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\Leveling system
Link on message: #2495
Odin, on 09 March 2010 - 07:05 AM, said: Good news indeed! Nothing is worse than the NavyField "dice grind".
Will there be premium crew members available for purchase after the
game goes retail?

Link on message: #2495

Jeremy Taylor: Yes, the premium crew will be available for purchasing the same as
the premium tanks.
Subject:
Archives\Junkyard\Russian Beta Thread
Link on message: #2425

Link on message: #2425
Jeremy Taylor: This is only Russian-language closed beta version of World of
Tanks. We are still working on the system of prices and upgrading
rates. Many things will change by the moment of the open beta and
release versions. Beta testers are helping us reveal drawbacks and
improve the balance. That is why testing versions are launched.
Subject:
Archives\Beta\Locations and historic events you want to see In WoT
Link on message: #2400
Vargur, on 07 March 2010 - 03:51 PM, said: Prokhorovka... 

Link on message: #2400


Jeremy Taylor: This is one of our most beloved historic events. The map for it is
already completed 

Subject:
Archives\Junkyard\Russian Beta Thread
Link on message: #2386

Link on message: #2386
Jeremy Taylor: The server is overloaded. We are working on solving the problem.
Subject:
Archives\Beta\Question Thread
Link on message: #2385
Doomlord52, on 07 March 2010 - 06:48 AM, said: Here's a question:
Will there be a time limit on rounds? Its a bit dumb if everyone just camps and the round goes on forever...

Link on message: #2385

Will there be a time limit on rounds? Its a bit dumb if everyone just camps and the round goes on forever...
Jeremy Taylor: There is the time limit of 15 minutes for each round.
Subject:
Archives\Beta\Autosplit
Link on message: #2257
janizki, on 05 March 2010 - 02:25 PM, said: not really only the advantage of C51 artillery and a shiz load of
light tanks

Link on message: #2257

Jeremy Taylor: The advantage in light tanks may lead to easy victory if used
wisely. The balance in World of Tanks plays an extremely important
role, true. But in the end the result of each battle depends
entirely on the following factors just exactly in that order:
- Team cooperation
- Individual skills
- The types of vehicles
- Team cooperation
- Individual skills
- The types of vehicles
Subject:
Archives\Junkyard\Russian Beta Thread
Link on message: #2256
Giza, on 05 March 2010 - 02:48 PM, said: If the shots do not penetrate but bounce off. Do you still do
damage?

Link on message: #2256

Jeremy Taylor: Only high-explosive shells may cause some insignificant damage in
case of rebound.
Subject:
Archives\Junkyard\Russian Beta Thread
Link on message: #2254
janizki, on 05 March 2010 - 02:32 PM, said: Sidenote: how hilarius is this my T43s 122mm gun high velocity ammo
can penetrate 265mm of armour and it does 350 dmg instead of 390
and instead of 2049credits per shell the HVAP shells cost 20482
credits per shell the shell costs are LUNACTIC! they are way too
high and should be lowered

Link on message: #2254

Jeremy Taylor: We have introduced relatively high costs for some shells of some
specific fighting vehicles due to balance concerns. You can use
more "money-saving" vehicles regularly to save enough money for
purchasing shells for your beloved Tiger or IS-3 (let me repeat
myself: there are 5 slots at your hangar, not one only). We don't
want World of Tanks battlefields to be overcrowded with heavy
tanks. Moreover, we are still working on the credit strategy in our
game so prices may be reduced later on.
Subject:
Archives\Beta\Autosplit
Link on message: #2244
janizki, on 05 March 2010 - 01:56 PM, said: well taylor how did the game allow an IS4 and an IS1 vs an IS3 with
a single KV1 to help i mean that completely poopish 

Link on message: #2244


Jeremy Taylor: The team with IS3 and KV1 had probably the advantage in middle
tanks.
Subject:
Archives\Beta\Please report errors on the forum if any
Link on message: #2241
Axelius, on 04 March 2010 - 12:54 PM, said: Attachments doesn't seem to work. Tried it once without success,
others have tried repeatedly and not made it work.

