Naval kill reward should be reworked

Yeah, I think it has always happened to some degree. But now is more pronounced/apparent.

I seem to recall other players “stealing my kill” after I had done a majority of the damage to an enemy ship. But perhaps all that changed when they made bot kills equal to player kills.
I seemed to have noticed the vast increase of bots finishing of ships after that . .

I have no data to support any of this and just play naval during events usually, but have put in a lot of time going back to CBT . . . just my personal observations tho . . . .

We do not have to forget that they increased the amont of bots in game.
More bots = more secondaries with x% accuracy.
That mean they can have the last hit more than 50% of the time.

2 Likes

A severe damage mechanic would be very good for naval, but it might be a bit complicted as in what would be considered “severe”. The way i see it in naval it would be a big problem for the kill credit or reward mechanic that ships can be down to almost 0% crew threshold, with important stuff out like engines, rudder, several main guns and ammo elevators, even whole magazine rooms out and exploded but still repair to fully functional (well maybe except empty cause exploded magazines)
but even with 10% crew left above the threshold any ship can still be as much of a threat as with 100. So that also makes the second 50% of crew left more important to drain or fully take a ship out (that is not completely crippled and wont be able to shoot in the next couple of minutes) than the first 50% after which you could just leave the ship alone while fully functional and no less of a threat to the team and switch to anything else, cause you will get the kill anyhow and possibly not any more (or little more rewards) for fully sinking it. So that would be a bit of a problem but anyhow, they will really need to figure something out, because hitting an important and or difficult shot to the barbettes to then get absolutely no rewards when the target explodes or sinks due to holes after mag explosion because some ai deatroyer (or player) hit it with a meaningless 0 damage shot in between is just a huge downturner to touch naval rb, together with all the other problems it has on top…

2 Likes

50% in worse case more optimistic are on 90% haha, for farming to the vanguard i just stealed some game 4k by bot very unfair, hope for like this change like severe damaging mechanic, based non on hit but on much damage you do based on some priority like you have writed.

1 Like

I think you actually don’t need severe damage or any other mechanic, cause it will not fix how damage is distributing currently, due to problems in it.

We just need:

  1. Damage from fires and explosions counted as damage dealt by the player who caused the condition.
  2. RP rewards gain instantly form damage, not for the kill itself(maybe keep some little bonus RP for kill). Currently if target didn’t die no reward for anyone, despite all that time lost to shelling the target. So players choose easy to kill targets.
  3. Bigger reward for attacking outclassed enemy.
  4. Return of hit rewards shown in interface. For player enjoyment of how good he dealt damage with the salvo. Community Bug Reporting System
  5. Bots damage counted in statistics, same as for the players, so players could to realize are they playing good or playing worst than bots.

ps. “severe damage” is not that good as you could think for those who participated in kill.


1 Like

What you could do is counting some it as “critical hit”, like for exemple :
-destroyed boiler rooms
-main turret/ammo elevator destroyed
-major fire or breach

Also unlike in air and ground, you could stak up those critical hit, and the kill credit could go to the player who score the highest number of critical hit against the target.

The rp rewards for killing is already meager, but a large part of rp income comes from damage already in the form of Skill bonus, where you need to reach a certain thresholds of damage points. The issue here lies with the fact that the majority of the Damage Point goes to the one who got the kill rather than the one who did actual damage to the target as shown in the original post. So if they could fix the damage point distribution that would be just great.

Why you even need that, if we already have crew loss as the measure of damage.

If damage weren’t distributed to anyone as for fire damage, ammo explosion damage, probably some bugs too, when hit didn’t count for some reasons. Last hitter get all that stored damage. Same as for flooding kills you take all that reward for crew left on a flooded ship.

Skill bonus and everyday full tree bonus is just flat multiplier for all actions.

We have the system that records penetration of the citadel - that might be a place to start.

I simply dont want them to touch naval ever again. Everything they change turns to shit. So, no. Better it stays as is.

I have some suggestions to add to this concept.

First, I think a severe damage mechanic would be nice to have, not necessarily for rewarding more points, but as a way to generate positive feedback and reduce player frustration. For instance, a player may deal a fair bit of damage and reduce the crew count below the minimum required to keep the ship afloat. The player has been shelling the same ship for 5 minutes straight. However, that experience is quickly soured when a bot lands the last hit and takes the kill. Experiences like this can really affect the perception of naval and may even discourage further participation for new players.

