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Some features that I believe must be added as soon as possible in order to make the game more forgiving and welcoming for newcomers, more bearable for long-term free players, and richer for any old player.
 
Some features that I believe must be added as soon as possible in order to make the game more forgiving and welcoming for newcomers, more bearable for long-term free players, and richer for any old player.
   −
*'''Increase the dock size to around 150 ships for all players.
+
*'''{{color|red|Increase the dock size to around 150 ships for all players.}}
 
**For now, free players are supposed to clear hundreds of composition quests, have high-level META ships, and perfectly lock ships on each event, which is madness and way beyond reasonable.
 
**For now, free players are supposed to clear hundreds of composition quests, have high-level META ships, and perfectly lock ships on each event, which is madness and way beyond reasonable.
 
**Maybe giving those 50 new slots in several mid to late game hard quests, unlocked with HQ.
 
**Maybe giving those 50 new slots in several mid to late game hard quests, unlocked with HQ.
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*Rework all the shop economy! (some items are too expensive/cheap and/or useless).
 
*Rework all the shop economy! (some items are too expensive/cheap and/or useless).
 
*Equipment preset deployment must be fixed!
 
*Equipment preset deployment must be fixed!
**It can be improved by separation saves by types (CV(L) with CV(L), BB with BB, DD with DD…) just like the ship selection tab.
+
**It can be improved by separation saves by types (BB with BB, CV with CV, DD with DD…) just like the ship selection tab.
 
**This would make much more sense than the useless mess currently there, finally adding a real solution for equipment presets.
 
**This would make much more sense than the useless mess currently there, finally adding a real solution for equipment presets.
    
*A more explanatory crafting system (something that is not some witchcraft recipes like now).
 
*A more explanatory crafting system (something that is not some witchcraft recipes like now).
 
**Maybe just give some guidelines/probabilities on which class of item/ships you are going to craft within a range of resources used.
 
**Maybe just give some guidelines/probabilities on which class of item/ships you are going to craft within a range of resources used.
 +
**Make LSC great again! For now, it is just a Maruyuu machine…
   −
*A quest tree, or at least some way to know what we have done and the immediate new quests we can unlock for every quest.
+
*A '''"quest tree"''', or at least some way to know what we have done and the immediate new quests we can unlock for every quest.
 
*More info about quest rewards, so we can manage the quests to clear.
 
*More info about quest rewards, so we can manage the quests to clear.
*{{color|red|All ships required in quests '''must be''' obtainable at any moment}}, so you are not blocked at some point, praying for the next event.
+
 
 +
*{{color|red|All ships required in quests '''must be''' obtainable at any moment}}, so you are not blocked at some point, praying for the next event (for [[Gotland]] & [[Fletcher]]).
 
*{{color|red|All equipment required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you loosed a unique quest item (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipment]]).
 
*{{color|red|All equipment required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you loosed a unique quest item (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipment]]).
**'''{{color|orange|Every piece of equipment must be obtainable}}''' (via craft/Akashi/quest/stock equipment) at some point, no matter the price, so you can eventually complete the kancodex.
+
**'''{{color|orange|Every piece of equipment must be obtainable}}''' (via craft/Akashi/quest/stock equipment) "at some point", no matter the price, so you can eventually complete the kancodex.
 
**Newer items may become obtainable for all several months after their introduction.
 
**Newer items may become obtainable for all several months after their introduction.
 
**A hard limit to how many "special" items you can own maybe add to avoid power creep.
 
**A hard limit to how many "special" items you can own maybe add to avoid power creep.
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|-|General content=
 
|-|General content=
 
*New maps : '''All Extra Operations'''
 
*New maps : '''All Extra Operations'''
**We are waiting for the 2nd and 3rd EOs of the main worlds since they were introduced. At this point, such EO can serve to re-introduce some rare mechanics, such as the arctic gears, the repair nodes, TP nodes, historical fleets…
+
**We are waiting for the 2nd and 3rd EOs of the main worlds since they were introduced.  
 +
**At this point, such EO can serve to re-introduce some rare mechanics, such as the arctic gears, the repair nodes, TP nodes, historical fleets…
 
**Since months are already charged enough with current EOs and quests, those new EOs may not be reseted each month and/or require the previous one to be unlocked (like 1-6).
 
