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
Subject:
Archives\Beta\Mother told us there'd be days like these
Link on message: #166759

Link on message: #166759
ARGO: Nice stories, I hope theres more. I chased a Leo all over the damn
map once only to run into a dead tank in a bush and I popped...That
sucked.
Subject:
Archives\Beta\Suggestions\Can a WoT video documentary be made?
Link on message: #166754

Link on message: #166754
ARGO: I know Wargames most likely has propriatary development secrets
that they cannot reveal, But I am very interested in how the things
in WoT work. Is it at all possible to have maybe a weekly video
documentary showing different aspecs of WoT.
For example:
How did it come to be from idea to reality?
Game engines and how they work? Why some things just can't be done.
How sounds are put into the game?
How Devs tackle bugs and what causes them?
How the finished product is mass produced?
How marketing a video game works?
Meet the creators of WoT.
I am sure seeing all the interest in the game that a lot of players would love to see something like this or maybe they too have in depth questions that this could answer. Maybe some of them will be inspired to also join the game making community.
Thanks
Argo66
For example:
How did it come to be from idea to reality?
Game engines and how they work? Why some things just can't be done.
How sounds are put into the game?
How Devs tackle bugs and what causes them?
How the finished product is mass produced?
How marketing a video game works?
Meet the creators of WoT.
I am sure seeing all the interest in the game that a lot of players would love to see something like this or maybe they too have in depth questions that this could answer. Maybe some of them will be inspired to also join the game making community.
Thanks
Argo66
Subject:
Archives\Beta\your job as a scout
Link on message: #166708

Link on message: #166708
ARGO: Rule #12: Make sure your arty is fully prepared and acknowleges you
BEFORE you begin your run. Nothing worse than a meaningless death.
Subject:
Archives\Beta\Special Beta Testers status?
Link on message: #166707

Link on message: #166707
merig00: Special Beta Testers are people who were testing Russian Beta
before the EU Beta started.
Subject:
Archives\Junkyard\Honoring the past... American Tank Crews.
Link on message: #166169
PvtMalo, on 08 October 2010 - 07:30 AM, said: African American Tankers are implemented with the American tree.

Link on message: #166169

MrVic: Ayup Malo has it covered. This is a none issue.
Subject:
Archives\Junkyard\Eu Server Back? Post ur opinion
Link on message: #166053

Link on message: #166053
merig00: Pointless topic. Devs are well aware of the ping issues for our
european friends, and EU server will be back as planned.
Closed.
Closed.
Subject:
News from the Front\Developers Blog\Excursion of the WoT World: Prokhorovka
Link on message: #166046
soulspectre, on 08 October 2010 - 04:51 AM, said: A map with even less cover than campwhateveritis. The mods better
get the topic delete button warmed up when that map comes out.


Link on message: #166046


merig00: Uhm it's been in game even before the beginning of the EU Closed
Beta, where have you been? Camping at Malinovka?
Subject: Excursion of the WoT World: Prokhorovka
Link on message: #166046
soulspectre, on Oct 08 2010 - 03:51, said: A map with even less cover than campwhateveritis. The mods better
get the topic delete button warmed up when that map comes out.

Link on message: #166046


merig00: Uhm it's been in game even before the beginning of the EU Closed
Beta, where have you been? Camping at Malinovka?
Subject:
Archives\Beta\Game WOnt LOAD XD
Link on message: #166043

Link on message: #166043
merig00: Try downloading it from torrent. Change your download manager.
Subject:
Archives\Beta\Can't start the game
Link on message: #166040

Link on message: #166040
merig00: Launcher disappears - try starting the game straight from the game
folder with WoT.exe
Explorer freezes on installation launch - disable antivirus, UAC and other Windows protections or do it through the Safe Mode
It's a closed beta, there is no official guaranteed 24/7 support.
Explorer freezes on installation launch - disable antivirus, UAC and other Windows protections or do it through the Safe Mode
It's a closed beta, there is no official guaranteed 24/7 support.
Subject:
Game Discussion\Gameplay Discussion\Penetration
Link on message: #166036
sharpeh, on 08 October 2010 - 04:22 AM, said: You sure, I've never seen one of my HE rounds bounce but I've seen
a number of HEAT rounds bounce. I'm not saying you're wrong, just
curious.

