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  1. #11
    Vice-Admiral DLRevan's Avatar
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    About Re-class, it's something that I noted in my E5 post. Putting aside the issue of there being no counter to the Re-class opening torp, which is the traditional problem, that map and its immediate pre-boss node with the Re-class seemed designed to make the map extremely difficult to pass using our usual methods, but trivial with damecon/goddess. There is nothing really threatening on the whole map except the Re node, and having damecon simply means you pass through no matter what, since its immediately before the boss.

    That is exactly like the previous event when we had 2 troll sub hime nodes. It was feasible to use a Toukai LBAS to clear one of them, leaving the one just before the boss a total crapshoot. Either you gimped your fleet with OASW, or you gambled. Or....you used damecon on your entire escort, which passing totally trivial since the rest of the map was a joke to pass.

    So I'm not sure if its a deliberate trend, but I don't see equipping damecon as a very fulfilling counter-play. And it can't be farmed too, even though most of us have huge stocks I'm sure. At the very least, so far it's only been seen in the final map, which feels like a letdown since the previous maps tend to be harder to pass.

    Beyond that, yes I was annoyed that CTF had no real role to play. More annoyed that when FF came out, Akagi and Kaga were pushed out of E5. I think I'm fine with friend fleets coming out later TBH, but I would like them to announce the key members of these fleets much earlier, instead of just a day or so before.

    Quote Originally Posted by 211303 View Post
    Considering how E5 is designed with FF in mind, that is extremely late.
    I think I disagree with that. While the E5 FFs were stupidly strong and almost made a mockery of the boss, wiping out most of the meat-shields in day-time was possible, and even without that, snipe kills is quite doable too. I would say that's the same old, same old, before the advent of a lot of our new mechanics.

    I think I have an issue with friend fleets changing the map so much because it's even stronger than your own fleet, yet out of practicality most players would keep it on anyway. It's like being given a million $ in handouts (which you'd be stupid to decline) while being made to feel like a beggar.

    It's more like E5, like all final maps seem to be designed now, are designed to be un-doable without one of the Big 7 special attacks. Without that...then the map, especially LD, becomes really close to impossible, maybe not even mitigated by the FF. I'm not sure I like that, especially when it's a big reason why CTF is rarely a desirable option even when they let us use it. They're still adding only BB special attacks with Colorado. They've gone down the rabbit hole with these special mechanics, so they need to start mixing it up with other things we can use, like maybe CV specials or destroyer fleet night combination attack, or something along those lines.


    I don't really agree with any other popular peeves floating around about the event, drop rates, RNG from troll subs/raids, "scratch" boss bar chipping, etc. All of it is nothing new, just that maybe seeing all of it appear in a single event was a little much. All of it can be solved with a little resolve, more resources and optimizations, as usual. Most of it isn't on the same level of not counter-able like Re-nodes...which yes we also got this event. But eh, unlike seemingly the majority, this event didn't make me anywhere close to salty to be honest, and my opinion is partially based on that. And there have been events were I really felt like i lacked control over the game and really damned salty. Maybe I was just lucky.

    I forgot to add, that the happy-go-lucky American themed BGM in the first 3 maps annoyed me, but the BGM for the last 2 maps was great. I think I'll be remembering these for a very long time, and the BGM alone already made E5 enjoyable.


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    Last edited by DLRevan; 06-26-2019 at 05:31 PM.
    Murakumo 17th June 2015
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  2. #12
    Commander Danielosama's Avatar
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    @DLRevan

    I don't know man, when most people (even ones well prepared) just wait for the FFs to be added to clear a map, it does look like the Event is built around the FFs. I did find them too strong this time around, most maps became really easy with them.
    I also don't get why they wait so long to add some of them. If the majority of players are going to wait for them anyways, then why bring them so late into the Event? I wonder if they just decide on the go when to add them.

    As for the rest of the complaints:
    -Fletcher's drop rate was abysmal. They could have at least made getting S ranks on Hard post-clear a bit easier (or just up the drop rate for A ranks).
    -E4's chipping phase was just awful (until FF of course). There was no real counter there either, you could have the best fleet and equips, but since you had no ammo and fuel, you barely scratched the Boss. To me it felt like a chore, way more than any other map.




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  3. #13
    Vice-Admiral DLRevan's Avatar
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    You said it yourself, people are just waiting. They're waiting even if they don't need to because its silly to run the map before the FFs are out, since it either makes it easier, or it doesn't do anything. And on that reason alone, I do agree the FFs should come out earlier...or just always be there. Otherwise, I'd be fine with the FF coming later.

