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Seraphil

Honestly, what really makes the grind a drag...

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In World of Tanks, you have a depot menu where you can sell unneeded guns, radios, turrets and other old modules.  Doing this, you can get back a reasonable chunk of change from all the credits you dumped into grinding a new tank.

 

There is nothing like this in World of Warships.  Once you buy a new hull or new torpedoes, the older one you had mounted just goes into limbo.  You can remount the old one, but there's no way to recoup the cost from it.  When you sell a ship, you get just the base ship value.  That 900k(or even more as you reach higher tiers) you dumped into a hull upgrade is just gone forever.

 

Considering the sheer costs of everything in this game compared to WoT or even WoWP, this is going to make the grind even more tedious for a lot of players, and I am certain will drive potential paying players away.

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I'm kinda starting to feel burnt out on this whole credit thing...

 

And holy crap, Upgrade/Equipment cost need to be cut by about 50%

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In World of Tanks, you have a depot menu where you can sell unneeded guns, radios, turrets and other old modules.  Doing this, you can get back a reasonable chunk of change from all the credits you dumped into grinding a new tank.

 

There is nothing like this in World of Warships.  Once you buy a new hull or new torpedoes, the older one you had mounted just goes into limbo.  You can remount the old one, but there's no way to recoup the cost from it.  When you sell a ship, you get just the base ship value.  That 900k(or even more as you reach higher tiers) you dumped into a hull upgrade is just gone forever.

 

Considering the sheer costs of everything in this game compared to WoT or even WoWP, this is going to make the grind even more tedious for a lot of players, and I am certain will drive potential paying players away.

 

I personally think there is no depot because there's only one person you have to transfer and you save a lot of credits because of this.

It's 200,000, nevermind..

 

2 things, lack of ships and to balance newbs and experienced player progress.

Edited by _Dreadnaught_

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Yes I find the XP grind to be about right but the credit grind is horrible.

 

I am a premium player with lots of prem ships.

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I personally think there is no depot because there's only one person you have to transfer and you save a lot of credits because of this.

 

you're thinking of the barracks

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I'm kinda starting to feel burnt out on this whole credit thing...

 

And holy crap, Upgrade/Equipment cost need to be cut by about 50%

 

Then it would be too easy to get equipment that helps a ship out tremendously.

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Yes I find the XP grind to be about right but the credit grind is horrible.

 

I am a premium player with lots of prem ships.

 

Yeah, I think it's the biggest issue in the game right now - shameless plug: http://forum.worldofwarships.com/index.php?/topic/41373-30-day-feedback-provided-long-post/

 

I recently hit tier 7...saved free exp to grade it asap. I found I didn't even have the credits to add those new modules.

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Yep.  Credits are what I'm starved on.  I've sat back and played back to back (to back to back) games in my Atlanta to credit farm.  Winning games will net about 200,000 credits -- exemplary games over 400,000.  I have 6.8M credits saved up so far.  And I wish I could feel like this was a nice tidy sum that was helping mitigate the credit grind.  But to get the tier 7 Myoko which I'm about to reach, I'll need the following:

 

  • Ship itself is 5.8M credits
  • If I skip one hull upgrade, I'm only out 1.3M credits.  If I get one to grind out the second, it's 2.4M total between the two.
  • Torpedo upgrades are 800,000.
  • Retraining my captain to crew it is 200,000 (though I could do it for free and stick him in the Yubari or Ishizuchi for like 20 games).
  • Module upgrades will be 1.875M.


Grand total:   Between 10M and 11M credits.

 

Now I do well in World of Warships.  I often have the Zulu (+20% credits) applied when I go farming.  I have a premium account and a premium ship I kick butt in to help lessen the sting of credit farming.  In short, I have it about as easy as it can get for hoovering up credits and even I'm feeling the grind.  I can only imagine how discouraging it would be for free-to-play people.  Sure, this may encourage them to spend money on a premium account but if even the premiums are shuddering...

 

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:3 I would not mind dropping money on WoWs but the issue to me is that why should I when the credit grind is horrible in both aspects of paying and non paying member... also in my personal opinion free players would come back more often and also play more if the credits they were able to earn could help them out more. What WG could do is boost the credits that paying players have right now to a higher amount and give the free players the current member credit count aka free players could make 350k on their best game while at average 200 to 250k instead of only 100k usually every game that would bring the free players in more (also the repair costs for ships would be payable more often and not make you go broke since thats crap in general right now.). The paying members could get 600k on their best game and an average of  350 to 400k. Now I get some people might say NO asap but srsly though it makes sense, get more players the more your bound to get more money, way the world works. Also it would stop paying members from complaining about a credit grind pretty much all the time since the credits earned are better. And the free players would be popping on more to play the game and would stop complaining about most ships since they would just need to play the game like everyone else and work to get their ships albeit around 2 to 3 times more matches than the paying players.

