Feedback on naval changes and new bugs in update

Feedback:

While crew numbers showing all the time is kind of “ok”, there is a problem in compare to previous iteration with percentages, now you don’t know the threshold when your or enemy ship will start auto drowning(and no it’s not when you reach “dark grey” part of the crew scale). For example here target have some crew left before “dark grey” part but already start auto drowning. So we kind of need that threshold showing in interface(cause before we could tell it by percentages).

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Next problem is that you also changed the hull compartments indication from green-yelow-red-black with brick scale under the ship doll element, to dark red - little brighter red - brightest red indication under the enemy doll itself and by the sides of you ship doll, where brightest red means that compartment is dead, this progression is quite a complicated to understand and not easy to read from the screen neither yours or enemy current condition(btw. you have different indication on doll hull sections and transparent-yelow-red-black - sync this two indications in this colors for them to match).

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Torpedo traces on the map drawn above the ship icons instead of blow them, so they overlapping them hiding ships on the map.

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With sea changes you somehow changed the weather too, so now on same weather presets we have even bleaker and hazier scenes, lightening now is too bright, blinding player, overall image become even bleaker most of the time - we need some colorful picture not “grim dark” all the time, as we have now on test server(and I’m not event mentioning that in first person view it became even more overbrighted and hazed), fix it please before it went live and start annoying players drive them into depression.(from 20+ matches on test server none of them was colorful)

Live server

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New(test server)

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New, from real matches - now even tropical maps look like doom and gloom

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Bugs:

  1. On dev server bots that replace absent players(those who have names) now do not shoot and aim on targets beyond 6km which makes them passive targets most of the time in the match. I suppose that someone tried to fix “convoy bots”(which were shooting over their guns max ranges)Community Bug Reporting System but broke all of them.

  2. Enemy doll still doesn’t update correctly despite stated in bugreport that it was fixed. Destroyed modules and sections turn “red” or even “yellow” after couple of seconds after being destroyed(while should stay black until repaired) and doesn’t update from those colors, when fixed, back to “white” state. Only reselection of target helps. It’s a crucial problem which strips players from the right information on enemy condition, it should be fixed with priority.
    Community Bug Reporting System

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modules and hull section destroyed turned “red and yellow”

real state of the enemy after reselecting him

  1. Camera on enemy doll zooms down to the point of your last hit, but never zooms out, as it acted before. So you don’t know what’s happening on the other side of the enemy doll until you hit that part.

  2. When controlling a plane enemy ship doll doesn’t update at all, it stuck on first selected ship and it state.(funny but in test flight there is no such problem)

  3. On dev server faced invisible enemy ships on palau islands and frantz josef land shooting at you without any ability to target them. Example invisible ship shooting at my plane

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2 Likes

Yup, something like this should be better to understand the status of your ship combining part of the old HUD and the new one:

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HUD-nuovo

The “health bar” should also be clearer.
As you said you start sinking even when the bar is not in the grey zone.

Some simple reworks using color codes ( green to black ) can make it way more user friendly than it is now.
The grey bar could also be reduced as it represent the " abandon the ship " zone and now its way to overwelming, taking almost half of the bar.

Something like this that also integrates small lines that both show the danger level on your ship and triggers the color change on the bar can be both visually pleasing and easier to understand:

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HUD-nuovo2

Let’s hope this can be implemented in this update or in a minor one really soon.

EDIT:

This is also a big problem when you use a “true” torpedo boat like the Shima or other Japanese DDs.
You basically create a “courtain” that blocks the entire minimap and you completely lose spatial awareness.

Maybe reducing the trail to one-two dots after the torp can help mitigate this problem as right now it shows the entire path from start to hit and the start point is not really usefull if you are the one that launched them ( maybe in the future, when subs are added, knowing the starting point of a torp using hydro can be usefull to track your target both for ships and subs alike )