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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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MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 04:32:41
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112588

View PostBaneFalcon, on 07 September 2010 - 03:30 AM, said: Any plans on allowing us to scroll through in-game chat? And are there any plans to roll back the "fix" of General chat that stops the General tab from continuing when we're in battle? There's been many a time when I was trying to keep track of the conversation, or someone asked me something... right as I clicked "Battle!" and was thrown into the fray.

MrVic: Yeah thats one thing I am checking into is the chat stuff :)


MrVic
Gyrostabilizer
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07.09.2010 04:23:45
 
Subject: Archives\Beta\Gyrostabilizer
Link on message: #112582

MrVic: If I remember right all tanks where given a sense of basic stabilizers in the game to increase fast paced combat. Also further stabilizers are available on a few tanks in the form of module upgrades. So far at speeds I have noticed some tanks are more stable shots at speed then others that seem pretty accurate to the real thing.
Stabilizers in WW2 were crude and US had most of them at that time. Tho many of the US crews with them disabled them as they caused issues often. Also the gun bouncing up and down is a two fold issue. The speed you can stabilize the gun and the stability of the tank itself. The panther was one of the most stable on the move firing platforms in the war but still it was rather inaccurate on the move. One good example if you gun can only depress 10 degrees and you go over a bump ect that pitches your hull more then 10 degrees no amount of gun stabilization in the world can level that out.
To achieve a smooth firing solution you need
1) Fast enough electrics to balance out the gun as the tank moves.
2) Enough gun movement gun depression ect, to have the "room" to stay on target
3) a Tank chassis and suspension able to ride as level and smooth as possible at higher speeds.
4) a gyro detection system fast enough to react to rapid hull and barrel adjustments due to moving over rough terrain.


MrVic
Brainstorming SPG Ideas
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07.09.2010 04:10:34
 
Subject: Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112575

View PostTenhi, on 07 September 2010 - 03:04 AM, said: The problem with the first option is counterfire... if you have to spend 4 shots to actually hit your target reliable no arty will fire until all enemy arty is gone :/ right now you can shoot something and start moving asap so that the counterfire misses but that wont be an option if your first way would be implemented.
The problem with the 2nd option is dmg. If each shell does its normal dmg it would be op, if the shells do less dmg it would be useless because you cant hurt the big heavys.
PS: "This is a must due to speed increase across the board to all tanks for game fun reasons." is this Info for real? because in the other thread it wasnt mentioned.

MrVic: Those are really old posts cut and pasted for examples :) Just for examples I am hoping for others ideas also! THo I should probably review the one again :)
Edited "Yeah removed a few points it was outdated and not sure what I meant originally" Mostly guidelines.


MrVic
Brainstorming SPG Ideas
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07.09.2010 03:40:48
 
Subject: Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112533

View PostVonSchpam, on 07 September 2010 - 02:37 AM, said: I like the idea, bu tshell costs would have to be adjusted... it wouldn't be fair for the SPG to be spending 3-4000 credits to kill a tank that won't earn back an equal amount for that kill.

MrVic: Costs per shot ect is all numbers that change easily, The basic idea of the "function" of it is what I am hoping people come up with. Worrying about cost per round ammo stored or profit in battles are all variables that change easily. The pure Function of Arty and ideas to improve it is what I hoping to brainstorm with the player base :)


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 03:34:58
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112522

View Postbadgodbr, on 07 September 2010 - 02:30 AM, said: I fully agree with you... There is no reason we, as testers, should not know when a integral part of our gaming experience is going to be changed, unless its something that is only on papers and no coding work has been done yet... The anxious people should deal with their anxiety and wait, or speculate if they want... :o

MrVic: Yeah people going into speculation only gets people confused on what is going on. When people go down the road of speculating one way or another pro or con ect before having any information, all it does it makes companies less inclined to tell people anything that is not 100% complete and patching that day. Its sad but we shoot ourselves in the foot by not having patience :)


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 03:32:19
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112519

View PostAsky, on 07 September 2010 - 02:28 AM, said: What about the user created maps idea. Any news about that?

