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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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DomoSapien
Unable To Buy Unlocked Tank
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10.08.2018 01:11:40
 
Subject: Unable To Buy Unlocked Tank
Link on message: #11758864

View Postgadget069, on Aug 09 2018 - 13:39, said:   Yes I am. Ran the game in safe mode and that worked. Thanks

DomoSapien:   This is always a great first resort for technical issues. XVM is also a mod, after all :)


Felipe6666Original
Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
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10.08.2018 00:31:02
 
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11758806

View PostShizuoYimato, on Aug 09 2018 - 17:01, said: felipe que pasa si algun  miembro del equipo no puede  entrar el python.log por entrar a la batalla sin borrar el archivo? 

Felipe6666Original:   ¿Te referís a si no lo borró antes de que se realice el torneo? Por esta vez, no pasa nada.   ¡Saludos!


Felipe6666Original
[Supertest] Nuevo "Fiordos" y nuevo mapa "Lillehammer"
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10.08.2018 00:23:36
 
Subject: [Supertest] Nuevo "Fiordos" y nuevo mapa "Lillehammer"
Link on message: #11758790

Felipe6666Original: ¡Saludos, Comandantes!   En el día de hoy, ingresan al Supertest una nueva versión del mapa Fiordos y un prototipo de un nuevo mapa llamado Lillehammer.   Fiordos   Imágenes     Nuestro objetivo es ajustar las zonas del centro y norte del mapa. Queremos mejorar la jugabilidad en estas zonas sin alterar las posiciones clave usuales y el diseño. Además, queremos hacer que los los vehículos se distribuyan a lo largo del campo de batalla para evitar que se concentren todos en la sección K5.   Rediseñaremos la zona de la cascada en la parte superior del mapa, el lugar en donde suelen colisionar ambos equipos. Planeamos dar más posibilidades al equipo del oeste:   Agregaremos un nuevo pasaje a la cascada entre las secciones A5 y A7. Será complicado dipararle a larga distancia a los vehículos que utilicen este nuevo pasaje, pero también les tomará más tiempo alcanzar la cascada. Para que el ataque sea efectivo y logren ocupar la cascada, el equipo oeste deberá atacar por A5-A7 y luego continuar por el camino habitual de las secciones C6 y C7. Por este nuevo pasaje, el equipo oeste recibirá una nueva posición defensiva (similar a la del sector F8) en los sectores A5 y A6. Esta posición les permitirá soportar el ataque del equipo enemigo si es que fallan en lograr el control sobre la parte superior del mapa. Agregamos más objetos al centro del mapa. No serán un obstáculo en el campo de batalla, pero ofrecerá más lugares para protegerse una vez detectados y evitar la destrucción inmediata. Las líneas C y D tendrán ahora más posiciones. Por ejemplo, habrá un pozo que permitirá protegerse del fuego enemigo luego de ser detectado en la parte superior del mapa. La intención es que este nuevo elemento divida el espacio en el campo de batalla, que solía ser muy abierto y peligroso para ambos equipos. Ahora esta nueva característica hará que los combates se desarrollen a larga distancia gracias a estas posiciones de cobertura. La colina en la sección D6 será rediseñada. Será útil como posición de disparo y detección pasiva. Además, será más sencillo evitar el fuego enemigo una vez que sean detectados. La sección B2 incorporará una posición similar a la de la sección J9 (la de la base ubicada en la península). Anteriormente, no podían aprovecharse todas las posiciones defensivas. Sin embargo, la nueva posición será relativamente pequeña y está muy expuesta al fuego enemigo.   Lillehammer   Imágenes     Sí, tiene un nombre complicado incluso para un prototipo, pero quizás no vea nunca la luz. La realidad es que depende de su opinión. Es solo un prototipo y con su parecer definiremos su destino. Depende totalmente de ustedes.   Más que un prototipo, es un experimento. Queremos evaular cómo se comportan los vehículos de World of Tanks en espacios abiertos que no cuentan con un camino a a seguir definido y cuyo escenario de batallo está estrictamente vinculado con las diferencias de terreno. El mapa es de 1000x1000.   Las bases están puestas en posiciones poco comunes: en los sectores J2 y J9. Estas posiciones beneficiarán a todos los tipos de vehículos: los pesados y vehículos lentos en general no tendrán que esperar mucho tiempo para enfrentarse a sus enemigos sobre la línea K. El resto de los tipos de vehículos dispondrán de todo el mapa para encontrar su lugar y evitar situaciones de disparo cercano contra vehículos muy blindados. Así es como pretendemos que funcione:   El encuentro de pesados. El punto de encuentro de los pesados se ubica sobre la línea K (a ambos lados). Hay dos túneles entre los sectores K4 y K7. Son una buena defensa para el fuego de artillería, una buena posición para angular el blindaje y también para atacar al enemigo de frente. Todo para lo que fueron concebidos los pesados. Sin embargo, esta parte del mapa no está aislada: los túneles se dividen en dos con hay un espacio entre ellos. Este espacio permite apoyar a los aliados que se encuentran cerca del centro del campo de batalla. Si atacar de frente es muy aburrido para ustedes, hay una posición oculta cerca del final de los túneles: un lugar perfecto para maniobrar. Tomar el control de esta parte les permitirá capturar la base enemiga o ayudar a sus aliados en el centro. Pesados y medianos móviles. Estas bestias ágiles puede batallar aprovechando su movilidad en la parte superior del mapa. Las líneas A y B y esquinas en las columnas 5 y 6 cuentan con todo lo necesario para esta tarea. Las ubicaciones son peligrosas, pero controlarlas les dará un abanico de opciones para ocasionar daño. Sean audaces, pero cautelosos también. El centro. Los tanques ligeros pueden sacar provecho de esta sección para detectar enemigos. Los vehículos de soporte rápido pueden acercarse a las posiciones enemigas desde aquí. Utilicen el agua para ocupar la colina central ubicada en las secciones D5 y D6. Esta posición es excelente como puesto de observación, pero es muy peligrosa dado que hay una sola forma de llegar a ella, ¡y no tiene un camino de regreso! La velocidad al transitar sobre el agua es casi igual y esta posición es perfecta para vehículos rápidos. Posiciones de antitanques. Los cazatanques clásicos pueden ocupar las secciones J1, G3, E2 y D1 (las secciones simétricas corresponden al otro equipo). De acuerdo a la posición que elijan, pueden enfrentar al enemigo desde distintas direcciones. Artillería. Este tipo de vehículo no podrá disparar de forma eficaz si permanece en un solo lugar. Por el contrario, debe buscar posiciones de tiro ventajosas y seguras. Tengan en cuenta que el mapa es abierto y que los ligeros pueden detectarlos. Traten de cambiar de posición constantemente. Si no siguen estas recomendaciones, su cobertura no será muy efectiva que digamos. La detección rápida trae consecuencias aparejadas. Como el mapa es abierto, hay altas posibilidades de que sean detectados y destruidos rápidamente. Esta es la característica principal, y también la más complicada y controvertida, que queremos probar. Todos los vehículos que se dirijan a la parte superior del mapa corren el riesgo de recibir disparos en sus laterales. Crear situaciones para dañar al enemigo en los promeros momentos de la batalla y crear también situaciones para evitarlo es elemental en nuestro juego. Lo mismo va para el combate cercano alrededor de una roca o descender de una montaña a toda velocidad.   Incorporaremos los cambios hechos a Fiordos de acuerdo a los resultados de las pruebas, pero ustedes decidirán el destino de Lillehammer. Por favor, dejen sus opiniones sobre este nuevo prototipo. Tomaremos en cuenta sus opiniones para qué camino seguir.   ¡Mucha suerte en sus batallas!  


