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| =Kancolle enhancement project= | | =Kancolle enhancement project= |
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− | The following list is what I think are good ideas to implement in KC in order to improve the game, while keeping its basic aesthetic, and keeping in mind that it is still a free-to-play game that needs to make money. I absolutely do not want to transform this game into a generic and forgettable Gacha, I just want to imagine how an up-to-date Kancolle can be, with many features that I believe are missing in this 8+ years old game. I also consider that no 3rd party software should be used because if the game is "good enough" or even "perfect", it simply does not need such things (even so I will still use them myself). | + | The following list is what I think are good ideas to implement in KC in order to improve the game, while keeping its basic aesthetic, and keeping in mind that it is still a free-to-play game that needs to make money. I absolutely do not want to transform this game into a generic and forgettable Gacha, I just want to imagine how an up-to-date Kancolle can be, with many features that I believe are missing in this 11+ years old game. I also consider that no 3rd party software should be used because if the game is "good enough" or even "perfect", it simply does not need such things (even so I will still use them myself). |
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| <tabber> | | <tabber> |
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| ***Clear hundreds of composition and sortie quests each requiring different ships, | | ***Clear hundreds of composition and sortie quests each requiring different ships, |
| ***Have high-level META ships, | | ***Have high-level META ships, |
− | ***Perfectly lock ships on each event when the average lock per even is increasing, | + | ***Perfectly lock ships on each event when the average lock per event is increasing, |
| ***=>This is madness and way beyond reasonable. | | ***=>This 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. |
| **Maybe also give 5-10 slots with a hard quest for each KC anniversary, depending on the recently added ships. | | **Maybe also give 5-10 slots with a hard quest for each KC anniversary, depending on the recently added ships. |
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− | *Maybe also give some ways to obtain new rings. | + | *{{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]], [[Johnston]], [[Samuel B. Roberts]], [[Gambier Bay]], [[Shinshuu Maru]], and [[USN]] SS). |
− | **For instance, rewarding one ring for st-Valentine, after a very hard limited-quest. | + | **Making them "normal" drop is the best way to fix it, |
| + | **Another way to fix it, is to modify those quests, so they can accept the unavailable ship, as well as some other alternative. |
| + | *{{color|red|All equipments required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you lose unique quest equipments (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipments]]). |
| + | **'''{{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 equipments may eventually become obtainable for all, but only several months/years after introduction, so to maintain the edge for more advanced players, |
| + | **"Special/greater/rarer" equipments should be "limited" (not including events/ranking) and harder to obtain, to avoid power creep, as it is already done for some, and still giving a good reason to rank and play in harder modes. |
| + | ***It is better to have an equipment behind a "Nonaka price" rather than not obtainable at all for no reason. |
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| *Rework all the shop economy! Some items are too expensive (resources, consumables, …), too cheap (dock extensions, rings, …), and/or useless. | | *Rework all the shop economy! Some items are too expensive (resources, consumables, …), too cheap (dock extensions, rings, …), and/or useless. |
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| *Equipment preset deployment must be fixed! | | *Equipment preset deployment must be fixed! |
− | **It can be improved by separation saves by types (BB with BB, CV with CV, DD with DD…) just like the ship selection tab. | + | **It can be improved by separating saves by ship types (BB with BB, CV with CV, DD with DD…) just like the ship selection tab. |
| **Setups using RE or already equipped equipment not being usable on any ship is a complete nonsense, and should just work as for fleet presets, here only equipping the relevant and available equipment, with just a message warning about that. | | **Setups using RE or already equipped equipment not being usable on any ship is a complete nonsense, and should just work as for fleet presets, here only equipping the relevant and available equipment, with just a message warning about that. |
| **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. |
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− | *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 equipment/ships you are going to craft within a range of resources used. | + | **Maybe just give some guidelines/probabilities on which class of equipment/ships you are going to craft within a range of resources used, |
− | **Make LSC great again! For now, it is just a Maruyuu machine… | + | **Make LSC great again! For now, it is just a Maruyuu machine… with no real purpose for ship building in late-game. |
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| *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 our quests to clear. | | *More info about quest rewards, so we can manage our quests to clear. |
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− | *{{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]], [[Johnston]], [[Samuel B. Roberts]], [[Gambier Bay]], & [[Shinshuu Maru]]).
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− | **Another way to fix it, is to modify those quests, so they can accept the unavailable ship, as well as some other alternative.