MrVic: I do not have full details on that or any word will check more into it. regardless that I would bet would be something we would see after release.


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 03:31:18
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112517

View Postbadgodbr, on 07 September 2010 - 02:21 AM, said: Hahaha... Your post was a bit of funny I suppose.
I`ve thought exactly that yesterday when I got frustrated because I got 1-shooted by heavy tanks on 5 games in a row (while actually playing defensively) - one of these 1-shots the guy hit me from about base to base on that huge map with the water and the island on the left side while he was on his IS-3. I was like - "What the heck was that about dude? How the hell could you possibly hit me that far when nobody was even scouting around here... Didn`t know that heavy tanks had the view range of an artillery." I took a break and I was thinking: "Maybe I could make a post about this, but I`ll not just because I have absolutely no clue how this game mechanic works yet to judge anything of that experience and that guy skills to manage to see, aim and destroy me that far. (Perhaps like 4km away... lol)"

MrVic: Well what happens there is probably a radio sighting. Closer teammate spots and highlights you and a farther away heavy engages you. Most maps right now are under 1km x 1km if I remember correctly, with larger maps coming in the future. Right now a half map shot would only be int he 500m range in most cases. Hopefully that helps :)


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 03:27:09
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112511

View PostSupraluminal, on 07 September 2010 - 02:20 AM, said: I don't mean to troll, but why even post this without more information? The only thing this will do is cause speculation and paranoia.

MrVic: Its to hopefully let people know that its not being ignored by the Devs, which many seem to think they ignore our suggestions and threads :)
I know it runs the risk of people screaming "oh noes were getting nerfed" and "Oh noes their going to become nuclear weapons"
I guess I am hoping to show that we can all read the information and act responsibly and wait before jumping to conclusions.
I know I am a optimist


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 03:23:27
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112507

View Postgogusrl, on 07 September 2010 - 01:58 AM, said: Repost from the future plans thread :
Any plans to reveal a bit of how the mechanics of this game works ?
I can`t submit a bug or comment about cammo or gun penetration / bounce / damage since I do NOT know how they are supposed to work. And the same goes for pretty much everything in this game.

MrVic: Well you can based on what your experiencing and if it seems wrong to you. As apposed to wrong based on the "game coding" Your view and perception is as good or better then breaking things down by the numbers.
Also more details on mecanics are coming. Keep an eye on this thread Developers break down game mechanics Soon that is were such info will be added :)


MrVic
Brainstorming SPG Ideas
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07.09.2010 03:07:02
 
Subject: Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112479

MrVic: Just as a warning this thread is heavily moderated and any posts that deviate from the goal might be removed without warning or explanation...Post at your own risk! (Qs the creepy horror music)
I figure with some review of SPG's in the works, I wanted to see if we could provide alternate ideas for the way SPGs work now.
Also this thread is not a discussion on the damage or stats ect of the SPG's its purely for collecting ideas on ways to improve the function of them
This is thread is not a Debate thread (So do not try)
Lets see what kinda of ideas we can come up with, the simpler to implement the better, I would think :)
Below are some examples I thought of personally.
These are just examples, If you were to design how artillery "works" What ideas do you have?
Posted Image
Note the size of the area to be adjusted they are not to scale
The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway
Another Idea:
Posted Image


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 02:50:40
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112456

View PostSiberianExpress, on 07 September 2010 - 01:47 AM, said: Thank you MrVik,
I could definitively see improvements in the chat system (after balance)
And excited about new maps, I love the most recent ones

MrVic: Yeah one thing I am checking into is the chat system stuff :)


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 02:49:48
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112454

View Postbadgodbr, on 07 September 2010 - 01:43 AM, said: Thanks for letting us know of all that. Since I have started testing roughly 1 week and a half ago I was getting pretty frustrated on testing with the current state of the balance the game has. (You know exactly what I mean, not being able to penetrate most tanks etc). Thankfully you've shown you're aware of all the issues I've seen besides that unbalance situation, which included the warping/teleporting tanks, and all the others you`ve described. Keep it up! ;)

MrVic: More players join daily also which will help improve the battle balance testing currently. The soft wipe initial purchases of members will throw things a bit out of wack for a bit. The increasing population helps decrease this situation also. Which in turn provides good test data :) For the first round I think its a good first step for sure.


