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PATCH 1.3.1: THE SHIPYARD UPDATE - Megathread



Posted: //
Nov. 23, 2016, 7:52 p.m.



I had my wallet out on the desk, ready to pledge a founders pack when I saw the announcement of progression 2.0. I promptly put my wallet away. When I saw the notification of this patch being released, I decided to check it out. It is everything I feared, and more. Not only is there a ridiculous grind to get to the ships you want to use, you can't even access the all the classes. To make it worse, you have to grind through ship classes you don't want to fly in order to unlock the ones you do. At this point, I am uninstalling the game.

TLDR: good luck with World of Dreadnought!


Posted: //
Nov. 23, 2016, 9:39 p.m.



As far as wallets go, isn't the main thing you'd buy in this sort of game cosmetics? How can I buy cosmetics when I'm looking to ditch my current ship before too long, and when the whole tree is just the same ship over and over again with extra fins random gubbins cluttering it?


Posted: //
Nov. 28, 2016, 3:18 p.m.


Updated //
Nov. 28, 2016, 6:57 p.m.

Edit: Forgot to mention that I did not use elite-status.


After reaching two of my current four milestones I decided to post some rather lengthy feedback. I will not address bugs and do not feel that I can provide good feedback regarding some parts of the update, as I am playing since alpha and have thus played the "endgame" already for several hundreds of hours. My personal goal for this test was to follow the way of a new non-paying player, thus I did not convert any free XP and did not use hero-ships or bought elite-status.


First milestone I set for myself was to reach T3, precisely the T3 Akula Vektor Dreadnought, the "Chernobog". I queued exclusively solo and was not buying a lot of modules on the T2 ships and primarily played the T2 Akula Vektor Dreadnought the "Nav", using other ships only to unlock their next version to progress through the techtrees.

It took me 64 battles with a match-time of 10h 46m, with a winrate of 1.37. This equals ten minutes per game, thus if we add five minutes per game for pre-match, post match, queue and loading times we get a play-time of 16h 6m. Someone playing every other day for two hours would thus be able to reach this in two to three weeks.

In my opinion the default choice of modules for the ships are fitting and the researchable ones well selected too. The recruit bracket seems to be a good starting point for new players to learn the game, but it severly lacks what I like about the game, several playstyles and specialised ships, it gets dull pretty fast as the options are very limited. That this is not the final Dreadnought experience should get emphasized as it may alienate new players, who might get a wrong impression of it. So for me as a long-time player it was not very enjoyable. I wanted to get out of it fast, but I had nothing to learn, so my opinion is not very valid, as its biased.

I decided to skip the recruit bracket, if possible, once we had the final progression wipe and use the Hero Ships and convert the Ship XP. So keep in mind that if this will still be possible, the part of the community that thinks like me will create a matchmaking problem on release.


My next milestone was to unlock the two T3 Dreadnoughts, gather some Officier Briefings (Slow and Steady, Feedback Loop, Module Amper) and get the prerequisites for the T4 Dreadnoughts, and then finally unlock a T4 Dreadnought. I started to play in squads, but most of my matches were still solo-queue. The two T3 Dreadnoughts were the ships I played almost exclusively, only using other ships to get the XP to unlock the ships that followed them. I bought modules only for my two Dreadnoughts and as I already know what they do and how they function, those that are fitting my playstyle.

I reached this milestone at 500 matches, thus it took me 500-64 = 436 matches to progress through my plan. I hit 72h 36m of match-time and thus 72h 36m - 10h 46m = 61h 56m of playing games was needed. My winrate, thanks to secondarys and squads, increased to 1.46.

My experience with T3 is that the game starts to be more what I was used to, it was a lot more fun for me personally, especially secondary guns made a huge impact as the 5.62s of reload on the mainguns for the medium Dreadnought is very annoying and the primary guns of the Dreadnoughts have les DPS than their secondarys. Having only the Corvettes and Artillery Cruisers with acccess to disruptor modules gives them a temporary support role for this tier which is an interesting thing.

The power gap between T3 and T2 is huge, ontop of the usual 20% stat increase per tier there are the basisc 101 Officer Briefings each ship has and then some extremely strong briefings like the "Module Amper" get introduced.

Some T3 ships although have issues, this is the spread of their guns, the Gravis and Dola are the ships that I played and noticed this. They are still viable but in a way more specialised role as their mainguns are very inaccurate at even "medium" distances like 2km. This turns the Repeater Gun secondarys of the Dreadnought into the primary guns for the Gravis, as they will hit targets consistently up to their maximal range of 3.4km and deal more damage even at close ranges when the Plasma Cannons of the Gravis start to hit. The Dola has similar problems without the possibility of secondarys that compensate for this, but stronger mainguns, so it can function pretty well even without secondarys, but has to get rather close.