Link on message: #166036

merig00: Well I was talking more about APs... but I've had HE rounds from
T-43 85mm bounce off Ferdinand and IS-7 several times. It's a very
rare thing... usually if you don't penetrate they just explode with
0 damage.
Subject:
News from the Front\Developers Blog\Excursion of the WoT World: Prokhorovka
Link on message: #166034
steelers708, on 08 October 2010 - 04:30 AM, said: Please stop quoting Soviet propaganda figures about the number of
tanks involved at Prokhorovka, especially when talking about
losses. There are plenty of modern books by very respectable
authors that can give you the exact figures involved for both
sides(including losses) on the 12th July, with the figures taken
from official records/documents etc, not that crap the old Soviet
Union put out.

Link on message: #166034

merig00: You are free to post them here. I don't really care since the post
is more about the map and where it came from.
Subject: Excursion of the WoT World: Prokhorovka
Link on message: #166034
steelers708, on Oct 08 2010 - 03:30, said: Please stop quoting Soviet propaganda figures about the number of
tanks involved at Prokhorovka, especially when talking about
losses. There are plenty of modern books by very respectable
authors that can give you the exact figures involved for both
sides(including losses) on the 12th July, with the figures taken
from official records/documents etc, not that crap the old Soviet
Union put out.
Link on message: #166034

merig00: You are free to post them here. I don't really care since the post
is more about the map and where it came from.
Subject:
Archives\Beta\Impressions\Unimpressed complete impression
Link on message: #166030

Link on message: #166030
merig00: Good solid review.
So quick feedback:
1. Interface - will be improved, there are more important issues to fix right now in beta
2. Spotting - yes it's buggy. Still being worked at, should get much better once we get large maps. Right now maps are under 2kmx2km, most are around 1kmx1km so most tanks would see across half of the map without moving from spawn. So again, will be fixed
3. Camo, neon signs, radio - this is arcade so it's here to stay. Plus current radio system when you relay everyone around you I think is the only way for scouts. Can you imaging driving at 70km/h, shooting people and pressing "radio in" button at the same time?
4. Fires happen, makes the game more interesting in my opinion.
5. Camping. Well here we have a draw - noone wins.
6. Matchmaking - still being adjusted. I believe it works best for 10k+ players. Pay attention how many players are in the game, once the number goes over 6k the matchmaking becomes much better.
7. SPG - not touching it
8. Grind. After going through Russian Closed Beta, wipe, wipe, Russian Open Beta, wipe, Russian "Release", European Closed Beta, wipe, American Closed Beta I learned just to enjoy my current tanks (plural) and get nice surprises when I have enough experience to upgrade. This is definitely not one of those "must have the top tier or die" games. Each tank is unique and takes some time to get adjusted to. That's what for I love this game. But that's my personal opinion.
9. Tech tree. It is what it is right now because it follows the original designs. Germans used the same bodies for different tanks more frequently than soviets hence all the intersections on the tree. But I really like your idea!
10. Sound and Visual. Visual - devs want to keep specs requirements to a minimum. The textures got much better since 0.3.3, trust me. So if devs manage to optimize the game engine, I'm sure they'll improve the graphics where they can. Sounds - I guess you are right, it's good enough for me but I've seen posts stating the same thing as you did. Some trivia - the sound of ricochet is actually a kitchen knife grinding against a beer can
And again, thank you for a good breakdown!
P.S.
0. There is difference between terrain. The most obvious place to test it is the swamp in the middle of Karelia. Though I agree, with you the difference often is too small.
0.0 AFAIK there are plans to redo crew voices. Maybe you've noticed but they've expanded vocabulary with the last patch. Crews suppose to get voices of different countries. Though I'm not sure if each nation will speak in its own language or just for localizations.
So quick feedback:
1. Interface - will be improved, there are more important issues to fix right now in beta
2. Spotting - yes it's buggy. Still being worked at, should get much better once we get large maps. Right now maps are under 2kmx2km, most are around 1kmx1km so most tanks would see across half of the map without moving from spawn. So again, will be fixed
3. Camo, neon signs, radio - this is arcade so it's here to stay. Plus current radio system when you relay everyone around you I think is the only way for scouts. Can you imaging driving at 70km/h, shooting people and pressing "radio in" button at the same time?
4. Fires happen, makes the game more interesting in my opinion.
5. Camping. Well here we have a draw - noone wins.
6. Matchmaking - still being adjusted. I believe it works best for 10k+ players. Pay attention how many players are in the game, once the number goes over 6k the matchmaking becomes much better.
7. SPG - not touching it