MA77
Torneios do Final de Semana #7
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09.08.2018 19:24:39
 
Subject: Torneios do Final de Semana #7
Link on message: #11758344

View Post_FURY_666_, on Aug 09 2018 - 10:49, said: ainda sobre o torneio tier 5 x1 do qual participei e demorou quase 15 dias para vir o premio e ainda nao veio o premio correspondente tirei terceiro lugar e ganhei reservas?? quando chegaram as reservas achei que eram do torneio anterior(tier 8) que havia jogado, alguem pode conferir e explicar por favor?w  

MA77:   Poderia me enviar o link da sua equipe no torneio que citou, Fury?  

View PostGeneral_NoB, on Aug 09 2018 - 13:06, said: Está dando o seguinte erro, "Operação temporariamente indisponível.". O que tá acontecendo ? Por que não consigo criar uma equipe?

MA77:   Está tentando com qual navegador, General? Poderia tentar com outro?

Abraços! ​


KRZYBooP
[ ST ] New Map: Changes to Fjords
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09.08.2018 17:56:53
 
Subject: [ ST ] New Map: Changes to Fjords
Link on message: #11758246

View Postshinglefoot, on Aug 09 2018 - 08:15, said:      They should fix Mannerheim line, I load in 30 seconds late on that map EVERY DAMN TIME...   Anybody else have this problem?

KRZYBooP:  

View PostNudnick, on Aug 09 2018 - 08:34, said:   Same here.

KRZYBooP:   That's a little weird for only one particular map to cause a late spawn. Have you already submitted a ticket to our support team?  


KRZYBooP
[ ST ] New Map prototype: Lillehammer
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09.08.2018 17:38:19
 
Subject: [ ST ] New Map prototype: Lillehammer
Link on message: #11758226

KRZYBooP: Howdy! Apart from Fjords, we will test a new game prototype. Although it already has a name, it may not proceed to release. It all depends on your feedback. It is only the first prototype and your opinion will define its fate.It’s totally up to you.The prototype can be labeled experimental. We want to check how the World of Tanks vehicles will behave on a spacious map where there is no clearly defined directions and the battle scenario depends on the terrain differences. The map size is 1000*1000. The bases have atypical positions. They are located at J2 and J9. Such a positon should help all the vehicle classes: heavy armored and slow machines don’t waste much time before meeting each other in the central squares of the K line. Other classes have most of the map to find a place and avoid situations when you have to engage in a close combat against an armored opponent. Anyway, this is how we would like it to be.The heavy meetup. The meeting point of these heavy buddies is located on the K line (on both sides of it). There are two tunnels within the K4-K7 squares. They provide good defense from the artillery fire, a possibility for armor-angling and an opportunity to attack the enemy right ahead.  All what a true heavy gentleman needs. Still, this part of the map is far from being isolated: the tunnels are split into two parts with a space between them. This space allows to support allies that are close to the center. If a straightforward attack is too boring for you, there is a hiding located near the tunnels’ ends. A perfect place to manoeuvre. Taking control over this part will allow you to capture the enemy base or support the allies who fight close to the center. Mobile heavies and medium tanks. These nimble beasts can partake in maneuverable battles in the top part of the map: A and B lines as well as the squares in the 5 and 6 columns have all it takes for this kind of action. The locations are dangerous enough, but having control over them will grant you an array of opportunities to deal damage. Be brave, but cautious as well. The center. Light tanks can use the location to spot the enemies. The nimble support vehicles can actively approach enemy positions. Use water to occupy the central cliff located in the D5-D6 squares. The location makes for an excellent lookout, but it is very dangerous as there is only one way to reach it and there is no other way back. Important! The speed in water remains pratctically the same and this part of the map is a perfect location for swift vehicles. Tank destroyers positions. Classic tank destroyers can occupy the J1, G3, E2, D1 squares (the symmetrical squares will go for the other team). Depending on the occupied position you can meet the opponent from different directions. Artillery. This vehicle type is deprived of the possibility to fire effectively when remaining in one place. Instead, it has to search for advantageous and secure firing points just like other machines. Please bear in mind that the map is open and the diligent enemy scouts can spot you. Change positions often. This is a must to ensure an effective artillery performance on this map. The early spotting comes with strings attached. As the map is open there are high chances to be easily spotted and destroyed. It’s better to say it right away: this is not a bug. It’s a feature and one of the most complicated and controversial things we want to test. All vehicles moving to the top part of the map risk to getting their sides riddled with shells. Creating possibilities to damage the enemy during the first moments of the battle and creating the ability to avoid are indispensable elements of our game. Just like close combat around a stone or rolling over the hill.The Fjords updates will be put into action depending on the test results. It is for you to decide on the future of “Lillehammer”. Please share your feedback regarding this new game prototype. We will collect the reviews and understand whether we are on the right track or not.Stay tuned and good luck on the battlefield!


