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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
Artillery
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21.02.2010 21:07:28
 
Subject: Archives\Beta\Artillery
Link on message: #844

View PostuNikat, on 21 February 2010 - 08:16 PM, said: so i will see after firing the area of impact from my arti shell zoomed in?

Jeremy Taylor: Yes you will be able to see it.


Jeremy Taylor
Artillery
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21.02.2010 20:13:28
 
Subject: Archives\Beta\Artillery
Link on message: #833

View PostuNikat, on 21 February 2010 - 08:03 PM, said: who will give me, as artillery, coordinates for shooting? or will i see the target-area i can reach from min. to max. ?
i would love to need data from teammates, that are at the frontline, so that would push teamplay a little?

Jeremy Taylor: Of course; light high-speed tanks are the best helpers for that purpose. You'll see the enemy on your mini map as soon as it is captured by the scout's radio or captured by you own radio depending on how close the enemy moved to the rear and depending on your radio characteristics.


Jeremy Taylor
Countries
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21.02.2010 19:24:57
 
Subject: Archives\Beta\Countries
Link on message: #828

Jeremy Taylor: World of Tanks has no dividing by countries concerning teams or clans. Each team or clan may have Soviet, German, US or fighting vehicles from other countries in it. Still however you may form the clan of only Soviet, US or German fighting vehicles if you're willing to.


Jeremy Taylor
Artillery
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21.02.2010 18:47:40
 
Subject: Archives\Beta\Artillery
Link on message: #826

View PostiPOT, on 21 February 2010 - 06:45 PM, said: And I gonna help Sesrgeat Taylor I think he don't mind :D

Jeremy Taylor: Of course not, lance-corporal iPOT :)


Jeremy Taylor
Artillery
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21.02.2010 18:42:56
 
Subject: Archives\Beta\Artillery
Link on message: #824

Jeremy Taylor: I've started this thread just to avoid mess on our forums. Please ask any questions about artillery in World of Tanks. We will try to provide you with timely response.


Jeremy Taylor
Realism vs. Gameplay
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21.02.2010 18:39:55
 
Subject: Archives\Junkyard\Realism vs. Gameplay
Link on message: #823

View PostSyllas, on 20 February 2010 - 01:47 AM, said: thanks for the reply Mr.Taylor. but one question was left unanswered.maybe i wasn't so specific.
when the tank moves around you can see the wheels/tracks moving indipendently up and down...
also i had some other questions. they were about how does the system works for howitzers. if you have the time read the post. if you don't its ok i'll see it when it will be ready :D

Jeremy Taylor: - We are working on making the track's motion as close to the reality as possible.
- I'll start the individual thread dedicated to the artillery in World of Tanks where you can ask any question you find appropriate.


Jeremy Taylor
Ballistics/Windage
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21.02.2010 18:12:19
 
Subject: Archives\Beta\Ballistics/Windage
Link on message: #816

View PostCVRTcmdr, on 21 February 2010 - 05:40 PM, said: Cheers jeremy for the reply :D
What about ground scarring etc?

Jeremy Taylor: Vehicles are leaving traces on the ground just as they should; explosion lead to shell holes... Is that what you meant?


Jeremy Taylor
Level of tank customization?
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21.02.2010 16:38:30
 
Subject: Archives\Beta\Level of tank customization?
Link on message: #797

View Postm4rek, on 21 February 2010 - 05:58 AM, said: From what I have gathered, the radio appears to be for long range / non-visual location of enemy tanks... I could be mistaken, but it was briefly mentioned in a discussion about artillery (indirect fire).

Jeremy Taylor: You're not mistaking. If the enemy is within the range of your radio view it will we indicated on your mini map. That's is why scouts are usually the best helpers for artillery.


Jeremy Taylor
Type of Game this will be?
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21.02.2010 16:34:09
 
Subject: Archives\Beta\Type of Game this will be?
Link on message: #796

Jeremy Taylor: Please start the individual topic for NF discussions. You're going off topic on this thread. Please do not expand the NF discussion on this thread after this certain message.


