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Реклама | Adv

Player Questions & Developer Answers

Дата: 15.01.2011 11:53:34
View PostComfortablyApathetic, on 15 January 2011 - 07:01 AM, said: Will the new spotting system put an end to invisible tanks, or just make spotting more consistent? The more radical the change, the better. I could rant for pages on end how the spotting system frustrates me, but I'll hold my tongue.
Any ETA on the new game modes?

Overlord: Yes, it will. New visibility system is going to be more obvious for players.
No, no ETA. At the moment we have new game modes only on paper.

View PostNoMoreChillies, on 15 January 2011 - 07:09 AM, said: I dont see any questions so i will be brave enough to risk the ban and ask.
Will there be any options (checkboxes) players can use to exclude certain maps or certain categories when they are ready to join the matchmaker? At current everyone has at least 1 map or 1 style of tank they dont like and since map votes dont exist this option can improve user enjoyment.
*looks around nervously*

Overlord: Such checkboxes are not planned. Some let's say unpopular maps are likely to be switched to decreased rotation.

View PostJager, on 15 January 2011 - 07:47 AM, said: As chille said i also don't see any questions yet refering to this so i'll ask and risk the ban.
Will their be a way to trade tanks, crews, gold, etc with other players for other tanks(as long as both players have the tank researched at all) or credits?
and also will their be like a way to Auction your tank or crew to other players so that their is a chance that you may receive more credits than what you would if you sold it to the store normally?
Sorry if these questions were asked before the thread got cleaned up.

Overlord: Yes, such features are going to be implemented. No details at this stage. Sorry.

View PostDemonicSpoon, on 15 January 2011 - 08:55 AM, said: Are there any plans to allow matchmaking to take equipment, crew level, and modules fitted into account, or is tier and type the limit of what it will ever handle?

Overlord: Currently the above is not planned, but it is possible especially in terms of guns.

View PostAfghane, on 15 January 2011 - 12:04 PM, said: In the above German tree screenshot, there are premium tanks with a "box" or "gift" label under them. Care to elaborate which will be available to US/EU players and in what form?

Overlord: Panzer II Ausf. J VK1601 will be available for EU (and possibly US) box version, that is going to be limited.
Pz.IV-V is likely to be available for pre-order.

View PostEchelonIII, on 15 January 2011 - 03:11 PM, said: What changes, if any, are planned for company mode? So as to allow smaller tanks to participate in, instead of the current system which weighs by tier alone (e.g. two Pz 4 = one IS-7)?

Overlord: Company battles are going to be divided into serveral sub modes: 1) according to overall tier of a company, 2) limited to min/max tier of vehicles in it, 3) faction-based company battles.
Most probably overall tier division for companies will correspond to current battle leagues.

View PostArctander2, on 15 January 2011 - 04:39 PM, said: Question 1: I'm really curious about if/when any more information about Clan Wars will be added to the game and what it will mean for the game. As far as I can find, there's been nothing official added since October regarding this big feature in the game:
I've read everything in the two threads
http://forum.worldof...bout-clan-wars/
http://forum.worldof...r-1-global-map/
----
Question 2: There has been some mention about custom decals or information (clan logos) on tank skins, is there an ETA on when this will be implemented and any information about how it will work? Can we make our own, or will we be choosing from preset combinations?

Overlord: 1. There will be an update on the upcoming clan wars shortly. The start of clan wars RU closed beta is scheduled for end of January.
2. They are being finalized currently, should be ready by the start of international clan beta.

View PostaRmoreD_eX, on 15 January 2011 - 05:41 PM, said: Is there any information available about a pre-order start date?
Also when pre-ordering is getting ready to begin will beta testers get an advanced option to pre-pre-order?

Overlord: Information on pre-orders will be available shortly, in 1-2 weeks I think.
As far as I know there will be 3 basic options available for all. But you brought up a good idea here.

View Postberree, on 15 January 2011 - 07:13 PM, said: 4 questions
1.ETA on larger maps
2. 30vs30?
3. I've seen people saying the Panther 2 should actually be smaller than it is now any truth here?
4. Paint shop for tanks?

Overlord: 1. N/A. Sorry.
2. N/A. Sorry.
3. Yes, it should be a bit smaller. The model will be scaled.
4. Package of emblems, decals, and camos is going to be added.

View PostGlythe, on 15 January 2011 - 07:19 PM, said: 1. Since the values are already calculated in the game data, can we get a listing of effective armor rating whenever we see an armor value in game?
2. Can we have a more simplistic version of spotting enemy tanks in this game? If you shoot someone within their commander's view range you should be revealed. It is not fair to avoid detection with bush trickery (over and over again).
3. The Maus is largely considered to be inferior on the battlefield to the IS-7; will we see the coaxial gun working before release OR the E-100 for so there is an approximate "equal" between these two nations heavy tanks?

Overlord: 1. That will complicate things. Slopesm nonhomogenous armor etc. Not planned.
2. Visibility system is being redesigned currently.
3. We are working on possible solution for tanks with multiple guns (more than 1). Additonal armor is going to be added to Maus "mudguards" and lower hull armor plate. Moreover some significant changes to Soviet tree are under consideration.

View Postpainless, on 15 January 2011 - 07:46 PM, said: When will dynamic stats be implemented? i mean stats like reload time, now its fixed and presents value with 100% crew, but when you get tank you only get portion of it due to crew efficency?

Overlord: Yes, we are working to enable dynamic stats that will reflect crew efficiency, consumables, and modules.
/-/
TAGS: Penetration, map size, clan wars, experience, engine, tanks, competitions, tank trees, game mode, SPG.

View PostDemonicSpoon, on 15 January 2011 - 11:57 PM, said: This was answered in one of your other posts, but there was question of interpretation. You mentioned that from 100m to 500m, penetration of AP shells decreases to or by 20%. The wording seemed to imply that it decreases BY 20% (so, 80% of stated penetration at 500m), but my own experiences have very much differed from this interpretation so I think you may have meant something different.
Which is it? At 500m, do you have 80% or 20% penetration?
Also...Fuel tank hits. We know getting hit in the fuel tank has a chance of fire. However, does having a damaged fuel tank (assuming no fire) actually have any downsides?

Overlord: Penetration decreases linearly according to shell specs. See penetration tables http://forum.worldof...tration-values/
Roughly it's about 75-80% penetration at 500 meters.

View Postsnpr_lurker, on 16 January 2011 - 07:02 PM, said: Overlord, I wasn't clear on something you stated and was hoping you could clarify.
Question
1.ETA on larger maps
2. 30vs30?
Answer:
1. N/A. Sorry.
2. N/A. Sorry.
I had gotten the impression from other responses that the current iteration of the game/graphic engine isn't capable of supporting larger maps or more players.
So I was wondering what the N/A response meant. Does it mean there's no way to implement these features, or that they're just not currently on the developers radar?

Overlord: Can't give any dates on that. To add larger maps, we need to adjust the game engine first.

View PostSech, on 16 January 2011 - 04:02 PM, said: When we can see the beta-clanwars? After the release, or before (on open beta)?

Overlord: Most likely right after the release and simultaneously for both EU and NA.

View PostChewie, on 17 January 2011 - 05:43 PM, said: I have a few questions:
Experience Calculations - We have calculations for credit reward, can we also have the formula for experience as well?
Tank releases - What is the order of the introduction of new tanks (US Tank Destroyers, other premium tanks, French Tanks) IN RELATION to other World of Tanks' milestones (open beta, release, etc...)?
Big World - Is WoT running on Big World 1.0, or 2.0? If 1.0, are there plans to upgrade to 2.0?
Boxed Versions - Will the box versions be available when the game is released?
Map redesigns - Will we see redesigns of some of the maps currently in rotation to help promote more exciting gameplay?
Thanks for taking the time to answer these (all of this thread's, not just mine) questions!

Overlord: 1. No. Not going to post breakdown for experience calculation.
2. We are using BW 2.0 (2.0.11 currently), the most recent version.
3. US TDs, KV-5, KV-13, Lowe, Pz. 38 (NA) might be added prior to the release. If not, they will be added shortly after it. Then go French tanks, E-series and new tanks for Soviet and US trees.
4. Yes, some old maps will be reworked in future.

View PostxGear, on 17 January 2011 - 05:50 PM, said: Question, Is there going to be calculators added to the game?

Overlord: Nope. Think, players are better at developing such stuff.

View Postbloodie, on 17 January 2011 - 06:06 PM, said: Question: What is the future for WoT & competitions? (Excluding the current system + clan wars)

Overlord: There will definitely be even more competitions, tournaments, and contests in future.
Battle league crew are more knowledgeable of that.

View PostArctander2, on 17 January 2011 - 09:39 PM, said: Q: Will both NA & EU servers be participating in ClanWars during beta?

Overlord: Yes, both NA and EU in 2 separate betas.

View PostLtChief, on 17 January 2011 - 11:05 PM, said: Q: Any information on the Reworking of the American Tank Tree?

Overlord: Some time after the release, revision of the Soviet tree is planned as well. All the changes will be implemented simultaneously. More detailed information will be revealed later.

View PostGeorgePatton, on 18 January 2011 - 12:04 AM, said: Quick question... With the server split, are we ever all going to be integrated back together?
ie, US/EU/RU servers all playing together so I can see my friends from Australia playing when I'm logged into the US/EU server?
Thanks for making this great thread.
Cheers!
Glenn
P.S., I know that the EU/US servers are 2 different servers. lol

Overlord: Random battles and other game modes, when implemented, will be played separately for each server (NA/US, EU, RU). Only global map for clan wars is planned to be integrated.