MA77
[Superteste] Novo Modo Protótipo de Jogo: "Lillehammer"
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09.08.2018 17:25:17
 
Subject: [Superteste] Novo Modo Protótipo de Jogo: "Lillehammer"
Link on message: #11758214

MA77: Embora já tenha um nome, ele poderá não ser lançado. Tudo depende do seu feedback. É apenas o primeiro protótipo e sua opinião definirá o seu destino. É totalmente sua decisão! O protótipo pode ser rotulado de experimental. Queremos verificar como os veículos do World of Tanks vão se comportar em um mapa espaçoso, onde não há direções claramente definidas e o cenário de batalha depende das diferenças de terreno. O tamanho do mapa é 1000x1000. As bases têm posições atípicas. Eles estão localizados em J2 e J9. Essa posição deve ajudar todas as classes de veículos: as máquinas com blindagem pesada e lenta não perdem muito tempo antes de se encontrarem nas praças centrais da linha K. Outras classes têm a maior parte do mapa para encontrar um lugar e evitar situações em que você tem que se envolver em um combate de curta distância contra um oponente blindado. De qualquer forma, é assim que gostaríamos que fosse.  1. O encontro pesado. O ponto de encontro dos pesados ​​está localizado na linha K (em ambos os lados). Existem dois túneis dentro dos setores K4-K7. Eles fornecem boa defesa contra o fogo de artilharia, uma possibilidade de angular a blindage e uma oportunidade de atacar o inimigo logo à frente. Tudo o que um verdadeiro cavalheiro pesado precisa. Ainda assim, esta parte do mapa está longe de ser isolada: os túneis são divididos em duas partes com um espaço entre eles. Este espaço permite apoiar aliados próximos ao centro. Se um ataque direto é muito chato para você, há um esconderijo localizado perto das extremidades dos túneis. Um lugar perfeito para manobrar. Assumir o controle desta parte lhe permitirá capturar a base inimiga ou apoiar os aliados que lutam perto do centro. 2. Pesados rápidos e tanques médios. Estas feras ágeis podem participar de batalhas rápidas ​​na parte superior do mapa: as linhas A e B, bem como os setores nas colunas 5 e 6, bastam para esse tipo de ação. Os locais são perigosos o suficiente, mas ter controle sobre eles concederá uma série de oportunidades para causar dano. Seja corajoso, mas cauteloso também. 3. O centro. Tanques leves podem usar este local para detectar os inimigos. Os veículos de apoio ágeis podem se aproximar ativamente das posições inimigas. Use água para ocupar o penhasco central localizado nos setores D5-D6. A localização é excelente, mas é muito perigosa, pois há apenas uma maneira de alcançá-la e não há outro caminho de volta. Importante! A velocidade na água permanece praticamente a mesma e esta parte do mapa é um local perfeito para veículos velozes. 4. Posições de caça-tanques. Os caça-tanques clássicos podem ocupar os setores J1, G3, E2, D1 (os setores simétricos irão para o outro time). Dependendo da posição ocupada, você pode encontrar o adversário em diferentes direções. 5. Artilharia. Este tipo de veículo é privado da possibilidade de disparar efetivamente quando permanece em um só lugar. Em vez disso, tem que procurar pontos de disparo vantajosos e seguros, assim como outros veículos. Por favor, tenha em mente que o mapa é aberto e os batedores inimigos podem detectá-lo. Altere as posições com freqüência. Esta é uma obrigação para garantir um desempenho de artilharia eficaz neste mapa.
6. A rápida detecção vem com nós atados. Como o mapa é aberto, há grandes chances de ser facilmente detectado e destruído. Já deixamos claro: isso não é um bug. É um recurso e uma das coisas mais complicadas e controversas que queremos testar. Todos os veículos que se movem para a parte superior do mapa correm o risco de ter as suas laterais penetradas por projéteis. Criar possibilidades para danificar o inimigo durante os primeiros momentos da batalha e criar a capacidade de evitar são elementos indispensáveis ​​do nosso jogo. Assim como combates de perto em torno de uma pedra ou sobre a colina.  Mais Fotos O futuro de “Lillehammer” dependerá da sua decisão! Por favor, compartilhe seus comentários sobre este novo protótipo de jogo. Coletaremos o seu feedback e entenderemos se estamos no caminho certo ou não. :honoring:


Felipe6666Original
Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
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09.08.2018 17:12:46
 
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11758199

View PostHighCharity_AkemiHomura, on Aug 08 2018 - 20:38, said:   Aun se estan enviando o shegaron ya?
Por cierto deberias de spamearle mensajes por el juego y el foro a los capitanes de esos equipos para agilizar un poco tu trabajo de los pythons.
Mi año premium depende de ti <3 sé un heroé con esos premios dude !!!

Felipe6666Original:   Sí, perdón, me surgió un problema personal algo serio y no pude ocuparme de la entrega de los premios. Espero tener resuelto todo para el viernes.   Y sí, ya contacté a los Capitanes por privado.   ¡Saludos y disculpas a todos!