Link on message: #2241

Jeremy Taylor: The error has been fixed. Please report it if the same problem
happens again.
Subject:
Archives\Beta\Beta Impressions
Link on message: #2239
PvtMalo, on 04 March 2010 - 07:56 PM, said: How far can we go? As i didn't read the NDA
but i guess the basics of all NDA
apply?

Link on message: #2239


Jeremy Taylor: Find the way to translate it. The lack of knowledge doesn't mean
that you're not responsible for your acts 

Subject:
News from the Front\Discussion of News Articles\Soviet Tank Tree Available
Link on message: #2237
Bill, on 05 March 2010 - 01:31 AM, said: No KV-2... that's kind of a shame, it was a colorful tank whose
impact was larger than its effect.
No IS-2? That seems incredible.
Bill

Link on message: #2237

No IS-2? That seems incredible.
Bill
Jeremy Taylor: The only difference between IS-1 and IS-2 is the 122mm barrel
installed on IS-2. As the player may easily upgrade his IS-1 with
the 122mm barrel we saw no need to single out IS-2. KV-2 represents
the KV-1 original model with the turret of bigger diameter and
152mm gun. Thus, you may easily turn your KV-1 into KV-2 model
through corresponding upgrades.
Subject:
Archives\Beta\Autosplit
Link on message: #2234

Link on message: #2234
Jeremy Taylor: Random fights will stay random as they prevent players from
cheating. Your team cooperation skills may be trained during clan
wars. Moreover, we will introduce the special team mode where
friends or clan mates will fight together. This mode will be
launched closer to the release date or earlier. I didn't want to
reveal the information about the team mode but Mr. m4rek's
curiosity has forced me to 

Subject:
Archives\Beta\Artillery
Link on message: #2184
Silentline, on 04 March 2010 - 06:30 PM, said: Or you could take a blind guess of where they would go next put a
shell there.

Link on message: #2184

Jeremy Taylor: This is true. If the enemy is not reflected on your mini map or you
cannot see it at the specific area (just because your radio hasn't
captured the enemy at this location yet) it doesn't mean that the
enemy is not really there. Knowing the map in details, which is
inevitable through regular game practicing, gives you the
information about the enemy's most favorite ambush locations.
Hitting such places from to time may give results.
Very often the foe is spotted by the arty radio at the specific spot but moving a few meters aside it becomes invisible. Aiming at the possible enemy further coordinates from the place where it was initially spotted and putting a shell there is very often efficient. So this is not simply a blind guess shooting. This skill of predicting the enemy upcoming movements may be extremely helpful when playing the self-propelled howitzers.
Very often the foe is spotted by the arty radio at the specific spot but moving a few meters aside it becomes invisible. Aiming at the possible enemy further coordinates from the place where it was initially spotted and putting a shell there is very often efficient. So this is not simply a blind guess shooting. This skill of predicting the enemy upcoming movements may be extremely helpful when playing the self-propelled howitzers.
Subject:
Archives\Beta\Beta Impressions
Link on message: #2180

Link on message: #2180
Jeremy Taylor: We do really appreciate some of our "guerillas"
who managed to deal with the Russian
interface and joined the Russian language beta testing (somebody
are soooo impatient waiting for the US/EU beta version
), but I would not like to turn this
thread into the discussion of the Russian cbt. Initially this
thread has been used to ask question about the upcoming US/EU beta,
so if you would like to share your ideas-thoughts-emotions about
the ongoing Russian closed beta testing - please start the
individual topic for that purpose. Otherwise, I’m afraid some of
your statements may lead to the misunderstandings for the
newcomers.


Subject:
Archives\Beta\Leveling system
Link on message: #2174
M0n3y, on 04 March 2010 - 05:41 PM, said: Do all new crewmembers have the same starting ability, or can these
differ?