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− | *{{color|red|All equipment required in quests '''must be''' obtainable at any moment}}, so you cannot be blocked forever if you loosed unique quest equipment (see [[User:Jigaraphale/Sandbox/1|Unobtaiable equipments]]).
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− | **'''{{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.
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− | **Newer equipment may eventually become obtainable for all, but only several months after introduction.
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− | **A hard limit to how many "special" equipment can be owned should be introduced to avoid power creep.
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− | **Some rarer equipment may be only given once (not including events/ranking) via upgrade quests as this is already the case for many rare ones.
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| |-|General content= | | |-|General content= |
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| **We are waiting for the 2nd and 3rd EOs of the main worlds since they were introduced. | | **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 {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}} for W3, special nodes, historical fleets… | | **At this point, such EO can serve to re-introduce some rare mechanics, such as {{EquipmentLink|Arctic Gear & Deck Personnel|text=AGDP}} for W3, special nodes, historical fleets… |
| + | ***Ships like [[Souya]] could also gain some utility by having some exclusive routing (aka ice breaker in the W3 Arctic advantageous routing), |
| **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 (unlike [[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 (unlike [[1-6]]). |
| **Having only 2 EOs per world instead of 3 could also be a solution. | | **Having only 2 EOs per world instead of 3 could also be a solution. |
| **Some EOs could be changed/updated every quarter/year : | | **Some EOs could be changed/updated every quarter/year : |
| ***Maybe using older events maps and gimmicks. | | ***Maybe 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 original event rewards with something like ranking points or even a special currency that could buy some old event-limited equipments. |
| ***Using randomly generated map (forcing you to explore a bit every month) => maybe just 1 or 2, not to overwhelm us. | | ***Using randomly generated map (forcing you to explore a bit every month) => maybe just 1 or 2, not to overwhelm us. |
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| ***Some expeditions could also be randomly generated, adding more variations. | | ***Some expeditions could also be randomly generated, adding more variations. |
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− | *Extend "One equipment mechanics": | + | *Extend "One equipment mechanics" : |
− | **Some equipment receive exclusive mechanics within their category for no apparent reason, this should be extended for consistency. | + | **Some equipments receive exclusive mechanics within their category for no apparent reason, this should be extended for consistency. |
| **Make the AA rocket barrage available to all AA rocket launchers: | | **Make the AA rocket barrage available to all AA rocket launchers: |
− | ***The Rosa K2 stays the same, the regular Rosa has a worse trigger rate & stops fewer planes, and the British rockets have in-between properties. | + | ***E.g. The Rosa K2 stays the same, the regular Rosa has a worse trigger rate & stops fewer planes, and the British rockets have in-between properties. |
| **Give all Yellow recons Red T avoidance properties, maybe with an avoidance effectiveness proportional to their LoS, and maybe with a chance to also avoid Head-ons for the better recons. | | **Give all Yellow recons Red T avoidance properties, maybe with an avoidance effectiveness proportional to their LoS, and maybe with a chance to also avoid Head-ons for the better recons. |
| ***This mechanic could be extended to Radas & SPR, with some of the better ones having similar properties, tho less advantageous. | | ***This mechanic could be extended to Radas & SPR, with some of the better ones having similar properties, tho less advantageous. |
− | **The Catalina rescue function should come to more planes, like all flying boats, and relevant seaplanes like the OS2U. | + | **The Catalina rescue function should come to more planes, like all flying boats, and relevant seaplanes like the OS2U, |
| + | **The high-altitude rocket interception, given to all high-altitude intercepters and not just rocket ones, |
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| |-|Sorties= | | |-|Sorties= |
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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 like 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 guess a given map routing by yourself with less ambiguity, and without the need to do several hundred runs, reporting it in some Excel sheets. | + | *Clearer routing, where you can guess a given map routing by yourself with less ambiguity, and without the need to do several hundred runs, reporting it in some Excel sheets. |
− | | + | **In-port log of the fleets used on the map could help, |
− | *In-port log of 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 minimum/allowed/used fleets are displayed. |
− | **This could be replaced with an expedition type overlay, where when selecting the map, the shadows of minimum/allowed/used fleets are displayed. | |