KRZYBooP
[ ST ] New Map: Changes to Fjords
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09.08.2018 17:04:51
 
Subject: [ ST ] New Map: Changes to Fjords
Link on message: #11758191

KRZYBooP: Howdy!  New Maps coming in for Super Test: The changes are aimed at mitigating both the external problems of the map (limited area, and only a few amount of predictable actions that can be taken), and new ones that appeared in 1.0 (the passive center). The main attention is paid to the upper spawn, devoid of some important options compared to the south's spawn choices of town, sneak into mid or head up north to surround and punish the team in the north.The entire playing area is shifted 75 meters to the north, which allows, without changing the habitual positions and the general drawing of the map, to add an additional passage to the area of ​​the waterfall. In passing, a playable area A5-A6 serving as an analogue of F8 at the lower spawn is formed. Now travel is safe for the upper spawn point, however long it is; and the best tactics are achieved by combined movement through A7 and C7. Even if the team from the upper base chooses not to battle in the upper part of the map it does not mean, as before, an automatic surrender of the whole angle - the lower base, even taking a corner, now has to reckon with the possibility of the enemy traversing through the A7 and flanking.The central squares on lines C and D receive reinforcement in the form of a ditch depth of about 4-5 meters with several gentle outcrops, vegetation and a number of shelters. These same shelters, even without being used directly, break the empty space and allow players to conduct more diverse shootings at long distances, taking away from the pattern "lit up - fell under fire from all bushes at once." For the same purpose, the geometry of Hill D6 is slightly adjusted.The position on B2 is added as an analogue of the peninsula (square J9) of the lower base - all the points of defense that were previously available for the upper spawn did not have such versatility. However, the new position is small in size and can be shot blindly.The new layout of the map draws attention to the north corner of the map. This is done deliberately and aimed at changing the overabundance of tanks deployed to the lower right hand corner of the map, which is often observed in the square K5.The artistic appearance of the map does not correspond to the final one, but is sufficient for testing purposes.


MA77
[Superteste] Mudanças em Fjords
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09.08.2018 16:39:47
 
Subject: [Superteste] Mudanças em Fjords
Link on message: #11758159

MA77: Saudações, comandantes! Atualmente começamos a trabalhar no mapa Fjords e polir as partes central e norte dos mapa é o nosso foco atual. Pretendemos melhorar a jogabilidade nestas partes, mantendo as posições populares e um design comum de jogo. Além disso, queremos distribuir veículos em diversos locais de batalha para evitar a concentração excessiva de tanques no setor K5. A parte superior do mapa será retrabalhada na área da cachoeira, o ponto em que geralmente os interesses das equipes colidem. Nós planejamos introduzir mais oportunidades de batalha para o time ocidental.  • Dentro dos quadrados A5-A7, um novo caminho para a cachoeira será adicionado. Será difícil para tiros de longo alcance alcançar o caminho, mas ainda assim, será necessário mais tempo para alcançar a cachoeira. Para executar de forma eficaz, a equipe ocidental terá que usar ambas as possibilidades para ocupar a cachoeira: ataque do A5-A7 e continue pelo caminho habitual através dos setores C6-C7. • Devido ao novo caminho, a equipe ocidental irá adquirir uma posição defensiva (semelhante à de F8) nos setores A5-A6. A posição permitirá segurar a equipe inimiga se você não conseguir controlar a parte superior do mapa.
A parte central irá adicionar mais objetos de jogo que não vão atravancar o campo de batalha, mas criará mais esconderijos. Assim, os veículos nessa área poderão evitar a destruição, quando ela for detectada.  • As linhas centrais C e D terão posições extras. Por exemplo, um buraco permitirá que você se afaste do fogo inimigo depois de ser visto ou ataque o oponente na parte superior do mapa. Pretende-se que este novo elemento divida o espaço do campo de batalha. A região costumava ser aberta e perigosa para ambas as equipes. Agora a novidade fornecerá mais fogo de longo alcance devido aos esconderijos. • A colina na praça D6 será retrabalhada. Será útil para snipar e fazer detecção passiva. Além disso, será muito mais fácil evitar levar dano depois que você for visto. As atualizações representam uma decisão complexa, projetada para fornecer aos jogadores mais oportunidades de batalha. Mantendo assim a oportunidade de atirar de longe e fornecendo mais opções sobre como evitar os disparos inimigos, incentivando os jogadores a serem mais ativos nesta parte do mapa, mantendo-o familiar. E mais uma atualização para o time ocidental: • O setor B2 adicionará uma nova posição similar à península de base inferior J9.  nova posição é relativamente pequena em termos de tamanho e está totalmente exposta ao fogo inimigo.   Mais Fotos As atualizações em Fjords serão testadas e dependerão dos resultados dos testes para serem aplicadas.
Boa sorte no campo de batalha! :great:


Felipe6666Original
¡Regresan los torneos!
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09.08.2018 16:23:40
 
Subject: ¡Regresan los torneos!
Link on message: #11758146

View Postmarcelo3402, on Aug 06 2018 - 21:05, said: Hola, q tal.. Mi consulta es sobre el torneo ya terminado del Modo Futbol, el cual he participado en los play-off como en la ronda anterior, y el cual segun la tabla de recompensas los equipos q no pasaron a otra fase, estando entre la posicion 17 a 32 recibirian 500 de oro y 3 dias premium, dentro de los 10 dias terminado el evento , el cual nuestra ultima participacion fue el dia 28 de julio. y q hasta el momento no hemos recibido tal recompensas, y el cual mi pregunta es saber si corresponden dichas recompensas o no.. Me contacte al soporte del juego y ellos me enviaron el enlace hacia este lugar. Gracias

Felipe6666Original:   Ahí te contesté por privado al mensaje ;)   ¡Saludos!


Felipe6666Original
Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
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08.08.2018 20:47:44
 
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11757252

Felipe6666Original: A la fecha de hoy, miércoles 8 de agosto, recibí los archivos python.log de los siguientes equipos:   Traumteam: premios del primer puesto la fase de grupos + semifinales + final. SAR Soviet team!: premios del primer puesto la fase de grupos + semifinales. Los hijos de Stalin: premios del segundo puesto de la fase de grupos. Hell Fish: premios del primer puesto la fase de grupos.   Restan los de:   4K Ruskys: premios del primer puesto la fase de grupos. Tod für den Russen: premios del primer puesto la fase de grupos. Ravenous Renegades: premios del segundo puesto de la fase de grupos. THEKRAKENBOYS: premios del segundo puesto de la fase de grupos.   Hoy procederé con la entrega de los premios a los que ya me enviaron los archivos python.log (de no encontrar ninguna falta) y extiendo el plazo hasta este viernes 10 de agosto para que el resto de los equipos me envíen sus archivos. Cumplido este plazo, se entenderá que rechazan los premios y, por consiguiente, no podrán reclamarse luego de esa fecha.   ¡Saludos!


