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Developers posts on forum

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

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Jeremy Taylor
World of Tanks review from Leakerz.net
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08.09.2010 13:14:49
 
Subject: News from the Front\Discussion of News Articles\World of Tanks review from Leakerz.net
Link on message: #115606

Jeremy Taylor: One more thoughtful review is available for your consideration
Full news text


MrVic
module damage and fires since the recent server maint
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08.09.2010 07:11:45
 
Subject: Archives\Beta\module damage and fires since the recent server maint
Link on message: #115094

View Postgogopher, on 08 September 2010 - 05:56 AM, said: has anyone else noticed a significant increase in module damage and fires since the server maint a few hours ago? i mean im catching fire in at least 50% of my rooms and suffering huge amounts of mod damage and crew damage...ninja patch maybe?

MrVic: I haven't suffered really an increase in either today. Might just be bad run of luck. I know they have no desire to increase it more :)


merig00
Unable to logon
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08.09.2010 06:04:14
 
Subject: Archives\Beta\Unable to logon
Link on message: #115049

merig00: and you sure there is nothing that could block your access to the server?


merig00
Unable to logon
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08.09.2010 05:46:32
 
Subject: Archives\Beta\Unable to logon
Link on message: #115037

merig00: So can you log in now?


MrVic
State of the Beta Post Patch 5.4.1
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08.09.2010 02:42:51
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114936

View PostNarfi, on 08 September 2010 - 12:44 AM, said: im wondering that the sight system is not on the list, its so horrible right now.
Might be cuz of the US servers (im from germany with 150-250ping), but i for myself got huge trouble with the sight system as it is.
heavy tank that suddenly pop up 50m infront of u on flat ground and stuff like that.

MrVic: might check into this thread and check your connection and chance of packet loss. This may shed some light on the appearing tank issue your having.
After the patch many of those issues were drastically improved. A few instances still occur. Also remember your crew skill vs your crew skill effects that drastically.
http://forum.worldof...s-glitchesbugs/


MrVic
State of the Beta Post Patch 5.4.1
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08.09.2010 01:07:24
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114797

View PostWeril, on 07 September 2010 - 09:44 PM, said: Thanks for info at start :Smile_great: , but it seem´s, that the ballancing system works better before new patch :(

MrVic: I think your confusing the system with the initial effects of a softwipe sometimes. As things calm down and more players get back into playing and more are added, combined with improvements you will see things come into line :)
Before there was no balance it was 1-2 and 3-10 so if we went to that right now it would be random luck to not face all Tier 10's :Smile_honoring:


MrVic
State of the Beta Post Patch 5.4.1
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08.09.2010 01:04:58
 
Subject: Archives\Junkyard\State of the Beta Post Patch 5.4.1
Link on message: #114791

View Postvietlol, on 07 September 2010 - 09:56 PM, said: I would rather see them put some effort into fixing the imbalances and general terribleness of some of the current maps, but lets hope the new ones are good.

MrVic: Maps are constantly reworked and reevaluated, Plus remember there are many different departments with groups of workers with different skills.
They are working on many things at all times.
Maps are not listed in that fashion as its a never ending process of revising and improving maps. Since RU many have had changes and upgrades in looks/performance/balance, Its just a matter of being patient :)


MrVic
Brainstorming SPG Ideas
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07.09.2010 21:25:20
 
Subject: Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #114433

MrVic: Just a warning I am deleting TONS of posts. This is not a discussion area or a debate area if your not posting an idea or leaving a simple "I like that idea" post It will be removed. Continuing to post discussing and not posting purely Ideas will end badly.


ARGO
Bigger tanks have the right of way
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07.09.2010 19:03:26
 
Subject: Archives\Beta\Bigger tanks have the right of way
Link on message: #114173

ARGO: My belief is:
Mutual respect for all your allies goes a long way EVEN on the battlefield. Save your anger and shells for your enemy. Nothings worse than a guy who thinks because he's in a upper tier vehicle that he's better than those beneath him. If someone hits you or you them, forgive and forget "turn the other cheek" because I have seen what happens to a jerk on the battlefield when he starts getting tank raped his allies "Turn the other cheek" and leave him to die.


ARGO
Just hit T3, can't do any damage
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07.09.2010 18:46:33
 
Subject: Archives\Beta\Just hit T3, can't do any damage
Link on message: #114142

View PostPicusB, on 07 September 2010 - 05:22 PM, said: As others have suggested, its really about learning what you can and can't do. Yes, generally a tough Medium or good Heavy will devestate you in your T3 tank but you shouldn't even be trying to go one on one with them.