Link on message: #2174

Jeremy Taylor: All new crew members have the same starting characteristics and
abilities. The rest will depend on how wisely you upgrade them.
Subject:
Archives\Beta\The game as it's not meant to be played
Link on message: #2166

Link on message: #2166
Jeremy Taylor: Each map in World of Tanks weights really much (you will understand
why when join the game). Maps created by users would mean loads of
additional information (you should agree that additional content is
not always equal to high quality content) that will exceed the
client weight and cause problems to the server functioning.
Subject:
Archives\Beta\The game as it's not meant to be played
Link on message: #2156
Giza, on 04 March 2010 - 02:10 PM, said: It is not for film making but more to be able to analyse a battle,
both from above.
It would be very nice to be able to see the map from above aswell to see if the tactics works and if not.

Link on message: #2156

It would be very nice to be able to see the map from above aswell to see if the tactics works and if not.
Jeremy Taylor: Totally agree with you. I just meant that this feature is also
awesome from some esthetic point of view especially if synchronized
with free camera. Replay feature and movie making option (in that
order) will be added into the game just after the release or during
the open beta version development.
Subject:
Archives\Beta\The game as it's not meant to be played
Link on message: #2150
Big_P, on 04 March 2010 - 08:21 AM, said: Is there Post-Game replays, for both "Other" purposes and to
evaluate how a battle unfolded and address and formulate tactics?

Link on message: #2150

Jeremy Taylor: There is no replay possibility at this development stage (the game
is only in its beta version). But we consider that feature a
must-have as battles in World of Tanks look epic and very exciting
from movie making point of view. This replay option will be added
into the game just after the release or during the open beta
version development.
Subject:
Archives\Beta\The game as it's not meant to be played
Link on message: #2149
m4rek, on 04 March 2010 - 01:51 AM, said: Will we be able to hide the GUI and all components of it (including
disabling the red outline / tank identification)?
Will we be able to zoom in to get a camera view equivalent to first-person or camera mounted to the end of the barrel? (Either with no parts of the tank visible or as a coaxial on the turret, showing the gun to the side)
Will we be able to create uneven matches for the purposes of film-making?
Will we be able to get a camera view of a travelling shell (in slow motion)? [think Sniper Elite bullet cam for good kills]
Will the game feature an SDK to allow the user to create game components like Maps, Vehicles, or other ingame visual things? This would be purely for film-making, but submissions could be tested by the dev team and included into the game officially?
Any chance at all of custom game modes using features already included in the game? Like creating a Tower Defence type game (path based vs convoy) or a Defend [target] (against waves of randomly spawned but increasingly tougher tanks)?
Will there be a spectator cam (free movement)?