View Postloganov, on 18 January 2011 - 01:00 AM, said: Any major changes planned for the way artillery works (balance, etc) or are you pretty happy with where it is right now?
Cheers, Logan

Overlord: After v.0.6.2.7 artillery works as it is intended. No major changes are planned currently.
/-/
TAGS: firefighting, accuracy, tank trees, minimap, respawn, spg, multi-monitor, Steam, balance, matchmaking, company, exp, US TD, cruise control.

View PostAsky, on 18 January 2011 - 02:51 AM, said: Hi there, i have a question.
1. How firefighting skill and extinguishers consumable works. More exactly what x% chance to put out a fire means? x% chance every second (when the tank is damaged)?
2. If i have firefighting on all of my crew members at 100%, what is the overall x% chance to extinguish a fire? It depends from tank to tank?

Overlord: 1. It gives X% chance every second that the fire will be put out. The bonuses of crew and extinguishers summed up.
2. 100% firefighting skill gives additional firefighting bonus dependent on particular tank. Approx about 50%.

View PostDemonicSpoon, on 18 January 2011 - 07:16 AM, said: This is a question I had when I grabbed the Object 212. As you know, it has the same gun as the SU-14. However, it has one less gunner (exchanged for a radio operator). Most people seem to believe that the SU-14 is more accurate than the Object 212. I don't have empirical tests to prove this, but it does seem this way to me.
What, then, is the relationship of the accuracy statistic on the gun to actual accuracy? It was stated that reload time was listed as optimal reload with all possible bonuses...but that can't be true for accuracy if the Object 212 and SU-14 do have different accuracy stats, as the SU-14 has a bonus that the Object 212 can't get (An extra gunner).

Overlord: Extra gunner doesn't give any accuracy advantage, average aiming skill per crew is taken into account.

View PostAzmodanrom, on 18 January 2011 - 09:28 AM, said: question about the reworking of trees post release:
how is this going to work without a wipe? what will happen to the people than own tanks that are going to be removed?

Overlord: This is under consideration at the moment. One way or another players won't be deprived of purchased vehicles and earned experience.

View PostRock_Spider, on 18 January 2011 - 11:48 AM, said: Q: What developemnts are underway to improve the mini map? Such as being able to ping allies and locations etc. When you press f7 to call for help there is no way of knowing where that player is... Is this being improved? When can we expect these kinds of improvements? (I know baloance and gameplay issues are much more important right now, just want to know if they are being thought of)

Overlord: Lots of mini-map improvements are in development.
- visibility range
- radio range
- different colour of dots for platoon member
- etc

View PostNoMoreChillies, on 19 January 2011 - 10:39 AM, said: Question:
1. Do you have any plans for re-spawning games with different game objectives? This could ease alot of the camping syndrome.
2. Where is your inspiration behind SPG, since its not based on any realism.

Overlord: 1. One of such modes is being worked on. So-called "re-spawn from garage", ie player can use vehicles at his disposal in one battle with some restrictions of course.
2. We have got vivid imagination. SPGs counter heavies rather effectively at the moment.

View PostST61, on 19 January 2011 - 04:11 PM, said: Do you have plans of adding support for multi-monitor set-ups? For example hi-def minimap and/or tank status box on separate monitor?

Overlord: No such plans. Sorry.

View PostChewie, on 19 January 2011 - 05:40 PM, said: I've got some more questions for you, Overlord.
Vehicle performance stats. Do you have, and are willing to share, the server stats for all the vehicles (as seen previously here)? The stats we have now are very out of date, with the armor bug fix for the american heavies, the adjustments to mediums, introduction of tier 9 mediums and introduction of tier 6/7 artillery.
WoT on Steam. I saw your post stating that you (and by 'you', I mean Wargaming) are planning on putting World of Tanks on Steam. How is this going? Are you planning on having bundles you can buy off of Steam that are like the boxed versions that we have heard about?
Balancing of vehicles. Is there an adjustment in the matchmaking system for individual tanks? In other words, if a tank has a above / sub par performance record, can / do you adjust their 'weight' in matchmaking? Is this preferred over adjusting the specs of the tank?
Company battles / clan wars. This is a continuation of the previous question. If a tank is weighted lower than a tank of the same tier, how is this reflected in battles where you only look at the tier of the tank?
Deeper customization. Are there any plans to deepen the customization of each tank, by the introduction of a more thorough crew skill system, or the addition of researchable modules to slightly adjust various stats to make the tank more of what you want?
Thanks again for answering all these questions!
P.S. Question 4 of my previous post (about boxes) was skipped over. Can you put an N/A if you don't want to answer it, so I can let it go :)?

Overlord: 1. We have got update on stats on January 17. Not going to reveal them in bulk at once, last time it was a kind of exception.
2. Negotiations with Steam is now at their early stage. Most likely Steam will be used solely to promote distribution of WoT and the game itself will be free of course. Box version of WoT will definitely appear some time after the release. It's going to be Collector's edition with usual bonus content, both in-game (digital) and hard (physical).
3. It is possible to adjust match-making parameters for each vehicle type and tier. And it is widely used. Match-making value of tier 9 mediums is going to be increased.
4. Vehicles of the same type and tier have the same value in match-making. The are listed in alphabetical order.
5. Additional crew skills including some unique ones for each member are going to be added. New modules are being worked on currently, such as additional armor plates.

View Postkhouri, on 19 January 2011 - 10:56 PM, said: Hi not sure if this has been answered for definite. if it has I apologise, with all this XP I'm earning atm will I always need gold to transfer it to "free xp" or are you doing away with that for the last part of the beta.and making it real "free xp".
Thanks.

Overlord: Converting regular experience into free experience is going to remain.

View PostSiberianExpress, on 20 January 2011 - 06:46 AM, said: I noticed some people using cruise control to move slower to lower the chances of being spotted. Does the movement speed effect the chances of being spotted?

Overlord: The chance of being spotted is not speed-dependent, it's the same for 10km/h and 50 km/h.

View PostEvisicator, on 20 January 2011 - 02:19 PM, said: Are American Tank Destroyers going to be implemented prior to release, or are we not going to see them until sometime after the game goves live?

Overlord: Not sure about that, either some time prior to the release or shortly after it.
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TAGS: beta, wipe, matchnaking, gold, exp, clan wars, company, mines, dev, world map.

View PostYankeegunner, on 20 January 2011 - 03:14 PM, said: I've read the announcement of "open beta" starting on the 27th. My question is this:
Is there a soft/hard wipe planned for the Open Beta (or any kind of wipe). I realize that there will be a hard wipe @ launch, just wondering what the plans were *prior* to launch.
Thanks in advance.
YG

Overlord: There won't be any wipes prior to the start of open beta.

View Postsamus1001, on 20 January 2011 - 07:47 PM, said: I have been patiently waiting to see how the match making system would deal with large numbers of tier 9/10 tanks. I would like to know if the developers are going to fix these 2 problems I have noticed.
1. Will a minimum tier limit be placed on platoons where some members are high tier and some are VERY low so that the match making system stops doing this?
2. Are the developers going to stop forcing low tier players into high tier battles where those players get frusterated and quit playing (and paying) since the matchmaking system is biased against new or low tier players?

Overlord: 1. No, such restriction is not planned. It's up to players to decide who to platoon with.
2. A loose question. Specify please.

View PostF34rmen00bz, on 20 January 2011 - 10:03 PM, said: Will flamethrower tanks such as the British/American Crocodile or the Italian L3/35Lf be implemented? I think it'll be cool to have them roast enemy crew members and modules while leaving the physical structure intact.

Overlord: They are possible, but we need to implement bot-guided infantry first.
Edited: will add flamethrower tanks as soon as flame/fire effects are optimized.

View PostShadowStalker887, on 20 January 2011 - 10:15 PM, said: 1. Will gold always be a necessity to convert xp?
2. Are there going to be any changes to the amount xp and credits earned in a match, example increasing premium to x2 creds/xp?
3. Will we get gold with the release of the open beta

Overlord: 1. Yes.
2. Only during special events.
3. Yes.

View PostLtChief, on 21 January 2011 - 01:30 AM, said: Q: Overlord, the battles that will take place for territories in clan wars, will they be fought on random generated maps that look like the area that they are being fought in (terrain, landmarks etc) or will they be generic maps? IE: If your fighting for Paris, will it have its own map? etc.

Overlord: The first option, they will be fought on random maps that look like the respctive area. E.g. at this time for Paris it can be either Himmelsdorf or Ruinberg.

