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
Subject:
Archives\Beta\Artillery
Link on message: #833
uNikat, on 21 February 2010 - 08:03 PM, said: who will give me, as artillery, coordinates for shooting? or will i
see the target-area i can reach from min. to max. ?
i would love to need data from teammates, that are at the frontline, so that would push teamplay a little?

Link on message: #833

i would love to need data from teammates, that are at the frontline, so that would push teamplay a little?
Jeremy Taylor: Of course; light high-speed tanks are the best helpers for that
purpose. You'll see the enemy on your mini map as soon as it is
captured by the scout's radio or captured by you own radio
depending on how close the enemy moved to the rear and depending on
your radio characteristics.
Subject:
Archives\Beta\Countries
Link on message: #828

Link on message: #828
Jeremy Taylor: World of Tanks has no dividing by countries concerning teams or
clans. Each team or clan may have Soviet, German, US or fighting
vehicles from other countries in it. Still however you may form the
clan of only Soviet, US or German fighting vehicles if you're
willing to.
Subject:
Archives\Junkyard\Realism vs. Gameplay
Link on message: #823
Syllas, on 20 February 2010 - 01:47 AM, said: thanks for the reply Mr.Taylor. but one question was left
unanswered.maybe i wasn't so specific.
when the tank moves around you can see the wheels/tracks moving indipendently up and down...
also i had some other questions. they were about how does the system works for howitzers. if you have the time read the post. if you don't its ok i'll see it when it will be ready

Link on message: #823

when the tank moves around you can see the wheels/tracks moving indipendently up and down...
also i had some other questions. they were about how does the system works for howitzers. if you have the time read the post. if you don't its ok i'll see it when it will be ready

Jeremy Taylor: - We are working on making the track's motion as close to the
reality as possible.
- I'll start the individual thread dedicated to the artillery in World of Tanks where you can ask any question you find appropriate.
- I'll start the individual thread dedicated to the artillery in World of Tanks where you can ask any question you find appropriate.
Subject:
Archives\Beta\Ballistics/Windage
Link on message: #816
CVRTcmdr, on 21 February 2010 - 05:40 PM, said: Cheers jeremy for the reply 
What about ground scarring etc?

Link on message: #816


What about ground scarring etc?
Jeremy Taylor: Vehicles are leaving traces on the ground just as they should;
explosion lead to shell holes... Is that what you meant?
Subject:
Archives\Beta\Level of tank customization?
Link on message: #797
m4rek, on 21 February 2010 - 05:58 AM, said: From what I have gathered, the radio appears to be for long range /
non-visual location of enemy tanks... I could be mistaken, but it
was briefly mentioned in a discussion about artillery (indirect
fire).

Link on message: #797

Jeremy Taylor: You're not mistaking. If the enemy is within the range of your
radio view it will we indicated on your mini map. That's is why
scouts are usually the best helpers for artillery.
Subject:
Archives\Beta\Type of Game this will be?
Link on message: #796

Link on message: #796
Jeremy Taylor: Please start the individual topic for NF discussions. You're going
off topic on this thread. Please do not expand the NF discussion on
this thread after this certain message.
Subject:
Archives\Beta\Ballistics/Windage
Link on message: #794
CVRTcmdr, on 21 February 2010 - 11:52 AM, said: Still nothing about Ballistic arcs or windage etc 
Will there be Urban aswell as rural maps ?
Building deformation/ground scarring etc?

Link on message: #794


Will there be Urban aswell as rural maps ?
Building deformation/ground scarring etc?
Jeremy Taylor: - Not in 100% simulator style. We are making the MMO action.
Windage calculatings and the corresponding arrangements will hurt
the gameplay and fun of the game.
- Of course. We already have different types of locations and will add more.
- Buildings are destructible in our game. But you will not be able to turn the building completely into ruins (World of Tanks is MMO, complete destruction is tooooooooo excessive from technology standpoint). Trees are already knocked down, the same will soon concern hences.
- Of course. We already have different types of locations and will add more.
- Buildings are destructible in our game. But you will not be able to turn the building completely into ruins (World of Tanks is MMO, complete destruction is tooooooooo excessive from technology standpoint). Trees are already knocked down, the same will soon concern hences.
Subject:
Archives\Beta\Tank Camouflage
Link on message: #793
Syllas, on 21 February 2010 - 03:05 PM, said: well in this game there are no nukes and tactical insertions

...we're off topic in this thread

Link on message: #793


...we're off topic in this thread

Jeremy Taylor: I second this. Please stick to the initial topic.
Subject:
Archives\Beta\Beta Impressions
Link on message: #792
Syllas, on 21 February 2010 - 03:10 PM, said: thank you Mr.Taylor 
but the number of applications available will be limited right?