8. Grind. After going through Russian Closed Beta, wipe, wipe, Russian Open Beta, wipe, Russian "Release", European Closed Beta, wipe, American Closed Beta I learned just to enjoy my current tanks (plural) and get nice surprises when I have enough experience to upgrade. This is definitely not one of those "must have the top tier or die" games. Each tank is unique and takes some time to get adjusted to. That's what for I love this game. But that's my personal opinion.
9. Tech tree. It is what it is right now because it follows the original designs. Germans used the same bodies for different tanks more frequently than soviets hence all the intersections on the tree. But I really like your idea!
10. Sound and Visual. Visual - devs want to keep specs requirements to a minimum. The textures got much better since 0.3.3, trust me. So if devs manage to optimize the game engine, I'm sure they'll improve the graphics where they can. Sounds - I guess you are right, it's good enough for me but I've seen posts stating the same thing as you did. Some trivia - the sound of ricochet is actually a kitchen knife grinding against a beer can

And again, thank you for a good breakdown!
P.S.
0. There is difference between terrain. The most obvious place to test it is the swamp in the middle of Karelia. Though I agree, with you the difference often is too small.
0.0 AFAIK there are plans to redo crew voices. Maybe you've noticed but they've expanded vocabulary with the last patch. Crews suppose to get voices of different countries. Though I'm not sure if each nation will speak in its own language or just for localizations.
Subject:
Game Discussion\Gameplay Discussion\Penetration
Link on message: #166004
jackal40, on 07 October 2010 - 11:17 PM, said: That's disturbing, isn't HEAT the premium round? If anything, I
would expect it to bounce less.

Link on message: #166004

merig00: premium ammo doesn't get any preferential treatment beyond it's
pen/damage stats. or at least so say the devs. personally it feels
that gold ammo bounces more often than regular one, on the other
hand maybe it's just psychological effect since you pay attention
more to your gold shots since they are more expensive.
Subject:
Archives\Beta\Impressions\Crew gone when you sell a tank
Link on message: #165996
boybland, on 08 October 2010 - 02:24 AM, said: Just make it automatic transfer to barracks, auto firing crew is
just silly.
Its seems lots of modules and things get transferred to depot when replaced upgraded etc... why not use the same rational with crew...

Link on message: #165996

Its seems lots of modules and things get transferred to depot when replaced upgraded etc... why not use the same rational with crew...
merig00: Cause you are not selling the modules when you are upgrading. When
you are selling tank with crews and/or modules you get the same
warning window reminding you that you still have crew/modules on
the tank.
Subject:
News from the Front\Developers Blog\Excursion of the WoT World: Prokhorovka
Link on message: #165927

Link on message: #165927
merig00: On July 12th, 1943 under the village Prokhorovka took place one of
the largest battles with use of armored forces in the human
history. Soviet sources indicate that there about 1500 tanks
participated in the battle: about 800 units from soviet side and
700 - from german. Other sources give us a little bit smaller
number - 1200 vehicles. It was here where "Hummels", "PZ III",
"SUs", and "34" crossed paths in battle...

Neither side achieved the the initial goals. However both sides suffered major losses. Sources indicate different number of lost units: from 300 to 700 from each side. "It was hell!" - recalls Untersturmfiihrer Gurs. "Tankers were jumping from the burning tanks and rolled on the ground, trying to knock down the flames" - remembers parts of the battle the Hero of the Soviet Union Yevgeny Shkurdalov.

High Resolution
Today, in memory of one of the biggest battles of the Great Patriotic War [merig00: that's the name of part of World War II fought by USSR] - Battle of Prokhorovka, a museum-preserve "Prokhorovka's field" was created. And for the 50th anniversary of the Victory the "Victory Monument" was built. It consists of belfry and the Church of Saints Peter and Paul, who are considered symbols of the third battle field in Russia. The museum of the Battle of Prokhorovka history has permanent exhibition on the history of the Battle of Kursk and the battles under Prokhorovka.

The fighting of 1943 died down, and on the "third battle field of Russia" peaceful sky reigns again. Developers of the "World of tanks" could not miss the opportunity to let players experience the drama of this great battles of WWII, recreating the theater of fighting on the virtual Prokhorovka field. Players of the World of Tanks now know firsthand about the massive battles of Prokhorovka ...

High Resolution
We asked Natalia Bezrukova, map artist, and Henry Kravtsov, a leading game designer, to tell us about the process of creating "Prokhorovka". And to tell us about the difficulties and nuances that were encountered during the work on the map.
Henry Kravtsov: The battle for Prokhorovka - the legendary battle of the Second World War, so we wanted to make the map as realistic as possible. We had to carefully study the historical facts, repeatedly view various photos of the area. But the major problem, perhaps, was that the real countryside rather stingy for vivid landscapes.
Natalia Bezrukova: Initially our task was to draw a game map using the plan provided by the game designers. It was in essence only a sketch of the necessary objects on the map. Therefore, all local beauty, which players can observe on the "Prokhorovka" - is a work of map artists.
Prokhorovka" is one of the first maps of the World of Tanks, but after a variety of experiments on the "Karelia" artists have had a clear idea of the difficulties they will have to face.
Natalia Bezrukova: During the creation of "Prokhorovka" we had mostly problems of a technical nature. Game map by itself is a grid, divided into squares, over which, in turn artist "stretches" textures. It was hard to make smooth transitions from one area to another: after all, "Prokhorovka" was the first time we had to do this. Here the lifeless sands are replaced by dense vegetation.