View PostTanitha, on 21 January 2011 - 01:02 PM, said: I believe the full blown clanwars will be released with a world map after release, and will include the three servers USA, EU, Russia.
So based on that i have a few questions please.
1. I guess it will have to be released sufficiently after release to give the USA and EU players enough time to level up T10 tanks. Since they will be competing against the russians who have been playing for approximately 4? months. So the question is, is there any plans to make the US and EU crew additional skills (fire/repair/camo) level up a lot quicker than russias did? So the Eu and USA players can compete with similar additional crew skill levels? Otherwise the russian's will be playing with 100% 100Fire/100Repair/100camo crews And the usa/euros might only be on 100% 100 in (one) skill. If only the additional skills training is quickened and not the overall basic skill level. It wouldn't effect whether people pay gold for 100% crews or not.
2. Would the world map, be a "world map" covering Australia / Asia etc? So a all Australian clan can take Australia and have battles in their time zone? Or will it only be a map that contains Europe Russia and USA.? So an all Australian clan could still be viable for clanwars?
3. I think wot want clan battles to be unlimited levels, and a lot of the casual players want it to have levels restrictions. So in the end do you think it will be a mix? Like coastal starting land having a limit on the tiers? and the more valuable land having no limits?
4. I believe land will have different values, like some will produce credits, some produce credits and gold. Since clans start on the coast, will the coastal land be less valuable and the valuable land be inland? Or will it be historical, like major coastal cities that produce a lot in real life, will produce a lot in game.
5. Is there plans for clans to be able to enhance their land? like building factories to produce ammo, tank parts etc.. Would this be a release feature? or much further down the road?
6. I believe clan members are tokens on the map. So i assume they are "stationed" in land the clan owns, and are called on to do a defense if that land is attacked. How freely can these clan members / tokens be moved around. If for example you had a international clan, and owned two pieces of land, one in Germany and one in Russia. If Russia is attacked, would the players in the Germany land be able to be moved to do the defending battle in russia? or is it best for clans to own land next to each other so clan members can easily be moved around to defend.
7. Is it a max of 15 players stationed in one piece of land?
8. For international clan wars, who's server will the battle be on? Will it be like the timezone? IE played on the server of the country that is attacked? So if a Russian clan attacks a USA country, the game will be played in usa prime time on a usa server?
Thanks.

Overlord: 1. Projected timeline for integration of all server-based clan wars into global clan wars is currently unknown. There will be enough time to maximize any tanks and crews.
2. At early stage only Europe map is going to be available. Later all other regions will be added (apart from Antarctic perhaps).
3. To start clan wars at least 15 tier 5+ vehicles required. It is going to be the only limitation.
4. All porvinces will produce certain income in gold (only in gold). The amount of gold depends on the type of the province. Starting provinces produce less income than capital ones (eg Paris region is more important than Brittany).
5. Yes, this fearures will be added in future.
6. In order to move your troops from one owned province to another they both must have common border (the same goes for islands, they can connected with several coasts). Moreover, if the province you own is not connected with capital directly or through the chain of your provinces it doesn't produce any income, ie it is blockaded.
7. Up to 15 tokens per province.
8. Yes, the example is correct. We are going to use account roaming.

View PostArctander2, on 21 January 2011 - 05:01 PM, said: Q: Any ETA or information regarding the variations in company battles that are coming?

Overlord: This feature has high priority and being worked on at this time. Unfortunately, no ETA at this stage.

View Post4zero, on 21 January 2011 - 05:19 PM, said: Will there be a chance that you guys include light tanks and arty to plant mines be it anywhere or just on the base for defense?
Thanks!

Overlord: Only some time in future. It's not being developed at the moment.

View PostRaptor, on 21 January 2011 - 05:41 PM, said: Several questions about clan wars.
1. How many provinces will contain map of Europe at the very beggining?
2. How fast/often can we expect addition of new territories/provinces/continents when the clan wars will finally begin?
3. Will there be any bigger than before sneak a peeks on map or other features screenshots before cw release?
4. Exactly how much gold will be required to start a clan during cw beta and cw release? (if any)
5. Concerning fighting for major provinces: Are you going (In the longer run) to create specific maps for every country's capital for example London in GB, Moscow in Russia(ot: that would be awesome btw. ;] ), Berlin in Germany (ot: ruined Berlin = must have) etc. which will be used only during fights for main provinces? (and in random battles of course).
6. How many features (such as mercenaries, sabotage and infilitration system etc.) will cw beta contain from the expected pool at the very beggining? 90%? 75%? Less? More?
Thanks.

Overlord: 1. 200 provinces.
2. Rather fast. Most important territories will be added relatively soon after the launch.
3. It's not a problem to post some images, but we don't have clan wars UI translated into any language other than Russian. Unfortunately.
4. 2500 gold to start a clan. If the clan is founded at beta stage, beta (free) gold required. Clans won't be wiped.
5. In the long run all key historical and capital provinces will have their own unique maps.
6. Difficult to assess. About 50% or thereabouts. New features will be added gradually throughout clan wars beta.

View PostNoMoreChillies, on 22 January 2011 - 04:29 AM, said: Questions:
1. What is the overall life expectancy for WOT - 3years, 5years, forever?
2. What Tanks do the devs prefer to play?

Overlord: 1. 5+ -year span is possible. The launch in former USSR countries was a complete success. And we have huge plans on adding new content and new features into the game.
2. Soviet and German vehicles mostly, for some reason US stuff is less popular. Think, most frequently used tanks are all Soviet medium line, SU-100 and SU-152, Hummel, Panther, Leopard, top German TDs, T2 lt.
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TAGS:weight, acceleration, matchmaking, skins, T23, suspension, amphibious, historic, battles, clan wars, fees, td, camo, match scores, armor.

View PostAsky, on 22 January 2011 - 04:48 PM, said: Question about gameplay.
1. Weight have an influence over acceleration? e.g. mounting a heavier turret, gun or a heavy module makes u're tanks slower?
2. Same as 1, but influence over traverse speed?

Overlord: 1. Yes, it has. Heavier turret makes vehicle slower.
2. The same as the previous one.

View Postsamus1001, on 22 January 2011 - 10:14 PM, said: I was specific. Then part of my post was removed and the questions were rewriten..........
Question 1 was based off an apparent exploit of the match making system where tier 9+ tanks platoon with tier 1 or 2. This causes the matchmaking system to drop the value of the opposing teams tanks so that the first team has more high tier vehicles vs the other team. Those tier 1 and 2 tanks are simply throw away vehicles that allowed their team to have more heavy hitters. My question was if a limit on who could platoon with who would be based off of what combat tier those tanks could get in.
Note: This does work. To test the theory my clan created several platoons with 1 tier 9 or 10 per platoon and the other platoon members in tier 1 vehicles. When entering battles we often had an advantage in mid tier tanks vs the other team. The "weight" of the battles was near equal as was the top tier vehicles but because we had better mid tier vehicles we won far more than we lost.
Question 2 was originaly asking if low tier platoons (for example 2 pzII and a pzIII) would stop being forced into battles that the PzIII could get in without the platoon but the PzII's could not. The matchmaking system seems to only take into account the highest tier vehicle in a platoon when deciding on what matchmaking level to place that platoon in. Tier 2 tanks getting forced into battles that they would not normaly get placed in is frustrating for those low tier players since they have very little effect on the outcome of those high tier battles and tend to die easily.
Both of these questions are related and I believe make far more sense in the current unedited form.

Overlord: Answer 1: This is not an exploit. When L-traktor platooned with Maus gets into high tier battle, the opposing team has lower overall match-making value than it could be if there were two Mauses instead.
Answer 2: It depends not on the tier, but on match-making spread for each vehicle. The highest is taken into account. Not planned to be changed in future.

View PostArctander2, on 22 January 2011 - 04:53 PM, said: Are there any plans to allow for multiple skin options? So that desert skins appear on tanks in the desert, forest in the forest, etc?

Overlord: Yes, we have some ideas how to implement this.

View PostTomofAlbion, on 23 January 2011 - 11:04 PM, said: Q. Is there any information on whether the T-23 will be receiving a tier 8 cannon in the future?
Q. Any chance for a developer Q and A session for us testers in the future?

Overlord: 1. Possibly.
2. Hmm, similar threads? Sure thing.

View PostSourKraut, on 24 January 2011 - 05:42 AM, said: Question
1.Is active suspention planned for the near future?
2.is there any possibility for amphibious tanks?

Overlord: 1. Possibly.
2. Unlikely.

View PostDa7K, on 24 January 2011 - 11:24 AM, said: Question
Is there going to be a official Historic battle event? if so when?

Overlord: I think it is quite possible. No ETA.

View PostChewie, on 21 January 2011 - 06:11 PM, said: Clan wars stuff... almost forgot about that :-P
Enrollment Fee - Will there be an enrollment fee to be IN a clan participating in clan wars?
Mercenaries - These players will be able to fight with clans to take over lands, or against clans to protect lands. Will there be any fee to be a mercenary?
Tokens - Does each token on the map represent a SPECIFIC player, or rather a 'slot' that the clan can fill with any of their members when a battle occurs?
My last little bit is more of a discussion that I would love to have some feedback for.
Are you under the impression that these clan wars will mirror the current Company battles, with nothing but tier 10 heavy tanks, tier 9 medium tanks, tier 6/7 artillery and maybe something to scout? Looking at the long term, I can see only this as the makeup of Clan Wars battles. Players will take the best tanks available, so the spread of team composition will be VERY narrow. With no forced regulation on tiers and tanks, it will be required by any decent clan that their members (or mercenaries) are driving a top tier tank. I fear that these battles will become stale very quickly, which is not good for the longevity of this game mode.
Do you see the clan wars as the World of Tanks 'end game'? Something that is impenetrable until you are pretty much done with the random battles? Or, do you see it as something that everybody can play?

Overlord: 1. Participation in clan will be free. Clan registration is going to cost 2500 gold (for clan leader).
2. Both. Mercenaries will get gold for their services.
3. Token is a slot that can be filled, not a particular player.
Currently clan wars are regarded as high-level content, "end game" if you like.

View PostOtto_matic_Reiffel, on 22 January 2011 - 12:21 PM, said: The German high tier Tank Destroyers appear to have very little camo bonus and the camo net module doesn't appear to work. These are the JagdPanther, Ferdinand and JagdTiger.
1. Is this intentional?
- If intentional, could you please explain why.
- If not, could you please provide any ETA for a fix. The JagdPanther especially needs it since it has relatively little armour.
2. Will this also affect the German open topped TDs when they are released? Thinking Sturer Emil since it is also tier 7.
3. If German high tier TDs are going to stay the same in regards to camo, will the high tier Russian TDs have their camo nerfed? Object 704 has great armour and good camo.