**Since months are already charged enough with current EOs and quests, those new EOs may not be reseted each month and/or require the previous one to be unlocked (like 1-6).
**Some EOs could be changed/updated every month/quarter/year :
+
**Some EOs could be changed/updated every quarter/year :
 
***Using older events maps and gimmicks.
 
***Using older events maps and gimmicks.
 
****It would be interesting to replace the rewards with something like ranking points or even a special currency that could buy some old event-limited equipment.
 
****It would be interesting to replace the rewards with something like ranking points or even a special currency that could buy some old event-limited equipment.
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*Possibility at any time to see the fleet state (engagement, air situation, HPs...), so you can maybe close your eyes for more than 0.5 s without the fear to miss something.
 
*Possibility at any time to see the fleet state (engagement, air situation, HPs...), so you can maybe close your eyes for more than 0.5 s without the fear to miss something.
**Doing it as Kcanotify does (with overlays) is a good starting point.
+
**Doing it like Kcanotify does (with overlays) is a good starting point.
 
*More obvious routing / LoS effect on the sortie, where you can more easily guess a given map routing by yourself without needing to do several hundred runs, reporting it in some Excel sheets.
 
*More obvious routing / LoS effect on the sortie, where you can more easily guess a given map routing by yourself without needing to do several hundred runs, reporting it in some Excel sheets.
    
*In-port log of all the fleets used on the map
 
*In-port log of all the fleets used on the map
 
**Just knowing the girls' types and fleet LoS could be enough.
 
**Just knowing the girls' types and fleet LoS could be enough.
**This could be replaced with an expedition type overlay, where when selecting the map, the shadows of recommended/possible fleets are displayed.
+
**This could be replaced with an expedition type overlay, where when selecting the map, the shadows of minimum/allowed fleets are displayed.
   −
*Less useless loading times.
+
*'''Less useless loading times.
    
*More stats about one fleet :
 
*More stats about one fleet :
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*Some items mechanics need to be reworked :
 
*Some items mechanics need to be reworked :
**The Rice items are useless in battle for now.
+
**The Rice items are useless for now.
 
**The majority of secondary guns are completely useless.
 
**The majority of secondary guns are completely useless.
 
**Most main guns have no use for their lack of bonus or proper mechanics.
 
**Most main guns have no use for their lack of bonus or proper mechanics.
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|-|Event=
 
|-|Event=
*'''{{color|red|Remove the stupid idea to have the Strike Force fleet in the 3rd fleet, this adds nothing to the game but frustration and big mistakes.}}'''
+
*'''{{color|red|Remove the stupid idea to have the Strike Force fleet in the 3rd fleet, this adds NOTHING to the game but frustration and big mistakes.}}
*Remove the possibility to drop nothing on an S rank on absolutely every boss.
+
**For now, it is objectively and factually terrible game design and proof of lazy/spaghetti coding.
 +
**Making all fleets (aka n°1)  "expedition capable" would be the best/easiest way to fix this flaw.
 +
**Historical elements are very much welcomed, unless they are detrimental to the game.
 +
 
 +
*'''{{color|red|Rework "tag routing" !}}
 +
**In its recent implementations, it was possible to lock himself totally, making the even impossible to clear in '''ANY difficulty.
 +
**If locks are not supposed to be an issue in lower difficulties, then a way to bypass this "tag routing" must be easily possible in those cases.
    
*Historical bonus general nerf.  
 
*Historical bonus general nerf.  
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*Friendly fleets from the start, but using them add a drawback, like less/worst drops for instance.
 
*Friendly fleets from the start, but using them add a drawback, like less/worst drops for instance.
 
**The current way FF works is mostly fine, but having some from the start could be nice for some players with limited time available.
 
