English Transscript from Russian-Language Dev Q&A Livestream
Дата: 01.04.2019 20:45:10
DomoSapien: Tankers, Some of you may have noticed that our Devs
recently had a Russian-Language livestream where they discussed a
number of important topics about the future of WoT. Of course,
since this livestream covered a lot of big news, we want to make
sure to share it with you. If you have questions about any of the
information below, I'll pass them on to the devs in hopes
they will be answered during our next Q&A. If you speak
Russian and want to watch the whole Q&A: English
Transscript Key Notes from Big Stream with Devs & BloggersWoT
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. 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 Fools Day prank. It’s an experiment and a
testing ground for us to check several ideas (e.g., limiting 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
work 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 being 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 arties per battle?No, we won’t reduce the number of SPGs
per battle. Statistically, 10% 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 are 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 Black list and
returning old maps.Black list 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
black list 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 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 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
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 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’s 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 response of difference 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 performs 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 armor 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 Armor 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 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 playstylesFV 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 possibleWe’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 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 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 intent 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 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 slightly different format No changes to chat and
friend lists in 2019 Will +/-25% get removed? – No.
DISCLAIMER: Pay no attention to today's date; this is not an April Fools' gag. All of this information is legitimate.
DISCLAIMER: Pay no attention to today's date; this is not an April Fools' gag. All of this information is legitimate.
English Transscript from Russian-Language Dev Q&A Livestream