Jeremy Taylor
Ballistics/Windage
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21.02.2010 16:28:44
 
Subject: Archives\Beta\Ballistics/Windage
Link on message: #794

View PostCVRTcmdr, on 21 February 2010 - 11:52 AM, said: Still nothing about Ballistic arcs or windage etc :P
Will there be Urban aswell as rural maps ?
Building deformation/ground scarring etc?

Jeremy Taylor: - Not in 100% simulator style. We are making the MMO action. Windage calculatings and the corresponding arrangements will hurt the gameplay and fun of the game.
- Of course. We already have different types of locations and will add more.
- Buildings are destructible in our game. But you will not be able to turn the building completely into ruins (World of Tanks is MMO, complete destruction is tooooooooo excessive from technology standpoint). Trees are already knocked down, the same will soon concern hences.


Jeremy Taylor
Tank Camouflage
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21.02.2010 16:17:10
 
Subject: Archives\Beta\Tank Camouflage
Link on message: #793

View PostSyllas, on 21 February 2010 - 03:05 PM, said: well in this game there are no nukes and tactical insertions :P
...we're off topic in this thread ;)

Jeremy Taylor: I second this. Please stick to the initial topic.


Jeremy Taylor
Beta Impressions
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21.02.2010 16:10:13
 
Subject: Archives\Beta\Beta Impressions
Link on message: #792

View PostSyllas, on 21 February 2010 - 03:10 PM, said: thank you Mr.Taylor :D
but the number of applications available will be limited right?

Jeremy Taylor: Hm... I don't think so. I mean if you want to take part in beta test and your application is ok, why should we put the limits? We'll see how the process will go on but we haven't discussed the certain number of invitations yet. The more the better, I believe. The more people we'll have in beta the more fun beta testers will get. I think it makes sense :)


Jeremy Taylor
In-game Screenshots
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21.02.2010 16:06:37
 
Subject: Archives\Beta\In-game Screenshots
Link on message: #791

View PostSyllas, on 21 February 2010 - 03:16 PM, said: better graphics than the pics....???? you have to be kidding me!!! these graphics are excellent as they are! how better can they become??? ansolutely amazing effort. congratulations and best of the best wishes to all the developers and administrators!!! i think it will be a game worth paying for!

Jeremy Taylor: Thanks for these warm words.


Jeremy Taylor
In-game Screenshots
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21.02.2010 13:28:18
 
Subject: Archives\Beta\In-game Screenshots
Link on message: #775

View PostWMD, on 21 February 2010 - 07:59 AM, said: Destroyed tanks dont drop LOOT ?

Jeremy Taylor: I' m sorry, I didn't get the reason of your dissapointment. Please could you explain in details?


Jeremy Taylor
Will the area where you hit the tank matter?
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21.02.2010 13:18:15
 
Subject: Archives\Beta\Will the area where you hit the tank matter?
Link on message: #774

Jeremy Taylor: The angle will affect the penetration. We are working on an ideally balanced damage system close to the reality.


Jeremy Taylor
Question Thread
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21.02.2010 02:55:35
 
Subject: Archives\Beta\Question Thread
Link on message: #760

View PostPvtMalo, on 18 February 2010 - 07:03 PM, said: Question: When you put your sights over an enemy tank it "turn" red in colour and outlines it. I do really HOPE this is not the case when the tank is hidden in bushes or other cover foliage.
If not you can "scan" treelines etc by just surfing your sights across and "POFF" a red outlined tank appears that you woulden't normally see so easy

Jeremy Taylor: You may scan the treelines or bushes and will see the lines of a hidden enemy vehicle if it gets in the range of your radio view. I hope it will not dissapoint you much.