ARGO: That reminds me, I really need to pay attention to what tank I attack in my VK3601, I keep making the mistake of thinking a Panther is another VK and attack it which results in me getting my metallic butt handed to me! :Smile-playing:


Jeremy Taylor
Heavy Tanks in Screenshots
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07.09.2010 18:35:21
 
Subject: News from the Front\Discussion of News Articles\Heavy Tanks in Screenshots
Link on message: #114120

Jeremy Taylor: Twelve new images of heavy monsters are now available in our Screenshots gallery
Full news text


ARGO
New Gameplay Video: Heavy Tanks!
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07.09.2010 17:59:23
 
Subject: News from the Front\Discussion of News Articles\New Gameplay Video: Heavy Tanks!
Link on message: #114042

ARGO: Nice video even with the wrong name on the Tiger. Gives ya goosebumps.... :Smile-izmena:


ARGO
Grab the Activation Code from Computer Bild Spiele and Get М3 Stuart!
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07.09.2010 17:54:39
 
Subject: News from the Front\Discussion of News Articles\Grab the Activation Code from Computer Bild Spiele and Get М3 Stuart!
Link on message: #114032

ARGO: I still don't get it. Can anyone get one of these tanks? And if so, I went to that site and found nothing. Hook me up, I want one too or is it only for completely new members. :blink:


ARGO
Whats your favorite vehicle class
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07.09.2010 17:52:19
 
Subject: Archives\Junkyard\Whats your favorite vehicle class
Link on message: #114023

View Postjaimy123, on 07 September 2010 - 03:13 PM, said: I cant vote, i play every tank, and i like them all.
But TD would be my all-time favorite, the SU-152 with 152mm gun Owns a T44 in 1 shot :Smile-izmena:

ARGO: Same here, I like to many to choose. Tigers and ISs are sharp looking tanks though.


ARGO
How low can you go?
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07.09.2010 17:48:19
 
Subject: Archives\Beta\How low can you go?
Link on message: #114011

View Postdooston, on 07 September 2010 - 03:41 PM, said: im -43, nothing happend so theres your awnser.

ARGO: How can you not love this guy, I added him to my friends list because of his determination to reach the very bottom! :D Dooston you crack me up to no end LOL. You can add me to your platoon anytime dude.


ARGO
World of Ships!
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07.09.2010 17:44:23
 
Subject: Archives\Beta\World of Ships!
Link on message: #113996

ARGO: I think they will release World of Ships right after they do World of Planes..... :Smile_honoring:


Jeremy Taylor
New Gameplay Video: Heavy Tanks!
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07.09.2010 17:21:36
 
Subject: News from the Front\Discussion of News Articles\New Gameplay Video: Heavy Tanks!
Link on message: #113947

Jeremy Taylor: The trailer demonstrates the game’s most powerful fighting vehicles - heavy tanks
Full news text


ARGO
Just hit T3, can't do any damage
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07.09.2010 17:15:14
 
Subject: Archives\Beta\Just hit T3, can't do any damage
Link on message: #113927

View PostEldsken, on 07 September 2010 - 02:16 PM, said: I had a KV3 pre wipe to, i´m not doing badly its just that my team lost alot in the beginning ( bad luck on my part ), its leveling out now, got some 4x% victories i think

ARGO: See, I knew you had it in you. You just needed to let the tank catch up to your skills. BTW you can add me to your friends list and if you see me online you can join me in battle....


ARGO
Bigger tanks have the right of way
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07.09.2010 17:02:51
 
Subject: Archives\Beta\Bigger tanks have the right of way
Link on message: #113894

ARGO: I have an IS3 and I usually allow right of way to anyone because it isn't that important to me however last night I happend to be in my VK3601 and there was this guy in a Tiger tank who I had stopped to let by, and instead of him passing me by without incident, he made sure to hit my tank up the side anyway and started up the hill so I was behind him and another tiger infront of him going up this hill and ofcourse the VK is quicker and I start catching up and passing him and again this clown swervs into my tank evidently pissed because he wanted me to stay behind him and starts swerving repeatedly into my tank writing "Bigger tanks go first" . Well I guess the Tiger 2 infront of him must have been watching this because he hits his brakes, the Tiger slams right into him and he writes "WTF" and the Tiger 2 replied, "How do you like it". Battlefield Justice was served! :lol:


MrVic
Ranks for TD icons
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07.09.2010 08:35:11
 
Subject: Archives\Beta\Suggestions\Ranks for TD icons
Link on message: #112818

View PostTheMaster42, on 07 September 2010 - 02:59 AM, said: Now I know there's no in-game distinction of Light or Heavy TDs, but there definitely is a difference in power between an AT-1 and a JagdTiger.
When looking at tank icons, you can get at least some idea of the armor/penetration power of the tank by its icon. A similar system for TDs would be useful as well. Triangle + 1 and 2 slashes?

