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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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merig00
beta 0.5.4.1 update
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21.07.2010 02:45:22
 
Subject: beta 0.5.4.1 update
Link on message: #35102

View Posttotte1015, on Jul 21 2010 - 00:14, said: Hey!! "less in a month" When did you post that?
It must been about 3 weeks ago?


merig00: Posted 16 July 2010 - 10:16 AM

been only 4 days


merig00
Best Onboard Slogan Contest Results
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21.07.2010 02:01:35
 
Subject: Best Onboard Slogan Contest Results
Link on message: #35070

merig00: Congrats to the winner!

And I hope we will see some of the runner up slogans on tanks too in the future! :D


merig00
Best Onboard Slogan Contest Results
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21.07.2010 02:01:35
 
Subject: Best Onboard Slogan Contest Results
Link on message: #35070

merig00: Congrats to the winner!

And I hope we will see some of the runner up slogans on tanks too in the future! :D


MrVic
First bots ingame?
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20.07.2010 22:54:31
 
Subject: Archives\Beta\First bots ingame?
Link on message: #34895

View PostConvi, on 20 July 2010 - 09:49 PM, said: Maybe it's my (un)lucky, but I saw it many times. Player eekanti always is AFK at BASE. ALWAYS. I don't know why, but I think this is special grinding bot or sth like this. I know that it isn't economical but who knows? I never saw him playing with other players. He is only stacking rooms because he have T-43 and never move out of base. He stay same to end of room, on starting position.
Already I can't upload screenshoots, but when I will be able to, I will do.

MrVic: Yeah once you get them uploaded send along to community@worldoftanks.com so they can assess and deal with problems like these


MrVic
Best Onboard Slogan Contest Results
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20.07.2010 22:34:49
 
Subject: Contests & Competitions\Contests\Best Onboard Slogan Contest Results
Link on message: #34883

MrVic: I think they have that World of Tanks game page down for a moment while their restarting the servers ect. It will be up in a bit more then likely :Smile_honoring:


MrVic
Best Onboard Slogan Contest Results
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20.07.2010 22:34:49
 
Subject: Best Onboard Slogan Contest Results
Link on message: #34883

MrVic: I think they have that World of Tanks game page down for a moment while their restarting the servers ect.  It will be up in a bit more then likely :Smile_honoring:


MrVic
Best Onboard Slogan Contest Results
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20.07.2010 22:34:49
 
Subject: Best Onboard Slogan Contest Results
Link on message: #34883

MrVic: I think they have that World of Tanks game page down for a moment while their restarting the servers ect.  It will be up in a bit more then likely :Smile_honoring:


MrVic
Tankbusters goes clan
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20.07.2010 22:28:02
 
Subject: Clans\Clan Recruitment\Tankbusters goes clan
Link on message: #34879

MrVic: Glad to see more folks "drafted" hehe :Smile-izmena: Hope to see you guys in channel and on voice chat tonight. Just ingore Kurt in voice hes having a midlife crisis in a Tiger right now lol


MrVic
Aiming High even when on even ground
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20.07.2010 21:27:05
 
Subject: Archives\Beta\Aiming High even when on even ground
Link on message: #34773

View PostKabaal, on 20 July 2010 - 08:24 PM, said: This seems to happen mostly on grassy/bumpy areas. The terrain appears perfectly flat but obviously has the unnoticed troughs and peaks, but you're aiming at an opponent circling you via turret turn, reverse turn and you have them perfect... but your gun is always aiming too high. Now i understand it should pop up and down on terrain like that but i feel it's not doing it enough... it stays high with fractions of a second it dropping to fire a shot making it very difficult to hit them. I wouldn't mind the fraction of a second opportunity but feel it's not happening enough, it shouldn't be aiming higher for 3-4 seconds every time them dropping down to proper height for 0.5 seconds. If its bumpy it'll be going up and down not the way it is atm.

MrVic: Yeah I have seen this also but unsure of the reason and always forget to submit bug reports on it :)


MrVic
Unscheduled server restart, July 20
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20.07.2010 21:23:56
 
Subject: Archives\Junkyard\Unscheduled server restart, July 20
Link on message: #34758

View PostKiNeTiX, on 20 July 2010 - 08:20 PM, said: Whats the problem?

