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Questions for WG

Дата: 15.10.2015 12:33:38
View PostGunerstile, on 14 October 2015 - 06:33 PM, said: I have a few quick questions for WG staff:
1. When is the artillery going to be reworked? 2. When we will get more adequate maps? (not just city and corridor maps) 3. Is there any chances that updates and patches come more often, because at least for me, the game seems to be developing too slow. 3,5. When we will finally get 10.0 update? 4. This is more a hopeful wish than a question but still...will we be able to buy new premium tanks in the future without the bundles with a stuff that not many players need? 5. I read somewhere that all the maps that were recently removed were due to the altitude difference between some parts of the map...why is that, to me altitude difference presents more dynamic sense of the game, and therefore, I can not see the logic behind this decision, please explain this if it is appropriate for you.

Ectar:     1.  There has been no formal decisions made on any arty reworks.  There is rumours circulated by players, however no links to sources.  What our developers say one week in personal blogs can change the next week and much of what is said is stuff being considered, not set in stone. Until something is live as a portal article it's not confirmed, so at the moment we have no current plans for any major arty reworks. 2. Map development is ongoing.  Your question is loaded because what is "adequate" for you is not adequate for another player. Any map arguable ends up a corridor map because tank fighting in nature involves lines of vehicles facing off against each other and you're always going to engage at regular points in the maps along known lines. Even in games like Destiny, CS:GO, Call of Duty, Star Wars Battlefront, the maps end up with set "corridors" where you know people will advance down, and you will know certain approaches and angles you need to cover.  3. We have no current plans to bring out updates quicker 4. This is a possibility yes. 5. Maps with a fairly large altitude difference presented major disadvantages to certain vehicles due to gun depression/elevation issues. They also present issues with slow moving tanks moving even slower and being easier to pick off.  Himmelsdorf avoids that with lots of cover below it's hill and only certain places that can be shot down from. Despite the rework Severogorsk for example was basically 2 teams fighting down each side of the map in "corridors" with people rarely going down the middle.  Compared to an FPS shooter where you have no limitations on where you can aim depending on weapon you're aiming with, similar map dynamics don't quite work.

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