Link on message: #792


but the number of applications available will be limited right?
Jeremy Taylor: Hm... I don't think so. I mean if you want to take part in beta
test and your application is ok, why should we put the limits?
We'll see how the process will go on but we haven't discussed the
certain number of invitations yet. The more the better, I believe.
The more people we'll have in beta the more fun beta testers will
get. I think it makes sense 

Subject:
Archives\Beta\In-game Screenshots
Link on message: #791
Syllas, on 21 February 2010 - 03:16 PM, said: better graphics than the pics....???? you have to be kidding me!!!
these graphics are excellent as they are! how better can they
become??? ansolutely amazing effort. congratulations and best of
the best wishes to all the developers and administrators!!! i think
it will be a game worth paying for!

Link on message: #791

Jeremy Taylor: Thanks for these warm words.
Subject:
Archives\Beta\In-game Screenshots
Link on message: #775
WMD, on 21 February 2010 - 07:59 AM, said: Destroyed tanks dont drop LOOT ?

Link on message: #775

Jeremy Taylor: I' m sorry, I didn't get the reason of your dissapointment. Please
could you explain in details?
Subject:
Archives\Beta\Will the area where you hit the tank matter?
Link on message: #774

Link on message: #774
Jeremy Taylor: The angle will affect the penetration. We are working on an ideally
balanced damage system close to the reality.
Subject:
Archives\Beta\Question Thread
Link on message: #760
PvtMalo, on 18 February 2010 - 07:03 PM, said: Question: When you put your sights over an enemy tank it "turn" red
in colour and outlines it. I do really HOPE this is not the case
when the tank is hidden in bushes or other cover foliage.
If not you can "scan" treelines etc by just surfing your sights across and "POFF" a red outlined tank appears that you woulden't normally see so easy

Link on message: #760

If not you can "scan" treelines etc by just surfing your sights across and "POFF" a red outlined tank appears that you woulden't normally see so easy
Jeremy Taylor: You may scan the treelines or bushes and will see the lines of a
hidden enemy vehicle if it gets in the range of your radio view. I
hope it will not dissapoint you much.
Subject:
Archives\Beta\clan wars mode
Link on message: #759
eladc94, on 21 February 2010 - 02:30 AM, said: I understamd, and those 25 tanks will stay in that area untill
other clan/s will come and try to concer the mini-map?
there is a problem... what about a situation that most of the clan is offline? or matbe most of the clan is online but the clan comander is not?

Link on message: #759

there is a problem... what about a situation that most of the clan is offline? or matbe most of the clan is online but the clan comander is not?
Jeremy Taylor: You cand send the smaller part of your clan which is online. Or
arrange the battle in advance. There will be nothing complex about
it and we'll have the certain system for it.
You may appoint the deputy for the cases when the commander can't take part in battles. The way you will manage the hierarchy of your clan and discipline will depend on you mostly.
You may appoint the deputy for the cases when the commander can't take part in battles. The way you will manage the hierarchy of your clan and discipline will depend on you mostly.
Subject:
Archives\Beta\Beta Impressions
Link on message: #754
Syllas, on 20 February 2010 - 10:13 PM, said: ummm...there will be a CBT first right? how will we join? will we
get an invitation from the Devs/Admins or just a code by
subscription?
it would be good to know because if an invitation is needed someone who is interested and hasn't introduced himself to the community he will probably not get one.
i think its good to know that detail so we can inform those who are interested but haven't joined the forums or subscribed for newsletters yet.

Link on message: #754

it would be good to know because if an invitation is needed someone who is interested and hasn't introduced himself to the community he will probably not get one.
i think its good to know that detail so we can inform those who are interested but haven't joined the forums or subscribed for newsletters yet.
Jeremy Taylor: The special application form will be published on our website, you
will fill it (nothing complicated, actually), send it to us, and we
will check it and send you back the key. You will have to download
the cbt version (for free, of course), type in the key and join the
battles. Please ask questions if something remains uclear.
Subject:
Archives\Beta\clan wars mode
Link on message: #752

Link on message: #752
Jeremy Taylor: You'll have a closed forum thread of your clan and voice chat
channel to cooperate the actions with your clan mates.
Subject:
Archives\Beta\clan wars mode
Link on message: #750

Link on message: #750
Jeremy Taylor: Let's imagine that you're commanding a clan, say, of 80 players.
You open the global map plan divided into multiple zones (mini
maps), analyze the situation and decide where to send the tank
brigade (say of 25 vehicles) to edge out the enemy from the
interested area. If your brigade successfully destroys the enemy on
this map, the corresponding zone comes under your control. Another
25 fighting vehicles you may send to fight on another area (mini
map). The rest 30 tanks you may use, for instance, to make an
alliance with another clan to edge out more powerful enemy from the
tastiest territory. The scenarios may be different.
Subject:
Archives\Beta\Tank Camouflage
Link on message: #749

Link on message: #749
Jeremy Taylor: Your team mates killing is very unwelcome. The rating of 4 killed
during the battle has much more to be proud of than -4
Team mates may be killed by
accident, sometimes it happens. But to be honest I see no sense in
killing your team mates and risking experience and scores needed
for upgrades as a result
.


