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Reddit Developer Ask me Anything

Дата: 15.07.2019 15:01:02
View PostKanonenVogel19, on 12 July 2019 - 12:57 PM, said:   Thank you :) Although I would really want my questions answered aswell :unsure:   Question: Why are you so stubborn to keep the premium ammo concept? One of the major problems with premium ammo is that it's so expensive that not all players feel that they can use it. This puts them into a situation where they have to play at an disadvantage if they want to be able to progress in the game and purchase tanks, modules, equipment etc. This is not good design, yet it appears that you refuse to drop this concept. Why are you simply not making all shells cost the same (or even remove the shell cost as was done in World of Warships), and then design the shells realistically and give them different strengths and mechanics (for example, overpenetration for APCR), rather than turning the entire game up-side-down and changing all tanks hitpoints and all shells damage values?   Question: Why do you continue to design maps that focus so much on close quarters brawling? Realistically, tanks avoided urban environments because they're clumpsy in that type of environment, they can't manouver effectively, obstables in the way making gun rotation etc more cumbersome, and infantry that hides in buildings that can shoot them. Why is this not better reflected in your game about tanks? Why are you not creating more open maps that allows players to flank each other in order to break this very onesided head-on brawls? Here you can find a very good example of how a map should look like, is this type of map something that you could consider adding more of into the game in the future?

eekeeboo:   Hello!    Be aware those questions with more than 1 upvote were answered, it was impossible to answer every single question.    I can say for:  1) The premium ammo concept is more difficult than making the ammo cheaper which will affect the economy and further increase the use of it over other rounds, meaning "normal" rounds would become utterly pointless as a choice as it stands. The Warships shells cost the same because they have very different functions and have different effects and desires from the ships you're firing from and at with caliber and target etc. Fundamentally different damage mechanics are involved.    2) Map design is usually done in a way to provide an opportunity for each class to perform, you will find most maps do indeed have open spaces as well as close quarters spaces. Game design cannot always follow real-life principles without severely affecting your gameplay experience. Open maps are great for certain tank classes, but slow-moving heavies with artillery and sniping TD's are going to have a bad time if it's all just open with a nice big crossfire. That's why it's nice to have a mixture of maps that contain all elements as well as the big open maps and big urban maps. 

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