    Most of the maps are doable without FF, people aren't waiting because the event's designed around them. Of course that depends on what's your definition of "doable". Most events since the FFs got introduced (and historical bonuses) have required a lot fewer LD runs to clear as a result. You can say if FFs reduce the number of runs that way, then its built around them. But that weirdly would imply much older maps before these mechanics and much more brutal were "designed" around a mechanic that didn't exist yet. A simple example of a map that is designed around FF would be one where the routing blocks you from bringing enough ships with the power to eliminate X number of certain type of enemies. Or there's an enemy your own ships can't kill, but the FF can. None of that truly applies to any map here. Maybe at most E2, but it depends on the type of fleet you bring, meaning you have a choice there too. I would agree that E5 would be one, if not for the ridiculous historical bonus sported by American ships, or the game-changing power of Big Seven special attacks.

    E4 is just grind, and that's not something that needs countering. Re-class simply stops your run, or is supposed to. Chipping, no matter how harsh or numerous, is just chipping in the end. It's not very different from brutal TP maps, just that the result does vary more per run. It's tedious yes...so are many other more commonplace things in this game.

    As for drop rate, I would say something about colored opinions due to online angst train, the fixation on Casual and post-clear Hard farming drop rates (i.e. the lowest possible droprates), and past event bullshittery that went way above this...but I don't think I'll get anyone to agree with me on this, so I'll leave it at that.


    Last edited by DLRevan; 06-27-2019 at 05:16 AM.
    Murakumo 17th June 2015
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  4. #14
    Kantai Analyst 211303's Avatar
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    @DLRevan

    You forgot the context at the time when considering the problem.

    The event starts on 21st, and it was announced later that it will last for 4 weeks, so 18th in the earliest. They have no idea the event will last till 25th, which is another week longer. They announce the friend fleet release date on the 8th, and before that they no info on when will e5 friend fleet come, when would the event end, as well as how strong it will be.

    Now, E5 without friend fleet is possibly the hardest map of all time, with mulitple well known ttk like nishisonic and kiton running out of resources. At that time, there is no reason to think the ff will make such a difference (in fact, quite the contrary given what a joke the first wave of e3-4 ff is), combined with the very low drop rate (and yes, it is abnormally low for a brand new ship. All new ship drop rate is either much higher or in an easier map in the previous year, just check it for yourself), player were facing the dilemma. Should they start now so if their resources is used up they have time to restock? Should they drop difficulty? How much time they should allocate for Johnston and Ishigaki farm? While these are dilemma that players face in every event, the problem here is that the decision isn't based on their own assessment of their fleet, but rather a decision of Tanaka, something they cannot control and have no info about despite constantly demanding Tanaka for it. That is not what I would call good gameplay.

    Furthermore, there is also no reason to release the friend fleet so late when people are all waiting for it, and that it can now be turned off for anyone seeking challenge. I simply don't see any purpose leaving everyone hanging.

    So, yes, I think I am justified to say the friend fleet, or rather the news of friend fleet and event ending date, is released too late, because 1) it robs the players' ability to make informed decison; and 2) there is no reason to purposefully stop everyone's progress on the map by withholding friend fleet.


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  5. #15
    Marshal Admiral ofi123's Avatar
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    Quote Originally Posted by DLRevan View Post
    ...wiping out most of the meat-shields in day-time was possible
    After watching dozens of videos and streams of LD I would say that is rarer than sniping the boss. Anyone that goes chuuhai or worst would have a hard time sinking anything except the Wo, even if the abyssal was in taihai. Those dysons literally require a full touch to kill, even if one got hit twice and goes into red they are still able to take shelling from healthy ships and stay afloat. The bottom 3 of the main fleet can be sunk with 1 hit from touch or a healthy ship's shelling, but there are still plenty of case they do survive those. And literally any abyssal in the main fleet can easily chuuhai or even taihai anyone with a single attack.

    ...and there are cases of going into NB shelling against the escort fleet, after the friend fleet had their turn,,,


    Last edited by ofi123; 06-27-2019 at 08:21 AM.