Overlord: 1-3. Visibility/invisibility values depend on physical size of the vehicle and its engine. Camo net module works for ALL vehicles at this time. E.g., JT's invisibility value is rather low, that's why overall camo net bonus may seem insignificant. Some values might be reconsidered in future for balance sake.

View PostRock_Spider, on 24 January 2011 - 01:14 PM, said: Q: Is the post match score screen going to be changed to be more descriptive? IE not just kills....

Overlord: More detailed description for experience and credit gains/losses is going to be implemented.

View PostShadowStalker887, on 24 January 2011 - 01:19 PM, said: Are there going to be any additional modules? for example: changing the hull shape and armour of a tank
(Also, DO NOT WRITE ANYTHING BUT QUESTIONS IN THIS THREAD PLZ READ FIRST PAGE, seen 2 people RO'd already.)

Overlord: Additional armor plating as is being worked on. It will be introduced as a separate module.
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TAGS: armor plating, clan wars, purchase gold, skins, maps, game stats, dismount equipment, visibility, damage, french tanks, HE.

View PostChewie, on 24 January 2011 - 04:59 PM, said: How will this be balanced to make sure the additional armor does not make a tank WITH the additional armor plating that much better than a tank WITHOUT the additional armor plating? I understand that a tank which spends the extra time researching these armor plates will be better than a tank that did not (same as any other module), but my hope is that the gap in power between these vehicles isn't so large that your worth to your team is severely reduced until you get these additional armor plates.

Overlord: Additional armor plating will lead to weight increase with the respective consequences affecting vehicle acceleration, maneuverability, passing-ability etc

View PostChewie, on 24 January 2011 - 06:32 PM, said: 1) What is "pass-ability"?
2) The additional armor plating would also increase the equipping tank's match making weight, correct? Or, is this increase to the match making weight ONLY caused by equipment (not module)?

Overlord: 1) Passing ability or cross-country ability.
2) No, it won't. Match-making value or "weight" depends on vehicle tier and type (LT, TD, etc).

View PostArctander2, on 24 January 2011 - 07:12 PM, said: Will this be required for ClanWars beta? Is there going to be a way to either buy, or transfer & pool gold between players?

Overlord: Yes, this requirement will be relevant at any stage of clan wars (beta and release).
It will be possible to purchase gold after release. Gold transfers between players will be added later as well.

View PostKayos, on 24 January 2011 - 07:56 PM, said: When you release official skins for the tanks. Will everyone in the match be able to see the skin we choose?

Overlord: Yes to both questions. And quite soon.

View Postberree, on 25 January 2011 - 05:34 AM, said: When are we going to see some more maps??
P.S. I know maps are prob time consuming but i wish there was more released on a standard schedule
P.S.S. Oh and could you ask the map makers if we could pretty please have like 2 or 3 new ones for release?
P.S.S.S. Heck just rearrange stuff on the old ones that would save a lot of time

Overlord: One new map will be added into the upcoming 0.6.3.2 update. The name is Westfield.
Some "old" maps are being reworked currently.

View PostShadowStalker887, on 25 January 2011 - 08:57 AM, said: Hey, do beta testers opinions matter on game balance or do the dev's use game stats? If so, why? And how come where not allowed to see the game stats?

Overlord: Most of the balancing is based on statistics we gather (testers' indirect input), some adjustments are made on the grounds of public opinion even though it may thwart with stat data like T-54 nerf and a few more changes from the upcoming patch that are not published (testers' direct input).

View PostDa7K, on 24 January 2011 - 11:32 PM, said: Do additional armor plating will have a visual difference? (like you change the gun/turret)

Overlord: Yes, they will.

View PostWingNut, on 25 January 2011 - 12:04 PM, said: Speaking of the patch, will we see it before or after open beta?

Overlord: Minor v.0.6.3.2 update should be released next week. There will be multiple adjustments of vehicle performance characteristics in addition to already announced changes.

View PostTanitha, on 24 January 2011 - 06:28 PM, said: Would it be possible / is it planned.
That equipment such as spalliner, optics, stabailzers,, rammer, etc. Can be removed from a vehicle while still being locked to that vehicle?
For example this would allow you to buy 4-5-6-7 pieces of equipment for a tank, and then be able to select which three you want to use for a particular battle. At the moment when a piece is removed its destroyed and not able to be put back later.
If the above was implemented it would allow players to buy more than 3 pieces of equipment for a tank, but limit it to only 3 being able to be used at one time, with equipment bought for one tank only being able to be used on that one tank. So all in all I cant see any disadvantage for WG, but it would be an advantage of more sales. Some of these items are 500k each, so maybe more gold buying to swap to credits..

Overlord: It will be possible to dismount "locked" equipment for certain minor amount of gold.

View Postthejoker91, on 25 January 2011 - 08:31 AM, said: I have a couple of questions:
1) why tanks with very similar dimensions can have very different invisibility values?
2) Is there a simplified way of calculating on average the HE damage will do to a tank given its armour? (or, how effective is armour when dealing with HE hits?)
3)When additional armour plates are added, how will it be the options to implement (is it going to be "additional 20mm on front" or more specific like "additional 20mm on upper-hull"?)
4)In the final release of the game, will tanks still be able to be damaged by shooting the commanders cuppola or the range-finders or shoots hit would just damage the rangefinder?
5)When french tree is added, is it going to be the full-one or is it going to be missing some tanks?
6)Do you have a time estimation on where will the tech trees would be completed? like, end of this year or so?
Thank you in advance.

Overlord: 1. Because of engine parameters.
2. Was answered earlier, please use search.
3. No details at this time.
4. It will work the way it works currently.
5. Likely the initial package of French tanks won't contain all vehicles.
6. Can't say that tech trees can be 100% completed at some stage. We have some ideas how to expand and revise current trees.
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TAGS: light tanks, french, gold ammo, premium tanks, battle reports, hummel, combat reports, equipment selection, skins, german spg, Skoda automatic breech.

View PostKalinin, on 25 January 2011 - 02:24 PM, said: Will there be any plans to add more high tier light tanks than just the French currently?
For current sides I mean, not way down the line in yet another country's tree.
It'd solve currently extremely frustrating matchmaking for T4 lights and reduce gimping of a team losing a damage vehicle. (Thinly veiled plug for my thread...)

Overlord: Yes, all existing factions will get at least tier 5 light tanks.
And it'd make "extremely frustrating matchmaking for T5" instead of T4. :)

View PostOJ191, on 25 January 2011 - 04:15 PM, said: Are the gold rounds M41 unlock 155mm gun (not sure the exact designation right now) working as intended? They are HE, with the same damage as normal ammo and only +5mm penetration. I don't plan on using them myself, but seems a bit useless for gold rounds lol.

Overlord: Gold ammo has larger splash damage radius(see shell description).

View PostLargepotato, on 25 January 2011 - 05:40 PM, said: One thing I find annoying is that gold premium tanks take up a slot in the garage.
Are there any plans for premium tanks to come with their own separate premium tank only garage slot?

Overlord: No, this is not planned.

View Postsamus1001, on 24 January 2011 - 06:29 PM, said: What about total damage done to the enemy? And recieved?
Will the Devs make the post battle screen so that we can see who did how much damage in the battle?
I ask this because many players complain about others if they did not get any kills. Seeing how much damage each person did would be better and stop this in game rant fest.
Also what is the purpose of the tokens in clan wars? Since we will be able to use any player in our clan in any province why have the tokens at all?

Overlord: The amount of damage taken and recieved might be added to post battle screen in future as well.

View PostGnarlene, on 25 January 2011 - 07:34 PM, said: Is the incredibly long aim-time on the Hummel bugged or do you consider it to be working as intended?

Overlord: It was answered earlier, please use search. There is no special bug with Hummel aiming time.

View PostRhaumar, on 25 January 2011 - 07:55 PM, said: When will we be able to view full combat logs during or after a battle??
And just so that I don't get a time out for not using the search engine, here is a question I posed a while back and have not gotten any answer, though, the search feature did return these statements:
My original post about Combat Logs, never answered by a Mod or Dev.
I understand that the stats were expanded, but, why no combat logs yet?
Instant Replays requested (another version of a combat log), with a Mod/Dev stating that it will be implemented, but, no timeframe was given.
And this tidbit was just handed to me (thanks Arctander2), from the Developer's Suggestion forum, with no comment from a developer ANYWHERE:
http://forum.worldof...ame-stats-chat/

Overlord: Combat logs won't be added.

View PostJiri_Starrider, on 25 January 2011 - 08:42 PM, said: Thank you for the response, that unfortunately obviously negates my additional question regarding swapping equipment upon seeing the map/lineup. :(

Overlord: This is unlikely to be added.

View PostJiri_Starrider, on 25 January 2011 - 08:57 PM, said: Hey Overlord, I know you are busy, but I feel this question is rather important to a large portion of your playerbase - all the skinners and skin users. Can you please respond?

Overlord: Due to some reasons official support for user-created skins won't be added. At least not anytime soon.

View PostF34rmen00bz, on 26 January 2011 - 02:18 AM, said: Will the SdKfz 135/1 'Lorraine Schlepper' be implemented as a German SPG? Its not in the full tech tree and I don't want you guys to overlook it.

Overlord: Under consideration currently. Quite possible.