TragicLoss
WGNA answers your questions - Part 2
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08.08.2018 19:53:59
 
Subject: WGNA answers your questions - Part 2
Link on message: #11757191

View PostDouble_O7, on Aug 07 2018 - 09:45, said: Any chance I could ask them this?   I found this video on Youtube that a guy named Claus Kellerman posted about the toxicity problem. In my opinion, I think he made some really good points on how to prevent trolling. I will warn you, that he does say a few words on the vulgar side, but nothing discriminating.   Here is the link: https://www.youtube.com/watch?v=-LB4rspa_TM

TragicLoss:   I found this video on Youtube that a guy named Claus Kellerman posted about the toxicity problem. In my opinion, I think he made some really good points on how to prevent trolling. I will warn you, that he does say a few words on the vulgar side, but nothing discriminating.   Here is the link: https://www.youtube.com/watch?v=-LB4rspa_TM   ​ Claus does bring up some good points about Toxicity and we have answered a few questions in regards to map pinging and team damage. One of the daunting issues of "catch-all" solutions like heavy fines for Team Damage is accidental team damage. We'd be fining people for RNG left and right. When it comes to solutions for such a specific subset of toxicity, you have to consider all of the common outliers of what the cause of this action was.    EDIT: I do love the idea of "Compliments" as WoWS already has this in the game. :)  

Block Quote  Is it possible that people who are mass muted by the players in in-game chat will become auto-muted in random games by the auto-moderator? CM: It's an interesting idea, we are always looking at improved ways to deal with toxicity. MHM: I like the idea, powered by the community, but an idea like that leaves the door wide open for griefing issues. Especially if 100 people clans decide they don't like one player for whatever reason. It's a tough nut to crack, but I like the idea.   During Frontline Mode, team damage was removed.  Are there plans to remove team damage in the future in regular matches? CM:  It's a topic that comes up, especially surrounding how to deal with people who do damage intentionally.  There are several views on this subject, but for the time being I don't believe there are any plans to remove it from Random Battles. RB: My controversial take on this. WOT needs a permanent "fun" mode where there is no team damage. Lower risk would mean lower reward.   

TragicLoss:    

Block Quote  I also heard some ideas about the ongoing SPG problem.    (1) Reduce the amount of SPGs to one per game. (2) Make the amount of SPGs per game unlimited, but give players the option to play with artillery or not.   Those were the two simplest options I heard, but then again, that might cause major problems in both the current match maker and even the future one. 

TragicLoss: (1) Reduce the amount of SPGs to one per game. (2) Make the amount of SPGs per game unlimited, but give players the option to play with artillery or not.   Those were the two simplest options I heard, but then again, that might cause major problems in both the current match maker and even the future one.    Surprisingly few questions about SPG changes were made. I'll see if we can add the questions of "Limiting SPGs to 1 per battle" can be added to our list of questions for the Devs (no promises as it's pretty close to release for the answers).


TragicLoss
WGNA answers your questions - Part 2
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08.08.2018 19:24:35
 
Subject: WGNA answers your questions - Part 2
Link on message: #11757158

View Posthagakure8398, on Aug 07 2018 - 21:29, said: FIX THE MM! i should not get 15 games in a row on my tier 8 and not get top tier a single time. im not spending another dime on this game until you fix the MM. tier 8 is 100% unplayable. fix the MM!!!!!!!!!!!!!!!!!!

TragicLoss:     We are currently working towards improving the matchmaker as stated in this article.   As well this was part of a few questions we received in regards to how we are looking at the matchmaker and possible changes. Quoting the Reddit QnA Part 1 here:

Block Quote  Are there any plans to modify the matchmaking at all ? CM: Yes, Matchmaker development is ongoing. No details or timeline at this time because nothing is solidified yet - but the Tier 8 experience is a priority.

TragicLoss:  

Block Quote  What are the current plans on pref-MM mechanics and vehicles? CM: The article on this should be published by the time these answers go out, but in short: We heard you (the Community) loud and clear, we apologize for the previous announcement. Preferential Matchmaking is not going anywhere for now. Starting with the KV-5, it is likely the under-performing Pref MM vehicles will receive buffs, but not to the same level as what was previously planned.


Block Quote  Are there any plans to change Template preferences from 3/5/7 to another preference? CM: Changes to the template preferences are possible as part of the ongoing work on the Matchmaker, we will have more details on what that entails closer to their release.

TragicLoss:  

Block Quote  If WG's main office is correct and pref MM tanks are causing issues with MM, then why are they still being put on sale? CM:  I think we are responsible for this perception given the related article, but to clear the air - at no point did the development team think that Preferred Matchmaking vehicles were the singular issue causing discontent with Matchmaking.  The primary motivator for addressing this issue was because of a perceived problem with the Pref. MM Tier VIII's, in which they saw Tier IX matches at a higher rate than before the new Matchmaker rules.  As for selling them, I think you make a reasonable point and will share it with the team. RB: Just to add to the discussion around pref MM. Once the original announcement went live all regions gathered and shared what was very much unanimous feedback; pref MM was a key feature of these tanks. The team explored what else they could do if this feature would remain but we couldn't share that we were keeping pref MM until we had some additional info on what else is being considered. 

TragicLoss:  

Block Quote  What is being done to help make Tier 8 less painful and more enjoyable to play again? CM:  The Tier 8 experience is a primary point of concern for the upcoming MM changes, but I do not have any details at this time.

TragicLoss:    


TragicLoss
WGNA answers your questions - Part 2
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08.08.2018 19:18:17
 
Subject: WGNA answers your questions - Part 2
Link on message: #11757150

View PostRedAlert2010, on Aug 07 2018 - 15:02, said:   Is there anymore of these, to come? How long do you feel it will take to get answers from the dev team about certain subjects? Specifically Server Transfers from here.    I know you are only the mouth piece, please for the love of god, don't let them ignore the questions, you have a lot of people hoping on you.

TragicLoss:   We should be releasing more answers at the end of the week if all goes well. Server transfers were asked about in the dev questions.   We have answered essentially all of the questions that were provided to us as long as they weren't similar questions within the list (we combined these into each other).