MrVic: From time to time they have to stop and refuel all the tanks :Smile-izmena: Ever notice you never run out of fuel, this is why hehe


MrVic
Need different arenas for xp levels
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20.07.2010 17:28:36
 
Subject: Archives\Beta\Need different arenas for xp levels
Link on message: #34437

MrVic: Moving this topic to the approriate section....
Also I believe the option for taking a lower tank into a higher battle will always be there. So you can take your A-20's and fight IS-7's if you so feel the urge.
The tier system which I think is coming sooner rather then later will not prevent you from playing with lower tanks against the higher tanks. What it will prevent is the Panzer III having to fight off Tiger II's lol


MrVic
Heavies... What are you doing?
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20.07.2010 16:18:04
 
Subject: Archives\Beta\Heavies... What are you doing?
Link on message: #34379

MrVic: Some of my all time favorites is your sitting there with blown tracks and engine and your the last one left on your team and the other team has 3-4 tanks left. Your teams yelling go kill them and cap their base..... sure I leave ours (I was the only one defending the whole game) and they can run from their base to mine before I can drive to theirs and cap it....
So I figure they want a win they have to fight me for it


MrVic
Module Damage Discussion
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20.07.2010 16:01:41
 
Subject: Archives\Beta\Module Damage Discussion
Link on message: #34364

View PostMod, on 20 July 2010 - 08:16 AM, said: Good thinking, if only some developers would comment on this whole ammo thing.
I've been using the 122mm gun ever since I got my IS and I think the ammo is fine for the amount of damage you do. Almost all tanks besides Tigers and other ISs get two-hit by it. I usually make my money back with the kills I do. You just need to be more careful and precise when aiming.

MrVic: Well shooting = fun and steep ammo refill costs make people waste less shots = less fun hehe


MrVic
New Smileys at Your Disposal
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20.07.2010 15:23:48
 
Subject: News from the Front\Discussion of News Articles\New Smileys at Your Disposal
Link on message: #34329

MrVic: lol I love the smileys


MrVic
New Smileys at Your Disposal
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20.07.2010 15:23:48
 
Subject: New Smileys at Your Disposal
Link on message: #34329

MrVic: lol I love the smileys


MrVic
New Smileys at Your Disposal
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20.07.2010 15:23:48
 
Subject: New Smileys at Your Disposal
Link on message: #34329

MrVic: lol I love the smileys


MrVic
Module Damage Discussion
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20.07.2010 08:37:45
 
Subject: Archives\Beta\Module Damage Discussion
Link on message: #34067

MrVic: Couple more thoughts.
IF all rounds have the same chance to cause a critical. Does this mean each shot as the same chance? If so those 4 rpm shots will do great damage and should do more critical damage but instead do less criticals compared to a 30 rpm gun. So when a Heavy tank is trying to do its job and "attract fire" or "break their lines" its getting shot at by so many shots that even the small caliber rounds that can do little to no damage are causing criticals and blowing modules. IF this is the case this needs adjusting. Since faster firing equals more module damage then the big tanks will be destined to hide in the backfield and act like big TD's that do not hide very well.
PS 122mm rounds cost over 1,000 credits this needs to be lowered as you pretty much lose money if you try to engage very many targets in a match.
I know the long 8.8cm rounds are a bit pricey also due to their rate of fire.