View PostMasterWolf, on 26 January 2011 - 10:48 AM, said: extra post just in case 1. above has the answer of no ---
Q. Will the Kwk42 L70 and L100 German guns get their historically accurate penetration and rate of fire, and will we see the Skoda Automatic breech as an option for these guns seeing as it was actually tested in real life, and intended for the panther 2 and Ausf F panthers ??? (for more info please refer to my post in this section on german guns)

Overlord: Not a single question, but a series of questions. Requires much time looking through references.
Briefly,
Kwk 45 L100 is a fictional gun with no accurate data available.
Kwk 42 L70 penetration is ok, the way we converted values was explained earlier. Regarding RoF, for all tanks it was increased up to 2 times in comparison with historical values. For some guns this increase was smaller.
"Skoda Automatic breech?" Additional information required.
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TAGS: beta testing, patches, supertest, skins, stuck, historical battles, Skoda automatic breech, premium tanks, tank trees, mute players, rebalance, matchmaking, tk, bots, clan wars .

View PostChewie, on 25 January 2011 - 06:23 PM, said: I have a couple questions about testing of tanks:
What is the breakdown of servers in regards to testing? I assume there is Wargaming internal testing, then supertest server, then release / beta server. Can you clarify?
How difficult is it to push an update to the non-release servers? Is it something that can be easily done every week, or does it take a lot more time than that?
Is it possible to test adjustments to tanks on these non-release servers? Could you, just for example, give the Hetzer an increase in hitpoints to see how it would perform (and compare) in battles?
Would it be useful to have a server dedicated to the balancing of tanks? The developers could make adjustments to any stat on any of the tanks, or even change its tier, and have real players take the tank into battle against other players. There could be a subset of tanks that the players could choose from to make sure that the battles are accurate representations of what would be seen on the release / beta servers. This would allow rapid testing of minor adjustments and major overhauls of tanks with real players providing real battle feedback.

Overlord: 1. There are several stages; internal testing, supertest server, public RU test server, EU and US closed beta servers. And RU main (public) server.
2. Requires some time and effort, but overall much easier than pushing updates on public servers.
3. Yes, it is. And it is in use, especially on Supertest server. Regarding your example with Hetzer, it is possible, but to get precise assessment of the adjustment made, as a rules, public (mass) testing required.
4. This is the purpose of RU supertest server. It is possible in will be launched on EU side as well rather soon. Personally I doubt that is possible for US server because of time zone gap.

View Postxecute, on 26 January 2011 - 01:18 PM, said: Can user created skin packs not go through a vetting procedure by developers so that the "quality" ones can be approved for official use and be seen in-game if a player chooses to download the skin pack online from somewhere (such as a database on this site)?
I say this as it would keep a quality control aspect to the game so no bad skins get through. Also it is still up to individual players to download the packs outside of the game if they want to see them in-game.
I think this would be a great balance of letting the community get involved. Only letting those who want to use them use them. And also as said keeping control over content.
Just an idea :)

Overlord: It is unlikely because of techincal complexity of this procedure. Recieve sking, review and approve skins, inlude approved skins into updates or make them available for download etc.

View Postxecute, on 26 January 2011 - 04:33 PM, said: ...
QUESTION: I still get stuck on maps a lot. Will there be a review on a solution to this such as being able to "bump" out of obstacles. No matter how many times the maps are enhanced to avoid tanks getting stuck, spots are always available to get stuck on regualy (including the red border). Please set collison to "bump" you out if you stay still for 'x' amount of time when overlapping an environmental solid vector (same with red border for TD's - let them turn on red line so there back end can overlap, just stop centre from crossing line). This will also help free up time on future map design so you don't have to keep fixing areas tanks can get stuck (as they can easily get unstuck if they stay still by being "bumped out" slowly by system).

Overlord: 90% of all stuck places will be fixed in the upcoming major update 0.6.4, like stones on Prohorovka, spots around buildings on Ensk, etc.

View PostIggith, on 26 January 2011 - 08:58 PM, said: You have hinted at historical battles maybe coming in the future... will this be just for tournaments or special events or would this be a full battle mode that would be usable at any time?

Overlord: For tournaments and special events only. Correct.

View PostMasterWolf, on 27 January 2011 - 01:14 AM, said: Reply to OL's question
Hi Overlord
The skoda automatic breech referered to in my recent question was a protoype devleoped jointly by Krupp and Skoda for the KWK 42 L70 and L100 models as well as Skoda's own KWK 44/1 L70.
3 prototypes were produced and trialled during the war and used a 4 shot top loading hopper manually topped up by the tank loader.
in range trials they achived a ROF of close to 40 rounds per minuite although there were some concerns about the ability of the gun loader to keep up this ROF for any extended time under combat conditions.
One of the trial breeches was mounted on a Ausf G panther (on a Krupp L70), but there are no existing records indicating if it saw action.
The plans were for this to equip the ausf F and Panther 2 models (and associated TD's) with this breech on both l70 and l100 guns. Certainly it was intended for the E50 using the designation kwk 44/2 (in the 4 shot top-loading casette version) with either the l70 or l100 barrel (the l70 model being more likely - althouth the l100 barrel may have been used on the E25 Tank destroyer)
The existing records show that both the Skoda and Krupp versions maintained the same excellent penetration (superior to the Tiger's 88) and accuracy as the existing semi auto breech.
The designers were also tinkering with a shorter fatter cartidge for the action to make it easier to fit into the schmalturm turret.
This gun was the one "borrowed" by the french post war to produce the CN 75 50 gun and it's derivitaives used on the super shermans and AMX 13 light tank and the effectivenes of the automatic breech in this model is well demonstrated even if thier choice of mount and magazine was somewhat "unique".
There is also evidence that Skoda was developing a full auto breech for the 88 as part of it's panther chassis flakpanzer 88 design, but sadly there is very little surviving documentation of any quality on this model as the design was cancelled pre production in favour of other models.
Hope this info helps
Would love to see the 7.5mm guns competitive in game as atm they seem to get dumped as soon as you can in most tank models in favour of the higher damage of the 88.

Overlord: Got the idea. If you have any sources/references, please forward them to me via PM system.

View PostF34rmen00bz, on 27 January 2011 - 06:06 PM, said: Is it possible for Premium tanks to have their own upgrade trees? Like making the Russian Valentine upgradeable with Russian gear to make it, not better, but a different experience from the British Valentine.

Overlord: No, this is not planned.

View PostKayos, on 27 January 2011 - 06:31 PM, said: Will we know what the new tree is going to be like prior to official launch? Any chance seeing any of these changes in open beta?
If it won't be introduced until after launch, will you just credit us back exp points put into the US Tree so we can start over on the US path we want?
Thanks for taking the time to answer our questions in this thread.

Overlord: The announcement on revised US tech tree will be made prior to release, but the changes are likely to be implemented after it.
Substantial changes to Soviet tree are currently under consideration as well.
It will take some time to model and balance new vehicles, moreover all of them are high tier ones.

View PostMemoryReborn, on 27 January 2011 - 11:07 PM, said: Ah, so there is no rebalancing of the lower tiers, if I read that correctly.

Overlord: Rebalancing of lower tiers is not going to be that substantial and won't require revision of the existing tree.

View PostA_Rotten_Egg, on 28 January 2011 - 12:14 PM, said: A couple questions...
1.) With the start if the Open Beta, will we see changes / improvements in the automated TK and bot detection systems?
I have noticed a substantial increase in the number of "afk" and blatant "bots" (macros) especially since the 5X xp and credits bonus period. Also, that "wall of shame" section of the forum seems to have disappeared... (Not complaining, as I didn't think it was a very good idea in the first place. However, at least it showed us something was being done. Number of players instead of names might have been a better method though.)
TK / griefing is rampant in the lower tiers especially right now. I tried a few games on my daughter's account and it was saddening seeing how it is going unchecked.
Reports with screenshots I have filed have simply vanished. No confirmation from "support", nothing to show me anything is being done other than me wasting my time filing it.
2.) Will there be an option to mute players during a match? Both from chat and mini-map ping-spamming?
I have used the rather cumbersome method of "ignoring" players by searching for them in "contacts" and selecting "ignore" after a particularly nasty match. Unfortunately, with the number of players online, this is not a very effective way of handling the problem. Having the option to easily "mute" them in game would greatly enhance the enjoyment factor in my opinion and this has been suggested several times. "Right click player > mute" would be great

Overlord: 1. Yes, with the release approaching this issue will be addressed. Details and exact algorithms for an obvious reason are not going to be revealed. The main concept will go public.
E.g. special im-game "team-killer" status is planned to be introduced. So well-known offender is going to be visible for all players. Team killers are likely to refunds repair costs of their victims.
2. As far as i know, this is not planned currently.

View PostArctander2, on 28 January 2011 - 01:01 PM, said: Are there any areas on the ClanWars (or plans to add) which will include tier limits on lower provinces? It is abundantly clear that the majority of players are willing to pay premium for ClanWars, as long as they feel they participate and that the battles don't become one dimensional with the same T10 vs T10 (T9 med, T8 arty) battles. If it's all going to be tier unlimited, is there any thing in place to limit how frequently a player can use a tank, such as a 1hr cool down between battles? Or maybe if destroyed, a tank will being out of action for a period of time in CW?
Discussion Link: http://forum.worldof...ns-and-clanwars

Overlord: Clan beta that is going to start on Monday for Russian server won't include any restriction on max overall tier. Will see how it goes.
Yes, it is planned to lock vehcile for some time after it was destroyed. The exact period of time will depend on vehicle tier and type.
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TAGS: shells, accuracy, minimap, 30v30, battles, premium tanks, clan wars, exp, skins, westfield, balance, tank specifications, matchmaker, platoon, maps, terrain, territories, US heavy tanks, tracks.