  6. #16
    Admiral Ghoulvarine's Avatar
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    I personally think that any strong shelling that results around 1-15 HP has a high probability of screwing your runs. That extra live ship can make the difference between a successful run and not. This is what burns me so much at higher difficulties and I was glad I took easy for a change. At least it will be enough to strengthen my mental resolve for the summer event should I choose to challenge myself again. Even though I have played since F2014, I honestly think my level is that of a N-H large scale event as opposed to H-H. I don't have quite what it takes to consistently hard complete everything every time. I became low-med casual after 2 years into the game and I have many quests to be resolved still. Since Phase 2, I have only started unlocking all of W3 and W4 this week. I don't think my love for the game will wither but sometimes, it can be very hard to maintain focus so if I can avoid a good chunk of salt, even at the cost of forgoing higher event difficulties, I would take it.


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  7. #17
    Vice-Admiral DLRevan's Avatar
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    Quote Originally Posted by 211303 View Post
    Now, E5 without friend fleet is possibly the hardest map of all time, with mulitple well known ttk like nishisonic and kiton running out of resources.
    If I understand what you are saying, you're saying that the lack of information on how to plan for the event caused it to be a "difficult" map, rather than the actual details of the map. On that I agree, because you would certainly be influenced to rush it, perhaps on partial information, if it puts other things like farming for jeopardy. And rushing these maps definitely drains you more than some other events, due to things like E4 chipping.

    However, if you mean it's just the hardest map of all time by itself, then I'm wondering if I'm the only one who remembers the insanity of maps like Summer 2015. How about P2 of Fall 2018 final map? Or those with explicit special conditions like Fall 2017. Go deeper and the history of this game is one where not clearing events was the norm, because we didn't have difficulty settings. I can provide all my replays that show wiping out the enemy escort, and a good portion of the main fleet was the norm for me...so I think it's a good chance, even given my late event optimizations and writing off my runs as extremely lucky, that at least that would apply to at least 20~30% of LD for others. Which is...fine? Are we expecting that LD should be always doable in one go? That has never been the norm. Especially considering the route on this map is so short compared to other examples and only the Re node is a threat, which is trivialized by damecon (which as I mentioned, I do have a problem with this aspect of the map design) We used to face 3 terror pre-boss combat nodes + multiple sub nodes, with enemies at the boss node totally un-killable by anything in our fleet during daytime by any means. Maybe throw in a PT imp for more ass-hattery. This E5 is a far cry from that, even without FF.

    All the other objections are nothing new for some of the other difficult final maps. The only difference is that in this case FF can make all your worries go away, less because the map needs it, more because it exists and you'd be just silly not to use it, unless you wanted to prove something.

    The cost has gone up, and by quite a lot, that much I will agree. But that is because of the high cost of LBAS, and our newest K2 large ships, whose resource consumption have roughly doubled on average. BB special attacks even take more resources when they activate. Number of repairs needed post-sortie have gone up, due to boss nodes being really heavy. Orel cruising to help make up lost resources quickly is also gone. And our methods of gaining resources, nor our hardcap, have improved to match, which I also believe to be a very concerning future problem for this game. But the difficulty, assuming you have kept up in the arms race, hasn't really changed. So unless you measure difficulty by costs....because if you take away all these costs by only defending on LBAS, using Kai ships and so on, then yes, this would be one of the most difficult maps ever in this game. And that's the issue for those of us who traditionally complete all events on Hard and keep all our equips/resources/ships at top potential. We're losing that arms race, but the problem is actually not in the event map which we expect to demand all these things, but much wider, applying to the rest of the game as a whole.

    My main issue with this map and this event specifically is that it's a sign of the trending into an arms race that everyone is forced or influenced to take part in, and will result in them giving us even more questionable gimmicks to compensate as people's expectations are raised by them. As we go on, FF will start to get truly not optional, all historicals are mandatory, all special abilities are mandatory and cash items like goddess are mandatory. Maybe a reason why I'm so uptight on this topic is because I believe it can get much worse, we haven't truly seen yet when all the above things are really not optional, at least not all at once. But even before that, we're already treating it like it is. And it has less to do with the maps and more to do with the very existence of these things. Think about it, FF went from being derided as a joke gimmick or something joining historicals in trivializing the game, to something we're so dependent on we don't dare sortie without it. Is that because of the map becoming more difficult, or is it because our expectations of what we can take on has changed because we now have this new tool? That's the issue for everyone else who doesn't complete 100% of their events on Hard. And historicals and Special attacks are the worst culprits in this actually, they're heavily blurring the line between normal 'event preparations' and outright event gimmicks.


