Дата: 15.07.2019 15:01:02
KanonenVogel19, on 12 July 2019 - 12:57 PM, said: Thank you

Although I would really want my
questions answered aswell

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.