**The current way FF works is mostly fine, but having some from the start could be nice for some players with limited time available.
 +
 +
*Remove the possibility to drop nothing on an S rank on absolutely every "boss".
    
|-|Tuto=
 
|-|Tuto=
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**Fleet compositions,
 
**Fleet compositions,
 
**Day and night battles mechanics,
 
**Day and night battles mechanics,
**Different nodes guide (combat, night, storm, resources, air raid, refueling, repairing, routing, blue, boss, TP …),
+
**Different nodes guide (combat, night, storm, resources, air-raid, air-battle, ambush, refueling, repairing, routing, blue, boss, TP…),
 
**Routing explanations, from LoS to ship restriction, how does it work, and how to find it by ourselves,
 
**Routing explanations, from LoS to ship restriction, how does it work, and how to find it by ourselves,
 
**Airplanes effects, echelons, attack types, synergies, cut-in, slots size …
 
**Airplanes effects, echelons, attack types, synergies, cut-in, slots size …
**Synergies bonus (like for ASW or anti installations),
+
**Synergies bonus :
 +
***ASW
 +
***Anti-installations
 +
***setups
 
**Fit bonuses,
 
**Fit bonuses,
 
**Upgrades effects,
 
**Upgrades effects,
 
**LBAS
 
**LBAS
**Consumable items ({{EquipmentLink|Combat Ration|Combat Ration (Special Onigiri)|Canned Saury|text=Rations}}, {{EquipmentLink|Emergency Repair Personnel|Emergency Repair Goddess|text=Damage control}}, {{EquipmentLink|Underway Replenishment}}, cakes, Akashi repairs, AS baskets, …)
+
**Consumable items ({{EquipmentLink|Combat Ration|Combat Ration (Special Onigiri)|Canned Saury|text=Rations}}, {{EquipmentLink|Emergency Repair Personnel|Emergency Repair Goddess|text=Damage control}}, {{EquipmentLink|Underway Replenishment}}, cakes, Akashi repairs, AS baskets, …).
 
**Special equipments ({{EquipmentLink|Fleet Command Facility||Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=FCF}}, {{EquipmentLink|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}}, {{EquipmentLink|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}}, {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}}, {{EquipmentLink|Improved Kanhon Type Turbine|Enhanced Kanhon Type Boiler|New Model High Temperature High Pressure Boiler|text=Speed modifiers}}, {{EquipmentLink|Ship Repair Facility}}, …).
 
**Special equipments ({{EquipmentLink|Fleet Command Facility||Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=FCF}}, {{EquipmentLink|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}}, {{EquipmentLink|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}}, {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}}, {{EquipmentLink|Improved Kanhon Type Turbine|Enhanced Kanhon Type Boiler|New Model High Temperature High Pressure Boiler|text=Speed modifiers}}, {{EquipmentLink|Ship Repair Facility}}, …).
   −
*Possibility to replay the tuto.
+
*Possibility to replay parts of the tuto.
   −
*Event general tuto :
+
*Event general tuto:
 +
**Difficulties,
 
**Difficulty switch,
 
**Difficulty switch,
**Difficulty,
   
**Locks,
 
**Locks,
 
**Historical bonus,
 
**Historical bonus,
 
**Historical attacks and routings (like 2021 spring Drum fleets),
 
**Historical attacks and routings (like 2021 spring Drum fleets),
 
**Combined fleets,
 
**Combined fleets,
**Striking Force.
+
**Striking Force,
 +
**High altitude interception.
    
*A special guide for each special mechanic (touch & ci) could appear when we unlock it.
 
*A special guide for each special mechanic (touch & ci) could appear when we unlock it.
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*Explanation of the global effect of more stats.
 
*Explanation of the global effect of more stats.
**Like soft and hard cap effects.
+
**Like soft and hard cap effects,
**LoS
+
**LoS,
**Range
+
**Range,
 +
**Interception.
 +
**LBAS bombing
    
*More tuto maps mechanics (using regular maps like EOs to display some mechanics):
 
*More tuto maps mechanics (using regular maps like EOs to display some mechanics):
**=> combined fleet / 7 ships fleets
+
**Special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...).
**=> a "per month lock" ??
+
**Special mechanics like TP phases or any LBAS related mechanic currently missing.
**=> special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...)
     −
*Ranking Tuto
+
*Ranking Tuto:
**There is absolutely no way a new player rank by himself without any input on what ranking is, the fact that it's a thing, and basically what to do and for what rewards.
+
**'''There is absolutely no way a new player rank by himself without any input on what ranking is, the fact that it's a thing, and basically what to do and for what rewards.
 