High Resolution
Henry Kravtsov: The railroad, in many ways creates the balance on the map. The railroad is repeatedly mentioned in various sources (there were difficulties with the transporting troops across the railroad). Attacking through the central part of the map is a very risky venture, so players tend to employ flanking attacks.
Natalia Bezrukova: When creating the map, we naturally worked hand in hand with game design. It was necessary to take note of all the comments. So, we had to remove some barriers in the form of stones and destroyable objects. And especially our colleagues from the game design would get "nervous" when they would stumbled upon rocks inside the bushes (smiles).
In general, the location of objects on the "Prokhorovka" were repeatedly changed, some elements were added, just to be removed later.
Natalia Bezrukova: We were constantly rearranging the houses on the map: added new ones, removed others. Added more details: we wanted to create a map that really is very similar to the real-world Prokhorovka.
Henry Kravtsov: "Prokhorovka" is not our first map, so work on it did not dragged on. We managed to create a pretty close to the reality map in a relatively short period of time.

Neither side achieved the the initial goals. However both sides suffered major losses. Sources indicate different number of lost units: from 300 to 700 from each side. "It was hell!" - recalls Untersturmfiihrer Gurs. "Tankers were jumping from the burning tanks and rolled on the ground, trying to knock down the flames" - remembers parts of the battle the Hero of the Soviet Union Yevgeny Shkurdalov.

High Resolution
Today, in memory of one of the biggest battles of the Great Patriotic War [merig00: that's the name of part of World War II fought by USSR] - Battle of Prokhorovka, a museum-preserve "Prokhorovka's field" was created. And for the 50th anniversary of the Victory the "Victory Monument" was built. It consists of belfry and the Church of Saints Peter and Paul, who are considered symbols of the third battle field in Russia. The museum of the Battle of Prokhorovka history has permanent exhibition on the history of the Battle of Kursk and the battles under Prokhorovka.

The fighting of 1943 died down, and on the "third battle field of Russia" peaceful sky reigns again. Developers of the "World of tanks" could not miss the opportunity to let players experience the drama of this great battles of WWII, recreating the theater of fighting on the virtual Prokhorovka field. Players of the World of Tanks now know firsthand about the massive battles of Prokhorovka ...

High Resolution
We asked Natalia Bezrukova, map artist, and Henry Kravtsov, a leading game designer, to tell us about the process of creating "Prokhorovka". And to tell us about the difficulties and nuances that were encountered during the work on the map.
Henry Kravtsov: The battle for Prokhorovka - the legendary battle of the Second World War, so we wanted to make the map as realistic as possible. We had to carefully study the historical facts, repeatedly view various photos of the area. But the major problem, perhaps, was that the real countryside rather stingy for vivid landscapes.
Natalia Bezrukova: Initially our task was to draw a game map using the plan provided by the game designers. It was in essence only a sketch of the necessary objects on the map. Therefore, all local beauty, which players can observe on the "Prokhorovka" - is a work of map artists.
Prokhorovka" is one of the first maps of the World of Tanks, but after a variety of experiments on the "Karelia" artists have had a clear idea of the difficulties they will have to face.
Natalia Bezrukova: During the creation of "Prokhorovka" we had mostly problems of a technical nature. Game map by itself is a grid, divided into squares, over which, in turn artist "stretches" textures. It was hard to make smooth transitions from one area to another: after all, "Prokhorovka" was the first time we had to do this. Here the lifeless sands are replaced by dense vegetation.