Subject:
Archives\Beta\clan wars mode
Link on message: #746
eladc94, on 20 February 2010 - 10:58 PM, said: I was wondaring, how a clan can win in a clan war mode (win a
mini-part - not all the map of course)? is it a round base mode? or
the tanks spawn every time they are destroied? can someone explain
to me how the mode is working?

Link on message: #746

Jeremy Taylor: Destroy all the enemy tanks on this mini map and you'll get the
control over this zone (it will be indicated as yours on the global
map). No respawns, of course. The more zones are under your control
the more bonuses and extra features you get. Please ask more
questions if something remains unclear.
Subject:
Archives\Beta\Tank Camouflage
Link on message: #699
Syllas, on 20 February 2010 - 02:23 AM, said: i don't think that space is a problem.after all they will be small
marks not whole decals. each killmark will represent a sum of
kills...

Link on message: #699

Jeremy Taylor: Very nice idea actually. So, if there are so many votes for
killmarks
we will definitely discuss how we
can optimize this feature for our game. Thanks for your
constructive participation.

Subject:
Archives\Beta\In-game Screenshots
Link on message: #697

Link on message: #697
Jeremy Taylor: Please keep in mind that those pics are from TESTING version of
World of Tanks. For instance, there's no pic from a city map,
though we have it. The grapchics will be better, the balance will
be more refined, we will add more units, we will introduce
destructable objects (trees are already knocked down) and many more
great features. Test is always a test and we are working on making
the game of our (yours and developers') dream 

Subject:
News from the Front\Discussion of News Articles\Light German Pz 35 (t) Available in Renders
Link on message: #617

Link on message: #617
admin: Check out the Art gallery to see new renders of the Panzer 35 (t)
tank
Full news text
Full news text
Subject:
Archives\Beta\Instanced or Persistent Game World
Link on message: #611
Azimuth, on 19 February 2010 - 07:06 PM, said: Are those areas global e.g. if a clan wins a certain battle in a
certain area, will that effect be shown to everyone e.g. is there a
persistent global map like in WWII ? In that game there are 2 sides
who fight with 1 single but very long and moving frontline.
Instanced-only fights would give less immersion than a global map where you can see where the action really is.
Quote Obviously it would be nice to play scenarios where a smaller team would have to defend against a larger attacking team and thus introducing unbalanced battles which could be very rewarding if you still win as a defender being outnumbered (but in better positions e.g. with height advantages or strategically placed defense-structures). But I'm afraid that's a bit too much whishful thinking

Link on message: #611

Instanced-only fights would give less immersion than a global map where you can see where the action really is.
Jeremy Taylor: The global map is divided into multiple instanced zones. Our game
is MMO; though with outstanding graphics and myriads of cool
features but still MMO. Making such a huge persisten global map is
impossible from technology standpoint for this day. Anyway many
thanks for that question.
Quote Obviously it would be nice to play scenarios where a smaller team would have to defend against a larger attacking team and thus introducing unbalanced battles which could be very rewarding if you still win as a defender being outnumbered (but in better positions e.g. with height advantages or strategically placed defense-structures). But I'm afraid that's a bit too much whishful thinking

Jeremy Taylor: We will introduce many exciting modes and the one you adviced may
be among them. Thanks for the vote as it gives more chances for
this mode to appear in the game.
Subject:
Archives\Beta\Level of tank customization?
Link on message: #609
Doomlord52, on 19 February 2010 - 07:10 PM, said: What about Zimmerit coating? It was only available after 1943, and
was applied to some tanks after production. MGs on early tanks
where later upgraded to the MG42 (the turret MG, anyway), and in
some cases engines from early produced heavy tanks where upgraded
to larger, more powerfull engines.
Just some ideas...

