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Wargaming: Bring Back The Old World of Tanks Petition

Дата: 04.01.2019 13:01:41
View PostLordMuffin, on 04 January 2019 - 10:53 AM, said: 2) So when changing textures and destructible etc you just have to alter the entire design of Fishermans bays mid ridge. Alter design of Erlenberg all across. Add super strong TD spots, 1 for each side, on cliff. Add TD spots on Steppes. Make it impossible to drop down from hill on Mines. Changing entire mid part of Fjords.   Sorry, but your idea about 2 can't possibly be true. Changing game engines can't force the programmers to add houses at certain areas, remove houses at other, add cliffs and ridges at some parts, removing them at others. There is no logic here.   Your claim as to why houses where added at some parts and removed at others, why bushes where added at some part and removed at others, why ridges and hills where added at some parts and removed at others is wrong.   4) The MM hasnt always been the same. This template system is roughly 20 months now. The MM before didn't work at all like the current one.   And tanks are balanced so carefully that Obj 268v4 gets into the game...   You don't always need to see data from game to know wether a tank is going to be overpowered. If you give a tank more or less impenetrable frontal armour, a good gun and good mobility. It is going to be overpowered. No data gathering from in game is needed.

eekeeboo:   The entire design of a map and the cross-firing locations are dependent on the placing of various objects and the height of the ground and the transparency of objects. I'm sure you can appreciate how moving/removing or altering even one of those can vastly alter the balance of one location alone, which then has a knock on effect on the balance for the entire side of the map and thus the entire map eventually. When you change the way the houses are modeled or if they're destructible in a different manner to before. You have different heights of ground and elevation with the different physics involved which has another effect on behavior and speed of getting to locations etc. It is very easy to have an unintended effect with minor changes.    Some of the changes were drastic/deliberate to alter the perspective of size of the landscape to encourage the size of your tank and perspective, but also in providing more arty cover etc like on steppes.    You should be able to find out more information on those changes and some reasoning here: https://worldoftanks...news/1-1-maps/    2) I said the MM has has always been the same in that it always put +/- 2 mm tanks, in fact as mentioned older versions had an even greater disparity in tiers and thus difficulty.    As mentioned repeatedly tanks are tested, balanced, released and then balanced again. There's no better way to gather valid and reliable data on tank balancing than on the live server. You need that data to get a more accurate picture. After that you have changes to maps, physics and player behavior that can then further affect balance that can then be looked at. It's not a simple case of, it has this number too big, let's make it smaller. Just like old wasn't better, let's go back to old. 

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