High Resolution
Henry Kravtsov: The railroad, in many ways creates the balance on the map. The railroad is repeatedly mentioned in various sources (there were difficulties with the transporting troops across the railroad). Attacking through the central part of the map is a very risky venture, so players tend to employ flanking attacks.
Natalia Bezrukova: When creating the map, we naturally worked hand in hand with game design. It was necessary to take note of all the comments. So, we had to remove some barriers in the form of stones and destroyable objects. And especially our colleagues from the game design would get "nervous" when they would stumbled upon rocks inside the bushes (smiles).
In general, the location of objects on the "Prokhorovka" were repeatedly changed, some elements were added, just to be removed later.
Natalia Bezrukova: We were constantly rearranging the houses on the map: added new ones, removed others. Added more details: we wanted to create a map that really is very similar to the real-world Prokhorovka.
Henry Kravtsov: "Prokhorovka" is not our first map, so work on it did not dragged on. We managed to create a pretty close to the reality map in a relatively short period of time.
Subject: Excursion of the WoT World: Prokhorovka
Link on message: #165927
Link on message: #165927
merig00: On July 12th, 1943 under the village Prokhorovka took place one of
the largest battles with use of armored forces in the human
history. Soviet sources indicate that there about 1500 tanks
participated in the battle: about 800 units from soviet side and
700 - from german. Other sources give us a little bit smaller
number - 1200 vehicles. It was here where "Hummels", "PZ
III", "SUs", and "34" crossed paths in battle...
http://game.worldoft...ka/memorial.jpg
Neither side achieved the the initial goals. However both sides suffered major losses. Sources indicate different number of lost units: from 300 to 700 from each side. "It was hell!" - recalls Untersturmfiihrer Gurs. "Tankers were jumping from the burning tanks and rolled on the ground, trying to knock down the flames" - remembers parts of the battle the Hero of the Soviet Union Yevgeny Shkurdalov.
http://game.worldoft...a/terrain_1.jpg
High Resolution
Today, in memory of one of the biggest battles of the Great Patriotic War [merig00: that's the name of part of World War II fought by USSR] - Battle of Prokhorovka, a museum-preserve "Prokhorovka's field" was created. And for the 50th anniversary of the Victory the "Victory Monument" was built. It consists of belfry and the Church of Saints Peter and Paul, who are considered symbols of the third battle field in Russia. The museum of the Battle of Prokhorovka history has permanent exhibition on the history of the Battle of Kursk and the battles under Prokhorovka.
http://game.worldoft.../memorial_2.jpg
The fighting of 1943 died down, and on the "third battle field of Russia" peaceful sky reigns again. Developers of the "World of tanks" could not miss the opportunity to let players experience the drama of this great battles of WWII, recreating the theater of fighting on the virtual Prokhorovka field. Players of the World of Tanks now know firsthand about the massive battles of Prokhorovka ...
http://game.worldoft...a/terrain_2.jpg
High Resolution
We asked Natalia Bezrukova, map artist, and Henry Kravtsov, a leading game designer, to tell us about the process of creating "Prokhorovka". And to tell us about the difficulties and nuances that were encountered during the work on the map.
Henry Kravtsov: The battle for Prokhorovka - the legendary battle of the Second World War, so we wanted to make the map as realistic as possible. We had to carefully study the historical facts, repeatedly view various photos of the area. But the major problem, perhaps, was that the real countryside rather stingy for vivid landscapes.
Natalia Bezrukova: Initially our task was to draw a game map using the plan provided by the game designers. It was in essence only a sketch of the necessary objects on the map. Therefore, all local beauty, which players can observe on the "Prokhorovka" - is a work of map artists.
Prokhorovka" is one of the first maps of the World of Tanks, but after a variety of experiments on the "Karelia" artists have had a clear idea of the difficulties they will have to face.
Natalia Bezrukova: During the creation of "Prokhorovka" we had mostly problems of a technical nature. Game map by itself is a grid, divided into squares, over which, in turn artist "stretches" textures. It was hard to make smooth transitions from one area to another: after all, "Prokhorovka" was the first time we had to do this. Here the lifeless sands are replaced by dense vegetation.
http://game.worldoft...a/terrain_3.jpg
High Resolution
Henry Kravtsov: The railroad, in many ways creates the balance on the map. The railroad is repeatedly mentioned in various sources (there were difficulties with the transporting troops across the railroad). Attacking through the central part of the map is a very risky venture, so players tend to employ flanking attacks.