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| *'''Less useless loading times. | | *'''Less useless loading times. |
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| *Separate AA from Fighter Power, and make LBAS interception stats more logical & consistent. | | *Separate AA from Fighter Power, and make LBAS interception stats more logical & consistent. |
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− | *Some equipment mechanics need to be reworked : | + | *Some equipments mechanics need to be reworked : |
| **The Rice items are useless 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. |
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| **Almost all lower-tier AA guns have no purpose but to be scraped. | | **Almost all lower-tier AA guns have no purpose but to be scraped. |
| **Several equipments have no purpose in the game, they are not used in sorties, not scrapped for quests, or consumed with Akashi, they need some reworks. | | **Several equipments have no purpose in the game, they are not used in sorties, not scrapped for quests, or consumed with Akashi, they need some reworks. |
− | **There is both an overabundance of equipment and a lack of setup diversity, saying much about the current state of the META. | + | **There is both an overabundance of equipments and a lack of setup diversity, saying much about the current state of the META. |
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| |-|Event= | | |-|Event= |
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| *'''{{color|red|Rework "tag routing" !}} | | *'''{{color|red|Rework "tag routing" !}} |
| **In its recent implementations, it was possible to lock himself totally, making the event impossible to clear in '''ANY difficulty. | | **In its recent implementations, it was possible to lock himself totally, making the event 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. (seams fixed for mid 2022) | + | **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. seems fixed since mid 2022) |
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| *Historical bonus general nerf. | | *Historical bonus general nerf. |
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| **Opening and closing attacks, | | **Opening and closing attacks, |
| **Fleet compositions, | | **Fleet compositions, |
− | **Day and night battles mechanics, | + | **Day and night battle mechanics, |
− | **Different nodes guide (combat, night, storm, resources, air-raid, air-battle, ambush, refueling, repairing, routing, blue, boss, TP, …), | + | **Different nodes guide (combat, night, storm, resources, air-raid, air-battle, ambush, refueling, repairing, routing, blue, boss, TP, Sub, ASS, attol, installation …), |
− | **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 it works, and how to find it by ourselves, |
| **Airplanes effects, echelons, attack types, synergies, cut-in, slots size, AA resist … | | **Airplanes effects, echelons, attack types, synergies, cut-in, slots size, AA resist … |
| **Synergies bonus : | | **Synergies bonus : |
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| *Event general tuto : | | *Event general tuto : |
− | **Difficulties, | + | **Difficulties, notably limitations, |
− | **Difficulty switch, | + | **Difficulty switch and resets, |
| **Locks, | | **Locks, |
− | **Historical bonus, | + | **Historical bonuses, |
| **Historical attacks and routings (like 2021 spring Drum fleets), | | **Historical attacks and routings (like 2021 spring Drum fleets), |
| **Combined fleets, | | **Combined fleets, |
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| **High altitude interception. | | **High altitude interception. |
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− | *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 only after we unlocked it. |
| **For instance, on every Big Seven's Gallery profile, you can find her touch tuto and effects. | | **For instance, on every Big Seven's Gallery profile, you can find her touch tuto and effects. |
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| *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): |
| **Special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...), | | **Special unique gears use (artic gear, Akashi sortie repair, refueling, FCF...), |
− | **Special mechanics like TP phases or any LBAS related mechanic currently missing. | + | **Special mechanics like TP phases or any LBAS-related mechanic currently missing. |
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| *Ranking Tuto: | | *Ranking Tuto: |
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| **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 ! |
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− | *''Use Katori or/and Kashima as the "tuto mascots". | + | *''Use the {{Class|Katori}} as the "tuto mascots". |
− | **''Give Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time. | + | **''Reward Gotland as the final tuto reward, a nice Easter egg, and fixing her obtainability issue at the same time. |
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| |-|Upgrade system= | | |-|Upgrade system= |
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| *General screw price balancing : | | *General screw price balancing : |
− | **Some equipment are way too expensive for what they are, and others are very cheap. | + | **Some equipments are way too expensive for what they are, and others are very cheap. |