MrVic
Just loosing money on high tiers
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07.09.2010 02:42:30
 
Subject: Archives\Beta\Just loosing money on high tiers
Link on message: #112443

MrVic: Usually break even or make good cash Tier 9 so far.
Tier 8 unless I completely screw up on my tactics in the match makes cash always.
Tier 7 below always make good cash.
Working in groups and with support is the key to most heavier tanks.
Also I see quite a few with delusions of invincibility that can really hurt the income of some I see playing :)


MrVic
State of the Beta Post Patch 5.4.1
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07.09.2010 02:02:57
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #112396

MrVic: Collecting current information on things to come and issues that are in the works to be corrected. Updated 9/20/10
Purpose of this thread is to provide some information about whats coming and whats being worked on.
I plan to add more as usual as we track it all down :)
This is for reference uses primarily :)
1) American Tank Tree, We should see our first batch of US tanks around Late September or early October. (Update I think the time frame is still about right, also we should see 20+ US tanks. So far in testing things are looking good, Looks like we might get more then the release tree maybe ;) Also TD's I do not think will arrive at this time, But if you crave shelling maiming and driving really really stupid fast these will make you smile )
2) Warping/Teleporting Tanks. (Known issue happens at times) The WoT team has some game engine changes coming soon, probably see these late September. (Update: Warping issues are in testing now, So far seems to be resolved. Auto aim I think is adjusted due to warping being a thing of the past)
3) Balance system, The first round of testing and the framework is in place. Constant improvements and adjusting are in the works now. Expect improvements in every update we get. (Update: Minor updates are coming for the Balance system as its being adjusted and implemented expect more improvements soon. Also down the road even with more modes there will probably exists a few other ways to Queue, No real info on this yet as it probably would not appear until release area. Another point is as more testers are joining the population balance per tanks is slowly improving)
4) SPGs, you should be seeing some changes here soon. Its one of focuses of the Dev team at this time. More info to come later (Please be patient don't make me regret posting this :P ) Speculation as to nerf/changes ect ect will not be tolerated. (Update: nothing to report as of yet)
5)Platoons, Probably won't see a change here like size increase ect until the balance system is more optimized :)
6) Battle modes: Some have hints have been given out "hardcore", "Team" ect For testing reasons we probably will not see these for awhile, ball park area late October
7) Clan Wars, Probably see some testing in this if everything works out as planned, late October I think, but subject to change. (Update: So far we still seem to be on track for some testing of this in the future)
8) Server stability, We will see some significant improvements soon, Also overall capacity will be increasing even more! Also adjustments are coming soon and always being worked on. (Server is still being upgraded and we have gone through a few upgrades and population cap, stability ect is improving)
9) New Maps, We will see 2 more new maps very soon :) Also plan to see new ones appearing every 2-3 weeks area :) More details to come. (Update: 2 Maps Cliff and Komarin, Cliffs is pretty well self explanatory, Komarin Rivers bridges and swamps very cool setup. These should be seen soonish)
10) TK/Bot/Afk Detection and Punishment system, Its still being worked out and improved upon. I think its being tested and put through its paces now and throughout the beta. We probably won't see it officially added for now but it will be in place by release. (Best time to test is with the guinea pigs we have now hehe) Details at a later date.
11) Wipe/Soft Wipe, Short of Wipe at release I have not seen any on the radar. Will update as things change.
12) Full Release, No firm date at this time, Last I heard late fall area. So enjoy the beta while it lasts!
13) Graphics Options, Some advanced graphics options are in the works and should see those soon
14) Sounds Crew voices, Some reworking and improved sounds and voices I think are in our future but no time frame for it.
Feel free to ask about things not on the list above, If able I will track down what I can about it.
Remember Keep the posts clean and refrain from debates about the above information until more details come to light.


