Developer and Blogger Stream Q&A English Transcript
Дата: 01.04.2019 20:46:54
eekeeboo: Greetings Tankers! We recently had a stream
featuring a developer QnA here. Please find below the English translated
transcript with all the info brought up and enjoy the
read!: Key Notes from Big Stream with Devs &
Bloggers WoT Classic: We wanted to give players a taste of
this “classic” game for quite a while. The client is beyond
old (~9 years), it’s not optimized and doesn’t support modern
technology. Not surprisingly, it went down some 30 minutes after we
launched an event. The team spent an entire day reanimating it. We
added extra server capacity and it should be all good now. Everyone
should be able to enjoy the “classic” tanks: being one shot from
arty, burning tanks, etc. We’re excited to hear your thoughts
on Classic. We didn’t launch it purely as a fun April Fool’s Day
prank. It’s an experiment and a testing ground for us to check
several ideas (e.g., limiting the amount of Gold) and we want to
hear what you like and don’t like to decide on our next steps
here. What’s next for artillery? During the previous stream,
you told that should changes prove inefficient you would reverse
arty to its previous stage. It’s believed to fail in fulfilling the
role you designed for it and became even more toxic and damaging
because of stun mechanics.We aren’t going to remove stun mechanics
altogether. It would lower its damage per battle, while also
increasing damage per shot. Having it with stun in-game keeps
players from grouping into packs and being inactive. It forces them
to spread, change positions. Essentially, it makes the overall
experience livelier due to its psychologically discouraging effect,
stun and damage. That’s how it fulfils its design purpose. It needs
to be toxic, the question is “how toxic is too toxic.” That’s what
we’re working on atm. Instead of removing stun, we're working
on improving it. The 3-step stun revision plan has been revealed
already and will soon get tested: https://worldoftanks.eu/en/news/general-news/SPG-rebalance/
. The first step is lowering the effect of stun on vehicles
that are already stunned: any further stun for them is going to be
reduced by ½. Simultaneously, we plan to change minimum stun
duration and the distribution of damage from the splash depending
on the distance from the tank to the centre of the explosion.
Should this first step work, we’ll proceed to the second one and
then there’s the third and most drastic step that involves
returning AP shells. The latter, however, will work differently
than regular AP. The plan is to give players choice between damage
that’s lower, covers a larger area and has splash effect enabling
damaging several targets or an AP damage that is likely to send an
enemy back in the Garage but also has higher risks of missing the
target. Timeline for revision: Step 1 is coming to an end atm.
If all goes well, we’ll delay steps 2 and 3 until further changes
are necessary for the balance of artillery. The only issue
that’s particularly toxic about stun is the ability to continuously
stun an opponent and thus make them useless for their team for an
entire battle. That’s what we plan to fix with the upcoming
revision.When we introduced stun, we lowered the single-shell
damage for arty. The thing is that now stun stops a vehicle thus
increasing a chance to get another stun, which in turn leads to
artillery inflicting the same amount of damage per battle as before
the introduction of stun. The difference is the inability to one
shot a vehicle. This total damage per battle needs to be lowered
for arty. The inability to keep an opponent continuously stunned
should help with this. Will you revise personal battle
missions simultaneously with arty rebalance?It’s impossible to do
those two things simultaneously. First, we need to collect stats on
rebalanced artillery for at least four weeks of stats and a further
week of analysis and then some additional time to change mission
conditions (not much here). So, the overall turnaround is one
update in the positive scenario and two in negative. Will you
reduce the number of artillery per battle?No, we won’t reduce the
number of SPGs per battle. Statistically, 10% of battles are played
without arty at all, around 30% have one SPG, another 30% with two
SPGs, and another 30%– with three SPGs. Let’s say we limit SPGs to
two per battle, then there will be zero battles with no arty,
around 10% with one artillery and the rest with two artillery. It
would be worse than what we have right now: an average of less than
2 artillery per battle. We’re also looking closely at Ranked
Battles and there is usually two artillery per battle there. The
mode is slower and more fit for arty, so we’re fine with it.
However, it led to changes in hit maps and battle “choreography.”
If you look at how a Random and a Ranked battle unfolds on the very
same maps, the difference is drastic. Are plans to tackle team
damage issues, both involving arty and in general? We tried it
disabling team damage in Frontline and now plan larger testing. If
it works out, chances are high that team damage will be disabled
for good in the 2nd half of 2019. Gold shell and ammo prices.
You promised to change a year ago, yet nothing happened.Within
around two months, we’ll test Gold shell rebalances in Sandbox.
We’ll start with their technical parameters and then revise its
pricing. If core gameplay with revised parameters satisfies players
and us (i.e., +/-2 battles are comfortable), we’ll continue with
pricing. The ammo rebalance will lead to battle setup changes.
How will you regulate it?First, we need to see how they’ll change.
That’s what we’ll do in Sandbox. The testing, as we see it now,
will feature either across all tiers or IV-X. We liked the results
from Supertest, which is why we’re proceeding with a bigger testing
phase now. However, from experience, Supertest results aren’t
always representative. Testers don’t have time to digest changes.
