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Developers posts on forum

In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com

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Jeremy Taylor
Autosplit
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05.03.2010 13:45:14
 
Subject: Archives\Beta\Autosplit
Link on message: #2238

Jeremy Taylor: The balance system is based on the vehicles’ characteristics, not the players' rating. We have a very precise balance parameter that takes into account the vehicles’ type, specifications and level of upgrading.


Jeremy Taylor
Soviet Tank Tree Available
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05.03.2010 13:31:08
 
Subject: News from the Front\Discussion of News Articles\Soviet Tank Tree Available
Link on message: #2237

View PostBill, on 05 March 2010 - 01:31 AM, said: No KV-2... that's kind of a shame, it was a colorful tank whose impact was larger than its effect.
No IS-2? That seems incredible.
Bill

Jeremy Taylor: The only difference between IS-1 and IS-2 is the 122mm barrel installed on IS-2. As the player may easily upgrade his IS-1 with the 122mm barrel we saw no need to single out IS-2. KV-2 represents the KV-1 original model with the turret of bigger diameter and 152mm gun. Thus, you may easily turn your KV-1 into KV-2 model through corresponding upgrades.


Jeremy Taylor
Autosplit
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05.03.2010 13:13:22
 
Subject: Archives\Beta\Autosplit
Link on message: #2234

Jeremy Taylor: Random fights will stay random as they prevent players from cheating. Your team cooperation skills may be trained during clan wars. Moreover, we will introduce the special team mode where friends or clan mates will fight together. This mode will be launched closer to the release date or earlier. I didn't want to reveal the information about the team mode but Mr. m4rek's curiosity has forced me to :)


Jeremy Taylor
Artillery
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04.03.2010 19:02:44
 
Subject: Archives\Beta\Artillery
Link on message: #2184

View PostSilentline, on 04 March 2010 - 06:30 PM, said: Or you could take a blind guess of where they would go next put a shell there.

Jeremy Taylor: This is true. If the enemy is not reflected on your mini map or you cannot see it at the specific area (just because your radio hasn't captured the enemy at this location yet) it doesn't mean that the enemy is not really there. Knowing the map in details, which is inevitable through regular game practicing, gives you the information about the enemy's most favorite ambush locations. Hitting such places from to time may give results.
Very often the foe is spotted by the arty radio at the specific spot but moving a few meters aside it becomes invisible. Aiming at the possible enemy further coordinates from the place where it was initially spotted and putting a shell there is very often efficient. So this is not simply a blind guess shooting. This skill of predicting the enemy upcoming movements may be extremely helpful when playing the self-propelled howitzers.


Jeremy Taylor
Beta Impressions
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04.03.2010 18:36:43
 
Subject: Archives\Beta\Beta Impressions
Link on message: #2180

Jeremy Taylor: We do really appreciate some of our "guerillas" :) who managed to deal with the Russian interface and joined the Russian language beta testing (somebody are soooo impatient waiting for the US/EU beta version :)), but I would not like to turn this thread into the discussion of the Russian cbt. Initially this thread has been used to ask question about the upcoming US/EU beta, so if you would like to share your ideas-thoughts-emotions about the ongoing Russian closed beta testing - please start the individual topic for that purpose. Otherwise, I’m afraid some of your statements may lead to the misunderstandings for the newcomers.


Jeremy Taylor
Leveling system
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04.03.2010 17:56:18
 
Subject: Archives\Beta\Leveling system
Link on message: #2174

View PostM0n3y, on 04 March 2010 - 05:41 PM, said: Do all new crewmembers have the same starting ability, or can these differ?

Jeremy Taylor: All new crew members have the same starting characteristics and abilities. The rest will depend on how wisely you upgrade them.


Jeremy Taylor
The game as it's not meant to be played
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04.03.2010 17:27:47
 
Subject: Archives\Beta\The game as it's not meant to be played
Link on message: #2166

Jeremy Taylor: Each map in World of Tanks weights really much (you will understand why when join the game). Maps created by users would mean loads of additional information (you should agree that additional content is not always equal to high quality content) that will exceed the client weight and cause problems to the server functioning.