Link on message: #609

Just some ideas...
Jeremy Taylor: This is soooooo interesting question. There's one real challenge
about Zimmerit and probably you may help us somehow. We are
regularly consulting with military and tank building experts
(besides having our own ones) and actually we found no sense in
Zimmerit. There's a primary theory about Zimmerit that it was used
for protection from magnetic mines. Therefore we actually don't
know how we can use it in our game. If you have some thoughts about
it please start the topic in our offtopic section or history
section so we could discuss it in details (just not to loss the
line of conversation on this thread). We would really aprecciate
this.
Subject:
Archives\Beta\Types of tank
Link on message: #608
PvtMalo, on 19 February 2010 - 06:31 PM, said: Give me a SdKfz 234/2 Puma and i'll be fine

Link on message: #608

Jeremy Taylor: We'll have no wheeled armoured cars and half-track vehicles for the
first release of the American tank tree. Sorry. We'll intoduce them
later. We've got tons of work with track fighting vehicles
.

Subject:
Archives\Beta\other equiment/vehicles
Link on message: #590
m4rek, on 19 February 2010 - 05:46 PM, said: It would probably be better if it was used for 'prestige only'
items? However these would need to be well thought out as one game
I played featured tanks based on a similar system, but by the time
you got to them, the standard tanks were much better. Perhaps if
the prestige items were generic improvements that could be applied
to any tank? Like slightly more effective armour, improved engines
or drive systems? Or at a clan level, a boost to whatever bonuses
they get for holding a territory?

Link on message: #590

Jeremy Taylor: You'll be given much space for your tank's mechanisms and arms
upgrading. But let me repeat myself: all modifications will be done
within the bounds of historical accuracy. No chance to install the
Tiger gun on your first level Leichttractor. That was not
impossible in the first half of the 20th century; therefore this is
not impossible in our game. You will be also able to get some extra
powerful shells within you upgrading process. They will cost quite
much game credits but their cost is also justifiable: during the
WWII tank brigades could get only a very limited amount of such
extra destructive shells due to their high production costs.
Subject:
Archives\Beta\Beta Impressions
Link on message: #588
GXPTG, on 18 February 2010 - 02:57 AM, said: Any uhhh... preference to the fine outstanding tankers on the forum
to get first dibs when the beta slots become available hint hint?


Link on message: #588


Jeremy Taylor: Naturally 

Subject:
Archives\Beta\Instanced or Persistent Game World
Link on message: #586
WinterMJ, on 19 February 2010 - 12:14 PM, said: Will the game world of WoT be like WWII Online, an effectively open
persistent battlefield, or will it be more like a round-base style
of play where every engagement is just an instance/single mission
area you select from a drop down list (not unlike a Quake match,
only with tanks)?

Link on message: #586

Jeremy Taylor: Thanks for the question. We'll have a kind of a single mission maps
but you will not be able to select them from a list. The maps will
launch in random style so you could show your warfare skills on
different locations. This doesn't refer to clan war mode where
clans will fight for the certain areas of influence.
Subject:
Archives\Beta\Game Types
Link on message: #585
uNikat, on 19 February 2010 - 05:11 PM, said: poor guys that are specialized in their artilery tanks, fighting
from behind the frontline 

Link on message: #585


Jeremy Taylor: Believe me, these "poor" guys will never experience the lack of
enemies to blast up in the sky
. Artillery machines are my most
favorite units. Probably I'm a spotter by nature
. They are not so good at close
fighting naturally (no rotating turret) but very effective in
teammates covering, scouts destroying and annihilating the enemy at
long distances (1000-1500m).


Subject:
Archives\Beta\Game Types
Link on message: #579
eladc94, on 19 February 2010 - 01:44 AM, said: And can we damage our own clan members? and alliance clans'
members?

Link on message: #579

Jeremy Taylor: Practically you can but team killing is VERY unwelcome 

Subject:
Archives\Beta\Question Thread
Link on message: #578
M0n3y, on 19 February 2010 - 03:04 PM, said: -Will we be able to add friends we meet in-game to a friends
list?
-If so, can we join them when they're playing?

Link on message: #578

-If so, can we join them when they're playing?
Jeremy Taylor: - Sure, this is rather a common feature
- You and your friends may create a clan and fight shoulder to shoulder against other clans or alliances.
- You and your friends may create a clan and fight shoulder to shoulder against other clans or alliances.
Subject:
Archives\Beta\ping problems
Link on message: #577
Doomlord52, on 18 February 2010 - 09:39 PM, said: yea, this is a good question. As its closer to an FPS in forms of
combat (from what i've seen) than the old RPG, reaction time
actually matters... how will the game handle high ping? Will there
be a ping limit for rounds so that one guy cant lag around the map?

