Board Thread:Game Updates/@comment-3502824-20171207155334/@comment-32647310-20171208173443

Ar-cen-ciel wrote: I'm not directly comparing Kancolle to Azur Lane, I only referenced it in an offhand remark. What I really meant by my previous post is that other browser games has several features that Kancolle doesn't. Such as gift boxes, self-tracking quests, and login rewards, all of which are standard features in browser game. In defense of KanColle, I think they were one of the first browser games...or at least very early in the genre before a lot of the standard features you're talking about became 'standard issue' at any rate. Still, I agree, it would be nice if KanColle had similar things going for it in this regard. The daily log-in rewards wouldn't have to be much either.

Ar-cen-ciel wrote: And Kancolle as it is now is optimized for IJN's strategem and is ill-equipped to really handle a multi-national navy. For example, if HMS Nelson and Rodney is introduced to game, they'll be practically similar to Nagato stat-wise. Another one is the fact that in Kancolle, the Type 93 oxygen torpedoes launchers are standard-issue torpedo launchers, and IJN destroyers at Kai are the standard measure of practical night battle firepower, effectively relegating foreign destroyers as ASW destroyers, or worse, drum carriers. The gameplay doctrine of cost-propotional shipgirl tiers also makes it impossible to introduce certain game-breaking shipgirls such as Tirpitz and Essex-class carriers into Kancolle. I think this is something that was intended at the beginning. While I have not been playing this game long (under a year still), it always struck me as an IJN-centric game with foreign ships added in 'just because'.

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.

Ar-cen-ciel wrote: They've been improvising the game mechanics pretty well so far, but in the long run, statwhore gamers will eventually quit this game due to the lack of diversification of the shipgirl's capabilities, assuming they haven't quit from other factors. Yeah, I've noticed that there have been changes and adjustments to the mechanics, and I would like to see more of this. As far as adding diversification and dynamics to the gameplay, perhaps they could take a page out of GoGames' (now dead) version of the game. I know that GoGames (and other KC knock-offs) are dirty words here but please hear me out! One of the things that several ships had in the GoGames version was a single learnable skill that could be upgraded at the cost of some time and resources (she had to be a certain level before you could learn the skill, and the level of the skill could never exceed the ship's level). Most of these skills required the presence of at least one additional ship (usually a sister-ship) in the fleet, but others were 'self only'. During the first shelling phase, if a ship had a skill, there was a chance it could activate and if it activated the skill was activated instead of taking the shelling attack. In the case of multiple ships that are needed for a skill to activate, each ship that has the skill is checked, but it will only ever activate once. As far as the actual skills go, different ones had different abilities. For example: Having all 4 ships of the Akatsuki-class the skill was an AA-barrage that increased all 4 ships' AA stat by a stupid-high amount. Tenryuu or Tatsuta would fire a "Torpedo Swarm" which was a daytime torp-attack that targeted all ships on the enemy fleet if they are together (imagine a Kouhyouteki strike coming from 1 ship to each enemy ship) One of the submarines had a skill that drastically improved her evasion and a battleship sent a single attack at a random enemy that dealt like 200% base damage and ignored armor/protection (but not evasion; the attack still had to hit!)

Again, not all ships had one of these skills/abilities and some were better than others, but I think including a mechanic like that would add some color and diversification.

Note - I know that something like this would require a LOT of work to come up with abilities and such as well as try to balance things out. It's really just an idle thought on things that could be done to adding diversification, planning and the like