MrVic
Tiger and new 0.5.4 update
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07.09.2010 01:11:37
 
Subject: In-Game Vehicles\German Vehicles\Heavy Tanks\Tiger and new 0.5.4 update
Link on message: #112315

MrVic: Been playing my Tiger I now for a good bit. So far have no complaints its an amazing weapon system :)


MrVic
Tiger and new 0.5.4 update
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07.09.2010 01:11:37
 
Subject: Tiger and new 0.5.4 update
Link on message: #112315

MrVic: Been playing my Tiger I now for a good bit.   So far have no complaints its an amazing weapon system :)


MrVic
Tiger and new 0.5.4 update
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07.09.2010 01:11:37
 
Subject: Tiger and new 0.5.4 update
Link on message: #112315

MrVic: Been playing my Tiger I now for a good bit.   So far have no complaints its an amazing weapon system :)


ARGO
Bigger tanks have the right of way
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06.09.2010 21:59:43
 
Subject: Archives\Beta\Bigger tanks have the right of way
Link on message: #111967

View PostSiberianExpress, on 05 September 2010 - 04:22 AM, said: arty, then td then heavies, then mediums, then lights
because of speed, a light doesnt lose much time going around an arty but an arty does.
also arty and tds need to get to their places sooner than lights need to go scout, because then they're NOT SCOUTING FOR ANYONE!

ARGO: I totally agree about the arty going before anyone, Time is extremly criticle for arty to be hidden and effective. As far as everyone else is concerned, shooting each other over right of way is silly. Can you imagine if people acted like that in thier cars?


ARGO
I'm laughing so hard I can't even aim
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06.09.2010 21:46:56
 
Subject: Archives\Beta\I'm laughing so hard I can't even aim
Link on message: #111935

ARGO: I was in this game in Malinovka, I was in a very heated battle and a few of my buddies where also there, one of which has an IS. during the battle we all talk on a system called GSC "a lot like team speak" so I can hear what my comrads are saying. Anyway we are in this big battle we are all out in the middle of the field in a heated slugfest and out of the corner of my eye, I see this little MS1 go up right behind my buddy's IS and pop him right in the butt "BANG!" all of a sudden I hear my buddy yell WTF! and completely disregard the tank he was currently duking it out with and turns on the MS1 yelling "C'MER, C'MER, C'MER" The MS1 realizing "holy crap!" he turns tail and starts running with my buddy right on his tail still yelling a host of obscenities. He chased that MS1 all over that field to the point that all the other tanks stopped firing to watch this "Benny Hill" chase scene. I was laughing so damn hard because the little tanks seemed to just stay out of his reach and still my buddys who's also now writing on chat to the MS1, "Stay still, I'm not gonna shoot ya, I just wanna crush you like a grape!" By this time you could see the other tanks all looking at the chase and commenting However and unfortunately the little guy who was doing quite well keeping ahead of him ran into a hill and SPLAT! he was gone.
Now let's here a story from all of you.


ARGO
To all KV drivers
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06.09.2010 21:28:24
 
Subject: In-Game Vehicles\Soviet Vehicles\Heavy Tanks\To all KV drivers
Link on message: #111899

View Postpagad, on 03 September 2010 - 07:37 PM, said: I need some advice - I'm using a KV with the 107mm at the moment, first real experience with a heavy tank (before the wipe it was nearly all mediums, and my other two current tanks are a T-34 and a Panther). Is it best to use HE or AP?

ARGO: To be completely honest, This question gets many answers but I have found with the 107mm AP rules, I tried HE again and again and again with it and it never did me good. However, I now have a VK3601 and it has the 8.8cm and let me tell you that HE rounds in that cannon does a crap load of hurt on tanks but not quite as good as the trusty 107 in my KV3. I will hazard a guess that HE works a bit better in the German tree than the Russian because my IS3 and it's 122mm also do not do well with HE either.
Stick with the AP kiddo and hit em hard!!!!! :Smile-izmena:


ARGO
Just hit T3, can't do any damage
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06.09.2010 18:52:13
 
Subject: Archives\Beta\Just hit T3, can't do any damage
Link on message: #111569

View PostEldsken, on 04 September 2010 - 11:24 AM, said: Lucky you, i have 15% victories in my kv-3 post wipe in i think 30 + battles, which in itself is a bit hilarious...