View PostAsky, on 28 January 2011 - 03:06 PM, said: 1. Is there any difference between German and Russian guns that have the same accuracy? For example is4 130mm L-70 vs VK4502 128mm KwK 44 L/55?
2. Do german guns have a lower chance to disperse shells all over the dispersion circle (aiming circle) compared to russian guns?
3. What advantages u get from high velocity guns in this game? Less drop in penetration at long range is one of them?

Overlord: 1. Accuracy is the same, but other specs are different.
2. Normal distribution is on for all guns regardless of faction.
3. Higher velocity allows you to hit moving targets faster. No other advantages.

View Postsweenytodd, on 30 January 2011 - 07:56 AM, said: is the accuracy done on a gaussian distribution (in 3D of course) like penetration, or will the shell land somewhere completely random inside the circle?

Overlord: The accuracy is done on Gaussian (normal) distribution for all guns, including SPGs.

View PostShireknight, on 30 January 2011 - 11:16 PM, said: 1. In almost every battle I fight I see people pressing the help hot-key but of course because nothing shows up on the map you don't know which green dot is asking for help. People have been asking for the system to be improved so that when someone pleads for help the rest of the team can see where they are ever since I started playing the game, are the developers planning to do something to improve this feature please?
2. I read somewhere that the current engine cannot handle maps larger that the ones we currently have, are you developing a new engine or has the idea of larger maps now been scrapped as a result please?
3. When I first joined I remember people were saying there would soon be 30 tanks on each team instead of 15 is this still something that will be implemented or if the larger maps have been scrapped (see question 2) does that mean the 30 tank per team battles have been scrapped also please?

Overlord: 1. Mini-map is being redesigned currently. The feature described above will be implemented, as well as dots of another colour for platoons, sight range of your own tank and many other things.
2-3. We are going to develop the engine further on our own. As soon as we are able to add larger maps, 30 vs 30 battles will be implemented. However these are plans for the long run.

View PostRaptor, on 29 January 2011 - 02:44 AM, said: 1) Will we be able to use premium tanks in clan wars battles?
2) About premium tanks and their usefulness. They're not bad for earning easy credits but still right now getting xp on premium tanks is almost useless unless we have a lot of gold to change it to free exp. So in order to get some we have to buy a premium tank, then maybe buy a slot and then use even more gold to get some free exp. Is there a possibility to make premium tanks more useful? For example a slight change of free exp output on premium tanks to 10% instead of 5%? It would make them more popular and more people would be willing to buy them.

Overlord: 1. Yes, premium tanks can be used in clan wars battles.
2. Increase of free exp output for premium tanks is currently not planned.

View PostMadCat6669, on 31 January 2011 - 04:54 AM, said: If there are plans to implement cosmetic customization on tanks such as camos and markings., will there be a penalty on placing swastikas or SS markings?
This would directly conflict with players who have internal tank skins modifications which one will super-cede the in game appearance?

Overlord: Customization of tanks will be based on predefined visuals added to the game. So, no swastikas and SS markings on tanks.

View PostKalinin, on 31 January 2011 - 11:58 AM, said: How big is the upcoming map Westfield? Preview makes it look pretty big.

Overlord: As far as I know it should be 1x1 km.

View PostTwardy, on 31 January 2011 - 01:12 PM, said: Question regarding tank specs adjustments after game release. Let's take that someone buys premium tank with gold, meaning with real money. Then you make a decision to nerf it. Would you be willing to compensate the gold if one wants to give the tank back being unsatisfied with its performance after nerf? Assumption here is that if said nerf was known to happen beforehand, the player would not decide to buy that tank.
I think it's important to know before release, as in real world what you pay for is what you get and seller cannot interfere with your property after transaction.

Overlord: Balance go first, so specs of any tank can be adjusted, icluding premium vehicles. Though I must say that we handle rebalancing of premiums with care and attention, that's why major nerfs/buffs for them are hardly probable.

View PostM_Doyle, on 31 January 2011 - 06:42 PM, said: What's the Maximum tier difference a tank can have in a battle?
Does creating a platoon Defeat that barrier?
I ask this as i saw a T1 Cunningham Join in a battle with a bunch of Tiger tanks in it. (Surfice to say the T1 became a T0)

Overlord: 1. See the chart here.
2. Match-making spread for platoon is the same as for the tank in platoon with the highest match-making value of the 3 (or 2).
E.g. Cunningham and Tiger I will be placed into battle according to Tiger's spread (battle tiers 6-10).

View PostGeorgePatton, on 31 January 2011 - 10:31 PM, said: Are there plans to use Google Maps as a base for maps to make them more realistic?
If you look at Microsoft Flight Simulator X, they used the satellite images as the ground texture and added houses/foliage on top of this.
Cheers!
Glenn

Overlord: No, this is not planned. Historiclly accurate maps are not our goal (apart from some unique maps for most important provinces in clan wars).

View PostKameho, on 01 February 2011 - 12:23 AM, said: Can I become Switzerland in Clan Wars? Basicly, form up a clan, take over switzerland, work for all clans, but remain the clan terretory as neutral, and thus, ledning out fierce mercenary troopers to fight for others clans, and hoard up the gold and become the great world bank in World of Tank clanbattles.
Neutrality, it is fearsome thing indeed!

Overlord: In theory it is possible, but personally I doubt that clans would allow you to do that.

View PostMow_Mow, on 01 February 2011 - 07:38 AM, said: Question: Are the tracks of high tier American heavy tanks going to be fixed? In a visual sense, they do not appear to be as large as they should be, judging from the track cover/protectors on top. I had heard this was an issue with King Tiger and Tiger, and was wondering if something similar is planned for T29/T32/T34/T30.

Overlord: US tanks mounted 2 kinds of tracks - narrow and wide (the same as narrow ones but with 2 grousers). The narrow tracks are represented in-game as first suspension, the wide ones - as the second suspension.
Currently both suspensions use the same visuals. In future top suspensions will get their own models.
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TAGS: player statistics, scouts, matchmaking, repair costs, ammo, subscription, premium tanks, box version, patch, update, tier 8 SPG, market, gifting, crew member, rapid training, exp.

View PostKalinin, on 01 February 2011 - 08:40 PM, said: Are Win/Loss ratio and Survival Percentage the only statistics used to balance? If not, why aren't more statistics published? Players won't believe there's balance until they have rock-solid data they can work out themselves...
I keep hearing the devs say that mediums are intended to scout in high-tier matches. Is there any move to remove T4 light tanks from high-tier matches currently? Or other solutions so that mediums keep the role they're sold as fitting? (Before planned T5 light additions, in which case, question applies to them.)
Are rewards for suicide-scouting compared to actual scouting going to be reduced, since it's more profitable, less time-consuming, and discourages teamwork on average?

Overlord: Some other parameters are taken into account as well, such as average exp and credit income, overall battles, avg repair costs, avg ammo expenditures etc. Basically statistics doesn't go public. If there is an urgent need some values may be revealed, kind of exception.
Did I say that? Don't remember, sorry. There are no plans to remove tier 4 scouts from high tier battles, at least until tier 5 lights are added.
Depends on what kind of "suicide" scouting it is. Pure scouting doesn't bring much credits and experience, the scout gets additional credits and experience bonus if the vehicle he spotted was damaged by a team mate.

View PostChewie, on 01 February 2011 - 11:08 PM, said: Are income, repair costs, ammo expenditures figured into a tank's matchmaking weight? In other words, are factors that are not reflected in battle taken into account for how a tank is weighted in matchmaking?

Overlord: These parameters are not taken into account during match-making.

View PostShireknight, on 02 February 2011 - 02:25 AM, said: When the game goes live, In addition to the standard option of purchasing a set amount of gold for a fixed fee is there going to be an option where you can purchase a subscription to the game where you can have a daily flow of gold which will allow you to purchase a premium account and still have gold left over for other things just like we get currently in the beta please?

Overlord: Such option as subscription is not planned, but there will be pre-orders that allow you to purchase certain amount of gold with discount plus they contain a premium vehicle.

View PostHirumaru, on 02 February 2011 - 03:36 AM, said: Are there plans to improve or add a physics engine to make these tanks feel like the mechanical monstrosities they are, to improve immersion? Will they always have the same start/stop animations regardless of how heavy they are, how well their suspension is supposed to perform, and how fast they were even going? Will the actual kinetic energy of the shell be taken into account or will all tanks continue to be subject to Hollywood physics, rocking so ridiculously that the crew would have surely been turned to mush?
As beautiful as the maps and the tanks themselves are the immersion is always broken for me as soon as the match starts.

Overlord: Yes, there are such plans. The current physics engine is being worked on. However these are improvements for the long run. No ETAs at this stage.

View PostChewie, on 02 February 2011 - 05:37 PM, said: 1. Are these the so-called "box versions"?
Sounds great, but leads me to my next question
2. Are the less powerful premium tanks weighted accordingly lower in match-making?

Overlord: 1. No, box version will be available some time in future. Definitely, after release.
2. Match-making value of the vehicle depends on 2 things: vehicle type (SPG, TD etc) and tier (1-10). See the chart

View Postxecute, on 02 February 2011 - 07:57 PM, said: On game release with high population will most matches be full of same tier or due to the algorythm used will tiers still be spread out on purpose?
(I've seen the charts for spread data of tiers match making. Just wondering if when given the option the server picks all of same tier or still chooses to spread them out?).

Overlord: There is only one algorithm for match-making, it works regardless of the number of players online. See the chart.
Actual team rosters depend on what vehicles dominate in waiting queue.