MrVic
Module Damage Discussion
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20.07.2010 08:00:08
 
Subject: Archives\Beta\Module Damage Discussion
Link on message: #34052

MrVic: Well it seems like about every match now I get in a fight with 2-3 lights and they destroy my gun. My question is with a 122mm gun that can survive the forces of containing the gases required to fire a 122mm, but a 50mm/37mm can penetrate and destroy my gun. I have this happen in 50% of my matches. Typically I get in a fight I take so much module after my first shot, that I cannot move, my turrets locked and/or gun destroyed, possibly the engine gone or I have lost my ammo rack with a fire roaring. So a few light tanks do little HP damage per shot but they in essence prevent me from moving shooting or even stepping out for a smoke. Its been amazingly frustrating. My tracks get blown so often that all I hear is the message "we've lost a track" non stop like a broken record.
Kk I feel better now ;)


MrVic
HE vs AP
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19.07.2010 23:06:42
 
Subject: Archives\Beta\HE vs AP
Link on message: #33702

MrVic: Just an example of where I think the HE issues lie. Take a JagdPanther 45 degree front slope 80mm armor.
You fire a AP round with 165mm penetration. You have rather high odds of bouncing that shell, due to the fact that AP rounds hit solid and therefore have a greater chance of the slope coming into play. IF you fire a HE round it will still have a chance to bounce off due to the slope but more then likely its impact will generate enough force back onto the warhead of the round itself to detonate the HE explosives in the round. So AP bounces more on heavy targets where the HE round bounces less and causes damage due to its less effected by the slope of the armor.
In game example 7.5cm L70 Stug III. AP rounds 6 shots frontal facing dead on range about 150 yards. 1 Penetrating hit for 14% damage, 2 dinged hits for 1% each and 3 bounces no damage. Same weapon same tank same position, HE round is 5 shots of HE fired. First one hits 9% HP loss, 2nd 8% Hp loss, 3rd 12% Hp loss, 4th 10% loss, 5th one 11% loss.
Plus a handful of module damage (if I remember right I got 2 crew, the engine, knocked out the gun, hit the tracks 3 times, and their radio with HE rounds)
This was in a battle and watched it play out in game. The problem I have is the HE is doing lots of module damage and in most cases its better then AP so regardless of being heavily armored or not you get status effects that render you helpless for long periods of times.
Another example same distance almost same facing using a 10.5cm HE rounds on a Jagpanther. Each shot was doing between 16%-24% of its like to the front with 53mm pen vs 80mm 45 degree armor. Even with the impact the 45 degree armor will deflect some of the the force of the HE round and the resulting concussion wave. While this does not mean its immune but the results are significantly less.
The HE power is seen more the larger HE guns then the high velocity guns due to the High velocity guns use typically smaller rounds, making the HE load size smaller.
Keep in mind that sure HE does send a concussion force their a armored plate into the tank and can cause internal armor fragments to spray into the tank combined with spawling of the mettle due to the force. BUT the thicker the armor plate the more energy it takes to transfer energy through. More width of armor helps disperse the load of the energy wave (concussion) into and down through the plating not to mention the resistance of a denser material. Also since the force hits originating at the face of armored plate much of that energy will be spread out away from the tank. Pressure is much like electricity much of it will take he path of least resistance. So air thinner then metal meaning you lose a ton of the explosive force to surroundings.
In summary small HE rounds vs heavy armored plating can have a very minimal effect. Right now the small HE rounds are transferring way to much damage into heavy armor and doing module damage that would not happen due to smaller kinetic force being applied. So your in a KV-3/IS/Tiger ect and some 50mm comes plastering you with HE you can starting losing lots of odd ball stuff when that round is incapable of really doing that much concussive force to those inside the tank or many of its systems. Toss in the non stop track damage they cause and you get a immobile Heavy that is half dead inside while SPG bomb it to death and the heavy has no chance to move escape or fight back.
<--- has lost a KV to 3 panzer Aus A's from 100% and never getting to fire a single shot due to the HE and probably some AP and combined trickle through damage with a side order of non stop immobilized/turret locked/gun destroyed/crew dead/engine destroyed. It took over a min for them to kill me. I fired one shot when it started lol and did nothing else but pound on the keyboard until I died to no avail
Special gold ammo right now is inferior in some cases to HE rounds since their in essence free :)
Hope that explains my experiences/testing


merig00
beta 0.5.4.1 update
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19.07.2010 17:43:03
 
Subject: beta 0.5.4.1 update
Link on message: #33296

View PostBISHOP, on Jul 19 2010 - 15:34, said: Correct me if im wrong, Overlord said there wil be no 0.4.6 patch for the EU beta.