TeriyakiTanker
Pay to Win
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08.08.2018 16:51:43
 
Subject: Pay to Win
Link on message: #11756976

View PostMfezi, on Aug 08 2018 - 08:37, said:   Not this one particularly, but now that you respond, I can get another plug in for Skill Based Matchmaking... I have been quiet about this lately, waiting to see what changes we are going to see in the 'new' matchmaker. Maybe WG does read this forum after all!.... :)

TeriyakiTanker:   well plug SBMM all you want my only take on it is that it doesn’t look like WG is interested in even considering implementing it.  But are there any games in which it is implemented successfully?  I have asked this a few times but never been answered.


The_Chieftain
T110's Sixth Summer of Love and Tolerance
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08.08.2018 07:32:11
 
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11756715

The_Chieftain: Skiing. I don't find snowboarding remotely easy.


TeriyakiTanker
Pay to Win
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08.08.2018 05:22:27
 
Subject: Pay to Win
Link on message: #11756599

View PostMfezi, on Aug 07 2018 - 08:57, said:   Indeed and I have improved my game and currently averaging just under 50% so when I had this unprecedented string of losses I posted it under a tongue in cheek title which seems to have struck a raw nerve on the forum. Gotta ask yourself "Why? ...... :)

TeriyakiTanker:   The why is easy..... 1.  People get tired of seeing stupid complaints from people who are objectively bad at the game and only want to blame the game for being bad. 2.  You specifically basically only post complaint threads which to be honest have often been poorly thought out and basically moronic rants about this and that
  I  think that basically covers why these kinds of threads and your specifically get a lot of negative responses.  You should own your reputation just like your game play.  But either way if you are losing that much you should stop playing for a while.  I have had 20 game losing streaks and understand the desire to just get a ****ing win.  It really sucks.


The_Chieftain
T110's Sixth Summer of Love and Tolerance
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08.08.2018 04:17:05
 
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11756513

View PostKilljoyCutter, on Aug 08 2018 - 00:53, said:     , from a site that also has articles such as one decrying the (paraphrasing) "nosy-neighbor nanny-state obsession over kids left in cars for even 30 seconds".       

The_Chieftain:   You laugh but a couple such articles recently crossed my feed, including one in The NY Times. That stuff scares me more than the mueller business because I actually can get convicted on stupid crap. I’m a European, we sometimes leave the stroller outside the shop on the footpath. My wife was a latchkey kid. I strongly suspect that we are going to be reported for child endangerment by the time the new one is 18.


MA77
Torneios do Final de Semana #7
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08.08.2018 01:46:36
 
Subject: Torneios do Final de Semana #7
Link on message: #11756342

MA77: Saudações!
Os torneios deste final de semana já estão disponíveis e você poderá ganhar até 5000 ouro em um deles!
Corra e inscreva-se agora!
Boa sorte. :honoring:


DomoSapien
Pilsen Bug on 1.1
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07.08.2018 23:42:15
 
Subject: Pilsen Bug on 1.1
Link on message: #11756206

View PostYANKEE137, on Aug 07 2018 - 13:57, said: They always want the screenshot.  Domo has no imagination.

DomoSapien: I have plenty of   But imagination doesn't do much for bug reports :(

View PostBabu_kun, on Aug 07 2018 - 14:12, said: Ah dang, just checked the replay and it doesn't show the bug, ill get on and see if I can recreate it.  

DomoSapien:
No worries, if not, screenshots would be fine!

 

View Post65Camino, on Aug 07 2018 - 14:41, said: Pilsen, is that the tank factory map? Never mind the glitch, good to know it's back.

DomoSapien:   ​It is indeed! And it's been reworked to make it more viable for lights, mediums, and TD's as well :)


DomoSapien
New Player
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07.08.2018 23:34:34
 
Subject: New Player
Link on message: #11756198

View PostKen_McGuire, on Aug 07 2018 - 14:24, said: The old standard advice is either US or USSR MT's or HT's. The US tanks generally offer good turrets with good gun depression, letting you hide most of your tank behind terrain/dead tanks/rubble piles, etc and are more comfortable in that it is easier to get your gun on the enemy from more locations on the battlefield. The Soviet tanks generally have more odd angles that will give you more troll bounces from just about any angle, and so are a bit more forgiving as you learn the game - and for when you want to push.   That said, US Heavies are not as popular as they were a few years ago due some tanks being introduced and others being reworked. They are still good tanks to learn in, but often there is a "better" tank for the role they used to fill.

DomoSapien:   I've been recently grinding the US medium line and I honestly wish I started this line when I started playing WoT in 2012. 

The early-middle of the line has some fun tanks, M4 Sherman with the derp gun is always a good time, for example. The T20 is one of my all-time favorite tier VII's, Pershing is sort of nothing to write home about but the M46 Patton and the M48 Patton are both really solid. (or so I hear, for the m48, I've only played it on Common Test because I'm still on the m46) and they teach you how to play conservatively over ridgelines, utilizing that solid gun depression. 

All in all the US Med line has some really solid all-arounders, and is pretty fun to grind through, topping off at a very comfortable and viable tier X. 


DomoSapien
Pilsen Bug on 1.1
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07.08.2018 22:24:15
 
Subject: Pilsen Bug on 1.1
Link on message: #11756110

DomoSapien: Can you please submit a ticket with screenshots  or a replay so we can get a bug report in? 


DomoSapien
[CT] Update 1.1 Common Test
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07.08.2018 22:04:21
 
Subject: [CT] Update 1.1 Common Test
Link on message: #11756089

View PostYANKEE137, on Aug 06 2018 - 10:39, said: If Objekt 279 gets a big hit from arty, do all four tracks blow off?  You'll sell a lot of repair kits.

DomoSapien:   To my knowledge the tracks on the 279 behave like the tracks on the T95. Theoretically you have 4 tracks but they are grouped in pairs.

Thank you for the feedback everyone! Your comments have been added to the feedback report.

Please feel free to continue testing and we'll make sure to keep adding your feedback to the report as it comes in.