MrVic: One thing to keep in mind its hard to tell a T-44 from a T-34 also :) Its a hard thing to break down. Try holding down Alt and it can help you sometimes pick out what is what. Pops up names and Tank icons :)


MrVic
Forum "ignore user" still accepts PMs?
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07.09.2010 08:28:53
 
Subject: Archives\Beta\Suggestions\Forum "ignore user" still accepts PMs?
Link on message: #112804

View PostxJaguar, on 07 September 2010 - 05:52 AM, said: Ignoring a user on this forum still allows them to send PMs to you. Why is this?

MrVic: I don't think it should allow them through. If your having issues with someone and the content of their PMs please let a moderator know :)


MrVic
Rollback??
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07.09.2010 08:27:33
 
Subject: Archives\Beta\Suggestions\Rollback??
Link on message: #112802

View PostBoldhead, on 07 September 2010 - 07:05 AM, said: Im finding myself in an unenviable position of becoming bankrupt. And it occurred to me, what if as a new player you work your way up the ranks of a tank class to find you just lost your ability to make money to continue?
There's that point in all classes where you can step too far and begin to lose money. Yes it helps keep the top tier tanks off the field so you don't see them every time. But what if you dont have a backup? A new player may not foresee this possibility and sell his to get the next best tank and find himself unable to buy shells or repair. So.. then you go back to a tracktor and make 1-2000 for 10 games to pay for 1 round? As for myself i find that as a big let down and question whether to continue or not. As a game you want players to want to go on. Maybe there should be a way to UNDO as it were.. go back to what you had.. regain the money but NOT the experience spent. As beta testers we get the extra gold etc to try multiple classes...Players wont and any such discovery could push them away from the game.?? thoughts??

MrVic: Even if you sold your Tier 1 tanks you can buy a new one and go make some cash. Tier 1 tanks cost 0 credits and always make a profit :) So you can always save yourself with a Tier 1 :)


MrVic
Brainstorming SPG Ideas
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07.09.2010 06:00:11
 
Subject: Archives\Junkyard\Brainstorming SPG Ideas
Link on message: #112656

View PostPistov, on 07 September 2010 - 04:28 AM, said: As previously mentioned, one of the big problems with making artillery so inaccurate is the cost of the shells. If it's made so inaccurate that you can't hardly hit anything, you'll burn more credits on ammunition than you'll make on your hits (or lack thereof). Also, considering how easy artillery is to destroy, if they can't hit anything then they effectively become useless. Realistically speaking, artillery would never be located in such close proximity to a likely combat zone, however, with the size limitations of the maps available to us artillery have no real means of staying out of harm's way. Artillery could fire rounds over several miles and would frequently be located a very long distance away. The current maps don't even exceed a square mile so we're playing seriously out of scale.
I don't mention the above in an effort to start a debate, only as a response to the proposed aiming system for artillery. If the maps were MUCH bigger than they currently are, I would have no problem with a hit zone that scales in size proportionate to the distance of the artillery from the target zone.
EDIT: Rethinking the initial proposal, I could actually see it working if (and only if) you remove shell tracing. With the proposed aiming system, you would have to sit still for a considerable amount of time in order to shoot off several rounds in the same area while watching your target, opening you up counter-fire from enemy artillery. Remove shell tracers and I could go with the proposed system.

MrVic: Mostly after pure ideas not debating them :) The idea of the cost of shells is irrelevant, if your changing the function and how they operate then the cost of the shell can be changed completely. They can make shells cost 0 credits or 1,000,000 credit those are variables that are easily changed to accommodate a new system.
In essence take all ideas of making X amount of Exp or having to pay for Y amount of credits for ammo. Then just focus on methods you would implement SPG's and how they worked in the game. So basically ignore most of anything in game now ;)
This is just an Collection of ideas right, wrong, or indifferent.
Try to avoid in response posts :) The proposed above is nothing proposed just ideas for examples for others to see what kinda of thing I am hoping to collect.


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
arrow
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
arrow
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 :)


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