The very same people playing in very same conditions for a longer
period of time often have different, sometimes completely opposite
judgements on changes. So, let’s wait for bigger testing and get
back to this topic after it. What will you do with tanks who
become insufficient when played without Gold shells?When rebalance
occurs, it’s likely to involve all shells, not just Gold ones, as
well as armour, ammo group, and economics. It’s going to be a set
of comprehensive changes. We’ll offer players a setup we have in
mind on Sandbox or during an event, like Classic, and listen to the
reaction to the change. Maps Blacklist and returning old
maps.Blacklist is in the finishing development stage atm. With
blacklisting, you’ll be able to choose one map that you don’t want
to play on. This way you won’t get it. If you’re playing in Platoon
and your Commander blacklisted a map, you won’t get it as
well. We see how positive players are about Frontline. It
needs more new maps. That’s why we’re focused on adding new rather
than reworking old. The only exception is Kharkov. Bug fixing:We’re
reworking map collision models to fix the bug when a player can
damage an enemy tank by literally shooting in the air. “Jumpy aim”
bug - when targeting a hill that has nothing behind it, your aim
would go upwards or remain where it should be, yet a shell would go
upwards. There is work towards fixing this. MatchmakerMap
blacklist can’t happen with the current mm setup. So first we need
to revise matchmaking, which is already happening (tests in EU and
Asia). The global mm revision is scheduled for April 3rd. It’s
going to be a seamless switch, no patches or extra downloads for
players. The revised matchmaker should improve the experience
for Premium tanks with preferential matchmaking and mid-tiers (VI
and VII), provide for more even team setups, and more. Mods &
AnonymizerThe mod that allows players to see your nickname and
stats – We have a concept for fixing it. One variant here is
similar to the Fog of War on the Global Map. However, we need to
study the aftermath of the case when all players choose to
anonymize their name and stats. We’ll be working on it and release
a certain version of the solution this year. We can’t confirm that
it’s going to be final.We aren’t planning to block
XVM. Commander’s Camera, collision model, force multiplier
factor and deflection shift for sniper aim – are all in backlog.
Small improvements require just as much time and effort as big
ones, especially in terms of QA. Every improvement has several
interdependencies and can have a domino effect. So, we need to make
sure we aren’t breaking something bigger with a small fix to
something else. Prohibited mods: Ban waves will continue. Yes,
we view them as an efficient method to reduce the number of
cheaters. We’re also considering a comprehensive program solution
to make using mods technically impossible. For example, signing for
mods, inability to install mods without an approval, closing battle
interface. We’ll be testing these, whether publicly or in silent
mode.The current client architecture doesn’t allow to fully close
it. Voice chat in-gameWe didn’t work on it in the last few
years, because of two things: 1. A lot of third-party solutions
came to be so there’s a choice. 2, we have fully outsourced this
service to a provider: Vivox. eSportsThe old eSports format
simply didn’t work. World of Tanks gameplay isn’t fit for eSports,
and it can only exist through huge investments that don’t pay off.
We limited competitive to regional 3x3 and 7x7 tournaments and Clan
Skirmishes. If we see that this regional tournament ecosystem is
booming and creating the necessary foundation to re-establish a pro
league, we’ll work on it. When we started working on eSports,
we chose to do it ourselves: organize events, manage contacts, etc.
We simply didn’t know how to work with big eSports companies.
Eventually, we started working with the likes of ESL and
StarLadder. We watched the performance for quite some time and
realized that it’s not growing natively and would only exist
through investment, providing niche entertainment.We accepted that
we chose the wrong way initially and made a difficult decision to
close eSports division, re-channelling recourses and money into
improving core gameplay. We are looking into an option of solo
eSports within player personal achievements. Here we worked with
Rostelekom, launched Tank Aces, Blogger Battle. We see potential in
such an approach and will continue working in this
direction. eSports broadcasts that don’t have paid traffic and
marketing can’t compete with Random Battles streams from key
streamers. Tournament functionality remains and is being
worked on together with key steamers. We received feedback in
August. The technical task was prepared and handed over to
developers. Currently in backlog, we haven’t started on it yet
because there are higher priority improvements. Wheeled
vehicles in Random Battles & Frontline We’re working to adjust
Frontline to wheeled vehicles and swift Light Tanks. Changes will
be rolled out to a separate cluster for testing. Should they work
out, we’ll introduce them for all other clusters. For Random
Battles, there are not enough stats for top-tier wheeled tanks yet.
We’ll continue gathering them and watch closely how the battle
duration and wheeled vehicles ratio in battles change. The SPG
rebalances in 9.18 taught us to accurately measure the response of
different audience segments (in-game behaviour and stats) and
approach each change iteratively. Now we have a sound monitoring
system that allows us to track how wheeled vehicles perform in-game
and how they affect gameplay overall. Should there be an imbalance,
we’ll step in to fix it. Wheeled vehicles won’t get nerfed
until we gather enough stats to prove it’s necessary. The charge
mechanics will not be brought back. Rebalances of Type 4
Heavy, the Type 5 Heavy, and the FV4005Both Japanese heavies will
have the stats of their top guns (14-cm and 15-cm) tweaked:Rounds
will increase in armour penetration (from 249 mm to 252 mm for the
standard shell and from 282 mm to 290 mm for the special shell).