Secondly, in addition to a severe damage mechanic, I believe kills should be rewarded the moment it is no longer possible for the ship to stay afloat. An example of this would be detonating a shell room on your target ship, lowering the crew count below the minimum required. Instead of feeling obligated to shell the crippled ship for the next few minutes to secure the kill, you could shift your focus to a more important target.

And lastly I agree with @Kweedko in terms of rewards. It should be primarily focused on the damage you deal in that moment, for what you hit, and the reward should scale with ships larger than your own.

It’s also important to note that the justification for the new damage control system supports the idea of rewarding the players directly for what they hit in the moment. However, this is only partially the case, as there seems to be some “stored up” damage that gets rewarded upon a kill, like landing on Free Parking in Monopoly and collecting the jackpot from the center of the board. I don’t think any of us is interested in manufacturing false narratives, but it would be really nice if Gaijin were willing to explain how damage is actually rewarded in naval with a detailed breakdown that can be replicated in-game, rather than having us guess all the time.

2 Likes

And also don’t make AI bots get any kills as well. These bots are so crazy

3 Likes

Ahah ! I can understand what you feel about all what gaijin did to WT naval
And you are right.
But I think WE (all together) can make naval great again.

1 Like

All true, and figuring the amount of work coding our ideas might take is quite often not even considered when players make requests such as these.
I do not know enough about coding to even venture a guess about the time/effort involved with my ideas, one of the reasons I gave two . . . just in case one might be “labor intensive” or something.

And the numbers I tossed out are just arbitrary in nature anyway, adjusting them to make the idea work better is perfectly fine . . . nothing I put out there is carved in stone by any means.

All with the idea of these last hit “wonder shots” by bots and even players on occasion is just not working properly as far as I can tell . . some kinda “Severe Damage” mechanic is needed.

Something like in air only better functionality. The air mechanic has caused hit detection to get so bad, everything now is almost all RNG . . . the actual game and skill involved has been hammered hard. . . I wouldn’t want to see that in naval, as it has more than enough RNG to it already . … . the whole game does anymore . . .

But in the end, it is what it is . . . adjust, adapt, overcome . . . that’s what we as gamers do here

Because that system clearly does not work if despite the amont of damage done to an enemy the kill credit goes to the last guy who it the target. My proposition was to create a system where the game takes into account who did what and the player who did the most gets the kill credit regardless of who dealt the final blow.

Bots should not be getting kill credit period just because - for example - The OP as hell T22 bot ammo explodes a battleship I just set a fire in the ammo elevator just over the magazine.

Conversely, I shouldn’t be getting the kill credit when I 0%'d a ship’s crew when it was already scuttling itself because someone else knocked it to 8% or less.

The system has flaws but there probably is an easy solution to code the game on ‘this player knocked the ship to 8% or less, so he gets the kill.’ while everyone else who hit the ship beforehand for even a few % crew gets an assist.

2 Likes

G’day Bombe18,

I agree with this thread on the bot killsteals, I’m annoyed with it no matter the BR or TT Branch (although more annoyed with it when playing Bluewater+ ships of the Coastal TT).

I think we should have two systems in place with one for bots & another for players an I believe it should be an assist counts as kill for players that do 80% of damage resulting in both getting the kill meanwhile AI’s count as a full kill to the player that has damaged another ship the most (AI’s would then get an assist talued to their name).

Before when I mentioned Bluewater+ ships as many are but in another tree yet suffer from insane ammunition costs, often to be the best in a match yo I must expend thousands of SL to do. Often it makes me extremely mad when I expend close to 40000 sl firing SAP/APHE/HE-DF/HE-VT ammunition against foes be them enemy shipping or aircraft only for an AI to bloody nick it makes me wrathful as a result.

I already know I’m not making much SL as I sink sub Rank III machines & firing all that SL yet when the AI gets the kill it’s AAAAAAAAAARRRGHHHH.

Two ships most felt by that:

• Type 41 AD Frigate HMS Leopard F14 (50 sl shells, 4000 sl a minute)

• Ayanami class Destroyer JDS Ayanami DD-103 (6700 sl belts, should be separate shells)

1 Like

“Kill credit” itself mean almost nothing in naval(just number in statistics), reward already splitting by the crew damage dealt. But there is problems in damage counting system which should be solved, and everything will be more than fair.

+1

Totally agree
Stona say the kill reward is based on who “most damaging other ship” but reality is like roll a dice
Sometime u just need to fire 1 HE to 100% crew of enemy ship but u still get the kill if your team detonated their ammorack.

Stona clearly not play a single Navalmatch.
If he do he the worst player in this game who doent know anything about how Naval situation rn.

1 Like