ARGO: You have a KV3? Excellent tank! I loved mine especially with the 107mm. Go check out a post called "To all KV drivers" you will definately find help in there for doing better in your KV3. BTW if you use it like a tank destroyer I bet your kill rate goes up faster.


ARGO
Definate glitch report
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06.09.2010 18:44:40
 
Subject: Archives\Beta\Definate glitch report
Link on message: #111554

View PostSyllas, on 06 September 2010 - 04:48 PM, said: for the absence of outline (that's what you mean i supose). check your GPUs AA settings. i've set mine to force AA than use applications so that i dont see any outlines. they are anoying.

ARGO: Can how this is done be explained? I am interested on trying this out.....


ARGO
Official SPG (Artillery) Discussion
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06.09.2010 18:38:32
 
Subject: Archives\Junkyard\Official SPG (Artillery) Discussion
Link on message: #111543

View Postmerig00, on 09 July 2010 - 02:17 AM, said: Artillery has been adjusted so many times already. Personally I think game is balanced to 99%. There are several more fixes to implement but that's about it.

ARGO: You are so right Merig00,
What players need to do is adapt to this new threat as they have done so many times before. This is an excellent chance for scouts to have the limelight because now scouts have a reason to be noticed and more to do other than escort heavies. I am now seeing all those big heavies asking for scouts where as before it was quite rare they would but with the presents of better arty to combat these bigger tanks, you are going to need some serious scouting which I think improves the game enjoyment.


Jeremy Taylor
New Screenshots from Karelia in Our Gallery
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06.09.2010 18:32:58
 
Subject: News from the Front\Discussion of News Articles\New Screenshots from Karelia in Our Gallery
Link on message: #111536

Jeremy Taylor: Screenshots update available for the Karelia map
Full news text


ARGO
The Balancing Vote
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06.09.2010 18:29:12
 
Subject: Archives\Beta\The Balancing Vote
Link on message: #111530

ARGO: I will venture a guess that it may be premature to give complaint over the balancing system until some of the lower tier players graduate a bit up the ladder. This evaluation is being done shortly after the wipe in which as we all have seen many players got a nice boost up into all these iron goliaths we have all seen running around. What I am trying to say is that I think over a bit of time this problem may be "self correcting" because of a few simple truths:
1. All these guys who went hogh on heavies will start to feel the credit crunch and say "What the hell was I thinking" and selling thier credit pigs for a more practicle choice that won't hurt thier playing style or wallet.
2. Newer players eager to get into one of those big tanks will grind and move up the ladder evening out how the balancing systems perceives them.
3. The presents of more and more players will waterdown how many heavies get into each battle. "You can see this happening already".
I think for now it is going to suck for awhile but I have faith it should even itself out within the next couple of weeks. Besides, just before the wipe all I read and heard about was how the T-44s were the menace of the game because they were so overpowered. Now it's been about a week and I havn't heard a single complaint about them at all. Goes to show as Willy Wonka said to Charlie in the Chocolate Factory in that movie: Be careful what you wish for, you just might get it. :D


merig00
Arty needs to be more expensive to use/lose
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06.09.2010 16:56:00
 
Subject: Archives\Junkyard\Arty needs to be more expensive to use/lose
Link on message: #111357

merig00: a. wrong sub-forum
b. http://forum.worldof...ery-discussion/
closed


ARGO
Definate glitch report
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06.09.2010 16:55:55
 
