble five starring it, and the changes you have made, while an important step, are insufficient.

  • if you have a competent CV it is easy to win. The random elements need changed if a CV is present on the human team, and more red ships should be added, randomly. 
  • the two cruisers that charge the CV at the end are a Tenryu and a Kuma. That's ridiculous. They should be two Furutakas or even a Furutaka and Myoko. Perhaps they could vary with the number of remaining human ships.
  • one of the Myogis should be upgraded to a Kongo. OR  an additional T6/7 cruiser should be added to the northern group of Myogi/Kongo that attacks at the end.
  • the spawn location of the two DDs that attack the CV at the repair site should vary randomly.
  • the second red CV should vary randomly, so that you could get the T6 CV OR a T6 BB with one escorting T3/4/T5 cruiser OR another cruiser attack group, perhaps a pair of T6/7 cruisers.
  • if a large division of at least 5 players is added to the human team, one or two additional T7 cruisers should be added somewhere. If the human team is mostly or entirely random, these cruisers should not appear.

Thanks for taking the time to read this, and for putting the effort into fine tuning operations. We really enjoy them.

PS: with a little tweaking that map would make a fine T5-8 3-cap domination map for Randoms.

 

 

Edited by Taichunger

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Does the test server not load contents from res_mods? Trying to update a camouflage mod but its not respecting my changes in res_mods  at all.

 

EDIT: res_mods is missing from the paths.xml for some reason... may want to look at that...

 

Also why is the Yokosuka Naval Base port gone now? (Or is it just never on the PTS and Ive never bothered to look)>

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13 hours ago, Taichunger said:

Ok, just played Raptor Rescue with a random team of strangers on the PTS. I usually run with an experienced operations group, we play almost every day, and we know this op well.

We had a competent CV, so we had eyes. Despite being a random team of strangers, we lost no ships and killed everything, even had a minute to shoot at each other at the end. An easy five stars.

I dont like saying this, but honesty compels me to: this operation is too easy as it is now, especially for experienced players. Our operations group usually has no trouble five starring it, and the changes you have made, while an important step, are insufficient.

  • if you have a competent CV it is easy to win. The random elements need changed if a CV is present on the human team, and more red ships should be added, randomly. 
  • the two cruisers that charge the CV at the end are a Tenryu and a Kuma. That's ridiculous. They should be two Furutakas or even a Furutaka and Myoko. Perhaps they could vary with the number of remaining human ships.
  • one of the Myogis should be upgraded to a Kongo. OR  an additional T6/7 cruiser should be added to the northern group of Myogi/Kongo that attacks at the end.
  • the spawn location of the two DDs that attack the CV at the repair site should vary randomly.
  • the second red CV should vary randomly, so that you could get the T6 CV OR a T6 BB with one escorting T3/4/T5 cruiser OR another cruiser attack group, perhaps a pair of T6/7 cruisers.
  • if a large division of at least 5 players is added to the human team, one or two additional T7 cruisers should be added somewhere. If the human team is mostly or entirely random, these cruisers should not appear.

Thanks for taking the time to read this, and for putting the effort into fine tuning operations. We really enjoy them.

PS: with a little tweaking that map would make a fine T5-8 3-cap domination map for Randoms.

 

 

It's amazing how much of a difference a cv makes in that OP.  I tried it once in the Dallas and we failed, everyone died way too early. I decided to run it in the Ryujo and we easily five starred.  Unfortunately, you might not always get a cv, or one that's relatively competent. 

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Does anyone have tips on gaining, at a minimum, one star in Narai? Three tries, three total failures, no stars.  I dont know if i'd fair any better with a full division, quess we'll find out when it goes live.  Maybe a full division, on voice comms, will do better.  i'm probably just real frustrated at the lack of getting anything achieved in Narai.  Oh, if it was meant to be challenging - mission accomplished. It's just not fun in it's present configuration.

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Just a few comments about operations:  

A) At first I was able to enter the queue (for Narai) without a division (queue time was 5 1/2 minutes).  On the next try, it was not permitted.  Is this intentional or a bug?  Finally cobbled a division together but still was not allowed to queue until I obtained a div size of 6 total ships.  

B) I was able to score 3 stars (at least) on each operation on the first or second try.  Narai will require more thoughtful allocation of assets by players on the main server to achieve 5 stars to protect landing craft and simultaneously destroy escaping enemy ships.  This a much improved challenge than the previous version and I think will further impell players to cooperate, always a good thing.  The op might benefit from the additional variation (aka raptor) but that could be saved for the "hard" version. 