View PostEvisicator, on 02 February 2011 - 10:24 PM, said: Are we to expect the latest patch before the game goes live, or is this something that isn't planned to be put in until sometime after release?
I ask because it was stated the the latest patch has been on the RU servers since Jan. 15th.

Overlord: There will be at least 1 major update before the game goes live.
Main Russian server still runs the same version as US one - 0.6.2.8.

View PostMrbustanut, on 02 February 2011 - 11:26 PM, said: Interesting. You have said previously that the next major update would include the Tier-8 arty, so does that mean possibly having Tier-8 arty in game before live?
I know I am grasping at anything in the hope that they will, but until its said for sure they wont I will keep my hopes alive.

Overlord: Can't guarantee, but quite possible that tier 8 SPGs will be added into "release" patch.

View Postsvcheats_0, on 03 February 2011 - 03:03 AM, said: Will we see;
1. The "market" (ability for players to sell their tanks to other players) before the release?
2. Gifting before the release?
Thanks.

Overlord: 1. No.
2. No.
These features are still in development.

View PostSiberianExpress, on 04 February 2011 - 04:52 AM, said: 1. Hovering over suspensions and engines highlights "speed" in the tank stats, is speed in anyway effected by the engine or suspension? is it an error that speed is highlighted.
2. Last time I counted(months ago) you get 1 free experience point for every 40 normal xp, correct?
a. Does it differ for different tanks?
b. Is there a difference for Premium tanks?
3. How much xp does the crew get per battle? is it a percentage from your overall xp?
a. Rapid crew training still provides a 20% crew xp bonus per match, correct?
b. If you have Rapid Training and your crew member is knocked out he only gets a 10% bonus, correct?
c. Does a crew member receive less xp if he is knocked out during battle, without rapid training? How much?
Thank you :Smile_honoring:

Overlord: b. Is there a difference for Premium tanks?
3. How much xp does the crew get per battle? is it a percentage from your overall xp?
a. Rapid crew training still provides a 20% crew xp bonus per match, correct?
b. If you have Rapid Training and your crew member is knocked out he only gets a 10% bonus, correct?
c. Does a crew member receive less xp if he is knocked out during battle, without rapid training? How much?
Thank you :Smile_honoring:
1. Overall speed is affected by engine and suspension. While engine affects both acceleration and speed limit, suspension has influence only upon acceleration. No error here.
2. 5% of experience earned goes to free experience. This applies to all tanks.
3. Crew gets the same amount of experience as the vehicle itself (overall amount is divided between all members).
a. About 25% boost if the crew survived (for the crew of 4 members).
b. Rapid training gives 50% bonus if crewman died or was knocked out (overall amount of experience is lower, since the basic experience from the vehicle is not assigned)
c. He gets approx 50% less experience.
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TAGS: cliffs, physics, german tanks, loader, crew effects, platoon size, clans, multi accounts, view range, garage slots, premium tanks, fire, fuel, gold, hardwipe, historical mode, airstrike, tank types.

View Postsweenytodd, on 04 February 2011 - 05:29 AM, said: your match-making guide for tiers shows an 11th tier, is there going to be an 11th tier thats not currently shown in the tech trees? or is this an error in the spread sheet?
http://forum.worldof...432#entry336432
its in the last post on this thread ^
is anything going to be done about the cliff hanging? when tanks just roll full speed to the edge of a cliff, miraculously stop and then shoot, pull back, repeat?

Overlord: 1. Already covered above.
2. Enable vehicles to fall from the cliffs? It's possible, but we need to devise system that will be smooth and painless for players.

View PostKalinin, on 04 February 2011 - 08:17 AM, said: Is anything from the Improving German Vehicles thread being considered? Been a while since the 'official' posts in them were updated. (Was asked there, figured I'd stick the question here.)
Are we going to see updated full trees anytime soon?

Overlord: Copied the shortlisted notes from EU forums. Nothing new so far.

View PostChewie, on 04 February 2011 - 04:49 PM, said: What's the benefit of having more crew in a tank? With this information, and the fact that it costs credits / gold for each crew member, it seems that tanks with more crew than those that don't are at a disadvantage.

Overlord: E.g. if there are two loaders in the crew and one of them got knocked out, the increase in reloading time is smaller as compared to having the only loader knocked out.

View PostJiri_Starrider, on 04 February 2011 - 06:52 PM, said: I'll assume you are talking about pain free in how it's implemented and to avoid exploits (death from above anyone?). If not, isn't falling from a cliff supposed to be painful?
Question about platooning, I can't believe this hasn't been asked and answered, but I didn't find it - Are there plans to increase max platoon size? 5 or 6 would be very useful IMO.

Overlord: Increase if max platoon size is not planned. At least until 30 vs 30 battles are implemented.

View PostAzmodanrom, on 04 February 2011 - 07:09 PM, said: is multiaccounting permitted in WoT?
if not..i;d like to point out a major clan alliance on the RU clanwars and their liders:
http://challenge.wor...688872-TheREDn/
http://challenge.wor...688760-TheREDw/
http://challenge.wor...688733-TheREDe/
http://challenge.wor...688849-TheREDs/
http://challenge.wor.../686491-TheRED/
and ask how is this possible? accounts with 0 battles and no tanks being leader to a 90+ clan.
i think multiaccounting is very dangerous in a free-to-play game. me and 14 friends could make a lot of dummy accounts that we level to a tier5 tank , put them all in a clan and fight all the battles with highlevel tanks while having 100 tokens to hold territories.

Overlord: As far as I know it's not the case of "multiaccounting", REDs are one of the biggest Russain clans that have more than 1k members. They have registered several clans and act as alliance.
Havning multiple accounts on the same server is not allowed.

View PostNoMoreChillies, on 05 February 2011 - 08:02 AM, said: Leopards primary role in high tier matches is the scout, view range 400m. A-20 view range 270m.
King Tiger view range 460m.
T32 view range 460m.
T30 view range 460m.
Many SPG's with view ranges over 400m.
It has been suggested on forums that view range be relative to armor, why is this not implemented?

Overlord: Mostly because heavier tanks historically had better observation devices, optics, more suitable turrets. And overall bigger/heavier tanks are higher than scouts.

View PostStarfire, on 05 February 2011 - 08:44 PM, said: When buying a premium tank, whether through a special gold deal or whatever. Does your garage size increase by 1 to accommodate this premium tank or do you have to buy the extra slot (or make room) separately?

Overlord: Extra slots are to be purchased separately.

View PostM_Doyle, on 05 February 2011 - 08:54 PM, said: What does having your fuel tank damaged actually do? If it gets hit i hear "We'vel ost half our fuel!" But it appears to have on effect. Am I suddenly going to run outo f gas in the middle of a battle?

Overlord: Damaged fuel tank increases chance of being set on fire by 50%.

View PostM_Doyle, on 06 February 2011 - 12:19 AM, said: How many £s will gold cost per every X amount? As a WOW player and Xbox subscriber i'm not looking to pay out £120 or more a year for one single game, especially of it's current size.
(considering WOW has thousands of hours, if not tens/hundreds of clases, quests, grinding ect and XBL allows me to play loads of games online)

Overlord: The details on prices for gold will be available along with pre-order packages in about two weeks. Prices for NA server are going to be set in USD, for EU one - in EUR. As it was stated earlier there will be no USD = EUR rate. Taking into account that GBP>EUR>USD, monthly premium will obviously cost less than £10.

View PostOJ191, on 06 February 2011 - 04:20 AM, said: They only ever stated a $USD cost. $10 = 2500 gold is the last I have heard. So it would cost (I think) several pounds less than 10.
@Overlord: My friend is trying to tell me that release is going to be a softwipe and no matter what me or my friends say, he goes OMG I saw a thread I haz proof!.. SO could you please confirm for him that it is hardwipe (as we all know, but he refuses to accept lol).

Overlord: Full reset / hardwipe of all accounts at release confirmed.

View PostOJ191, on 06 February 2011 - 02:12 PM, said: If there is a historical battle mode, will they be balanced so that it is at least POSSIBLE for both sides to win (we tried a historical battle in our clan, the KV owned all the tanks including the PZ4's).
Will there be assymetrical teams?
Will air support be simulated by numbers of spgs (as they are currently, I see no place for SPG's in a historical battle except to simulate air support).
Will it be treated as another game mode, or will it be special battles only?

Overlord: Historical battles are still in plans. Likely it will be implemented as another game mode. Air support feature is currently planned only for clan wars.

View PostM_Doyle, on 06 February 2011 - 04:03 PM, said: Will the game impliment "Special" classes of tanks.
Eg: Repair tanks, Flamethrower tanks, AA tanks (for the air support in clan wars), Medical tanks, Ect.
Ya know, for team playing not getting kills and such.

Overlord: Commander's tanks will be added for sure. Flamethrower and amphibious tanks are quite possible as well.
Medical, repair and engineering vehicles are unlikely to join the game.
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TAGS: view range, french tanks, US tanks, tier 10, TD, secondary gun, armor plating, loader, spg, balance.

View PostDunewarrior, on 06 February 2011 - 05:34 PM, said: Are there any plans to extend view distance max past 500m?
Also, thanks for answering questions even on a Sunday.

Overlord: Yes, there are such plans. However certain improvements of the game engine are to be done first. Consequently this will take some time.