Natalia Bezrukova: When creating the map, we naturally worked hand in hand with game design. It was necessary to take note of all the comments. So, we had to remove some barriers in the form of stones and destroyable objects. And especially our colleagues from the game design would get "nervous" when they would stumbled upon rocks inside the bushes (smiles).
In general, the location of objects on the "Prokhorovka" were repeatedly changed, some elements were added, just to be removed later.
Natalia Bezrukova: We were constantly rearranging the houses on the map: added new ones, removed others. Added more details: we wanted to create a map that really is very similar to the real-world Prokhorovka.
Henry Kravtsov: "Prokhorovka" is not our first map, so work on it did not dragged on. We managed to create a pretty close to the reality map in a relatively short period of time.
http://game.worldoft...ka/memorial.jpg
Neither side achieved the the initial goals. However both sides suffered major losses. Sources indicate different number of lost units: from 300 to 700 from each side. "It was hell!" - recalls Untersturmfiihrer Gurs. "Tankers were jumping from the burning tanks and rolled on the ground, trying to knock down the flames" - remembers parts of the battle the Hero of the Soviet Union Yevgeny Shkurdalov.
http://game.worldoft...a/terrain_1.jpg
High Resolution
Today, in memory of one of the biggest battles of the Great Patriotic War [merig00: that's the name of part of World War II fought by USSR] - Battle of Prokhorovka, a museum-preserve "Prokhorovka's field" was created. And for the 50th anniversary of the Victory the "Victory Monument" was built. It consists of belfry and the Church of Saints Peter and Paul, who are considered symbols of the third battle field in Russia. The museum of the Battle of Prokhorovka history has permanent exhibition on the history of the Battle of Kursk and the battles under Prokhorovka.
http://game.worldoft.../memorial_2.jpg
The fighting of 1943 died down, and on the "third battle field of Russia" peaceful sky reigns again. Developers of the "World of tanks" could not miss the opportunity to let players experience the drama of this great battles of WWII, recreating the theater of fighting on the virtual Prokhorovka field. Players of the World of Tanks now know firsthand about the massive battles of Prokhorovka ...
http://game.worldoft...a/terrain_2.jpg
High Resolution
We asked Natalia Bezrukova, map artist, and Henry Kravtsov, a leading game designer, to tell us about the process of creating "Prokhorovka". And to tell us about the difficulties and nuances that were encountered during the work on the map.
Henry Kravtsov: The battle for Prokhorovka - the legendary battle of the Second World War, so we wanted to make the map as realistic as possible. We had to carefully study the historical facts, repeatedly view various photos of the area. But the major problem, perhaps, was that the real countryside rather stingy for vivid landscapes.
Natalia Bezrukova: Initially our task was to draw a game map using the plan provided by the game designers. It was in essence only a sketch of the necessary objects on the map. Therefore, all local beauty, which players can observe on the "Prokhorovka" - is a work of map artists.
Prokhorovka" is one of the first maps of the World of Tanks, but after a variety of experiments on the "Karelia" artists have had a clear idea of the difficulties they will have to face.
Natalia Bezrukova: During the creation of "Prokhorovka" we had mostly problems of a technical nature. Game map by itself is a grid, divided into squares, over which, in turn artist "stretches" textures. It was hard to make smooth transitions from one area to another: after all, "Prokhorovka" was the first time we had to do this. Here the lifeless sands are replaced by dense vegetation.
http://game.worldoft...a/terrain_3.jpg
High Resolution
Henry Kravtsov: The railroad, in many ways creates the balance on the map. The railroad is repeatedly mentioned in various sources (there were difficulties with the transporting troops across the railroad). Attacking through the central part of the map is a very risky venture, so players tend to employ flanking attacks.
Natalia Bezrukova: When creating the map, we naturally worked hand in hand with game design. It was necessary to take note of all the comments. So, we had to remove some barriers in the form of stones and destroyable objects. And especially our colleagues from the game design would get "nervous" when they would stumbled upon rocks inside the bushes (smiles).
In general, the location of objects on the "Prokhorovka" were repeatedly changed, some elements were added, just to be removed later.
Natalia Bezrukova: We were constantly rearranging the houses on the map: added new ones, removed others. Added more details: we wanted to create a map that really is very similar to the real-world Prokhorovka.
Henry Kravtsov: "Prokhorovka" is not our first map, so work on it did not dragged on. We managed to create a pretty close to the reality map in a relatively short period of time.
Subject:
Game Discussion\Map Discussion\High Resolution Maps
Link on message: #165336
Largepotato, on 07 October 2010 - 06:13 PM, said: A couple questions about Komarin.
Is the north east corner a ford? Does the map have 2 different sets of starting positions?