Jeremy Taylor
The game as it's not meant to be played
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04.03.2010 15:05:58
 
Subject: Archives\Beta\The game as it's not meant to be played
Link on message: #2156

View PostGiza, on 04 March 2010 - 02:10 PM, said: It is not for film making but more to be able to analyse a battle, both from above.
It would be very nice to be able to see the map from above aswell to see if the tactics works and if not.

Jeremy Taylor: Totally agree with you. I just meant that this feature is also awesome from some esthetic point of view especially if synchronized with free camera. Replay feature and movie making option (in that order) will be added into the game just after the release or during the open beta version development.


Jeremy Taylor
The game as it's not meant to be played
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04.03.2010 13:02:39
 
Subject: Archives\Beta\The game as it's not meant to be played
Link on message: #2150

View PostBig_P, on 04 March 2010 - 08:21 AM, said: Is there Post-Game replays, for both "Other" purposes and to evaluate how a battle unfolded and address and formulate tactics?

Jeremy Taylor: There is no replay possibility at this development stage (the game is only in its beta version). But we consider that feature a must-have as battles in World of Tanks look epic and very exciting from movie making point of view. This replay option will be added into the game just after the release or during the open beta version development.


Jeremy Taylor
The game as it's not meant to be played
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04.03.2010 12:56:51
 
Subject: Archives\Beta\The game as it's not meant to be played
Link on message: #2149

View Postm4rek, on 04 March 2010 - 01:51 AM, said: Will we be able to hide the GUI and all components of it (including disabling the red outline / tank identification)?
Will we be able to zoom in to get a camera view equivalent to first-person or camera mounted to the end of the barrel? (Either with no parts of the tank visible or as a coaxial on the turret, showing the gun to the side)
Will we be able to create uneven matches for the purposes of film-making?
Will we be able to get a camera view of a travelling shell (in slow motion)? [think Sniper Elite bullet cam for good kills]
Will the game feature an SDK to allow the user to create game components like Maps, Vehicles, or other ingame visual things? This would be purely for film-making, but submissions could be tested by the dev team and included into the game officially?
Any chance at all of custom game modes using features already included in the game? Like creating a Tower Defence type game (path based vs convoy) or a Defend [target] (against waves of randomly spawned but increasingly tougher tanks)?
Will there be a spectator cam (free movement)?

Jeremy Taylor: q.1 We are still working on that concept and can't tell for the moment whether the possibility of hiding GUI and its components will be available.
q.2 The main mode is the third person view with four scales of remoteness from your tank and possibility to freely rotate the camera around the vehicle. You are able to zoom in to get the camera mounted at the end of your vehicle barrel when other vehicle's parts are not visible.
q.3,4,5 We are working on a very long-playing project. For the moment we are completely focused on core gameplay but after the release we will be adding multiple great features. Film-making features will definitely be introduced. SDK is a bit more controversial subject but it is being examined thoroughly.
q.6 We will definitely introduce modes that will be played for fun or training (I've already hinted at Survival mode).
q.7 There will be a “following camera” mode where you can stick to your teammate tanks that are still in battle. "Free" camera mode introducing is not out of the question and will be added after the release.


Jeremy Taylor
Other Game modes
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04.03.2010 12:25:06
 
Subject: Archives\Junkyard\Other Game modes
Link on message: #2146

Jeremy Taylor: We will definitely introduce the scenarios like ones you've mentioned (I've already hinted at Survival mode). The further details will be revealed a bit later on. We are inclined to create such modes for fun or training and they will probably not influence your ingame statistics.


Jeremy Taylor
Please report errors on the forum if any
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04.03.2010 12:20:18
 
Subject: Archives\Beta\Please report errors on the forum if any
Link on message: #2144

Jeremy Taylor: Please use this thread for reporting errors experienced on the World of Tanks forums.