this patch you are talking about is never comming to us


merig00: You are correct, sir. EU Beta will go straight from 0.4.4 to 0.5


merig00
beta 0.5.4.1 update
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19.07.2010 17:43:03
 
Subject: beta 0.5.4.1 update
Link on message: #33296

View PostBISHOP, on Jul 19 2010 - 15:34, said: Correct me if im wrong, Overlord said there wil be no 0.4.6 patch for the EU beta.

this patch you are talking about is never comming to us


merig00: You are correct, sir. EU Beta will go straight from 0.4.4 to 0.5


MrVic
Module Damage Discussion
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18.07.2010 23:53:08
 
Subject: Archives\Beta\Module Damage Discussion
Link on message: #32492

View Postramp4ge, on 18 July 2010 - 10:05 PM, said: This happens 1 out of every 5 games in a Tiger.
I've had it happen 3 games in a row.
If you catch fire in a Tiger, you're almost guarantee'd to die to an ammo explosion. In fact, I've only ever caught fire twice in Tiger and not blown up shortly there after to ammo explosions. And it's always a 0% repair.
I've been set fire and exploded 15 seconds into a game to an SPG round that didn't even hit me. It splashed and set me on fire and I exploded 6 seconds later.
If it is all HE-related, then HE needs a massive nerf. HE shouldn't be penetrating armor when AP won't. That's just completely ass-backwards of what HE is actually for..

MrVic: I have the same issues with a KV-3 less fire tho but tracks are blown every shot that hits me, but lose my engine and go 5kph after the first shot usually


MrVic
Module Damage Discussion
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18.07.2010 22:53:18
 
Subject: Archives\Beta\Module Damage Discussion
Link on message: #32437

MrVic: Well I figured I would start up the conversation in regards to module damages.
One thing I noticed if you catch fire in a 1-2 secs you can have that fire set off your ammo rack.
While this is a threat, most ammo rounds as long as its a cased shell are not immune but do take a decent bit of time to
heat up enough to blow. I have had many last 2 secs after catching fire when really this would take a good bit of time
to sufficiently heat up a round enough to cause them to "go off"


MrVic
Official Heavy Tank Discussion
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18.07.2010 21:31:27
 
Subject: In-Game Vehicles\Vehicle Comparison\Official Heavy Tank Discussion
Link on message: #32363

View PostAkrablak, on 18 July 2010 - 06:55 PM, said: Just remove tiger from tank tree if he will not be improve whit money balance (repeir and ern coins from battle) and improve armor.

MrVic: The Tiger is fine its a problem that is for all Heavies. HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself. SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january


MrVic
Official Heavy Tank Discussion
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18.07.2010 21:31:27
 
Subject: Official Heavy Tank Discussion
Link on message: #32363

View PostAkrablak, on Jul 18 2010 - 17:55, said: Just remove tiger from tank tree if he will not be improve whit money balance (repeir and ern coins from battle) and improve armor.


MrVic:
The Tiger is fine its a problem that is for all Heavies.  HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself.  SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january


MrVic
Official Heavy Tank Discussion
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18.07.2010 21:31:27
 
Subject: Official Heavy Tank Discussion
Link on message: #32363

View PostAkrablak, on Jul 18 2010 - 17:55, said: Just remove tiger from tank tree if he will not be improve whit money balance (repeir and ern coins from battle) and improve armor.


MrVic:
The Tiger is fine its a problem that is for all Heavies.  HE rounds and Module damage is a bit insane right now. My last match a SU-5 shot me once frontal hit took 65% of my hitpoints killed 1/2 my crew, blew both tracks, destroyed my engine, locked my turret, and took out my radio. So since there is not chance of evading arty since the first shot that hits me disables me so badly that I cannot escape a non stop bombardment let alone shoot back or defend myself.  SU-5 vs Kv-3 is a 2 shot affair usually and if I live for some reason I am missing so many crew and modules that I can move at 4kph and barely turn my turret with a reload speed akin to molasses in january


MrVic
complaints, suggestions and other useful advice you wish to post Do not belong in this section
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18.07.2010 21:05:54
 