Link on message: #165336

Is the north east corner a ford? Does the map have 2 different sets of starting positions?
merig00: You'll see it soon yourself 

Subject:
Archives\Beta\Impressions\Crew gone when you sell a tank
Link on message: #165333

Link on message: #165333
merig00: Well you should really read the confirmation window when you are
selling your tanks
Subject:
Archives\Beta\Questions\Upcoming Patch Idea
Link on message: #165315

Link on message: #165315
ARGO: How about no wiping period....NONE....I would be excrutiatingly
happy to keep all I have earned and build on it rather than
starting over. Just thinking about any form of wipe just depresses
me. 

Subject:
Game Discussion\Map Discussion\High Resolution Maps
Link on message: #165195
RubberDuck, on 07 October 2010 - 05:15 PM, said: Nice work Merig, love the ones with co-ordinates. The 2 new maps
look like fun too, in Komarin are the 2nd I and II where we'll
spawn away from the bases?

Link on message: #165195

merig00: Yeap... should be fun! 

Subject:
Archives\Junkyard\Sugestion for dealing with Team Killing
Link on message: #165183

Link on message: #165183
ARGO: 1. Remove the lock on feature on friendly tanks "when your aiming
the target will not onlyu grab an enemy tank but also a friendly or
even a dead tank" This needs to go.
2. If your going to fire on a friendly one of the crew says "Are you sure you wanna shoot an allie?" and stops you so you have to press the fire button twice to override the crew warning.
I think not only will this stop an accidental TK but will also insure if you do get TKed than the person DID do it on purpose.
2. If your going to fire on a friendly one of the crew says "Are you sure you wanna shoot an allie?" and stops you so you have to press the fire button twice to override the crew warning.
I think not only will this stop an accidental TK but will also insure if you do get TKed than the person DID do it on purpose.
Subject:
Archives\Beta\How do you post a screenshot or picture on this forum
Link on message: #165141

Link on message: #165141
ARGO: As the title says, How do you do it?
Subject:
Archives\Beta\Med vs Heavy
Link on message: #164980

Link on message: #164980
ARGO: I have one medium and one heavy, I change tanks to suit mood I am
in. I use the heavy for fun and the medium to feed the heavies
repair bill. Try that and you can't go wrong..
Subject:
Game Discussion\Map Discussion\High Resolution Maps
Link on message: #164976
RubberDuck, on 05 October 2010 - 02:12 PM, said: Added all the maps embedded onto the server for those that can't
get to ImageShack, go to the bottom of page 2 for them.

Link on message: #164976

merig00: I have some problems merging them, we'll see if it work.
In meanwhile I've added more images. Sorry old friends whom I had to delete to make some room for new posts
In meanwhile I've added more images. Sorry old friends whom I had to delete to make some room for new posts

Subject:
Archives\Junkyard\Will World of Tanks always be free?
Link on message: #164969

Link on message: #164969
ARGO: Let's say at the end of the beta test Wargames gives you a gift
tank for helping "Maybe that KV220 I keep hearing about" and you
then deciede you still want to go out and buy that nice boxed set
because you want the gift tank "Stuart tank" in that or the tee
shirt, mug, whatever. When you go and load it up in your pc will
you loose the Gift tank that was originaly given to you "KV220"
along with whatever acheivements you have?
Subject: Heading to Europe in October. Join us in Warsaw and Paris!
Link on message: #164967
Link on message: #164967
Overlord: Important UPDATE
1) Warsaw, 11 October 2010, 18:00, Żwirki i Wigury 32, Jeff's bar
Map here
2) Paris, 14 October 2010, 19:00, 10 RUE DES CAPUCINES, KITTY O'SHEA'S
Map here
Those who are determined to come, pls confirm this.
1) Warsaw, 11 October 2010, 18:00, Żwirki i Wigury 32, Jeff's bar
Map here
2) Paris, 14 October 2010, 19:00, 10 RUE DES CAPUCINES, KITTY O'SHEA'S
Map here
Those who are determined to come, pls confirm this.
Subject:
News from the Front\Discussion of News Articles\Know What You've Been Awarded for!
Link on message: #164951

Link on message: #164951
ARGO: I like the award system but have a question. Is it possible when
players reach a certain amount of awards and status that thier
tanks get some kind of "Master Tank Killer" insignia put on their
tanks they own to show that they are not your average player? Kind
of like they did in the war to put fear into the enemies....Or
maybe this insignia can be purchased for gold after the player
reaches certain requirments. It would give newer players something
to awe at and shoot for.
Just a thought.
Just a thought.
Subject: WOT development team welcomes players from Poland and France
Link on message: #164872
Link on message: #164872
Overlord: Important UPDATE
1) Warsaw, 11 October 2010, 18:00, Żwirki i Wigury 32, Jeff's bar
Map here
2) Paris, 14 October 2010, 19:00, 10 RUE DES CAPUCINES, KITTY O'SHEA'S
Map here
Those who are determined to come, pls confirm this.
1) Warsaw, 11 October 2010, 18:00, Żwirki i Wigury 32, Jeff's bar
Map here
2) Paris, 14 October 2010, 19:00, 10 RUE DES CAPUCINES, KITTY O'SHEA'S
Map here
Those who are determined to come, pls confirm this.
Subject:
Game Discussion\Game Guides and Tutorials\[FAQ] How to create Platoon
Link on message: #164228