    Quote Originally Posted by 211303 View Post
    So, yes, I think I am justified to say the friend fleet, or rather the news of friend fleet and event ending date, is released too late, because 1) it robs the players' ability to make informed decison; and 2) there is no reason to purposefully stop everyone's progress on the map by withholding friend fleet.
    I don't disagree with this, because then it's not about whether these maps need FF to actually clear. Now that we can choose to not use FF if we don't want to, I would expect them to introduce FFs at the start, or introduce them at least much earlier. So it's no longer about trying to take on the event without friend fleets for a challenge at the cost of everyone else who doesn't want to do that. And we can plan better. That's based on the assumption that they seemed to only decide to implement that mechanic this event, if not then they had better realize that's the case by next event. If they still delay it as long, then yes, I will also have a problem with it.


    Don't get me wrong, I'm not happy with this event or the future developments it seems to imply either. But it just seems my concerns are somewhat different from most others.


    Last edited by DLRevan; 06-27-2019 at 02:36 PM.
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  8. #18
    Kantai Analyst 211303's Avatar
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    @DLRevan
    However, if you mean it's just the hardest map of all time by itself, then I'm wondering if I'm the only one who remembers the insanity of maps like Summer 2015. How about P2 of Fall 2018 final map? Or those with explicit special conditions like Fall 2017.
    Honestly? It's not like most of us here are newbie. We all have done those maps. None of the maps you mentioned is more difficult than this map without ff in my opinion, except of cos no debuff Summer 2015, which is obviously way harder considering only 7 people managed to do that. The only maps I would say that are comparable are 2014 Summer E7, 2015 Summer E7, 2017 Summer E7 and 2018 Winter E7 p2 without ff.

    Fall 2017 doesn't even belong in this conversation. That map is average at best.

    In terms of Summer 2015, I always think it is unjustifiably demonized due to how young the general players in the English community is. It is like commenting the difficulty of this event as a 6 months ttk vs a 2 year ttk, I believe that is rather unfair. That map is very newbie unfriendly given the ban of CLT, and most people are using DA BB and CA, perhaps a TCI pudding and Yukikaze and Shigure as their TCI DD, while people older are already rocking with TCI myoukou, poi/yukikaze, Ayanami, and some even TCI Bisko and Jintsuu (ABKM was still not recognized as a great ship at the time in my community at least). The damage difference is really steep, and I don't think that is a good comparison when we are both commenting on this E5 as a vet. There is also the fact that the map costs quite a lot less than this E5, yet our resources gaining ability didn't really change, allowing more tries in a given time. Don't get me wrong. 2015 Summer E7 was really hard, but let's think about the context when making the comparison.

    The problem of this particular map before ff is the lack of damage. You mention how you consistently kills everything but the 3 himes in day battle, but you are significantly underestimating the difficulty of getting the kill from them with an escort with 5 effective damage dealer after taking two opening torp from Re. That is a situation where me and all other frontline streamer can consistently reach, yet the low clearing rate should speak for itself. Just calculate the estimated damage output and compare with the armor and hp of those 3 targets. It is not as easy as you are implying. Probably still not the hardest map I personally have done, but it is definitely in at least top 3. As someone who tried this map countless time without FF, as well as completing all previous maps in the hardest difficulty (most of them without FF) since 2014 Winter, I think I am in the position to make that statement.

    We used to face 3 terror pre-boss combat nodes + multiple sub nodes, with enemies at the boss node totally un-killable by anything in our fleet during daytime by any means. Maybe throw in a PT imp for more ass-hattery.
    However, the difficulty of this map isn't even my main point, as it is my choice to clear without ff and I take full responsibility on that. My main problem is the nature of Re's opening torp. Note that it is the nature of it, not the difficulty of it. This has to do to how Re's opening torp accuracy will reach accuracy cap against a highly level sparkled ship, very similar to loli sub before the implementation of toukai. Other difficult preboss node like triple BB hime and CV hime does not have such a high accuracy, which means the effort of you putting into leveling and sparkling is rewarded in the form of higher passing rate. Furthermore, all these targets can be mitigated due to them taking bonus damage from airstrike, and that shelling as a form of attack can be stopped. Essentially, unlike opening torp, your action and effort makes some difference.

    Again, this is not about the actual passing rate, as 2017 Summer obviously have way lower passing rate. What I am criticizing is that it is not rewarding player's effort put into the game. I am really just saying I prefer a 40% passing rate node that can be improved to 50% by players' effort over a 50% passing rate node that cannot be altered by the player's effort. I personally feels more satisfied overcoming the former than the latter. It's not about the actual outcome, but how I feel when I am tackling it.