Jeremy Taylor
Poll: Nations
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04.03.2010 12:01:06
 
Subject: Archives\Beta\Poll: Nations
Link on message: #2143

View PostPvtMalo, on 03 March 2010 - 10:50 AM, said: Hell yeah! The Char should be interesting

Jeremy Taylor: The Char B1 bis would contribute immensely to your collection :)


Jeremy Taylor
Leveling system
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04.03.2010 11:55:59
 
Subject: Archives\Beta\Leveling system
Link on message: #2142

Jeremy Taylor: The crew upgrading system is very simple: the Russian crew corresponds to the Russian fighting vehicles, German crew corresponds to the German fighting vehicles and so on. You will not be able to mix crews and fighting vehicles of different nations. The way crews will differ from each other concerning pros and cons will depend on the way you upgrade them. Every member of a crew will have their own qualities that will influence tank characteristics. The number of crew members will change depending on a chosen tank and will coincide with real data. The tankers will learn their skills relatively fast, and by the time you climb up the top of the development tree, you’ll have several fully experienced tank crews. For example, with a veteran gunner aboard, a tank will be more accurate in shooting and will deliver a larger number of critical hits.
No chance for waffen-ss to appear in World of Tanks .


Jeremy Taylor
The Best Tank Motto contest is finished
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04.03.2010 11:37:14
 
Subject: Contests & Competitions\Contests\The Best Tank Motto contest is finished
Link on message: #2141

Jeremy Taylor: The Best Tank Motto contest is finished.
Best Motto Contest Winners Announced
Take a look at some of our winners' epic works. I love them and I mean it :)
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image


Jeremy Taylor
Armor thickness
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04.03.2010 11:27:50
 
Subject: Archives\Beta\Armor thickness
Link on message: #2140

Jeremy Taylor: High Explosive shells cause the splash damage to the enemy vehicle.


Jeremy Taylor
Auto ID of enemy tanks.
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04.03.2010 00:19:42
 
Subject: Archives\Beta\Auto ID of enemy tanks.
Link on message: #2119

View PostM0n3y, on 03 March 2010 - 11:24 PM, said: Me thinks he secret spy send by Russia <_< :unsure: :blink: :huh:
;)

Jeremy Taylor: I think he is more of a guerilla type at the Russian rear :)


Jeremy Taylor
Armor thickness
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03.03.2010 22:46:38
 
Subject: Archives\Beta\Armor thickness
Link on message: #2104

View Postm4rek, on 03 March 2010 - 03:08 PM, said: And an audiovisual cue as to whether a shot was effective would help; I think it would be reasonable to expect this as even in reality you'd have some idea as to whether your shot bounced or hit effectively.

Jeremy Taylor: We have a special audio feature that corresponds to the voice of your gun layer. That feature allows knowing whether your shot was successful, rebounded or caused no damage to the enemy's armor.


Jeremy Taylor
Auto ID of enemy tanks.
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02.03.2010 18:35:26
 
Subject: Archives\Beta\Auto ID of enemy tanks.
Link on message: #1972

Jeremy Taylor: Tank auto identification is a great means of WWII fighting vehicles history popularization. It gives the visual perception of tank building history. Moreover, I can bet that this feature will not annoy you THAT much as you will be focused more on the warfare itself. And let me ask you a question: do you really want the community of World of Tanks to consist ONLY of tank building history buffs?


Jeremy Taylor
Beta Impressions
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02.03.2010 17:27:28
 
Subject: Archives\Beta\Beta Impressions
Link on message: #1969

View Postsubmarinex1, on 02 March 2010 - 04:40 PM, said: i did think about this, just using translate on ie8 works fine, but its when your in game i see the problem. its not like you can guess russian words.

Jeremy Taylor: The best option I see in this situation is waiting for a European/US audience beta version :). No problems with language barrier, no lags and errors and many cool features that Russian beta testers don’t even know about ;) .