| ***[[SK Radar]] and [[Type 1 Land-based Attack Aircraft Model 22A]] are among the stupidest. | | ***[[SK Radar]] and [[Type 1 Land-based Attack Aircraft Model 22A]] are among the stupidest. |
| **The range of cost is stupidly random, with for a given upgrade price, the guaranteed price range from +50 % to +100 % for no reason. | | **The range of cost is stupidly random, with for a given upgrade price, the guaranteed price range from +50 % to +100 % for no reason. |
| + | **The fact that you can guaranty a 100% rate, is also a stupid element that has no reason to exist but to trap new players in wasting resources. |
| ***Some standardization would be appreciable. | | ***Some standardization would be appreciable. |
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| |-|Farming= | | |-|Farming= |
| *Rework the expeditions rewards & length (some are way too useless). | | *Rework the expeditions rewards & length (some are way too useless). |
− | **It could be interesting to add special rewards to the "very long" expeditions (18+ h) like rarer consumables (cakes, AS baskets, emergency repairs…), eventually making those expeditions more expensive to run to balance them. | + | **It could be interesting to add special rewards to the "very long" expeditions (18+ h) like rarer consumables (screws, cakes, AS baskets, emergency repairs…), eventually making those expeditions more expensive to run to balance them. |
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− | *'''Morale should come back to 50 when the girl rest. | + | *'''Morale should come back to 50 when girls rest. |
− | **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. A tier system could be used, 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 ships to raise their morale above 50 (maybe up to 100), maybe consuming some resources at the same time. A tier system could be used, 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. |
| **Morale above 50 could also go back down after some time (maybe losing 1 morale per day), encouraging smarter moral management rather than simple 1-1 farming. | | **Morale above 50 could also go back down after some time (maybe losing 1 morale per day), encouraging smarter moral management rather than simple 1-1 farming. |
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| *For sparkling (making it more visible), | | *For sparkling (making it more visible), |
| *More accurate percentage for quests (like with 10 % increments), | | *More accurate percentage for quests (like with 10 % increments), |
− | *To sort ships and equipment by stats, by types, by capacities (e.g. DLC capable), ... | + | *To sort ships and equipments by stats, by types, by capacities (e.g. DLC capable), ... |
| *Dark mode (for my poor eyes), | | *Dark mode (for my poor eyes), |
| *Notifications for expeditions, repair, craft, morale, … | | *Notifications for expeditions, repair, craft, morale, … |
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| *Global fleet stat for the expedition menu, | | *Global fleet stat for the expedition menu, |
| *Better sound and music management, | | *Better sound and music management, |
− | *In-game dev logs with the possibility to see past patch notes, so we can have a genuine way to see new stuff added for each update, with maybe some announcements on the side using a new kind of board, clearly separating the KC twitter account from the default changelog/announcement board. | + | *In-game dev logs with the possibility to see past patch notes, so we can have a genuine way to see new stuff added for each update, with maybe some announcements on the side using a new kind of board, clearly separating the KC Twitter account from the default changelog/announcement board. |
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| + | |-|Equipement Types= |
| + | New equipement classification. Many different types of equipments share a same icon, where it would be more logical and convenient to add some distinctions : |
| + | *Separating "high angle guns" depending on if they are DD main, CL main, secondary, or large secondary, |
| + | *Separating CL & CA guns, |
| + | *Separating turret / submarine / midget-sub torpedoes, |
| + | **Reclassing the [[53cm Hull-mount (Oxygen) Torpedoes]] as sub torp, |
| + | *Separating dive bombers and fighter bombers, and make USN fighter bombers real ones, |
| + | *Combining jets (no need for 2 unique icons), |
| + | *Making the night fighter & night attacker icons more distinguishable, and add the the night bomber icon, |
| + | *Separating seaplane recons and bombers, |
| + | *Separating "AA rocket lauchers" from "AA guns", |
| + | *Separating depth-charges racks / depth-charges projectors / ASW mortars, |
| + | *Separating DLC / landing Tanks / Armed boats, and making the family/type behaviors more logical & standard, |
| + | **Reclassing the [[M4A1 DD]] as an Amphibious Tank and not a landing DLC, |
| + | |
| + | *Redestributing LBAS planes, for bombers, escort-fighter, interceptors, high-altitude interceptors, LBAS recons, ASW bombers, Jets. |
| + | **Putting the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Rocket interceptors}} as a proper category, |
| + | **Combining land-based bombers/assault/Hayabusa bomber. |
| + | |
| + | Adding a "dual-purpose" nuance could also help for : |
| + | *High-angle guns, |
| + | *AA / Surface radar, |
| + | *Fighter bombers, |
| + | *Bomber / ASW plane, |
| + | *Small/large/very large equipments (main guns, secondaries, searchlights, radars, sonars, recons, armors…). |