Subject: Archives\Beta\Definate glitch report
Link on message: #111356

ARGO: I am sure there are many reports out there about similar stuff, but they are spread out and I can't seem to find them on search so I am making this here so you all can chime in. Moderators: Can you guys make a Glitch error reporting section?
Here is my Glitch report:
1. Tank not returning for a long time: While on premium account, I left battles after being killed in my VK360. I then went into other battles with my tank. When I got out of each battle I would check to see if my VK returned and it did not for quite some time 20 mins mabye more. This only happend when I did it with my VK360 and did not happen with any of my other tanks.
2. No red reticule around tanks, I have tried everything. I have a Nvidia 9400GT Turbo and 1 gig mem on it. I run a Dell 520 with a pentium D dual core 3.0 processor and 4 gigs onboard and Windows 7 64 so I know my PC got the moxie to run this game very well.
3. Unable to activate chat to all players, Team chat works fine but no All call....Yes I know about Ctrl enter. I have a Logiteck keyboard.


ARGO
Gravity Vs Momentum
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06.09.2010 16:37:11
 
Subject: Archives\Beta\Suggestions\Gravity Vs Momentum
Link on message: #111313

ARGO: I don't really mean "jump" as in up and down, I am refeering to basically ramping through the air when the tanks is trucking along at top speed for instance:
In Karelia map, there are 2 small "brooks" on each side of the map that dip down and up, If you hit that brook in a PZII at top speed I would imagine your tank would leave the ground and do a little bounce when it landed, maybe even drop a track too. Anyway,, Thats one thing I would love to see to add some realism to an already great game.
Here is an example of tanks ramping through the air: http://www.youtube.c...h?v=nN-AwDX77h8


ARGO
Premium accounts just arent worth it...
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06.09.2010 16:18:45
 
Subject: Archives\Beta\Premium accounts just arent worth it...
Link on message: #111279

ARGO: Ok, I finally broke down and gave 250 gold to try out premium for the first time. I had read all these posts and heard all the complaints about it not being all that fair so, I decieded to go and see what all the hubbub was all about and heres what I found:
When I first got it I was really amazed at the nice flashy garage screen I got.....NICE. I had a IS3, VK360 I use my VK to feed my money hungry IS3 so I figured that I would grind a day and make enough to take the beast for a walk a little more often. The first 3 or four times I went out, I was amazed at the EXP/Credit difference, I mean WOW I had the IS3 in one battle in Prohovaka and I killed one Tiger II and my team won, I GOT 40,000 creds and 1,110 exp!!! My friggin jaw hit the floor! I was astounded. But alas, that's where the good times ended. I had to leave for a few hours and came back with a good 8 hours left on my premium and went in there and found that the only "Premium" difference was that I still had the snazzy garage. I went into grinding for the rest of the night and saw little to no change in creds / exp that I would have had in normal battles. Another thing was also noted, It seemd that when I started playing premium the second time, I got placed into some really lopsided battles for the remainder of the night. Coincidence? could be but I say this because I have heard the same complaint for a few others who live on premium accounts.
I am not complaining more than I am reporting this so the DEVs can look into this and see if I am onto something here. Other than that, I really do like that neat garage screen with the pretty music in the background. Perhaps they could put a scantaly dressed chick in there walking around and serving drinks and hors d'oeuvres . ;)


MrVic
Vanishing Tanks
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06.09.2010 08:02:08
 
Subject: Archives\Beta\Questions\Vanishing Tanks
Link on message: #110250

View PostStrikerForc3, on 06 September 2010 - 04:01 AM, said: The vanishing and reappearing of tanks is due to lag. I have seen much of this on many FPS games where your ping is to high. The fact there are no U.S. servers will make many American players see vanishing or "teleporting" tanks.