Jeremy Taylor
Users' signatures and banners
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02.03.2010 17:12:12
 
Subject: Archives\Beta\Users' signatures and banners
Link on message: #1967

Jeremy Taylor: One of our members has sent me the request for the official World of Tanks signatures and banners. To tell the truth we haven't had enough time to optimize such kind of art for you, dear community, that is why I asked the member to wait for a while till we make WoT signatures and banners available. Another dedicated member of our forum ( Axelius, that's you :) many thanks) submitted his own version of unofficial (that is how he called it :) ) WoT signature. I must admit that it looks awesome:
Posted Image
As we haven't published the World of Tanks fan kit yet I will submit here three types of the World of Tanks logo you may use at your art works:
Posted Image
Posted Image
Posted Image


Jeremy Taylor
Best Motto Contest Winners Announced
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02.03.2010 15:52:39
 
Subject: Contests & Competitions\Contests\Best Motto Contest Winners Announced
Link on message: #1962

Jeremy Taylor: Congratulations to the winners and many thanks to all those who took part. All of your mottos were awesome and it was a real joy to read them.


Jeremy Taylor
Auto ID of enemy tanks.
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02.03.2010 15:39:47
 
Subject: Archives\Beta\Auto ID of enemy tanks.
Link on message: #1959

View PostGiza, on 02 March 2010 - 03:19 PM, said: So knowning the tank name is not all, you need to know the weakness also. Shot for turret or body. and what is your own tanks penetraction at that range. Shooting a shell and not killing could mean you have exposed your
position and resulting in a fast death.

Jeremy Taylor: Couldn't be more agree with you. That is why we will publish the "Tank Encyclopedia" on our website with detailed description of each fighting vehicle model. Moreover, regular gaming in World of Tanks will give a very clear understanding of the battle tactics concerning this of that type of a vehicle.


Jeremy Taylor
Question Thread
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02.03.2010 14:54:54
 
Subject: Archives\Beta\Question Thread
Link on message: #1954

View PostDoomlord52, on 01 March 2010 - 10:04 PM, said: Question:
Will WoT support widescreen (16:10) and very high resolutions (1920x1200, 2560x1600)?
Will WoT support dual monitors?
Will WoT use more than 1 CPU core (dual core, Quad core, Core i7, that kind of thing)?
Will WoT support SLI / Crossfire (more than 1 GPU)?

Jeremy Taylor: - Yes if your GPU can handle this
- We think dual monitors support for World of Tanks is unnecessary
- For that moment 1 CPU core is ok but we are examining the chance of dual core support implementing
- Yes it will


Jeremy Taylor
Question Thread
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02.03.2010 14:43:00
 
Subject: Archives\Beta\Question Thread
Link on message: #1952

View Post__C4T__, on 02 March 2010 - 06:36 AM, said: I know it's a stupid question but..... When our Beta starts ? :rolleyes:

Jeremy Taylor: Please refer to http://forum.worldof.../topic/92-beta/


Jeremy Taylor
Auto ID of enemy tanks.
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02.03.2010 14:33:00
 
Subject: Archives\Beta\Auto ID of enemy tanks.
Link on message: #1950

Jeremy Taylor: Hi there, buddies :). I've got news for you concerning this extremely interesting topic though some of you will not be happy with it in the beginning: we will introduce the auto identification system of fighting vehicles during the battles. Let me take in our arguments (I hope it will cease your anger a bit :)):
- Vehicle identification is very important component of World of Tanks gameplay. The trained tank man is able to identify the aim in front of him at the distance of 200m. We are very proud of our mature tank experts but the good game must be comprehensible for everyone. That is why we want the newcomers in game and freshmen in tank building history to be capable of identifying their enemies at distance. We think that it is very fair to give such players a hint.
- Moreover, at the distance of 500m even the experienced World of Tanks player will hardly be able to differ, say, T-34 from T-44, though the difference in their characteristics is significant.
- Then, just imagine this moment of glory when all your team mates would see that your, say, middle tank could annihilate the Tiger itself (!), not a simple grey tank they have not any idea about.
- Finally, the goal of World of Tanks is not only to give you the most intense online warfare experience ever, but also to draw people’s attention to the tank building history, including those ones who want to play the wargame like World of Tanks but know little about tanks in general. And tank identification serves that purpose greatly.


Jeremy Taylor
Clan Rankings
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02.03.2010 12:08:44
 
Subject: Archives\Junkyard\Clan Rankings
Link on message: #1942

View PostCarlR, on 27 February 2010 - 11:13 PM, said: It's been stated that we can define our own ranks and rank priviliges in the clan. What i need to know now is How many Ranks can we create? is there a limit to how many diferent ranks i can have?
i ask cause currently i'm looking at having 10 Ranks, possibly upto 15.