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| |-|Bonus stuff= | | |-|Bonus stuff= |
| ''Not really needed, but highly appreciable. | | ''Not really needed, but highly appreciable. |
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− | *New equipement classification. Many different types of equipment share a same icon, where it would be more logical and convenient to add some distinctions : | + | *Maybe give some ways to obtain new rings. |
− | **Separating "high angle guns" depending on if they are DD main, CL main, secondary, or large secondary,
| + | **For instance, rewarding one ring for st-Valentine, after a very hard limited-quest. |
− | **Separating large & very large guns,
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− | **Separating CL & CA guns,
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− | **Separating turret / submarine / midget-sub torpedoes,
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− | ***Reclassing the [[53cm Hull-mount (Oxygen) Torpedoes]] as sub torp,
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− | **Separating dive bombers and fighter bombers, and make USN fighter bombers real ones,
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− | **Combining jets (no need for 2 unique icons),
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− | **Making the night fighter & night bomber icons more distinguishable,
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− | **Separating seaplane recons and bombers,
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− | **Separating "AA rocket lauchers" from "AA guns",
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− | **Separating depth-charges racks / depth-charges projectors / ASW mortars,
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− | **Separating DLC / landing Tanks / Armed boats, and making they family/type bonuses more logical & standard,
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− | ***Reclassing the [[M4A1 DD]] as an Amphibious Tank and not a landing DLC,
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− | **Redestributing LBAS planes, for bombers, escort-fighter, interceptors, high-altitude interceptors, LBAS recons, ASW bombers, | |
− | ***Putting the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Rocket interceptors}} as a proper category,
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− | ***Combining land-based bombers/assault/Hayabusa bomber.
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− | **Adding a "dual-purpose" nuance could also help for :
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− | ***High-angle guns,
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− | ***AA / Surface radar,
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− | ***Fighter bombers,
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− | ***Bomber / ASW plane,
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− | ***Normal & larger equipment (guns, lamps, radars, sonars, recons, armors…).
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| *Any player-to-player interactions, where players can interact and maybe even play with or against each other. | | *Any player-to-player interactions, where players can interact and maybe even play with or against each other. |
| **Having the possibility to display our port to other players, to share data, or just to flex. | | **Having the possibility to display our port to other players, to share data, or just to flex. |
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| |-|Bad stuff= | | |-|Bad stuff= |
| '''Things I absolutely do not ever want to see. | | '''Things I absolutely do not ever want to see. |
− | *Gacha lottery. | + | *Gacha lottery, |
− | *Auto quest selector. | + | *Auto quest selector, |
− | *Skin economy. | + | *Skin economy, |
− | *Premium currency (for exclusive stuff). | + | *Premium currency (for exclusive stuff), |
− | *"Fast mode" to skip content (maybe a skipped animation using a special currency can be good). | + | *"Fast mode" to skip content (maybe a skipped animation using a special currency can be good), |
− | *"Autoplay". | + | *"Autoplay", |
− | *Limited currency to limit how much you can play per day. | + | *Limited currency to limit how much you can play per day, |
− | *Auto repair system. | + | *Auto repair system, |
− | *Auto formation mode. | + | *Auto formation mode, |
− | *Auto click to continue. | + | *Auto-click to continue, |
− | *Auto-leveling mechanic. | + | *Auto-leveling mechanic, |
| *Any power creep equipment : | | *Any power creep equipment : |
| **Specific unit/commander equipment, | | **Specific unit/commander equipment, |
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| **Invented/fake equipment (KMX planes, land-based planes on CVs, foreigners labeled as Jap…). | | **Invented/fake equipment (KMX planes, land-based planes on CVs, foreigners labeled as Jap…). |
| *Post WW2 content (to some extent). | | *Post WW2 content (to some extent). |
| + | |
| + | |
| + | |-|Fake News= |
| + | Many "fake elements" are in the game, ranging from inaccurate behaviors, to fully made-up names, facts, or equipments. For a game that tries to be grounded in history, those are facts that need to be fixed. |
| + | *Fake remodels and equipment are fine as long as they are "reasonable, aka based on real prototypes, plans, use cases, ... the "what if", |
| + | *Fake equipment descriptions are terrible, and propagate false myths, a real shame, |