 

This is all hypothetical and in some way my own opinion of course. Just tossing the Idea out there since even as a current free player myself the grind is 10x more horrible than you paying members truly think it is at your credit earnings. The XP is fine in all aspects imo, credits no.

Thats my feedback on the whole credit issue.

Edit: if it was fixed more and out of beta and the free players like me get some decent things for playing I would not mind dropping cash when its out of beta.

Edited by HerrCommandant

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When it comes down to it, I have to agree that I wouldn't pay for a premium account based on what I hear the credit grind is like even with it.  The XP grind is already acceptable, but if premium doesn't really alleviate the credit issue, then why purchase it?

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Supertest Coordinator
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I have an acceptable amount of credits, but I'm a special type of grinder, apparently.

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I'm kinda starting to feel burnt out on this whole credit thing...

 

And holy crap, Upgrade/Equipment cost need to be cut by about 50%

 

I've almost ground back to the New Orleans @ 8.9M,  I think the Baltimore is 13.9 and the Des Monies is 18.9.   Totally ridiculous as far as I am concerned.    I had all these ships before in CBT.

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I've almost ground back to the New Orleans @ 8.9M,  I think the Baltimore is 13.9 and the Des Monies is 18.9.   Totally ridiculous as far as I am concerned.    I had all these ships before in CBT.

 

Comparing CBT to OBT is apples and oranges. CBT economy is always going to be artificially inflated to hasten the grinding/testing process. Now that the 'real' economy is out in the wild, but still in quasi-Beta pre-release, WG can test and tweak as necessary after getting data from a much bigger population. Honestly, thats exactly what the OBT time is about. 

 

I suspect there will be some adjustments, but I would be surprised is the made massive changes. 

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Well, I wonder if we're going to see an increase in credits or a reduction in experience by the time we hit release.  It could be argued that we're simply advancing too fast, outstripping our credit income because we're hitting the next tier too quickly.  I suspected as much until I sat down and did the math with two separate vehicles.  For this I took the Wyoming > New York from World of Warships and the M3 Lee > T1 Heavy from World of Tanks.  I also compared stored screenshots I had from results screens to pull my numbers.

 

To advance from the stock tier 4 (Wyoming) to the tier 5 (New York) Battleships in the US Navy Line in World of Warships:

  • Engine is 1400xp & 120,000 credits
  • Fire Control is 2000xp (mandatory) & 180,000 credits
  • Hull is 3800xp & 390,000 credits
  • New York is researched for 21,800xp and costs 1.88M credits.

 

Mandatory total:  23,800xp.  Optional, fully upgraded total:  29,000xp + 2.57M credits (1:89 ratio)

 

To advance from the stock tier 4 (M3 Lee) to the tier 5 (T1 Heavy) Tanks in the United States line of World of Tanks:

  • Tracks 1095xp & 4650 credits
  • Engine is 1500xp (mandatory) & 13,900 credits
  • Radio is 330xp & 1980 credits (*)
  • Second radio is 5600xp & 33,600 credits (*)
  • Gun is 2100xp & 30,000 credits
  • T1 Heavy is 14,055xp & 435,000 credits

(*)  Radios can be researched from the previous tier 3 vehicle, the M2.  For the sake of argument, we'll include both costs for going from the M3 Lee to the T1 Heavy in our totals.

 

Mandatory total: 15,555xp.  Optional, fully upgraded total:  24680xp + 519,130 credits (1:21 ratio)

 

Some other examples from World of Warships going from the current ship to the next.

  • Myoko (tier 7 IJN Cruiser):  126,000xp + 12M credits                1:95
  • Fletcher (tier 9 USN DD):  329,000xp + 27M                          1:82
  • Zuiho (tier 5 IJN Carrier): 61,000xp + 5.02M                        1:82

 

Some other examples from World of Tanks

  • SU-122-54 (tier 9 USSR Tank Destroyer):  284,00xp + 6.79M credits   1:24
  • FV304 (tier 6 UK Artillery):  69,250xp + 1.56M                      1:23
  • WZ-131 (tier 7 Chinese Light Tank):  173,300xp + 2.88M              1:17

 

From these we can extrapolate that there's a variance between individual ship and vehicles but an average can be assumed.  For World of Tanks, it looks like something between 1:20 & 1:22 xp to credits as an average.  World of Warships appears to be somewhere between 1:85 on average for the requirements to advance in tiers, however to ensure we're always ahead of the game, our credits MUST be gaining at a rate better than 1:95.  How does this compare to the earnings?  Well, it seems okay.  I looked at some of my results for regular random battles (with premium).