**Some guidelines on the goals of ranking, how it works (reset & ci), and how to get points, are needed!
 
**Some guidelines on the goals of ranking, how it works (reset & ci), and how to get points, are needed!
   −
*Use Katori or/and Kashima as the "tuto mascots".
+
*''Use Katori or/and Kashima as the "tuto mascots".
**Give Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time.
+
**''Give Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time.
    
|-|Upgrade system=
 
|-|Upgrade system=
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**Maybe add a "relaxing mechanic" (like a dormitory, spa, onsen, restaurant…) where you can dock a limited amount of ship to raise their morale above 50 (maybe up to 100), maybe consuming some resources at the same time. You could have a tier system, where for every +10 moral point gained, a girl needs exponentially more time/resources to get it.
 
**Maybe add a "relaxing mechanic" (like a dormitory, spa, onsen, restaurant…) where you can dock a limited amount of ship to raise their morale above 50 (maybe up to 100), maybe consuming some resources at the same time. You could have a tier system, where for every +10 moral point gained, a girl needs exponentially more time/resources to get it.
 
**Maybe add a new bonus for married girls: the morale recovers faster and caps higher.
 
**Maybe add a new bonus for married girls: the morale recovers faster and caps higher.
  −
|-|"RNG issue"=
  −
KC is not an RNG-based game and I don't think that RNG is an issue right now in this game, but I think that some things can be improved:
  −
*Drops :
  −
**The drop system doesn't need anything more, but maybe the idea of a "mercy drop", in order to make doing 435 runs for one particular ship less likely.
  −
**An idea would be to add a "drop pool", where you have all the droppable ships on a given map in it, and so when you drop a certain ship from this pool, her drop rate will decrease, making less likely to have to make a billion runs for any given ship (but still possible). Also, when all the ships of the pool have been dropped at least once, the pool rates reset.
  −
  −
*Routing :
  −
**Since phase 2, there are less to no "non-sense" off-routing, so on almost any map, it's possible to have 1 route or multiple almost identical routes 100% of the time.
  −
**I think it could be nice to have some maps where at some points you have random chances to follow different paths, obliging you to choose fleets suited for any of those situations.
      
|-|UI=
 
|-|UI=
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*Fit bonuses:
 
*Fit bonuses:
**Harmonization of fit bonus effects. '''{{color|red|Too many fit bonuses just don't work!!!}}'''
+
**'''{{color|red|Too many fit bonuses just don't work!!!}}
 +
**Harmonization of fit bonus effects.
 
**No more hidden fit bonus (with guns mostly).
 
**No more hidden fit bonus (with guns mostly).
 
**More "logical" fits (by classes/nations) and logical effects (like AA bonus on CVs)
 
**More "logical" fits (by classes/nations) and logical effects (like AA bonus on CVs)
 
**No more OP fit bonus (a greater gear diversity is better than some META defining ones)
 
**No more OP fit bonus (a greater gear diversity is better than some META defining ones)
 
**No more broken stats.
 
**No more broken stats.
 +
**More logical "red fit malus", most are not needed at all and can be replaced with some equipment stat twicks and regular bonus.
    
*LBAS "F5" bug :
 
*LBAS "F5" bug :
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*And all dozens of visual bugs (black HP, lv not increasing when exact exp aquired, UI elements superposition, aicrafts in combat…)
 
*And all dozens of visual bugs (black HP, lv not increasing when exact exp aquired, UI elements superposition, aicrafts in combat…)
 +
 +
|-|"RNG issue"=
 +
KC is not an RNG-based game and I don't think that RNG is an issue right now in this game, but I think that some things can be improved:
 +
*Drops :
 +
**The drop system does not need anything more, but maybe the idea of a "mercy drop", in order to make doing 435 runs for one particular ship less likely.
 +
**An idea would be to add a "drop pool", where you have all the droppable ships on a given map in it, and so when you drop a certain ship from this pool, her drop rate will decrease, making less likely to have to make a billion runs for any given ship (but still possible). Also, when all the ships of the pool have been dropped at least once, the pool rates reset.
 +
 +
*Routing :
 +
**Since phase 2, there are less to no "non-sense" off-routing, so on almost any map, it's possible to have 1 route or multiple almost identical routes 100% of the time.
 +
**I think it could be nice to have some maps where at some points you have random chances to follow different paths, obliging you to choose fleets suited for any of those situations.
 
</tabber>
 
</tabber>
  
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