Jeremy Taylor: We can't tell you the exact number of ranks available to be arranged within your clan for that moment. However, we will definitely introduce this kind of limitation.


Jeremy Taylor
Tank Outline Discussion
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02.03.2010 11:14:43
 
Subject: Archives\Beta\Tank Outline Discussion
Link on message: #1938

View PostGXPTG, on 02 March 2010 - 12:39 AM, said: That "enemy spotted" thing is similar to what Battlefield 2142 does. Most likely the entire Battlefield series and other goes I am sure. It gives the enemy location on the mini-map for a few seconds and then goes away. THAT I like.

Jeremy Taylor: The section on the mini map you cursor is outlined as reported location only for a few seconds.


Jeremy Taylor
minor countries
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01.03.2010 20:20:43
 
Subject: Archives\Beta\minor countries
Link on message: #1819

View PostBamboocha, on 01 March 2010 - 08:09 PM, said: will there be any minor countries and their tanks? (like norway [know we didn't have any tanks, i think] or finland [had some very light tanks])

Jeremy Taylor: First off, we think there's no a minor country on the globe :). There are simply some countries that are very famous for their tank building history, and some that are not that well-known from the same stand point. We will definitely introduce the models of fighting vehicles from such countries but only after the release and when the lines of better known models are over.


ChrisK
Best Motto Contest Winners Announced
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01.03.2010 20:14:22
 
Subject: Best Motto Contest Winners Announced
Link on message: #1818

ChrisK: Gratz, all!  B)


Jeremy Taylor
Will the area where you hit the tank matter?
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01.03.2010 19:53:24
 
Subject: Archives\Beta\Will the area where you hit the tank matter?
Link on message: #1814

View Postsubmarinex1, on 01 March 2010 - 07:49 PM, said: this is where ammunition would come into it, if you have limited amounts you wouldnt waste more shots plus you would be looking for next target rather than taking shots at a out of action tank.

Jeremy Taylor: And yes, the ammunition is limited and can be reloaded only after the battle. Shooting at fictious aims is a waste of shells.


Jeremy Taylor
Will the area where you hit the tank matter?
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01.03.2010 19:42:46
 
Subject: Archives\Beta\Will the area where you hit the tank matter?
Link on message: #1812

View PostM0n3y, on 01 March 2010 - 06:17 PM, said: Will the amount of damage you've taken affect your turret rotation time, speed, etc?

Jeremy Taylor: Each model of a fighting vehicle in World of Tanks has the elements in its structure that correspond to the functional parts and mechanisms of its real prototype. Once damaged, this element may be partly (in most cases) or totally disabled; it means that each element has its own health sub-bar ( by the way, the same relates to your crew; e.g. if your radio man is killed this fact will affect your radio functioning). Of course we do some indulgences for the most significant gameplay elements. Once your track is damaged you will be immobilized only for some time, even though the speed of your tank will be decreased afterwards. Damaged gun will also be disabled for a short period of time. The damage of the turret will lead to the decrease of its rotation time.


Jeremy Taylor
costumization
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01.03.2010 19:29:13
 
Subject: Archives\Junkyard\costumization
Link on message: #1810

View PostBamboocha, on 24 February 2010 - 10:44 PM, said: in how big scale can we costumize our tanks?

Jeremy Taylor: Please refer to http://forum.worldof...ank-camouflage/


Jeremy Taylor
Tank Outline Discussion
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01.03.2010 19:26:07
 
Subject: Archives\Beta\Tank Outline Discussion
Link on message: #1808

View PostGiza, on 01 March 2010 - 02:49 PM, said: How far is it for a light tank with the highest radio of view.

Jeremy Taylor: The radio range of view doesn't depend only on the class of a tank. Actually, it depends on a specific model's multiple characteristics. That is why I can't name the exact parameters as they vary from a model to model of a tank and the radio itself.