Jeremy Taylor
clan wars mode
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21.02.2010 02:47:17
 
Subject: Archives\Beta\clan wars mode
Link on message: #759

View Posteladc94, on 21 February 2010 - 02:30 AM, said: I understamd, and those 25 tanks will stay in that area untill other clan/s will come and try to concer the mini-map?
there is a problem... what about a situation that most of the clan is offline? or matbe most of the clan is online but the clan comander is not?

Jeremy Taylor: You cand send the smaller part of your clan which is online. Or arrange the battle in advance. There will be nothing complex about it and we'll have the certain system for it.
You may appoint the deputy for the cases when the commander can't take part in battles. The way you will manage the hierarchy of your clan and discipline will depend on you mostly.


Jeremy Taylor
Beta Impressions
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21.02.2010 02:27:47
 
Subject: Archives\Beta\Beta Impressions
Link on message: #754

View PostSyllas, on 20 February 2010 - 10:13 PM, said: ummm...there will be a CBT first right? how will we join? will we get an invitation from the Devs/Admins or just a code by subscription?
it would be good to know because if an invitation is needed someone who is interested and hasn't introduced himself to the community he will probably not get one.
i think its good to know that detail so we can inform those who are interested but haven't joined the forums or subscribed for newsletters yet.

Jeremy Taylor: The special application form will be published on our website, you will fill it (nothing complicated, actually), send it to us, and we will check it and send you back the key. You will have to download the cbt version (for free, of course), type in the key and join the battles. Please ask questions if something remains uclear.


Jeremy Taylor
clan wars mode
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21.02.2010 02:15:12
 
Subject: Archives\Beta\clan wars mode
Link on message: #752

Jeremy Taylor: You'll have a closed forum thread of your clan and voice chat channel to cooperate the actions with your clan mates.


Jeremy Taylor
clan wars mode
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21.02.2010 02:13:20
 
Subject: Archives\Beta\clan wars mode
Link on message: #750

Jeremy Taylor: Let's imagine that you're commanding a clan, say, of 80 players. You open the global map plan divided into multiple zones (mini maps), analyze the situation and decide where to send the tank brigade (say of 25 vehicles) to edge out the enemy from the interested area. If your brigade successfully destroys the enemy on this map, the corresponding zone comes under your control. Another 25 fighting vehicles you may send to fight on another area (mini map). The rest 30 tanks you may use, for instance, to make an alliance with another clan to edge out more powerful enemy from the tastiest territory. The scenarios may be different.


Jeremy Taylor
Tank Camouflage
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21.02.2010 01:58:41
 
Subject: Archives\Beta\Tank Camouflage
Link on message: #749

Jeremy Taylor: Your team mates killing is very unwelcome. The rating of 4 killed during the battle has much more to be proud of than -4 :) Team mates may be killed by accident, sometimes it happens. But to be honest I see no sense in killing your team mates and risking experience and scores needed for upgrades as a result :) .


Jeremy Taylor
clan wars mode
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21.02.2010 01:33:09
 
Subject: Archives\Beta\clan wars mode
Link on message: #746

View Posteladc94, on 20 February 2010 - 10:58 PM, said: I was wondaring, how a clan can win in a clan war mode (win a mini-part - not all the map of course)? is it a round base mode? or the tanks spawn every time they are destroied? can someone explain to me how the mode is working?

Jeremy Taylor: Destroy all the enemy tanks on this mini map and you'll get the control over this zone (it will be indicated as yours on the global map). No respawns, of course. The more zones are under your control the more bonuses and extra features you get. Please ask more questions if something remains unclear.


Jeremy Taylor
Tank Camouflage
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20.02.2010 13:54:48
 
Subject: Archives\Beta\Tank Camouflage
Link on message: #699

View PostSyllas, on 20 February 2010 - 02:23 AM, said: i don't think that space is a problem.after all they will be small marks not whole decals. each killmark will represent a sum of kills...