 

  • Cleveland (tier 6):  2024xp, 204,956 credits          1:101
  • Furutaka  (tier 5):  1371xp, 119,558 credits          1:87
  • Nicholas  (tier 5):  2499xp, 227,202 credits          1:91
  • Clemson   (tier 4):  2580xp, 208,181 credits          1:81
  • Furutaka  (tier 5):  2084xp, 215,808 credits          1:103
  • Clemson   (tier 4):  1643xp, 128,061 credits          1:78

 

Note, these are all winning games.  I don't have much in the way of losses archived in my screenshot folder (Hrm, I wonder why?).  Here's a few examples I could find.

  • Aoba      (tier 6):  2009xp, 252,533 credits          1:126
  • Aoba      (tier 6):  1115xp, 137,505 credits          1:123

 

And things get blown completely out of proportion once you look at premium ships.

  • Atlanta   (tier 7):  4577xp, 602,306 credits          1:132
  • Yubari    (tier 4):  1941xp, 205,377 credits          1:105
  • Warspite  (tier 6):  2420xp, 282,068 credits          1:117

 

Again, these are a bit of a biased selection -- primarily winning and high scoring games.  Do your own investigation to compare your numbers.  Just take the credits earned from your results screen and divided it by the XP  (remember to divide your XP total by 1.5 if it's your first win of the day).  Also be aware if there are any pennants that could be altering the amount earned for either total.

 

So these numbers appear okay.  Obviously there's some internal calculations that create the variance we're seeing (credit / xp bonuses for kills vs damage, etc).  So where is the awful credit deficit coming from?  My guess, it's upgradesUpgrades can set you back as much as 1.875M credits at tier 5 per ship (and it gets worse as you climb higher).  If you're advancing through the low tiers quickly, even with selling these back at 50% when you sell the ship, it's another fast credit drain that will quickly eat into your savings. 

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Supertest Coordinator
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The XP was increased for higher tier ships slightly while credits remains the same throughout =.=

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In World of Tanks, you have a depot menu where you can sell unneeded guns, radios, turrets and other old modules.  Doing this, you can get back a reasonable chunk of change from all the credits you dumped into grinding a new tank.

 

There is nothing like this in World of Warships.  Once you buy a new hull or new torpedoes, the older one you had mounted just goes into limbo.  You can remount the old one, but there's no way to recoup the cost from it.  When you sell a ship, you get just the base ship value.  That 900k(or even more as you reach higher tiers) you dumped into a hull upgrade is just gone forever.

 

Considering the sheer costs of everything in this game compared to WoT or even WoWP, this is going to make the grind even more tedious for a lot of players, and I am certain will drive potential paying players away.

 

How are you all having so much trouble with credits.

 

I have a Tier 6 Aoba, Tier 6 Cleveland, both Tier 4 Carriers, a Tier 4 Wyoming, a Tier 4 Myogi and kept my Tier 5 Furutaka and Omaha to round out all the credit bought ships I currently own. The Aoba, Cleveland, Omaha and Furutaka have a full set of modules.  Also I have bought a full set of modules for my Atago, Ishizuchi, Yubari, Germy and Murmansk.   Additionally I run camo on all my ships so that reduces my income per match between 8-12k. Despite paying for all this I currently have around 4,000,000 credits.  The next ship I will be buying it the Myoko for 5.8 million credits plus about 1.2 million for modules.  However I still need to acquire 35k XP to get there so by the time I reach the Myoko I will have earned roughly another 4,000,000 credits so I will be able to buy my Tier 7 ship easily with money to spare.  

 

Then my Mogami will take me 150k XP to to unlock.  At my current rate of average XP it will take me roughly 125 matches to unlock Mogami.  Even if I cut my average credit earning by 33%, I still will have earned roughly 12,000,000 credits on the Myoko by the time I unlock the Mogami, just by playing the Myoko itself.  That is 3,000,000 more than I will need to buy it and more than enough to fully outfit it with modules to boot. 