Link on message: #164228
merig00: Platoon is currently limited to 3 people because of the total pool
of players in the closed beta. Having larger platoon right now will
create imbalance in the match making system.
I agree with all of your suggestions, and I think all the usability questions will be addressed later since it's not crucial to game-play and doesn't need to be tested. However this is not a suggestions topic. I'd recommend creating a new one in the appropriate sub-forum.
I agree with all of your suggestions, and I think all the usability questions will be addressed later since it's not crucial to game-play and doesn't need to be tested. However this is not a suggestions topic. I'd recommend creating a new one in the appropriate sub-forum.
Subject: [FAQ] How to create Platoon
Link on message: #164228
Link on message: #164228
merig00: Platoon is currently limited to 3 people because of the total pool
of players in the closed beta. Having larger platoon right now will
create imbalance in the match making system.
I agree with all of your suggestions, and I think all the usability questions will be addressed later since it's not crucial to game-play and doesn't need to be tested. However this is not a suggestions topic. I'd recommend creating a new one in the appropriate sub-forum.
I agree with all of your suggestions, and I think all the usability questions will be addressed later since it's not crucial to game-play and doesn't need to be tested. However this is not a suggestions topic. I'd recommend creating a new one in the appropriate sub-forum.
Subject:
Game Discussion\Gameplay Discussion\Penetration
Link on message: #164175
jackal40, on 07 October 2010 - 12:50 AM, said: I'm curious where the normal distribution comes from. I've always
understood penetration to be a straight forward (albeit
complicated) physics equation. Is the normal distribution some form
of compensation for a complex calculation? I didn't see that
mention in the dev discussion on penetration.

Link on message: #164175

merig00: It's a form of compensation for a simplified model
All we have is a penn of a
projectile at a given distance hitting an armor plate at a given
angle, so to compensate for a faulty shell or a crack in tank
armor. And of course for balance reasons to simply give a chance
for a lower tier to penetrate higher tier or to survive a hit we
have a normal distribution of penetration and damage.
Mrtheox has several great posts in this topic on it... just go through all the pages and read his comments

Mrtheox has several great posts in this topic on it... just go through all the pages and read his comments
Subject:
Game Discussion\Gameplay Discussion\Penetration
Link on message: #164088
viborabr, on 06 October 2010 - 06:44 PM, said: Ok about not being historical accurate, but would be really great
if the idea of reduce randomization could be implemented.
Because when you pass some hours studying the game numbers to find where you should shoot and how to set a strategy, it is pretty annoying when it completely fail due randomization.

Link on message: #164088

Because when you pass some hours studying the game numbers to find where you should shoot and how to set a strategy, it is pretty annoying when it completely fail due randomization.
merig00: normal distribution != random
Subject:
Archives\Beta\Historical accuracy
Link on message: #164037
Junkmasterx, on 06 October 2010 - 11:53 PM, said: I wasn't behaving? are you being serious?
I said German tanks suffered from Mechanical failures in real life which is very relevant to a thread titled ''historical accuracy.'' i did not insult of flame anyone and i was having a civil debate with another poster, you had no right or business deleting these posts which also did not break your forum rules so really explain yourself.
ramp4ge, on 06 October 2010 - 11:57 PM, said: Since it was deleted, I'll say it again.
My stats came from the 1993 publication Kingtiger Heavy Tank 1942-45 by Tom Jentz and Hillery Doyle. The statistics were from March 15 1945.

Link on message: #164037

I said German tanks suffered from Mechanical failures in real life which is very relevant to a thread titled ''historical accuracy.'' i did not insult of flame anyone and i was having a civil debate with another poster, you had no right or business deleting these posts which also did not break your forum rules so really explain yourself.
merig00: Read Only 3 days

My stats came from the 1993 publication Kingtiger Heavy Tank 1942-45 by Tom Jentz and Hillery Doyle. The statistics were from March 15 1945.
merig00:
Subject:
Archives\Beta\Historical accuracy
Link on message: #164021
Junkmasterx, on 06 October 2010 - 11:49 PM, said: Why were my posts deleted?

Link on message: #164021

merig00: Because you weren't behaving. If you want to discuss which tanks
are better find an appropriate topic for that.
Subject:
Archives\Beta\Large Reticle
Link on message: #164018

Link on message: #164018
merig00: Yeah know bug, as mentioned happens usually when you alt-tab before
or during the game. Try to alt-tab again if you get it.
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