Jeremy Taylor: Very nice idea actually. So, if there are so many votes for killmarks :) we will definitely discuss how we can optimize this feature for our game. Thanks for your constructive participation.


Jeremy Taylor
In-game Screenshots
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20.02.2010 13:44:23
 
Subject: Archives\Beta\In-game Screenshots
Link on message: #697

Jeremy Taylor: Please keep in mind that those pics are from TESTING version of World of Tanks. For instance, there's no pic from a city map, though we have it. The grapchics will be better, the balance will be more refined, we will add more units, we will introduce destructable objects (trees are already knocked down) and many more great features. Test is always a test and we are working on making the game of our (yours and developers') dream :)


admin
Light German Pz 35 (t) Available in Renders
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19.02.2010 21:57:02
 
Subject: News from the Front\Discussion of News Articles\Light German Pz 35 (t) Available in Renders
Link on message: #617

admin: Check out the Art gallery to see new renders of the Panzer 35 (t) tank
Full news text


Jeremy Taylor
Instanced or Persistent Game World
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19.02.2010 20:02:40
 
Subject: Archives\Beta\Instanced or Persistent Game World
Link on message: #611

View PostAzimuth, on 19 February 2010 - 07:06 PM, said: Are those areas global e.g. if a clan wins a certain battle in a certain area, will that effect be shown to everyone e.g. is there a persistent global map like in WWII ? In that game there are 2 sides who fight with 1 single but very long and moving frontline.
Instanced-only fights would give less immersion than a global map where you can see where the action really is.

Jeremy Taylor: The global map is divided into multiple instanced zones. Our game is MMO; though with outstanding graphics and myriads of cool features but still MMO. Making such a huge persisten global map is impossible from technology standpoint for this day. Anyway many thanks for that question.

Quote Obviously it would be nice to play scenarios where a smaller team would have to defend against a larger attacking team and thus introducing unbalanced battles which could be very rewarding if you still win as a defender being outnumbered (but in better positions e.g. with height advantages or strategically placed defense-structures). But I'm afraid that's a bit too much whishful thinking ;)

Jeremy Taylor: We will introduce many exciting modes and the one you adviced may be among them. Thanks for the vote as it gives more chances for this mode to appear in the game.


Jeremy Taylor
Level of tank customization?
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19.02.2010 19:48:11
 
Subject: Archives\Beta\Level of tank customization?
Link on message: #609

View PostDoomlord52, on 19 February 2010 - 07:10 PM, said: What about Zimmerit coating? It was only available after 1943, and was applied to some tanks after production. MGs on early tanks where later upgraded to the MG42 (the turret MG, anyway), and in some cases engines from early produced heavy tanks where upgraded to larger, more powerfull engines.
Just some ideas...

Jeremy Taylor: This is soooooo interesting question. There's one real challenge about Zimmerit and probably you may help us somehow. We are regularly consulting with military and tank building experts (besides having our own ones) and actually we found no sense in Zimmerit. There's a primary theory about Zimmerit that it was used for protection from magnetic mines. Therefore we actually don't know how we can use it in our game. If you have some thoughts about it please start the topic in our offtopic section or history section so we could discuss it in details (just not to loss the line of conversation on this thread). We would really aprecciate this.


Jeremy Taylor
Types of tank
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19.02.2010 19:29:28
 
Subject: Archives\Beta\Types of tank
Link on message: #608

View PostPvtMalo, on 19 February 2010 - 06:31 PM, said: Give me a SdKfz 234/2 Puma and i'll be fine

Jeremy Taylor: We'll have no wheeled armoured cars and half-track vehicles for the first release of the American tank tree. Sorry. We'll intoduce them later. We've got tons of work with track fighting vehicles :).