Subject: Archives\Junkyard\complaints, suggestions and other useful advice you wish to post Do not belong in this section
Link on message: #32335

MrVic: ]Well I just deleted 12 posts from people that were posting Beta content and suggestions in this thread. Please read before you post
THIS IS THE WRONG FORUM SECTION FOR POSTS PERTAINING TO OR CONTAINING BETA GAMEPLAY INFORMATION.
The best part is this thread is here to tell you its the wrong section.....and yet.....fail


MrVic
This game is not about capping flags
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18.07.2010 21:02:47
 
Subject: Archives\Beta\This game is not about capping flags
Link on message: #32330

MrVic: Currently Flag capture game mode is the basic mode for testing, we should see a good variety of modes later on :) For now testing it creates a baseline for the data to make changes to the game mechanics and tank statistics.


MrVic
Posts regarding beta gameplay will be removed
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18.07.2010 19:44:47
 
Subject: Archives\Junkyard\Posts regarding beta gameplay will be removed
Link on message: #32249

MrVic: Any posts regarding balance and issues from the Beta need to be posted in the BETA section. This has been asked a few times now and well I am tired of moving tons of posts as people seem not to read these warnings. By ignoring theses requests your topics may be deleted. So please post all topics regarding in game information ect to the appropriate section. Thanks MrVic


MrVic
Official Heavy Tank Discussion
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18.07.2010 19:16:22
 
Subject: In-Game Vehicles\Vehicle Comparison\Official Heavy Tank Discussion
Link on message: #32215

MrVic: The issues with taking massive amounts of damage is not a Tiger I issues I think its more coming from HE rounds. I play russian heavies right now (I have played a ton of the german heavies also) I typically get disable by any amount of HE, SPG's having HE rounds pretty much ends my world, mostly since its near impossible to evade one if it sees you. I have fought many tigers I and they are pretty well on par with the rest. Its just that the rest are getting module damage and massive damage from sources that should not impact them quite so much.
Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.


MrVic
Official Heavy Tank Discussion
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18.07.2010 19:16:22
 
Subject: Official Heavy Tank Discussion
Link on message: #32215

MrVic: The issues with taking massive amounts of damage is not a Tiger I issues I think its more coming from HE rounds.  I play russian heavies right now (I have played a ton of the german heavies also)  I typically get disable by any amount of HE, SPG's having HE rounds pretty much ends my world, mostly since its near impossible to evade one if it sees you.  I have fought many tigers I and they are pretty well on par with the rest.  Its just that the rest are getting module damage and massive damage from sources that should not impact them quite so much.

Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.


MrVic
Official Heavy Tank Discussion
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18.07.2010 19:16:22
 
Subject: Official Heavy Tank Discussion
Link on message: #32215

MrVic: The issues with taking massive amounts of damage is not a Tiger I issues I think its more coming from HE rounds.  I play russian heavies right now (I have played a ton of the german heavies also)  I typically get disable by any amount of HE, SPG's having HE rounds pretty much ends my world, mostly since its near impossible to evade one if it sees you.  I have fought many tigers I and they are pretty well on par with the rest.  Its just that the rest are getting module damage and massive damage from sources that should not impact them quite so much.

Watched way to many 7.5cm HE round chucking panzer III's take me out in 6 shots to the front vs 120mm+ armor facings.


merig00
[FAQ] Equipment
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18.07.2010 04:38:52
 
Subject: [FAQ] Equipment
Link on message: #31621

View PostDragnet, on Jul 17 2010 - 13:25, said: this works with artillery?


merig00: It should. Though for some reason I think it's only for high level tanks but I might be mistaken. If you see it on the list when you have your SPG chosen in the garage it will work


merig00
[FAQ] Equipment
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18.07.2010 04:38:52
 
Subject: [FAQ] Equipment
Link on message: #31621

View PostDragnet, on Jul 17 2010 - 13:25, said: this works with artillery?