    I don't disagree with the rest of the statement though. One possible change would be that we have the orel of equivalent of fuel, ammo and bauxite in the new maps in 1-3, 3-2 and 2-2 respectively, but other than that, I also don't think this is a good trend going on, though not exactly about the same problem. The problem for me is that there is no way for newer players to actually catch up with the arm race given how key equipment are not available other than previous events. 64 squadron (no other 7 range interceptor other than skilled 21) and wg42 being the most obvious examples. This will become a way bigger problem soon when another wave of newbies come after watching the new anime.


    Last edited by 211303; 06-27-2019 at 10:16 PM.
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  9. #19
    Admiral goesto11's Avatar
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    Quite a bit to talk about with this event as there are some issues that go beyond just the BB special attacks ("BBCI" for short) vs. Friend Fleet debate. IMO, no question that Friend Fleet mattered more than BBCI. Was BBCI useful? Sure, WHEN it triggered, but results were quite varied for me. Never got a BB Hime one-shot with Nagato/Mutsu or Nelson fleet. My experience matches what ofi123 & Ghoulvarine mentioned. Bottom 3 in boss main fleet were an issue for me too often, particularly with Nelson/Mutsu comp. Maybe taiha'd, but still around as a target for NB. Not helpful. Sortie I cleared (Nelson Fleet) had Ne-CA and Wo-kai sunk fairly quickly in day battle. Had another sortie where Nelson arrived at boss at chuuha, but rest fine. So no BBCI for me, yet after Friend Fleet, was one good NB TCI away from clearing (Boss had like 300hp). Just didn't get NB TCI -> target boss -> good dice roll. Sure, just one example, but illustrative of my E-5H Part 2 experience. BBCI helped, (better) Friend Fleet helped more.

    Resource burn is another issue. I had 260k fuel (more for ammo/steel/bauxite) after clearing E-1 to E-3 Hard AND getting Ishigaki. Burned over 200k fuel from there. Big reason I got salty was the resource burn from Fletcher farming. Won't lie, certainly wouldn't have been as salty had I gotten a lucky drop after say 20-40 sorties, but I didn't and that still doesn't change the issue. I'm a 250+ sortie "Roma Club" vet, and that wasn't nearly as bad for resource burn. We do need better expeditions IMO. I don't think the answer is simply "go farm for fuel here" given returns and it just amps up playing time considerably. An "exped #2" for fuel would help a lot along with bumping some of the longer expeditions returns. However, IMO the better answer is not to introduce power-creep into resources. Just don't have resource black hole events. I'd also consider potentially reducing some of the sortie costs for a few ships. Iowa's costs are ridiculous. Better value with Yamato-class, but still arguably a bit too high. Also could look at repair cost reduction when it comes to fuel. Maybe 0.025x multiplier instead of 0.032 or something.

    I get it. Resources are part of the game, but there's enough ResourceColle as it is. I guess some can shrug off the huge resource losses, but not so easy for me. This event's massive costs will impact what I can do going into summer event for sure. Got a lot to do with monthly EO, try to rank next 2 months, get improvement fodder to finish up some things, and still the specter of RNG for LSC Maruyu *sigh*. I have limits. Be a struggle to do all that. If I'm not working on expensive upgrade fodder, 1/day, occasionally 2/day LSC, is my limit if I want to have any meaningful stockpiling. I'll put most improvements on hold I guess, but still, got over 200k fuel to recoup and bauxite ain't that quick to get back either.

    Couple last points. First, 211303 brings up a point that I and others have mentioned before. While I'm definitely NOT suggesting "turn on PC/phone/table -> enter game -> profit", not helping newer players, returning players, or even quasi hard-core players to have these types of events with equipment locked away behind final EO map Hard. Perhaps not such a big deal this time, but well, Hayabuysa 64th is still a huge asset. When difficulty was introduced, Hard was all about the bragging rights - 1st class medal. Nothing against that for those who want the most challenge, but the rewards - specifically equipment, didn't change from Medium to Hard for quite a while. Could still clear on Medium and get the equipment. Missing out on a extra (normal) medal, screws, maybe an RE is significant, but not that big of a deal. I think the game needs to go back to that. I'll still try for Hard, but with the original reward system, I'd probably drop to medium a few times as well. This would help newer/returning players and also veterans getting burned out IMO.