Link on message: #2149

Will we be able to zoom in to get a camera view equivalent to first-person or camera mounted to the end of the barrel? (Either with no parts of the tank visible or as a coaxial on the turret, showing the gun to the side)
Will we be able to create uneven matches for the purposes of film-making?
Will we be able to get a camera view of a travelling shell (in slow motion)? [think Sniper Elite bullet cam for good kills]
Will the game feature an SDK to allow the user to create game components like Maps, Vehicles, or other ingame visual things? This would be purely for film-making, but submissions could be tested by the dev team and included into the game officially?
Any chance at all of custom game modes using features already included in the game? Like creating a Tower Defence type game (path based vs convoy) or a Defend [target] (against waves of randomly spawned but increasingly tougher tanks)?
Will there be a spectator cam (free movement)?
Jeremy Taylor: q.1 We are still working on that concept and can't tell for the
moment whether the possibility of hiding GUI and its components
will be available.
q.2 The main mode is the third person view with four scales of remoteness from your tank and possibility to freely rotate the camera around the vehicle. You are able to zoom in to get the camera mounted at the end of your vehicle barrel when other vehicle's parts are not visible.
q.3,4,5 We are working on a very long-playing project. For the moment we are completely focused on core gameplay but after the release we will be adding multiple great features. Film-making features will definitely be introduced. SDK is a bit more controversial subject but it is being examined thoroughly.
q.6 We will definitely introduce modes that will be played for fun or training (I've already hinted at Survival mode).
q.7 There will be a “following camera” mode where you can stick to your teammate tanks that are still in battle. "Free" camera mode introducing is not out of the question and will be added after the release.
q.2 The main mode is the third person view with four scales of remoteness from your tank and possibility to freely rotate the camera around the vehicle. You are able to zoom in to get the camera mounted at the end of your vehicle barrel when other vehicle's parts are not visible.
q.3,4,5 We are working on a very long-playing project. For the moment we are completely focused on core gameplay but after the release we will be adding multiple great features. Film-making features will definitely be introduced. SDK is a bit more controversial subject but it is being examined thoroughly.
q.6 We will definitely introduce modes that will be played for fun or training (I've already hinted at Survival mode).
q.7 There will be a “following camera” mode where you can stick to your teammate tanks that are still in battle. "Free" camera mode introducing is not out of the question and will be added after the release.
Subject:
Archives\Junkyard\Other Game modes
Link on message: #2146

Link on message: #2146
Jeremy Taylor: We will definitely introduce the scenarios like ones you've
mentioned (I've already hinted at Survival mode). The further
details will be revealed a bit later on. We are inclined to create
such modes for fun or training and they will probably not influence
your ingame statistics.
Subject:
Archives\Beta\Please report errors on the forum if any
Link on message: #2144

Link on message: #2144
Jeremy Taylor: Please use this thread for reporting errors experienced on the
World of Tanks forums.
Subject:
Archives\Beta\Poll: Nations
Link on message: #2143
PvtMalo, on 03 March 2010 - 10:50 AM, said: Hell yeah! The Char should be interesting

Link on message: #2143

Jeremy Taylor: The Char B1 bis would contribute immensely to your collection


Subject:
Archives\Beta\Leveling system
Link on message: #2142

Link on message: #2142
Jeremy Taylor: The crew upgrading system is very simple: the Russian crew
corresponds to the Russian fighting vehicles, German crew
corresponds to the German fighting vehicles and so on. You will not
be able to mix crews and fighting vehicles of different nations.
The way crews will differ from each other concerning pros and cons
will depend on the way you upgrade them. Every member of a crew
will have their own qualities that will influence tank
characteristics. The number of crew members will change depending
on a chosen tank and will coincide with real data. The tankers will
learn their skills relatively fast, and by the time you climb up
the top of the development tree, you’ll have several fully
experienced tank crews. For example, with a veteran gunner aboard,
a tank will be more accurate in shooting and will deliver a larger
number of critical hits.
No chance for waffen-ss to appear in World of Tanks .
No chance for waffen-ss to appear in World of Tanks .
Subject:
Contests & Competitions\Contests\The Best Tank Motto contest is finished
Link on message: #2141

Link on message: #2141
Jeremy Taylor: The Best Tank Motto contest is finished.
Best Motto Contest Winners Announced
Take a look at some of our winners' epic works. I love them and I mean it





Best Motto Contest Winners Announced
Take a look at some of our winners' epic works. I love them and I mean it






Subject:
Archives\Beta\Armor thickness
Link on message: #2140

Link on message: #2140
Jeremy Taylor: High Explosive shells cause the splash damage to the enemy vehicle.
Subject:
Archives\Beta\Auto ID of enemy tanks.
Link on message: #2119
M0n3y, on 03 March 2010 - 11:24 PM, said: Me thinks he secret spy send by Russia



Link on message: #2119






Jeremy Taylor: I think he is more of a guerilla type at the Russian rear 

Subject:
Archives\Beta\Armor thickness
Link on message: #2104
m4rek, on 03 March 2010 - 03:08 PM, said: And an audiovisual cue as to whether a shot was effective would
help; I think it would be reasonable to expect this as even in
reality you'd have some idea as to whether your shot bounced or hit
effectively.