merig00: It should. Though for some reason I think it's only for high level tanks but I might be mistaken. If you see it on the list when you have your SPG chosen in the garage it will work


merig00
[FAQ] Equipment
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18.07.2010 01:40:35
 
Subject: [FAQ] Equipment
Link on message: #31486

View PostThawk, on Jul 17 2010 - 23:03, said: I was told that the skills your crew can train only come into affect when they are at 100% for that skill. Apparently one of the in-game tools-tips say so, not 100% sure though.

merig00: It looks like there will be two types of "skills" the secondary we have right now kicks in from the beginning and the ones that start with 100% aren't added yet.


merig00
[FAQ] Equipment
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18.07.2010 01:40:35
 
Subject: [FAQ] Equipment
Link on message: #31486

View PostThawk, on Jul 17 2010 - 23:03, said: I was told that the skills your crew can train only come into affect when they are at 100% for that skill. Apparently one of the in-game tools-tips say so, not 100% sure though.

merig00: It looks like there will be two types of "skills" the secondary we have right now kicks in from the beginning and the ones that start with 100% aren't added yet.


MrVic
The long road to a new tank
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17.07.2010 23:17:10
 
Subject: Archives\Junkyard\The long road to a new tank
Link on message: #31336

View PostDarussios, on 17 July 2010 - 10:11 PM, said: Hello everybody, here is my situation:
I bought a T-46 today and played all day long to fully upgrade it and i already researched the T-28.
But now heres my problem:
Every battle i only make a maximum of about 4000 credits, when my T-46 gets destroyed only about 1500, so in short, i get 1500-4000 credits per Battle.
Are there any other ways, except the experience-credits transfer, to get credits faster?
I guess, that im not the only one with that problem and i guess, this won't be the only situation, where i need a huge amount of credits, so im very thankful for every constructive answer :)
Mfg

MrVic: Premium tanks while you cannot upgrade them are good cash makers since their repairs are cheap :)
Also many keep other lower tanks around and play them between matches to generate cash this might help.


MrVic
Understanding Guns
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17.07.2010 22:07:35
 
Subject: Archives\Beta\Understanding Guns
Link on message: #31257

View PostPhosphorus, on 17 July 2010 - 08:57 PM, said: Hey there, while looking at my P3 gun choices, I ran into a problem: I realized I had very little idea what the different penetration types (35/100/70) and accuracy ratings even meant! Could someone explain gun penetration stats and accuracy stats to me?

MrVic: The armor pens being listed as 100/45/180 is a rerfernce to the 3 diferent ammo types. The same goes for the damage 100/35/100. So the first listed is 100 armor pen and 100 damage. The second is 45 armor pen and 100 damage. Typically if there is 3 options the middle one is the premium ammo and if its only 2 options usually its the 2nd ammo listed
Also accuracy is like (0.4) at 100m That is in reference that its accurate to .4 meters at 100m range. So the smaller the number the more in accurate the weapon will be.
Aiming speed, is listed in seconds. (3 sec) that is the time it takes to aim in to max accuracy (the smallest your targeting circle gets.) So the lower the time the faster it can accurately max aim on a target
Hope that helps


MrVic
Able to play with friends?
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17.07.2010 21:59:48
 
Subject: Archives\Beta\Able to play with friends?
Link on message: #31249

View PostGyarados, on 17 July 2010 - 08:33 PM, said: Understand something, from what we've been able to gather, this game is going right from CBT into release, which is very strange to me for an F2P game. They're working more or less on bug fixes, and I hope that things such as the party system is implemented (with a player limit, of course) and then I hope to see the beginnings of the clan system soon too :)

MrVic: You have to take into account the RU side has been in CBT for 6 months or so ? And the RU beta is in open beta right now. So its not truly going CBT to release. I think its mainly an attempt to get more input from players. WoT's dev team is very good about listening and changing things and with great speed.


MrVic
Balance sux
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17.07.2010 21:53:28
 
Subject: Archives\Junkyard\Balance sux
Link on message: #31236

MrVic: Moved the this topic to the correct section. Tho not really sure it is helpful information for the Devs.
Few things to keep in mind Tiered combat is coming in the future and its Beta.


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