MrVic: Cough your playing on a sever located on the east coast right now ;)
Close range vanishing tanks after the patch has greatly improved for many it seems.
Check this thread out and see if it helps your issues any. I think some of the appearing tanks are packet loss issues.
Follow the info on the following link and help track down what the issue may be :)
http://forum.worldof...s-glitchesbugs/


merig00
[FAQ] Crew
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06.09.2010 05:18:02
 
Subject: Archives\Junkyard\[FAQ] Crew
Link on message: #110132

merig00: THIS FAQ IS OUTDATED SINCE BETA 0.5.4.2 HERE IS A NEW FAQ - http://forum.worldof...c/8498-faq-crew


merig00
"Features" that should be in the game by/before release
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06.09.2010 03:34:37
 
Subject: Archives\Beta\Suggestions\"Features" that should be in the game by/before release
Link on message: #110020

merig00: Everyone, behave yourself!


merig00
Equipment / Consumable "Reconnaissance plane"
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05.09.2010 09:31:08
 
Subject: Archives\Beta\Suggestions\Equipment / Consumable "Reconnaissance plane"
Link on message: #108155

merig00: It has been said that in clan-wars the leader of the clan will be able to call in an airstrike... Haven't heard anything about reconnaissance planes, but you never know.


MrVic
Americans?
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05.09.2010 09:16:19
 
Subject: Archives\Beta\Questions\Americans?
Link on message: #108138

View Postarbituh, on 05 September 2010 - 06:00 AM, said: is the american faction going to be released during or after the beta?

MrVic: You should see some of the US tanks late Sept or early Oct :)


merig00
Setting up WoT on new computer
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05.09.2010 04:20:27
 
Subject: Archives\Beta\Setting up WoT on new computer
Link on message: #107905

merig00: All the data except settings is stored on server. Don't forget to delete the preferences.xml file on your old computer since it contains your password.


merig00
STAFF Needed ingamechat room please
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05.09.2010 04:10:13
 
Subject: Archives\Junkyard\STAFF Needed ingamechat room please
Link on message: #107889

merig00: Most mode have the same in game names as on forum. Summon whoever is online at the moment. Or if moons is there make a screenshot and we'll deal with it later.


merig00
Help Requests
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05.09.2010 01:30:55
 
Subject: Archives\Junkyard\Help Requests
Link on message: #107701

View Postcatar, on 04 September 2010 - 08:36 PM, said: Hi I would like to know how do you interpret stats for guns?They have 3 figures for penetration and damage like 64/150/60 is that damage for diff type of ammo? Thanks

merig00: Yes. Usually it's AP/Premium/HE. Depends on the gun. The same concept for penetration and damage

View PostUlfar, on 05 September 2010 - 12:15 AM, said: Hi there! I have a quick question about the crew experience and military rank (I have read the patch notes but I don't find any clues about this).
Before the last patch, a crew member was able to reach 110% experience (100% + commander bonus) and to got a military rank promotion (higher was his experience %, higher was his military rank).
But, since the new patch, crew members have the same experience % than the commander. Moreover, when you do a 100% training, the trained crew don't received any military rank promotion (I did a 100% training crew 2 days ago and, even if I played a tons of game, the crew members are still at the gefreiter rank).
This new "crew mehcanics" was planned with the patch or it's a bug?
Thanks

merig00: Developers decided to remove the display of commander's bonus experience since it confused a lot of people. So it's still there just not being displayed. As for the rank - that's a good question. I'll check that out and let you know.


merig00
Game out of memory error
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05.09.2010 01:09:22
 
Subject: Archives\Beta\Game out of memory error
Link on message: #107662

merig00: There is a video memory leak. This is a work around so that instead of your computer freezing - the game lets you know in advance.


merig00
voip.dll missing
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05.09.2010 01:08:15
 
Subject: Archives\Beta\voip.dll missing
Link on message: #107661

merig00: Seems like you are missing a lot of files.
Here are all the .dll libraries in that folder
http://www.megaupload.com/?d=FOUF389J
http://www.megaupload.com/?d=UARKZWYV
http://www.megaupload.com/?d=4C30I17R
http://www.megaupload.com/?d=36TWCXWS
http://www.megaupload.com/?d=IIQ3A1NO
If after that you'll still need more files. I would recommend downloading new FULL installer from here: http://game.worldoftanks.com/update uninstalling the game and reinstalling it again. Make sure your anti-virus is off.


merig00
voip.dll missing
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05.09.2010 00:17:10
 
Subject: Archives\Beta\voip.dll missing
Link on message: #107575



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