Jeremy Taylor
other equiment/vehicles
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19.02.2010 18:22:50
 
Subject: Archives\Beta\other equiment/vehicles
Link on message: #590

View Postm4rek, on 19 February 2010 - 05:46 PM, said: It would probably be better if it was used for 'prestige only' items? However these would need to be well thought out as one game I played featured tanks based on a similar system, but by the time you got to them, the standard tanks were much better. Perhaps if the prestige items were generic improvements that could be applied to any tank? Like slightly more effective armour, improved engines or drive systems? Or at a clan level, a boost to whatever bonuses they get for holding a territory?

Jeremy Taylor: You'll be given much space for your tank's mechanisms and arms upgrading. But let me repeat myself: all modifications will be done within the bounds of historical accuracy. No chance to install the Tiger gun on your first level Leichttractor. That was not impossible in the first half of the 20th century; therefore this is not impossible in our game. You will be also able to get some extra powerful shells within you upgrading process. They will cost quite much game credits but their cost is also justifiable: during the WWII tank brigades could get only a very limited amount of such extra destructive shells due to their high production costs.


Jeremy Taylor
Beta Impressions
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19.02.2010 18:10:52
 
Subject: Archives\Beta\Beta Impressions
Link on message: #588

View PostGXPTG, on 18 February 2010 - 02:57 AM, said: Any uhhh... preference to the fine outstanding tankers on the forum to get first dibs when the beta slots become available hint hint? ;)

Jeremy Taylor: Naturally :)


Jeremy Taylor
Instanced or Persistent Game World
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19.02.2010 17:45:45
 
Subject: Archives\Beta\Instanced or Persistent Game World
Link on message: #586

View PostWinterMJ, on 19 February 2010 - 12:14 PM, said: Will the game world of WoT be like WWII Online, an effectively open persistent battlefield, or will it be more like a round-base style of play where every engagement is just an instance/single mission area you select from a drop down list (not unlike a Quake match, only with tanks)?

Jeremy Taylor: Thanks for the question. We'll have a kind of a single mission maps but you will not be able to select them from a list. The maps will launch in random style so you could show your warfare skills on different locations. This doesn't refer to clan war mode where clans will fight for the certain areas of influence.


Jeremy Taylor
Game Types
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19.02.2010 17:39:58
 
Subject: Archives\Beta\Game Types
Link on message: #585

View PostuNikat, on 19 February 2010 - 05:11 PM, said: poor guys that are specialized in their artilery tanks, fighting from behind the frontline :)

Jeremy Taylor: Believe me, these "poor" guys will never experience the lack of enemies to blast up in the sky :). Artillery machines are my most favorite units. Probably I'm a spotter by nature :). They are not so good at close fighting naturally (no rotating turret) but very effective in teammates covering, scouts destroying and annihilating the enemy at long distances (1000-1500m).


Jeremy Taylor
Game Types
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19.02.2010 16:37:26
 
Subject: Archives\Beta\Game Types
Link on message: #579

View Posteladc94, on 19 February 2010 - 01:44 AM, said: And can we damage our own clan members? and alliance clans' members?

Jeremy Taylor: Practically you can but team killing is VERY unwelcome :)


Jeremy Taylor
Question Thread
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19.02.2010 16:34:28
 
Subject: Archives\Beta\Question Thread
Link on message: #578

View PostM0n3y, on 19 February 2010 - 03:04 PM, said: -Will we be able to add friends we meet in-game to a friends list?
-If so, can we join them when they're playing?

Jeremy Taylor: - Sure, this is rather a common feature
- You and your friends may create a clan and fight shoulder to shoulder against other clans or alliances.


Jeremy Taylor
ping problems
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19.02.2010 16:31:16
 
Subject: Archives\Beta\ping problems
Link on message: #577

View PostDoomlord52, on 18 February 2010 - 09:39 PM, said: yea, this is a good question. As its closer to an FPS in forms of combat (from what i've seen) than the old RPG, reaction time actually matters... how will the game handle high ping? Will there be a ping limit for rounds so that one guy cant lag around the map?