| + | *Fake ship classes make no sense and should be fixed, |
| + | *Many equipments have names that do not correspond to the displayed equipment (mostly planes), useless inconsistencies that can easily be fixed, |
| + | *Some fake equipability could be improved: |
| + | **No need for yellow sec on all carriers and most auxiliaries, green sec are enough, |
| + | **Type D DE should be able to equip boilers |
| + | **Adding diesel engines could be a nice idea to fix DE & SS boiler equipability, |
| + | **Seaplane equipability should be extended, as more ships were able to carry all types IRL, |
| + | **Submarine able to equip turret torpedoes is no longer needed. |
| | | |
| |-|Bugs= | | |-|Bugs= |
| Some Bugs and inconsistencies that should have been fixed years ago. | | Some Bugs and inconsistencies that should have been fixed years ago. |
| | | |
− | *Fit bonuses: | + | *Stats : |
− | **'''{{color|red|Too many fit bonuses just don't work!!!}} | + | **Fix "broken stats" (FP, LoS, Armor on LB planes, and ASW and Bombing on fighters notably), |
− | **Harmonization of fit bonus effects. | + | **Fix expeditions and especially support expeditions, not counting stats properly, |
− | **No more hidden fit bonus, making them visible. | + | **Fix any instances where a stat is not counted in formulas where it should be, |
− | **More "logical" fits (by classes/nations) and logical effects (like AA bonus on CVs). | + | **'''Fix fit bonuses !!!''' (infamously the fighter power), |
− | **No more OP fit bonus (a greater gear diversity is better than some META defining ones). | + | **Harmonization of fit bonus effects, with older ships and equipment, |
− | **No more broken stats. | + | **No more hidden fit bonuses, making them visible, |
| + | **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 broken stats, |
| **More logical "red fit malus", most are not needed at all and can be replaced with some equipment stat tweaks and regular bonus. | | **More logical "red fit malus", most are not needed at all and can be replaced with some equipment stat tweaks and regular bonus. |
| + | **Ribbons: they are not working as they should, they are lacking a confirmation message to be applied, they cannot be modified without being lost, ... |
| + | |
| + | *[[7-5]] installation node not being a proper one, |
| + | *W6 air nodes behaving differently to all other nodes in the game, |
| | | |
| *LBAS "F5" bug : | | *LBAS "F5" bug : |
− | **This issue needs to be addressed, by being fixed and by providing a real solution to keep chevrons. | + | **This issue needs to be addressed, by being fixed and by providing a real solution to keep chevrons, |
| **Making the Catalina rescue mechanic more logical by rescuing crews could help a bit. | | **Making the Catalina rescue mechanic more logical by rescuing crews could help a bit. |
| | | |
− | *PVP swaps: PVP fleets swapping at the last second when going to fight them. | + | *PVP swaps : PVP fleets swapping at the last second when going to fight them |
− | *New ship CGs are NOT immediately unlocked in the kancodex when introduced, and sometimes are just never unlocked even if you have the said ship. | + | *New ship CGs are NOT immediately unlocked in the kancodex when introduced, and sometimes are just never unlocked even if you have the said ship, |
− | *Better management for special ships slots, like the Ise K2 class ones, where selecting the 3rd to 5th slots forbid you to put guns, even so, the 2 firsts ones are free. | + | *Better management for special ships slots, like the Ise K2 class ones, where selecting the 3rd to 5th slots forbid you to put guns, even so, the 2 firsts ones are free, |
| **This bug was fixed, but reverted back! | | **This bug was fixed, but reverted back! |
− | *"Longest Range" not having its proper icon. | + | *"Longest Range" not having its proper icon, |
− | *Interception stat not having any icon. | + | *Interception stat not having any icon, |
− | *Crit damages display: they make no sense for now, and provide too much fake data. | + | *Crit damages display: they make no sense for now, and provide too much fake data, |
− | *Quests messed up: quests order need to be fixed, by maybe finally recoding older quests. | + | *Quests messed up: quests order needs to be fixed, by maybe finally recoding quests and using a proper ID system, |
− | *Equipment preset deployment does not work with currently equipped equipment or on non-RE ships. | + | *Equipment preset deployment does not work with currently equipped equipment or on non-RE ships, it should behave like fleet presets, |
− | *Houshou Kai Ni/Sen's speed.
| |
| | | |
| *And all dozens of visual bugs... | | *And all dozens of visual bugs... |
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| **LV not increasing when exact exp acquired, | | **LV not increasing when exact exp acquired, |
| **UI elements superposition, | | **UI elements superposition, |
− | **Aircrafts in combat, | + | **Aircraft in combat, |
| **Fuel/ammo resupplying, | | **Fuel/ammo resupplying, |
| **Some old CG being low resolution in the Galery, | | **Some old CG being low resolution in the Galery, |
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| | | |
| |-|"RNG issue"= | | |-|"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: | + | KC is not an RNG-only 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 : | | *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. | | **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. |