MA77
[Teste Comum 1.1] Feedback
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07.08.2018 20:01:52
 
Subject: [Teste Comum 1.1] Feedback
Link on message: #11755927

View PostVaporSJP, on Aug 07 2018 - 10:31, said: Deixa quieto...... tenho que trocar meu HD urgente .....  Depois que sai esses testes , quando mais ou menos que lança pra nós ?  Dá um chute aí .

MA77:   Duas ~ três semanas. ;)


MA77
Tank premium BRASILEIRO
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07.08.2018 20:00:52
 
Subject: Tank premium BRASILEIRO
Link on message: #11755923

View PostxXBr4S1LXx, on Aug 06 2018 - 20:45, said: Ola,gostaria de saber se a Wargaming tem interesse em colocar algum veiculo brasileiro ao jogo.

MA77:   ​Fala ​xXBr4S1LXx!

Por agora não temos planos para introduzir nenhuma nova nação no jogo (com exceção da polonesa), pois estamos trabalhando nos veículos com roda e analisando o desempenho deles e tudo mais. Mas não é impossível de ser estudada a possibilidade de introduzir uma nova nação para os próximos anos!


Jambijon
60TP shell loading time
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07.08.2018 19:23:59
 
Subject: 60TP shell loading time
Link on message: #11755891

Jambijon: Hey low_bidder,   From what I can tell its working just fine on my end.  Can you post screenshots so we can see if there is anything amiss?   Screenshot examples: Without rammer: load time 13.62   With Rammer: Load time 12.25   Rammer and Orderly Ammo: Load time 11.91    


BigDaddyLaxative
60TP shell loading time
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07.08.2018 19:23:59
 
Subject: 60TP shell loading time
Link on message: #11755891

BigDaddyLaxative: Hey low_bidder,   From what I can tell its working just fine on my end.  Can you post screenshots so we can see if there is anything amiss?   Screenshot examples: Without rammer: load time 13.62   With Rammer: Load time 12.25   Rammer and Orderly Ammo: Load time 11.91    


Hambijon
60TP shell loading time
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07.08.2018 19:23:59
 
Subject: 60TP shell loading time
Link on message: #11755891

Hambijon: Hey low_bidder,   From what I can tell its working just fine on my end.  Can you post screenshots so we can see if there is anything amiss?   Screenshot examples: Without rammer: load time 13.62   With Rammer: Load time 12.25   Rammer and Orderly Ammo: Load time 11.91    


KRZYBooP
KRZYBoop's cover party: Tank Masta (Tank Mastery list for August 2018)
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07.08.2018 18:58:25
 
Subject: KRZYBoop's cover party: Tank Masta (Tank Mastery list for August 2018)
Link on message: #11755865

KRZYBooP: Greetings,Tanks to Masta' this month while listening to the awesomest cover of Master of Puppets. This is also a pretty good anthem for when I try to master a tank.     Definition     Tank Masta'- You “ masta' " a tank when you earn more Base XP in a single battle than the highest average Base XP earned in a single battle by 99% of players of that same tank within the past seven days. 


KRZYBooP
KRZYBoop's Used Tank Emporium: Super War Chest.
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07.08.2018 18:19:21
 
Subject: KRZYBoop's Used Tank Emporium: Super War Chest.
Link on message: #11755804

KRZYBooP: Yo! Been heading to the gym all summer to fog up the mirrors and get my sweat on. Have to work on my......... Oh it's THIS type of super chest.  Get 15,000 gold and 20,000,000 for 179.99. Marked down 31% from 260.86.  Click on the gold above for more info. 


KRZYBooP
KRZYBoop's Used Tank Emporium: Special 50tp Pre-Sale offer
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07.08.2018 17:57:00
 
Subject: KRZYBoop's Used Tank Emporium: Special 50tp Pre-Sale offer
Link on message: #11755777

KRZYBooP: Howdy Boom Jockies!  Premium account holders get a chance to purchase our newest premium tank the 50tp! With a piked nose and 10 degrees of gun depression on the side you too can look down upon your enemies with the newest Heavy to enter the battle.  Starting at 47.99 for the Tank by itself with a triumphant paint job! Click on the Tank above for more information.  


KRZYBooP
Solution for flipped tanks
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07.08.2018 17:40:50
 
Subject: Solution for flipped tanks
Link on message: #11755747

View PostWaylandie, on Aug 06 2018 - 13:00, said:   Is that blitz?  And make it to where you can't auto flip in combat, seems like a pretty easy fix to that very limited scenario. 

KRZYBooP:   It's World of Tanks on Console.  

View Postpickpocket293, on Aug 06 2018 - 14:35, said:   Maybe the auto-flip system de-activates if there is an enemy tank within the proxy-spotting range? These are easy things to account for, and accidentally flipping yourself on some shoddy physics and a bump so your game is ruined feels bad.

KRZYBooP:  

View PostKenshin2kx, on Aug 06 2018 - 14:56, said:   'Shoddy' physics ... hmmm that's debatable ... as compared to the 'physics' that it replaced, or rather lack of?  .... the funniest ones that I regularly saw previously were tanks that stuck to a massively steep incline (like near cliff category) only to end up at the bottom upright without a tumble.  IMHO, we have too much arcade 'give' in the game as is ... super gravity, confining border force fields, insta track repair, bringing the dead back to life etc ... I can definitely live without adding to this list.

KRZYBooP:   As far as bringing the dead back to life. I always thought of the team using medical supplies to prop the dead guy up like weekend at Bernie's, but with Tanks.    I have also flipped my tanks but it was due to trying to side scrape. Tanks have tracks to climb and when you are angled at a wall like trying to side scrape you can start to increase your angle and possibility of flipping. Auto flipping and using a consumable are not impossible feats. However, they do need to be tested and as someone mentioned WG doesn't want Mario tanks where Serb comes down with a fishing pole on a cloud and fishes your tank upright.     


The_Chieftain
T110's Sixth Summer of Love and Tolerance
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07.08.2018 08:12:32
 
Subject: T110's Sixth Summer of Love and Tolerance
Link on message: #11755497

View PostKenshin2kx, on Aug 06 2018 - 18:36, said:   Shorter is also advantageous from the perspective of biology ... you tend to live longer with fewer gravity influenced complications to your circulatory and skeletal support systems.