Jeremy Taylor: Our server is located in Germany. The ping of 100-200ms will guarantee more than comfortable game experience; those who live in Europe or Israel will have no lags or the such. If your ping is not enough that's only you who may experience some problems or lags, not the entire team with higher pings.
We will probably launch another one American server to guarantee smooth game experience for the US audience. We are testing different options for that moment.


Jeremy Taylor
Tank Camouflage
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19.02.2010 16:21:05
 
Subject: Archives\Beta\Tank Camouflage
Link on message: #575

View PostDoomlord52, on 19 February 2010 - 12:35 AM, said: Just another thing I thought of to add to the system, if there are plans for a leader board in general, have a tab for kill streaks to see who's the current record holder for most kills in a single tank.

Jeremy Taylor: We will have the precise rating system for that purpose.


Jeremy Taylor
Game Types
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19.02.2010 16:13:21
 
Subject: Archives\Beta\Game Types
Link on message: #572

View Posteladc94, on 19 February 2010 - 01:44 AM, said: Are you saying that the maps will contain a few hundreds of players divided into a few clans that can have each other as alliance and fight together?
And can we damage our own clan members? and alliance clans' members?

Jeremy Taylor: The limit of your clan is one hundred players. You will be fighting on the global map divided into hundreds of areas of influence for domination over those zones. Each zone represents a map with the certain limitation of the number of players on it. For this moment the limitation of one of the map we have so far is 60 players.
Imagine the situation. You're commanding the clan of 100 hundred players. You've got the aim to capture, say, 2 zones on the global map. Each zone (map) on the global map has its own limitation of the number of players to play on. One map can afford 60 players to fight on, another one - 40 players. You divide your clan and send your two divisions to fight.
The size of the map depends on its type. For instance, the desert map with a very few objects on it may hold much more than the city map, while the city map may hold approximately 50 players on it.


Jeremy Taylor
Populations
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19.02.2010 15:51:54
 
Subject: Archives\Beta\Populations
Link on message: #568

View PostRemec_LotD, on 19 February 2010 - 02:59 PM, said: Curious on server populations.
What about PvP/RvR Populations? I hope we can expect some epic battles on the scale of The battle of Kursk. (i.e. thousands of tanks.)
Will PvP be instanced?

Jeremy Taylor: We will have clan war mode for that purpose. Please refer to http://forum.worldof.../38-game-types/


Jeremy Taylor
other equiment/vehicles
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19.02.2010 15:49:12
 
Subject: Archives\Beta\other equiment/vehicles
Link on message: #567

View PostRemec_LotD, on 19 February 2010 - 02:53 PM, said: Just curious if there will be any Infantry? even if they are only NPCs?

Jeremy Taylor: Not in the closest plans, sorry. The loads of work are immense even with those units we have to develop for that moment: three types of tanks (light, middle, heavy), tank killers and self-propelled howitzers; 50 units for each nation. Now we are working on the German and the Russian lines - that are almost completed - and American fighting vehicles.


Jeremy Taylor
Realism vs. Gameplay
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19.02.2010 11:35:25
 
Subject: Archives\Junkyard\Realism vs. Gameplay
Link on message: #535

View Postm4rek, on 19 February 2010 - 03:37 AM, said: Will a skilled low level tank be able to take on an unskilled high level tank or will the combination of weapon strength and armour thickness cause the fight to be very short and one sided?

Jeremy Taylor: High level heavy tanks are clumsy with low turret rotation speed. Low level tanks are much faster and use this advantage for scouting and in battling. The light tank can damage or even destroy the heavy tank by "dancing" around it and shooting in vulnerable places.
Fights will not be one sided as before each battle the game divides players in two equal teams and each fighting vehicle has its own assignment (scouting, offensive, arty cover, etc.).
This is the hierarchy of factors and exactly in this order to win the battle in World of Tanks. Just like in real war actually:
1.Wise team cooperation,
2. Skills of each player,
3.The level of tanks


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