Board Thread:Game Updates/@comment-3502824-20171207155334/@comment-31314029-20171209041758

Ar-cen-ciel wrote:

AnimeFreak40K wrote: I think this has far more to do with how the game started where the developers wanted to go at the time, but even they were caught off-guard by the intense popularity of the game and how rapidly it went beyond its intended niche audience both in Japan and overseas.

While I understand their reasoning and perspective (this is a game created for a strictly Japanese audience in mind), I think it was a little short-sighted because it's a bit harder to expand elsewhere (either for more content such as ships and gear or mission/event ideas)...but then again, maybe they weren't expecting the game to be as popular and long-lasting as it has been. Kancolle was one of these conceptual moe games, and considering that the failure rate of browser games were pretty high, it's hardly a surprise that Kancolle had a very small budget back then. They even had a "final event" ready in case the game would be shut down soon, but then Hirako Shock happened and Kancolle soon become overwhelming popular... and become the victim of its own success. The game developers in Chinese couldn't quite compete with Kancolle due to several reasons, but now Azur Lane managed to gain its foothold in Japan and is nominated as one of the best mobile game of the year there. Both games have completely different genre and can certainly coexist, but if nothing is done to geniunely improve the game. Kancolle will soon end up at the short end of the stick.

Jffgvzl wrote: but for me, the next event will be my last if the Kancolle Phase 2 is anything short of A Realm Reborn-tier of gameplay renewal. I wouldn´t mind a kancolle kai-like gameplay. Kancolle Kai is good gameplay-wise, but I don't think a copy-paste of the mechanic would be good enough. Skills and abilities were one thing, but the game mechanics (such as artillery spotting, AACI and ) need to be better documented in-game rather than being thrown to us as a guide-dang-it puzzle. We also need better equipment improvement mechanics as well.

Personally I'd advocate as far as upping everyone's hard stats by 100 and reduce the gap between ships of the same hulltype while widening the gap between different hulltypes (I.e. battlecruisers <- battleships), but I digress since I wouldn't really expect the developers to really overhaul it that way.

inb4 they spend more money into making an awesome TVCM than hiring the programmers for the Phase 2 upgrades, which would say something like "approved by Kensuke Tanaka". Or someone making a fanmade ad mocking Kancolle Phase 2 with this exact phrase.

I said Kc kai because what i feel this game lacks is a world map. That is the root of all problems. since we can get to sortie at most 6 ships out of a hundred or more (or twelve with combined fleet), we have little to zero rewards for sortieing the non-staples ships. I don´t mind some "elite" ships like poi or yukikaze, but certainly they will get more action than samidare under the current system, where you have one concentrated base and deploy from there and poi is only one click away of subbing all other DDs.

Now, if there is a world map that forces you to split your girls into sub-fleets (to recon, get resources, get info, building forward bases etc), now that would be interesting. What good does a Yamato back in yokosuka if you are ambushed on the phillipines? Your kako better be ready for that fight. Does it matter if iowa is broken if she is guarding Hokkaido and the abbysals come from australia, where you were scouting with the mutsuki class?. Your elite combined fleet is on the forward base, but the abbysals counter on you main base. What to do? Time to defend with ise and hyuga.

That way all ships would see action. Like on those grand strategy games, you can plan and anticipate (to an extent) where the heavy action will come, but since you need to spread your forces, someone will sooner or later get in an uneven fight, since your elite forces cant/wont be everywhere, or are incapacitated recuperating from an earlier encounter.

You know, like a real war. the participants on the field rarely were the spearheads of each army, it was more common that they were reserve guards posted in there.