The damage of the 15-cm cannon basic HE round will decrease from
1,100 to 900 points, and the special round will change from HE to
HESH Armour penetration will increase to 192 mm and damage will
decrease from 1,400 to 750 points. The top Japanese heavy will
become more mobile, gaining 4 km/h in the top forward speed, 3 km/h
in top reverse speed, and 3 degrees in hull traverse rate. Its
specific power will grow, and gun dispersion on the move and while
turning will decrease. These stat adjustments are to lessen
the HE damage share in the overall output of the top Japanese
heavies, without revising these vehicles’ basic concept. The
changes will make the 15-cm gun less efficient, especially against
high-tier adversaries. At the same time, the alternate gun will
fare better, in part because of the general changes to the
parameters of the Tier X tank, and players will have a more
substantial choice between the two playstyles FV 4005:The top
forward speed will decrease (from 35 km/h to 32 km/h), and the top
reverse will drop from 12 km/h to 8 km/h. The same will happen to
the engine power (down to 850 hp from 950 hp) and the hull traverse
rate (down to 26 degrees from 30 degrees). The gun itself will have
less accuracy (with dispersion upped from 0.38 to 0.42) and will
take longer to aim (3.7 seconds vs 3 seconds). With these
adjustments implemented, the FV 4005 will retain its key
feature—HESH shells with high armour penetration allowing for
colossal alpha—with the overall effectiveness of the vehicle
decreasing only slightly. The FV 4005 will continue to be a mighty
combatant able to take out an enemy with a single strike, yet it
will need more time to prepare that shot. Perks
RebalanceRebalance of perks that grew outdated and/or never were
really popular will involve either replacing them with other perks
or changing how a perk works. Granting six sense to all tank
commanders by default Ability to store and pass over Crew
experience Redesign of Crew UI Most likely, removal of Barracks, if
it proves possible We’re leaning towards leaving just one
Commander for a tank who’ll represent an entire crew. However, it’s
just a concept as of now. Right now, we don’t have an answer on how
to rework and reimburse players who poured money and time into
training Crew members. Crew re-trainingThis was designed to
avoid storing all data on player’s crews and tanks, which is pricy
and won’t be in high demand. High-level content. What to do
when you finished the game? (researched and unlocked and upgraded
every tank to top modifications)Within two years, we’ll present
something that would satisfy those who’ve “finished” the game.At
the same time, we’re working on evolving Clan Wars metagame (added
Alliances). We have a “Game of Thrones”-ish idea for it that is in
the works, too. The reworked Ranked Battles will become a
regular event mode:A new system of ranks Experience will be
calculated differently (and if this new system for experience works
it’ll make its way to Random Battles) New rewards for most
efficient players More opportunities to spend
bonds BondsFollowing the next backend Shop update, players
will be able to buy tanks with Bonds. There will be no sales for
Bonds consumables. There are plans for alternative ways to earn
Bonds. What tanks are going to get nerfed? What buffed?We need
to test ammo rebalances first. All vehicle changes depend on this
test. Historical Battles; will their return?Soon we’ll launch
a historical event built around WWII. It’ll feature
PvE. “Challenges” – Chain mission events.Current missions
within “Challenge” events offer near perfect balance:Highly skilled
players succeed in missions and get a new premium tank for free
Average players make certain progress in missions and buy a premium
at a lower price Those who want to buy it, buy it right away at
full price Rapid-Fire Q&A“Mastery meter” – There’ll be a
visual “mastery meter” that a player could have on their vehicle.
Not in 2019 Training Room for one person – No, as it adds just as
much load on the server as a regular battle. Testing a Premium tank
before purchasing it – no such plans Server replays – not in the
nearest future, they’re in development but the progress is
non-existent. Server-side issue: Every server update efficiently
wipes all replays, and we need to figure out what to do with it.
Client-side issue: To replay a past battle, vehicles and map
geometry should be exactly the same as they were when the battle
occurred, otherwise they’ll be odd bugs. Mechanic to restore
vehicles that get stuck or turn over – Not a massive issue; will
return to it after resolving the issue with friendly fire. We’ll
consider making an indicator to inform teammates in the team list.
No voice chat in Random Battles Why fun modes aren’t fun? – We were
learning to make PvE. The two Halloween modes helped us with it. We
didn’t intend to make it grindy, we are just making steps towards
making solid PvE. We’re working on Battle Royale mode. 3D
customization – It’s pricy and time-consuming, but we’ll continue
to add new sets. Rebalances for Tiers VI–VIII – Ammo rebalances
first, then we proceed with these. The revised mm should improve
the experience for Tiers VI-VIII: they won’t be matched to the
bottom of the list so often. Battle of Bloggers – It’ll return
again but in a slightly different format No changes to chat and
friend lists in 2019 Will +/-25% get removed? – No.
Developer and Blogger Stream Q&A English Transcript