Link on message: #2104

Jeremy Taylor: We have a special audio feature that corresponds to the voice of
your gun layer. That feature allows knowing whether your shot was
successful, rebounded or caused no damage to the enemy's armor.
Subject:
Archives\Beta\Auto ID of enemy tanks.
Link on message: #1972

Link on message: #1972
Jeremy Taylor: Tank auto identification is a great means of WWII fighting vehicles
history popularization. It gives the visual perception of tank
building history. Moreover, I can bet that this feature will not
annoy you THAT much as you will be focused more on the warfare
itself. And let me ask you a question: do you really want the
community of World of Tanks to consist ONLY of tank building
history buffs?
Subject:
Archives\Beta\Beta Impressions
Link on message: #1969
submarinex1, on 02 March 2010 - 04:40 PM, said: i did think about this, just using translate on ie8 works fine, but
its when your in game i see the problem. its not like you can guess
russian words.

Link on message: #1969

Jeremy Taylor: The best option I see in this situation is waiting for a
European/US audience beta version
. No problems with language barrier,
no lags and errors and many cool features that Russian beta testers
don’t even know about
.


Subject:
Archives\Beta\Users' signatures and banners
Link on message: #1967

Link on message: #1967
Jeremy Taylor: One of our members has sent me the request for the official World
of Tanks signatures and banners. To tell the truth we haven't had
enough time to optimize such kind of art for you, dear community,
that is why I asked the member to wait for a while till we make WoT
signatures and banners available. Another dedicated member of our
forum ( Axelius, that's you
many thanks) submitted his own
version of unofficial (that is how he called it
) WoT signature. I must admit that
it looks awesome:

As we haven't published the World of Tanks fan kit yet I will submit here three types of the World of Tanks logo you may use at your art works:






As we haven't published the World of Tanks fan kit yet I will submit here three types of the World of Tanks logo you may use at your art works:



Subject:
Contests & Competitions\Contests\Best Motto Contest Winners Announced
Link on message: #1962

Link on message: #1962
Jeremy Taylor: Congratulations to the winners and many thanks to all those who
took part. All of your mottos were awesome and it was a real joy to
read them.
Subject:
Archives\Beta\Auto ID of enemy tanks.
Link on message: #1959
Giza, on 02 March 2010 - 03:19 PM, said: So knowning the tank name is not all, you need to know the weakness
also. Shot for turret or body. and what is your own tanks
penetraction at that range. Shooting a shell and not killing could
mean you have exposed your
position and resulting in a fast death.

Link on message: #1959

position and resulting in a fast death.
Jeremy Taylor: Couldn't be more agree with you. That is why we will publish the
"Tank Encyclopedia" on our website with detailed description of
each fighting vehicle model. Moreover, regular gaming in World of
Tanks will give a very clear understanding of the battle tactics
concerning this of that type of a vehicle.
Subject:
Archives\Beta\Question Thread
Link on message: #1954
Doomlord52, on 01 March 2010 - 10:04 PM, said: Question:
Will WoT support widescreen (16:10) and very high resolutions (1920x1200, 2560x1600)?
Will WoT support dual monitors?
Will WoT use more than 1 CPU core (dual core, Quad core, Core i7, that kind of thing)?
Will WoT support SLI / Crossfire (more than 1 GPU)?