Link on message: #577

Jeremy Taylor: Our server is located in Germany. The ping of 100-200ms will
guarantee more than comfortable game experience; those who live in
Europe or Israel will have no lags or the such. If your ping is not
enough that's only you who may experience some problems or lags,
not the entire team with higher pings.
We will probably launch another one American server to guarantee smooth game experience for the US audience. We are testing different options for that moment.
We will probably launch another one American server to guarantee smooth game experience for the US audience. We are testing different options for that moment.
Subject:
Archives\Beta\Tank Camouflage
Link on message: #575
Doomlord52, on 19 February 2010 - 12:35 AM, said: Just another thing I thought of to add to the system, if there are
plans for a leader board in general, have a tab for kill streaks to
see who's the current record holder for most kills in a single
tank.

Link on message: #575

Jeremy Taylor: We will have the precise rating system for that purpose.
Subject:
Archives\Beta\Game Types
Link on message: #572
eladc94, on 19 February 2010 - 01:44 AM, said: Are you saying that the maps will contain a few hundreds of players
divided into a few clans that can have each other as alliance and
fight together?
And can we damage our own clan members? and alliance clans' members?

Link on message: #572

And can we damage our own clan members? and alliance clans' members?
Jeremy Taylor: The limit of your clan is one hundred players. You will be fighting
on the global map divided into hundreds of areas of influence for
domination over those zones. Each zone represents a map with the
certain limitation of the number of players on it. For this moment
the limitation of one of the map we have so far is 60 players.
Imagine the situation. You're commanding the clan of 100 hundred players. You've got the aim to capture, say, 2 zones on the global map. Each zone (map) on the global map has its own limitation of the number of players to play on. One map can afford 60 players to fight on, another one - 40 players. You divide your clan and send your two divisions to fight.
The size of the map depends on its type. For instance, the desert map with a very few objects on it may hold much more than the city map, while the city map may hold approximately 50 players on it.
Imagine the situation. You're commanding the clan of 100 hundred players. You've got the aim to capture, say, 2 zones on the global map. Each zone (map) on the global map has its own limitation of the number of players to play on. One map can afford 60 players to fight on, another one - 40 players. You divide your clan and send your two divisions to fight.
The size of the map depends on its type. For instance, the desert map with a very few objects on it may hold much more than the city map, while the city map may hold approximately 50 players on it.
Subject:
Archives\Beta\Populations
Link on message: #568
Remec_LotD, on 19 February 2010 - 02:59 PM, said: Curious on server populations.
What about PvP/RvR Populations? I hope we can expect some epic battles on the scale of The battle of Kursk. (i.e. thousands of tanks.)
Will PvP be instanced?

Link on message: #568

What about PvP/RvR Populations? I hope we can expect some epic battles on the scale of The battle of Kursk. (i.e. thousands of tanks.)
Will PvP be instanced?
Jeremy Taylor: We will have clan war mode for that purpose. Please refer to
http://forum.worldof.../38-game-types/
Subject:
Archives\Beta\other equiment/vehicles
Link on message: #567
Remec_LotD, on 19 February 2010 - 02:53 PM, said: Just curious if there will be any Infantry? even if they are only
NPCs?

Link on message: #567

Jeremy Taylor: Not in the closest plans, sorry. The loads of work are immense even
with those units we have to develop for that moment: three types of
tanks (light, middle, heavy), tank killers and self-propelled
howitzers; 50 units for each nation. Now we are working on the
German and the Russian lines - that are almost completed - and
American fighting vehicles.
Subject:
Archives\Junkyard\Realism vs. Gameplay
Link on message: #535
m4rek, on 19 February 2010 - 03:37 AM, said: Will a skilled low level tank be able to take on an unskilled high
level tank or will the combination of weapon strength and armour
thickness cause the fight to be very short and one sided?

Link on message: #535

Jeremy Taylor: High level heavy tanks are clumsy with low turret rotation speed.
Low level tanks are much faster and use this advantage for scouting
and in battling. The light tank can damage or even destroy the
heavy tank by "dancing" around it and shooting in vulnerable
places.
Fights will not be one sided as before each battle the game divides players in two equal teams and each fighting vehicle has its own assignment (scouting, offensive, arty cover, etc.).
This is the hierarchy of factors and exactly in this order to win the battle in World of Tanks. Just like in real war actually:
1.Wise team cooperation,
2. Skills of each player,
3.The level of tanks
Fights will not be one sided as before each battle the game divides players in two equal teams and each fighting vehicle has its own assignment (scouting, offensive, arty cover, etc.).
This is the hierarchy of factors and exactly in this order to win the battle in World of Tanks. Just like in real war actually:
1.Wise team cooperation,
2. Skills of each player,
3.The level of tanks
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