The_Chieftain:   Wait. What?!   BS. I'm having a long and healthy life. My skeletal support system is fine, thank you very much.


Felipe6666Original
Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
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07.08.2018 01:48:14
 
Subject: Torneos de Kursk (31/07): Fase 1 - 10 vs. 10 / Nivel V
Link on message: #11755164

View PostShizuoYimato, on Aug 04 2018 - 00:20, said: estaba viendo el stream de uno de los CC en el cual se vio muy claro que salieron,casi  justo al momento de iniciar la partida

Felipe6666Original:   ¿Al iniciar partida? En un momento se fueron casi de inmediato luego de finalizada una, pero fue porque habían quedado afuera. Ya no tenían que jugar...  

View PostHighCharity_AkemiHomura, on Aug 04 2018 - 13:20, said: Ya termino y ni siquiera pude loggearme :c, mi estudio mató mi torneo en ez modo :c
Bueno :/ como es eso de fase 1 habrá mas de este evento ?
Dame mi ofensiva del lago balaton  " Operacion despertar de primavera" !! y estamos bien.
Dadnos mas sorpresas con ofensivas u operaciones que fueron bellisimas y a su vez las que fueron desesperadas, ya la batalla de las Ardenas me tiene los ******************* llenos ... como si esa hubiese sido la batalla definitiva pinche hollywood aqui te la p***************** =======================3.
Aguante el frente oriental xD.

Felipe6666Original:   Es bueno saber que a alguien le gustó este evento y quiere ver más de lo mismo :) Repondiendo a la pregunta en sí, sí, la idea es que sí, pero estoy trabajando para hacer varios cambios en la organización. Este torneo me enseñó bastante...


Felipe6666Original
¡Regresan los torneos!
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07.08.2018 01:28:26
 
Subject: ¡Regresan los torneos!
Link on message: #11755136

View PostEmanuelSoler, on Aug 05 2018 - 14:26, said: BUENAS EN EL TORNEO DE FIN DE SEMANA DE ESTE VIERNES DE TIER 6 3V3, DONDE MI EQUIPO TERMINO EN LA PRIMERA UBICACION Y LOS PREMIOS QUE SE PROMETIAN ERAN LOS SIGUIENTES en este torneo recivimos menos oro del que se promete en cambio las reservas personales si llegaron en su totalidad,en ningun lugar aclara entre () que el oro se divide
[Casual] 3v3: Weekend Boosters: Challenger Bracket - 8/3/18
Las partidas y divisiones serán publicadas una vez que finalice el registro.
2 grupos de 64 equipos cada uno.
Premios: 1er lugar:
1.500 de oro
x25 +200% EXP de tripulación (1 h)
x25 +100% EXP (1 h)
x10x Directivas - Atención Mejorada (Sexto Sentido)   EN NINGUN LUGAR ACLARA QUE SE DIVIDE EL ORO EN LOS INTEGRANTES,MIENTRAS QUE EN EL RESTO DE TORNEOS SI LO ACLARA Y NO ME LLEGO EL ORO ADECUADO DESDE YA MUCHAS GRACIAS

Felipe6666Original:   Ya te contesté por privado ;)   ¡Saludos!


HeadlockMvnky
Additional request for sanctions against malicious acts to use as ally tanks...
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06.08.2018 22:12:21
 
Subject: Additional request for sanctions against malicious acts to use as ally tanks...
Link on message: #11754864

HeadlockMvnky: Closing thread due to making non-constructive posts.


KRZYBooP
Solution for flipped tanks
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06.08.2018 21:22:38
 
Subject: Solution for flipped tanks
Link on message: #11754794

KRZYBooP: Anyone ever fly off a cliff to super mario the begesus out of an enemy?      Imagine if you were fighting someone up close able to flip them on their side. Then all they had to do was wait for auto flip or press a button to fix it and wind up on top of you.    Or if you Auto flipped into a lake or off a cliff. Not saying that this will never ever be implemented, but there is definitely more information needed. 


KRZYBooP
Launcher Auto Login
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06.08.2018 21:00:15
 
Subject: Launcher Auto Login
Link on message: #11754758

View PostGuido1212, on Aug 06 2018 - 11:20, said:   I searched around for some setting to fix it but haven't come up with anything.  Terrible design unless I'm, missing something.  No mods and a fresh install a while back with no mods ever installed for this install.   I assume the auto function is supposed to help you automatically go to the sever you want.  Pretty much does the opposite.

KRZYBooP:   You will have to go into settings and enable the selection.      Once you enable it. Log out then switch your server from Auto to central. 


KRZYBooP
[ ST ] New Tank: TKSz nkm 20A
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06.08.2018 20:01:01
 
Subject: [ ST ] New Tank: TKSz nkm 20A
Link on message: #11754659

KRZYBooP: In Supertest: The TKSz nkm 20AThe TKS, a light but brave Tier II Polish tank enters the closed test.This tank was based on the TK tankette, the most mass-produced armored vehicle of pre-WWII Wojsko Polskie (the Polish Armed Forces). The TK started its Army service in 1931, and by 1933, 300 had been made. Several years of TK operation provided lots of feedback for the engineers who delivered an improved version, the TKS, not long before the WWII.In 1939, 24 TKSs were equipped with 20mm FK-A wz.38 autocannons and received the TKSz nkm 20A designation. The famous Polish ace tanker, Roman Edmund Orlik, fought in one and managed to destroy 10 German tanks (including a PzKpfw IV Ausf B) on September 18–19 1939. (Have you ever won the Orlik’s medal, by the way?)In the game, the TKSz nkm 20A is a very mobile vehicle able to quickly reach covered firing positions. Its strong sides are fast-firing gun and nice shell penetration. The 20mm gun uses 10-round cases and fires 2 shells in a single shot.This fast, stealthy and quick firing tank is very vulnerable for enemy fire. Being both cautious and bold will bring you success (probably even one of Orlik’s grade).The stats of Orlik’s TKS may change based on test results. Stay tuned and best of luck in every battle!


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