Link on message: #1954

Will WoT support widescreen (16:10) and very high resolutions (1920x1200, 2560x1600)?
Will WoT support dual monitors?
Will WoT use more than 1 CPU core (dual core, Quad core, Core i7, that kind of thing)?
Will WoT support SLI / Crossfire (more than 1 GPU)?
Jeremy Taylor: - Yes if your GPU can handle this
- We think dual monitors support for World of Tanks is unnecessary
- For that moment 1 CPU core is ok but we are examining the chance of dual core support implementing
- Yes it will
- We think dual monitors support for World of Tanks is unnecessary
- For that moment 1 CPU core is ok but we are examining the chance of dual core support implementing
- Yes it will
Subject:
Archives\Beta\Question Thread
Link on message: #1952
__C4T__, on 02 March 2010 - 06:36 AM, said: I know it's a stupid question but..... When our Beta starts ?


Link on message: #1952


Jeremy Taylor: Please refer to http://forum.worldof.../topic/92-beta/
Subject:
Archives\Beta\Auto ID of enemy tanks.
Link on message: #1950

Link on message: #1950
Jeremy Taylor: Hi there, buddies
. I've got news for you concerning
this extremely interesting topic though some of you will not be
happy with it in the beginning: we will introduce the auto
identification system of fighting vehicles during the battles. Let
me take in our arguments (I hope it will cease your anger a bit
):
- Vehicle identification is very important component of World of Tanks gameplay. The trained tank man is able to identify the aim in front of him at the distance of 200m. We are very proud of our mature tank experts but the good game must be comprehensible for everyone. That is why we want the newcomers in game and freshmen in tank building history to be capable of identifying their enemies at distance. We think that it is very fair to give such players a hint.
- Moreover, at the distance of 500m even the experienced World of Tanks player will hardly be able to differ, say, T-34 from T-44, though the difference in their characteristics is significant.
- Then, just imagine this moment of glory when all your team mates would see that your, say, middle tank could annihilate the Tiger itself (!), not a simple grey tank they have not any idea about.
- Finally, the goal of World of Tanks is not only to give you the most intense online warfare experience ever, but also to draw people’s attention to the tank building history, including those ones who want to play the wargame like World of Tanks but know little about tanks in general. And tank identification serves that purpose greatly.


- Vehicle identification is very important component of World of Tanks gameplay. The trained tank man is able to identify the aim in front of him at the distance of 200m. We are very proud of our mature tank experts but the good game must be comprehensible for everyone. That is why we want the newcomers in game and freshmen in tank building history to be capable of identifying their enemies at distance. We think that it is very fair to give such players a hint.
- Moreover, at the distance of 500m even the experienced World of Tanks player will hardly be able to differ, say, T-34 from T-44, though the difference in their characteristics is significant.
- Then, just imagine this moment of glory when all your team mates would see that your, say, middle tank could annihilate the Tiger itself (!), not a simple grey tank they have not any idea about.
- Finally, the goal of World of Tanks is not only to give you the most intense online warfare experience ever, but also to draw people’s attention to the tank building history, including those ones who want to play the wargame like World of Tanks but know little about tanks in general. And tank identification serves that purpose greatly.
Subject:
Archives\Junkyard\Clan Rankings
Link on message: #1942
CarlR, on 27 February 2010 - 11:13 PM, said: It's been stated that we can define our own ranks and rank
priviliges in the clan. What i need to know now is How many Ranks
can we create? is there a limit to how many diferent ranks i can
have?
i ask cause currently i'm looking at having 10 Ranks, possibly upto 15.

Link on message: #1942

i ask cause currently i'm looking at having 10 Ranks, possibly upto 15.
Jeremy Taylor: We can't tell you the exact number of ranks available to be
arranged within your clan for that moment. However, we will
definitely introduce this kind of limitation.
Subject:
Archives\Beta\Tank Outline Discussion
Link on message: #1938
GXPTG, on 02 March 2010 - 12:39 AM, said: That "enemy spotted" thing is similar to what Battlefield 2142
does. Most likely the entire Battlefield series and other goes I am
sure. It gives the enemy location on the mini-map for a few seconds
and then goes away. THAT I like.

Link on message: #1938

Jeremy Taylor: The section on the mini map you cursor is outlined as reported
location only for a few seconds.
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