Jeremy Taylor
Armor thickness
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01.03.2010 18:59:44
 
Subject: Archives\Beta\Armor thickness
Link on message: #1805

View PostM0n3y, on 01 March 2010 - 06:14 PM, said: Will we also be able to see wich tank is ahead on our HUD?
It would make a hell of a difference if it was a light tank or a Maus in the distance.

Jeremy Taylor: To tell the truth we are having very hot discussions about this kind of identification. On the one hand this feature would be great because many fights are conducted at long distances; thus this feature would help to identify a "tastier" aim for your specific fighting vehicle. On the other hand we would love it if our players could identify this or that type of a vehicle themselves. We think it is very educating from our tank-lovers' point of view :)


Jeremy Taylor
What is in your garage?
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01.03.2010 18:45:59
 
Subject: Archives\Junkyard\What is in your garage?
Link on message: #1801

View PostGXPTG, on 01 March 2010 - 04:25 PM, said: Question for the Mods: Will the 5 spaces be only in beta or will it be that way when the game goes public too?

Jeremy Taylor: 5 vehicles at your garage is a standard set. World of Tanks will give you much options to have different types of fighting vehicles you want badly at your garage. You will be able to sale your vehicles and put them up for auction (it will be interesting to see what price you will set for your beloved heavily upgraded Tiger ;)). Thus, you will be able to free enough space for other vehicles you desire. Moreover, we will introduce the feature that will extend your garage through special achievements or investments (for most obsessed collectors :))


Jeremy Taylor
Will the area where you hit the tank matter?
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01.03.2010 17:56:56
 
Subject: Archives\Beta\Will the area where you hit the tank matter?
Link on message: #1769

View Postm4rek, on 01 March 2010 - 02:06 PM, said: How about we make it a graphical effect; you can't shoot him because he doesn't exist. Sure, it'll look weird if he gets shot by a tank or run over or something, but it'll look better to have a guy fixing the tracks than it would for the tracks to just be fixed?

Jeremy Taylor: The presence of a guy on the battlefield who just can't be killed will be much more irritating than the lack of such a "tough" character :). Moreover, we believe that introducing such a graphical effect is unnecessary from technology and gameplay standpoints.


Jeremy Taylor
Tank Outline Discussion
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01.03.2010 17:25:38
 
Subject: Archives\Beta\Tank Outline Discussion
Link on message: #1767

Jeremy Taylor: Mini map (it seems to me I never referred to radar) is VERY significant strategic element of the game. Mini map is the easiest and most convenient way of strategic interaction between team mates besides voice chat that will be also included.


Jeremy Taylor
Armor thickness
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01.03.2010 17:15:50
 
Subject: Archives\Beta\Armor thickness
Link on message: #1763

View PostGiza, on 01 March 2010 - 02:30 PM, said: Hi
Is there any form of measurement on the HUD display that shows the range to the target?
Is there something that shows if your shot will go through the enemy or bounce of? or is that just something you need to learn combined with the possible
display of range to the target?
The armor is shown in mm thickness but is there also shown the slope of the armor?

Jeremy Taylor: - The feature showing the range to the target will be available in beta.
- We have a voice identifier that corresponds to a gun layer. It informs about how your shot was successful after each fire.
- Armor slope parameter will definitely be included into the parameter board.


Jeremy Taylor
Tank Outline Discussion
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01.03.2010 14:36:39
 
Subject: Archives\Beta\Tank Outline Discussion
Link on message: #1750

Jeremy Taylor: World of Tanks is not a simulator. I assume that many people would like it to be a simulator but we are making an action game that is extremely captivating and fun to play. World of Tanks is being developed within the bounds of historic correctness but we do focus on action and dynamism. That is why we simplified a certain numbers of characteristics that would otherwise hurt the dynamic gameplay. I will repeat myself and I know that you already know it but: we increased the speed of fighting vehicles, we increased the speed of reloading and turret rotation speed to give the real online warfare action. All these features altogether form the game balance. Each component of game balance is examined thoroughly. And at this moment we find vehicle outlining to be an essential part of this balance. Many thanks for your concerns as they are very important for us.


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