C)  Altering Raptors path and destination is significantly more challenging.  Division groups will love this.  As far as Taichunger's comment on Raptor (above), improved enemy AA could resolve his issue regards players CV dominance.   For instance, a randomized selection of enemy CAs with continuous Defensive Fire II or maybe a few (AA heavy) forts at strategic locations would force CVs to act with caution.  Overall, I think a goal of Scenarios to force players into a learning curve to get their 5 star reward seems reasonable (and fun!).  Thumbs up WG.

One last comment: already our newest scenario Cherry Blossom has become stale.  The Atago always sails the same path.  The DDs always attack from the same locations.  Maybe it's a programming challenge, but introducing an element of randomness on the part of the Red team to every battle could keep these battle modes fresh.  

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Besides the jumpy, jittery graphics making it extremely difficult to aim, my game gets stuck when opening containers. It's not every time but it stops my play.

image.png.cf23b6f370d5062e97021dbacbe4dd41.png

And cannot exit without using task manager to end task.

image.png.04088ed2ae6e628ebe4583c3e7fc73aa.png

Oh, I see what the problem is/was. My container opened early and is partially blocking the lift from clearing the hatchway. Stupid container! :cap_win:

image.thumb.png.3aa51587819cefe4f6d1f70d1974438c.png

Unrelated, but I'm curious why the new operation is not the operation of the week. Seems like it would be a benefit to testing if we could more easily access the operation Narai.

Well now it is the Op of the week... nice.

Edited by Davo916
figured it out ;-)

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Minimap will display the point where the guns of the ship are aimed , not needed....

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Ahoy Public Testers!

Please provide feedback on the following items on this session of the Public Test!

  • Go Navy!

Event is a great idea. It should get people to log in consistently daily which im sure is the idea. I love that you can be tempted to switch sides or you can switch sides on your own. I hope staying loyal rewards just as well if not more then constantly switching. 

 

  • Arsenal update

Absolutely love the new premanent camo's for the DM and Worcester. I can't pass those up. Now that the Des Moines gets the Freedom camo we just need one for the Buffalo to complete the higher tier USN heavy cruiser Freedom camo collection. lol

 

  • Operations Update

Soon TM

 

  • Battle UI: Information

The addition of the little circle on the minimap will help new players and people still getting their aim down. It wont break anything or be unfair since you have to be locked on to have max accuracy and everyone gets it. I have no complaints here but i know there will be those few that think the sky is falling because of the added helper with aiming.

Edited by MackDye
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OK, so today I did actually get to put some time into PTS. Had a few glitches along the way, easily fixable. Claimed all that I can for the LA today.

Go Navy event- reminds me of the Team Fire/Water event. Play on as normal, not going out of your way to do anything entirely out of your skill level. It provides another clan type resource to gain additional game assets. The only thing I did not like, at first, was the red/blue token prices of the ships. You get more tokens from your team than the other. The ships are available only for one color of token only. Some of the ships I wanted were the opposite color of the tokens that I an collecting at a quicker rate. Then, there's the loyalty aspect. Stay loyal, takes longer to get the ship you want. Makes it interesting, maybe not so for some. Would like to see all ships available for 50/50 red/blue token price as well.

Arsenal- I find myself liking this a more and more. Again, a pool of clan style resources that you can manage for short term needs(signals), a needed upgrade or module boost, or a long term goal(NEW SHIPPIE !).

Narai- only got to play it once (glitch issues). Seems a bit tougher this go round. I pretty much agree with @h9k_a .

Raptor- Agree with @Taichunger . In addition, T6 cruisers have a rough go with this one. I saw BBs doing well on the op and, if there was a good CV player, higher rate of success. Seems to need a little balance. I got punched out once by a CV, 3 times by a BB, and all were my fault. 

That's all for now, Thanks.

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I love the Arsenal i think it works well for both the hard core players and the poor people.

Narai  is a mess. it would be better playing with players you know well. Winning with players you do not know is more luck and someone caring the team.

 Other then that the other players already said everything.

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23 hours ago, iDuckman said:

There is a BUG.  The third Live Server mission is for T10 ships, despite the PT announcement clearly stating that we won't be able acquire T10 ships.

Obviously the mission statement is bugged.  What is it supposed to be?

You can get T10 ships for 50 shark or eagle tokens in arsenal, which you get from 5 wins in any mode(each win give you a container that generate 10 shark and 10 eagle tokens).

4 hours ago, ancientpistol said:

A) At first I was able to enter the queue (for Narai) without a division (queue time was 5 1/2 minutes).  On the next try, it was not permitted.  Is this intentional or a bug?  Finally cobbled a division together but still was not allowed to queue until I obtained a div size of 6 total ships. 

Go into UI and turn-on show time in port, you need to look at the clock. Narai and Rescue Raptor are being rotated as Operation of the Day, therefore for 1 hour Narai can be random qued and the next hour Rescue Raptor can be.

 

Edited by 400lbHacker_TheCybers

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