 

So I don't get it.  Sure I run premium but that is something everyone who really cares about progressing should be utilizing.  Also I do play my premiums occasionally but even there I rarely take out anything higher than my Tier 5s due to crappy matches the Atago gets due to the higher tiers being very unhealthy due to lack of players and I have already determined that my Omaha makes as much income as my Murmansk so it isn't like they really earn that much more if anything than a regular ship, hell at most maybe 20k more per battle. 

 

I mean sure, by Tier 8, yeah I am going to starting having some income troubles.  Also if I try to progress 4-5 lines at once and buy modules for them, yeah I expect I am going to start running into income problems but earning credits absolutely isn't an issue with premium if you focus on only 1-2 lines.  

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When it comes down to it, I have to agree that I wouldn't pay for a premium account based on what I hear the credit grind is like even with it.  The XP grind is already acceptable, but if premium doesn't really alleviate the credit issue, then why purchase it?

 

I also don't get this logic.   Premium earns you 50% more credits per battle so if it would take you 150 battles to earn what you need for your next ship without premium, it only takes 100 battles to do it with premium.  50 battles is what, like 12-15 hours of in game time or something like that.  How is this not alleviating the credit issue?  I mean that is like saying, I need to save $1,000,000 up for retirement but only have 10 years to do it and it is impossible so it doesn't matter if I make $50k a year or $75k a year because both numbers will come up short.  I mean if you can't earn the $1,000,000 you want, what would be better, having only $500,000 or having $750,000? Earning $75k per year means I would only have to work 5 extra years before retiring while earning $50k a year means I would have to work 10 more years.  I don't know but it seems like it would be much easier to retire after only 5 more years of work, than 10.  Could be wrong I guess. 
Edited by Midnitewolf

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How are you all having so much trouble with credits.

 

I have a Tier 6 Aoba, Tier 6 Cleveland, both Tier 4 Carriers, a Tier 4 Wyoming, a Tier 4 Myogi and kept my Tier 5 Furutaka and Omaha to round out all the credit bought ships I currently own. The Aoba, Cleveland, Omaha and Furutaka have a full set of modules.  Also I have bought a full set of modules for my Atago, Ishizuchi, Yubari, Germy and Murmansk.   Additionally I run camo on all my ships so that reduces my income per match between 8-12k. Despite paying for all this I currently have around 4,000,000 credits.  The next ship I will be buying it the Myoko for 5.8 million credits plus about 1.2 million for modules.  However I still need to acquire 35k XP to get there so by the time I reach the Myoko I will have earned roughly another 4,000,000 credits so I will be able to buy my Tier 7 ship easily with money to spare.  

 

Then my Mogami will take me 150k XP to to unlock.  At my current rate of average XP it will take me roughly 125 matches to unlock Mogami.  Even if I cut my average credit earning by 33%, I still will have earned roughly 12,000,000 credits on the Myoko by the time I unlock the Mogami, just by playing the Myoko itself.  That is 3,000,000 more than I will need to buy it and more than enough to fully outfit it with modules to boot. 

 

So I don't get it.  Sure I run premium but that is something everyone who really cares about progressing should be utilizing.  Also I do play my premiums occasionally but even there I rarely take out anything higher than my Tier 5s due to crappy matches the Atago gets due to the higher tiers being very unhealthy due to lack of players and I have already determined that my Omaha makes as much income as my Murmansk so it isn't like they really earn that much more if anything than a regular ship, hell at most maybe 20k more per battle. 

 

I mean sure, by Tier 8, yeah I am going to starting having some income troubles.  Also if I try to progress 4-5 lines at once and buy modules for them, yeah I expect I am going to start running into income problems but earning credits absolutely isn't an issue with premium if you focus on only 1-2 lines.  

 

yeah right a typical wallet warrior like you may not have the same problem as us free user :sceptic:

woQ4MII.gif

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yeah right a typical wallet warrior like you may not have the same problem as us free user :sceptic:

woQ4MII.gif

 

i feel like you have to be on prem + own murmansk to make your life a whole lot more comfortable. they aren't that expensive at all if you earn ANY kind of income at all (assuming you aren't buried in student debt or something) but it takes a WHOLE lot more effort if you dont own them. (I find murmansk to be equivalent or better for credit grinding with Atago, although i havent played many atago games and wont own an atlanta until next paycheck) 

 

sad reality of micro transaction games haha. ultimately i value my time more than my money so i put down for the prem account. i still do run into credit issues though. i dont want to imagine how much worse it would be if i was in the higher tiers and didnt have premium...

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