Summed up the change of the guns for those ships and the tier-mixing made the game annoying, it got closer to the "old" situation, but I am still not happy.


Outside of those two milestones I noticed that the gap between T3 and T4 is pretty huge, as some very specialised ships get introduced that are not avaiable earlier. I would thus vote for a limited "reset" ability that lets a player refund a ship, xp and credit wise, if he realised that the ship is not what he thought it would be. As several people that were not familiar with them followed some side-branches of the techtree to ships they then did not like. Ontop of this ships like the Koschei and Vindicta change the balance of the game, so people have to get used to the new situation that there is a ship that will outheal their damage and do this longer than they would have thought, and that there is a Destroyer that can use rams or hit and run tactics a lot better than the earlier ships. While other people may realise that the Jutland is not very versatile and thus prevents them from scoring consistently. Players following the Oberon line of tacticals will probably get annoyed a lot by the fact, that starting with T4 their healing is not even half of what a Koschei can deliver. (800 hps vs 2000 hps, or 2.5 Aions = 1 Koschei).

A class-following tech- and tiertree could be used as an alternative, so you have to unlock the "medium" version first and then unlock the more specialised light and heavy subclasses for each tier again.

I am not sure if I like the T3 step, maybe I will skip it with release too.


Recruit Engineer


Posted: //
Nov. 30, 2016, 5:58 p.m.



SolaceAvatar#6430 posted (#post-63561)

As far as wallets go, isn't the main thing you'd buy in this sort of game cosmetics? How can I buy cosmetics when I'm looking to ditch my current ship before too long, and when the whole tree is just the same ship over and over again with extra fins random gubbins cluttering it?

You know what would be really awesome? See how our 15 ships got "expanded" into around 50 different relatively minor refits of themselves with slightly different loadout options? If they go back to the previous, more competently-designed progression system, they can KEEP all those new models as cosmetics for players to buy.


http://i.imgur.com/f5SVkIz.jpg
---V^^^V---
Step into your daydreams, and follow them home


Posted: //
Dec. 3, 2016, 11:07 a.m.


Updated //
Dec. 3, 2016, 11:08 a.m.

While i have already expressed my opinion,with pros and cons of the new update,i wanted to summarise it all in one post,what i like or not on this patch,and some suggestions.Of course the Dev Talk #2 confirmed that the Devs are looking at most of those things already,so i will try to be simple.
Sorry for any misspelled words,english is not my native language.

Tier and Progression System: In generaly,some hate it,others can stand it.Its not ideal for all the players i realize that.I liked it in every game i played so far though.It gives me the idea of what i will unlock,what path i can take etc.For example while i always loved the Dreadnoughts core gameplay,unlocking system was too "flat" for me.Tiers are made for few things,such as better matchmaking results(dont judge it now though,we got no people to play with,especially european times),better learning experience for starting players,more competitive gameplay at top tiers,and of course grinding.

Power and differences between tiers:Basically,power difference between tiers,when 2 ships engaging on ideally 1vs1 situation,of course its obvious.But we are speaking of game such as Dreadnought,where factors such as teamplay,focus fire,correct energy management,cover usage,play their huge role.Combine the healing factor,and u will never get that ideal 1vs1 situation,but focus fire does magic.It feels more challenging and rewarding when a higher tier ship is being destroyed by lower ones(gives us more credits for killing such).

Manufacturers Tree:I will stand my ground,and say that ships that start only on higher tiers should be approachable from different paths,without forcing you to play a class you dont want.Its not that we wont have those classes in fleet,cause some ships counter other better(for example i dig more heavy bulky tanking ships,but i always have a vette/tactical or artillery in my fleet)but if i have to grind,i would like to grind with ships i enjoy most,to get to the ship(s) i desire.

Fleet Maintenance:Right now the cost is too high and possiblly this will be changed later on,but i understand why it is implemented,but we definetely punching new players in the face.At least by paying for Veteran,it shouldnt be that high.

Interchangeable customization parts:Well,graphics and the idea of customizing the whole ship,was something i enjoyed most in Dreadnought,it shouldnt be locked at tier 5.Having the ability to have your "own" ship/fleet(call it as u want) is what people enjoy in f2p games.

Officer briefings:They shouldnt be locked between ships,cause some players will not be able to acquire them.


"The First Of His Name"


Posted: //
Dec. 3, 2016, 4:24 p.m.



And I tough the last dev talk got the most of hate/please reverse/change 2.0 in another way post.^^
Well... It's all in my signature.


Best proposal to put 2.0 in the right way. Please hear this guy dev https://www.greybox.com/dreadnought/en/forum/topic/30780/?page=3#post-71653


Posted: //
Dec. 4, 2016, 3:12 a.m.