    Finally, definitely a surge in historic fleets and RE (12cm Rockets K2 and potentially Goddess) required. RIP days of 100 sloters - at least for Hard & Medium and perhaps even Easy as well. To me, this is more simply a matter of business. DMM/KDKW are business and thus profit matters (plus, all that dev work & server costs ain't free). So understandable that they want to induce players to buy more slots, RE, etc. but there's a limit as well. Don't want to make things too much P2W. FWIW, I'm fine with motivating people to buy slots as to me that's a core tenet of the game (collection & building a fleet). Rings & RE, get into questionable territory. Consumables are too P2W.

    Well, lets hope devs learn some from this. I do expect much better friend fleet implementation going forward. As for the rest - including how FFleet dependent... not sure. My guess is that historic fleet mechanics as a key aspect to Hard (or even Medium) clear are here to stay so get all girls and buy those slots.


    Last edited by goesto11; 06-28-2019 at 04:18 AM. Reason: clarification
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  10. #20
    Admiral Ghoulvarine's Avatar
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    Now I know what we say here in the community will never reach Tanaka and the dev team but I just thought up of a few things that can greatly help improve the health of the game.

    1. Pity Rate Up: One glaring frustration regarding the game's design is the huge variance in drop rates. While I'm happy to have gotten Fletcher and Johnston in less than 20 runs, which also included actual clearing runs, I just think it is unfair for someone who has even larger reserves of resources than I to not have gotten target drops in over a hundred runs. I think for each successful victory in the target node, there is an increasing chance of getting valuable drops with each sortie, which will reset when a valuable drop does happen. I'm sure it is not a hard task to group them by tiers since you wouldn't want the pity rate to reset from a drop that isn't of equivalent value to the ones that are considered more valuable. I'm not saying farming is bad. But sinking more resources than what is reasonable is just dumb and contributes to event burnout.

    2. Make events more interactive lore-wise: I read somewhere about 211303's post where this event, which features Akagi and the use of carriers, pretty much forces you to run something else to stack what little odds you can scrounge up in your favor. The only CVs I got to field for this event were Sara, the dragons and the cranes. Now this may seem insignificant because it's more of a flavor than anything else but it actually touches up on a lot of different things that I think can be good for the game. Instead of just the familiar face we see every time we open the event tab walking us through the difficulty selection, have some more tidbits on the screen where not only are we introduced to the title of the map/operation but also have a vague narrative that allows us to have insight on what the stage might have in store for us, drawing us more with a sense of storytelling that allows the players to enjoy another aspect of the game. It will also give hints as to what kinds of things we should do to progress the map (i.e. map expansions and gimmicks), sort of like a quest list. This will add a new layer of entertainment where it makes you feel like doing missions for the success of the operation. The whole thing ties to basically what front liners do, which I'm very appreciative about. But with flavor narratives, their jobs will be somewhat less of a burden because they will have a rough idea on what we would expect from a particular stage. Also it won't feel so bland just looking at fleet compositions from a source and just replicating it all for the sake of just getting the stage over with and move on. They need to hire some writers and make this interesting.

    3. Amp up resource gathering: Yeah read all the complaints about how its steadily becoming more expensive to run fleets. I don't think there's anything wrong with the resource caps but getting them feels almost like nothing. I think for starters, monthly quests should reward the resource value roughly by x5, weekly by x3 and the daily by x2 or even x1.5. Doing them alone won't solve your resource problems but when coupled with your usual expeditions, I think it would have some tangible impact. For example, why would I complete the weekly World 4 quest by sortieing twelve times to B+ rank the boss nodes for a measly 400 fuel and 700 bauxite? The cost to run that far outweighs the reward. The only time you see some value in this quest is when you're doing the monthly EOs. But even then, assuming successful first try runs in 4-5, you would still need seven more sorties to any W4 boss node just to complete it. Now if the rewards value gets tripled, sortieing a minimum of 12 runs for 1200 fuel and 2100 bauxite doesn't seem so bad anymore. Don't forget you're still trading some resources for repair and replenishing fuel/ammo so it's not free but at least it is a meaningful amount that could add up if you have the drive to complete it every week. And of course there's balance in it because monthly quests are rare and far in between so they should have a larger return.... ok maybe x5 is a bit too much since of them would jump from 800 to 4000 resource but you get the idea. And the daily quests are usually of a low amount so doubling them isn't going to make them jump too much but it helps in some meager way and doing it daily, will add up to reasonable amounts.


    Last edited by Ghoulvarine; 06-28-2019 at 08:57 AM.
    "Without love, without anger, without sorrow, breath is just a clock ticking"

    Started: 11/14/14 LSC Graduation: 7/7/16 First Kandex Completion: 5/21/17
    Remaining EOS: Sagiri My K2 List

 

 

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