Odin#5262 posted (#post-75385)

While i have already expressed my opinion,with pros and cons of the new update,i wanted to summarise it all in one post,what i like or not on this patch,and some suggestions.Of course the Dev Talk #2 confirmed that the Devs are looking at most of those things already,so i will try to be simple.
Sorry for any misspelled words,english is not my native language.

Tier and Progression System: In generaly,some hate it,others can stand it.Its not ideal for all the players i realize that.I liked it in every game i played so far though.It gives me the idea of what i will unlock,what path i can take etc.For example while i always loved the Dreadnoughts core gameplay,unlocking system was too "flat" for me.Tiers are made for few things,such as better matchmaking results(dont judge it now though,we got no people to play with,especially european times),better learning experience for starting players,more competitive gameplay at top tiers,and of course grinding.

Power and differences between tiers:Basically,power difference between tiers,when 2 ships engaging on ideally 1vs1 situation,of course its obvious.But we are speaking of game such as Dreadnought,where factors such as teamplay,focus fire,correct energy management,cover usage,play their huge role.Combine the healing factor,and u will never get that ideal 1vs1 situation,but focus fire does magic.It feels more challenging and rewarding when a higher tier ship is being destroyed by lower ones(gives us more credits for killing such).

Manufacturers Tree:I will stand my ground,and say that ships that start only on higher tiers should be approachable from different paths,without forcing you to play a class you dont want.Its not that we wont have those classes in fleet,cause some ships counter other better(for example i dig more heavy bulky tanking ships,but i always have a vette/tactical or artillery in my fleet)but if i have to grind,i would like to grind with ships i enjoy most,to get to the ship(s) i desire.

Fleet Maintenance:Right now the cost is too high and possiblly this will be changed later on,but i understand why it is implemented,but we definetely punching new players in the face.At least by paying for Veteran,it shouldnt be that high.

Interchangeable customization parts:Well,graphics and the idea of customizing the whole ship,was something i enjoyed most in Dreadnought,it shouldnt be locked at tier 5.Having the ability to have your "own" ship/fleet(call it as u want) is what people enjoy in f2p games.

Officer briefings:They shouldnt be locked between ships,cause some players will not be able to acquire them.

I actually like a number of the things you have to say Odin. But I'm still at odds with your opinion on tiers.

There power level makes too big a individual difference. And is expotentiated by multiple higher class ships. Like a t4 being healed by another t4.
Player count can always be a problem. And if a game depends on that diversity to much it can kill a game. I've played games that started off with healthy very large player bases. But people moved on over time. Maybe it took 2 years after its release, maybe more. But eventually the players dwindled. So if having to few players creates problems now. It could cause more problems in the future as this game ages. During lulls where another big game draws people away temporarily or at low activity times (at night or w/e). It's just an added vulnerability to the game that it doesn't need.

Now one thing I want to point out. Is I'm not against the tech trees at all. (Other than not having diverse ship options at tier 1 and having to play ships you don't enjoy to unlock the one you do, higher tier ships should be more accessible than just 1 linear path). I like trees and that tech path. My problem with tiers is specifically with the power difference between ships. Taking a t2 against a t3 in combat. Or a t3 against a t4. The amount of damage a higher ship can deal and withstand (or heal) compared to its lesser counterpart is to severe to me.
I like challenge, and the idea of flying my t5 dreadnought around mopping the floor with t4s (and really unlucky t3s) isn't overly appealing. Because of course I'm gonna do better. I'm 100% superior by design. All I have to do is play equally as good as my opponent to win. If I play better they're just extra screwed.


Posted: //
Dec. 12, 2016, 4:21 p.m.



Was exited to play DN after shipyard update because before I had a great time playing it.
After loading up I saw a Wargaming like techtree and just quit the game.

If iI wanted to play a powercreepy tier-based "competetive" game I already have WoT and WoWS, so as sad as it is, as long this stupid tier system exits DN is dead for me.


Posted: //
Dec. 12, 2016, 9:07 p.m.



Got back into this after awhile to see if the tier system/grind has changed

So sad it hasn't. The game I played before had potential to be something.


Posted: //
Dec. 16, 2016, 9:28 p.m.



**** +1

Cizjut#6996 posted (#post-77660)

Got back into this after awhile to see if the tier system/grind has changed

So sad it hasn't. The game I played before had potential to be something.

Checking the forums for a roll back or next 'major' update is the only connection I have with DN now. Wallet is ready but until I see actual new ships, modules, maps, briefings and all variations of cosmetics - I will not be contributing a single cent or minute more of my time into this.

Adding a spoiler to a car does not make it a 'NEW' car. Period

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