View PostWaroch, on 06 February 2011 - 05:59 PM, said: 2 questions :
- Any fresh news on the release date of French tanks? According to previous posts, it wasn't sure French tree would be ready for Q1... Anything new here?
- I can't believe you work on sunday too. Do you guys at wargaming happen to take a break sometimes? :D
Anyway, thanks for your answers Overlord, it's really appreciated :)

Overlord: 1. The majority of French vehicles have already been modelled. Currently we are finalizing their specs. Then they will be dispatched to internal testing. Can't give the exact ETA at this time, things will become clearer when US TDs are added.
2. Only small breaks for lunch and nap are allowed here. Complete dictatorship. :)

View PostAllitair, on 06 February 2011 - 08:13 PM, said: I heard that the Tier 10 American Heavy is being changed into a Tier 9 American TD? is this true, and if it is what to?

Overlord: It is possible, currently under consideration.

View PostShireknight, on 06 February 2011 - 10:47 PM, said: At the moment it costs gold to transfer XP earned on your elite tanks into free XP however when the game goes live not everyone who plays the game will purchase gold (not even some of those players who purchase premium accounts will purchase additional gold) so are you going to change the system so that in addition to the gold method players can also transfer earned XP into free XP by using in-game currency instead, say at some really expensive rate like 1 unit of in-game currency to exchange 5 XP points please?

Overlord: There are no such plans at this time.

View PostSiberianExpress, on 06 February 2011 - 11:33 PM, said: Any update on secondary turrets/coaxial guns?

Overlord: Work in progress, but there is a long way to go still.

View Postijazrazik, on 07 February 2011 - 06:59 PM, said: can the additional armor plating can cover the week points of tanks like drivers place gunners place or manlet armor?

Overlord: The exact mechanics of this module is still under consideration.

View PostWarWolverineWarrior, on 08 February 2011 - 09:02 PM, said: So if there is only one loader 100% and he gets knocked out does the % goes down to default 50%?
If so then if there are 2 loaders then it should average out to 75%?

Overlord: Should be 66.67%.

View PostBlizzard36, on 08 February 2011 - 09:43 PM, said: While the end result from SPG contributions to battle matched what you wanted at that time, it does not apear to me that any of the players are happy with the current situation. Tankers are unhappy becuase they still take so much damage from arty when hit, and arty players are unhappy because they hit so rarely. Players have consistantly suggested that the damage per shot of SPGs be reduced, but thier accuracy be returned. Arty players would be happy becuase they have control over thier performance again and tankers would be happier becuase they wouldn't be taking the huge, crippling, if not outright destroying single hits anymore. Rate of fire and bunkerage could be increased if damage over time or over the course of the match was found to be too low.
Seeing as games with no arty or where there are so few arty that they have minimal impact on the match seem to have become the norm at higher levels as more and more players drop them since that patch, they clearly can no longer can be counted on to be the counter to heavies. How has this impacted your statistics and view of the game balance?
Why has this suggestion not apeared to have gotten any consideration even though it looks to likely provide a solution to both the problems that existed prior to the arty nerf of v.0.6.2.7 as well as the problems introduced by it?

Overlord: According to the data we have overall SPGs population saw 10-13% decrease after 0.6.2.7 which was planned. We think that artillery (in its current state) plays the designated role.
SPGs balance is not considered to be a major issue. For sure there will be certain adjustments, mostly individual, but they are unlikely to affect the class on the whole.
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TAGS: Game Engine, memory leak, multi-core, view range, statistics, customs tank skins, beta reward, clan wars, ammo types, team killing, patch.

View Postbloodie, on 08 February 2011 - 11:46 PM, said: Are there any plans to morph World of Tanks onto a different (better) engine in the far future?

Overlord: There are no such plans, but the current engine will be optimized and developed further on.

View PostCCC_Dober, on 09 February 2011 - 12:28 AM, said: 1. What's the ETA for the removal of memory leak/s?
2. Is there going to be multi-core support in the not so far future?

Overlord: 1. Can't guarantee 100% working fix, but some significant improvements will come along with 0.6.4 update.
2. This is being worked, but the progress is rather slow. Imorvements to game engine are prerequisite to enabling multi-core support.

View PostTxFire4305, on 09 February 2011 - 01:27 AM, said: 1. Given improvement in the game engine, you said the max view range could be extended. With those improvements, what ranges will we be expecting as a max view range?
2. Why does Wargaming put so much emphasis on their statistics while apparently not listening to the customers feedback on what the customers want in the game versus what Wargaming's idea of what should be in the game? And why the secrecy on patch content, dates, planned changes (i.e. planned changes to the tech tress)?

Overlord: 1. That's difficult to assess, but the increase is expected to be significant.
2. Guess, relying on statistics and impartial data is not our exclusive way to work. Being bery important for gathering feedback, forums are not quite representative to define what players want, and especially they are not representative enough to tailor the balance according to public opionion. It can easily go under a delusion.
There is no secrecy on patch content. As soon as the list of features is ready, it is revealed.
It's easier not to give any dates, so as not to be blamed for possible delays afterwards.
Revised tech tress. The work is still in progress, there is no point in announcing a part of it.

View PostJiri_Starrider, on 09 February 2011 - 04:09 AM, said: Sorry to seem to ask this again but I didn't see that this aspect was answered. If it was, nuke me now.
Will the user created skins still be usable (and as now, only seen by the one using them) after multiple official skins are implemented?
Thanks

Overlord: They will be working the way they work now.

View PostMadCat6669, on 09 February 2011 - 06:43 AM, said: Will there be a reward for beta players? (open and closed)
will this be the same for everyone?
at the moment there are rumors of KV220.... can we get at least one tank per nation to choose from?
some players played more than others, contributed in forums constructively more than others... will the rewards be equitable if ever?

Overlord: There will be reward for closed beta testers and other active contributors. The exact rewards are currently under consideration.

View PostAzmodanrom, on 09 February 2011 - 11:52 AM, said: a more genera question if permitted:
what is the goal of clan wars? (as a end-game mechanic).
total map domination? reaching a point limit and declared winner? just sit on your conquered provinces and fight only defensive battles? map reset on a regular basis and a clan declared winner?
CW map and gameplay seems a little static and seems it would reach stalemate quite fast. what is wargaming's vision for long term clan wars - for keeping it fresh and enticing for ppl to still participate?

Overlord: The main goal is rather simple - to capture and hold as many provinces as possible generating regular and significant income in gold for the clan.
Lots of features are planned to be added in order to diversify clan wars gameplay. Currently I'm preparing information for "pre-release" announcement, will include some points on clan wars as well.

View PostChewie, on 09 February 2011 - 06:59 PM, said: I posted this before, and it got wiped from the list for reasons unknown to me:
I have a few questions about crew / module damage:
Penetrating Shot - A shell enters the tank, traveling in a straight line until it reaches the other side of the tank. Modules and crew are modeled inside the tank as crude hit boxes. For each model that the shell comes into contact with, there is a percent chance that the module / crew will receive damage. Can you confirm if this is correct?
Explosive Shot - A shell impacts on the side of the tank. The explosion spreads over a large area on the outside of the tank. How is it determined which modules / crew are possibly damaged by this shell?
Target Saturation - In a tank with 6 crew, does each crew member have its own hit box? In other words, is there a higher chance that a shell will come into contact with one or more crew due to there being more targets inside the tank?
Thanks!

Overlord: 1. Basically, yes. Theoretically the shell can even go right through the vehicle damaging internal modules and/or crew.
2. Explained here.
3. Yes.

View PostM_Doyle, on 09 February 2011 - 09:36 PM, said: Will the game have a non-clan based "Theater of war" style (like endwar) with the three nations, their capitals (Moscow, Berlin and London/Paris/Washington) and a set amount of maps in witc the goal is to control either all three capitals or a certain percentage of the world?

Overlord: No, this is not planned. Apart from clan wars historical battles are going to be implemented.

View PostWarWolverineWarrior, on 09 February 2011 - 09:39 PM, said: 1.When is the next tournament or championship?
2.How big is the development staff? (How many people program WoT)
3.How are Clan Wars going to work when the patch(with ClanWars) is going to be released before the game goes live(hard wipe)?
4.How much wood could a wood chuck chop if a wood chuck could chop wood?

Overlord: 1. Not sure. I think it's enough time to have one more before release.
2. All in all more than 150.
3. Only clan registration and in-game clan chats will be available, without global map.

View Postsvcheats_0, on 10 February 2011 - 10:04 AM, said: 1) Are there any plans to punish/prevent tanks to leave just before they die, denying the enemy the kill? There have been many instances where tanks take a final shot, killing or damaging a tank before it leaves the game, denying anyone the kill.
2) Are there plans to balance the number of high tier medium tanks in a game? IE, not have 8 high-tier mediums on one team and none on the other.

Overlord: 1. It is planned to leave and lock the vehicle in battle after the player quitted for some time, let's say 2-5 minutes. That will allow opponents to get an easy kill.
2. There are no plans to divide high tier mediums artificially. They can be balanced with high tier mediums, heavies, tand destroyers in different combinations.

View PostLtChief, on 10 February 2011 - 05:35 PM, said: Im confused here, so when we get the patch next week on the 14th-17th, we are not getting Clan Wars like the Ru Server did? All we get is clan registration and another chat window?

Overlord: International clan wars beta wasn't planned before release. It will start after it. There is no point in having clan wars beta for about a month, since then comes full reset / hardwipe.

View PostM_Doyle, on 10 February 2011 - 07:16 PM, said: is the effect of the Combat rations/Chocolate/Coca-cola Permenant 10% increse or only 'till the end of the battle, as i can't tell from wording.

Overlord: It's a consumable. By its very definition it's only until the end of the battle.
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TAGS: clanwars, testing, release, collector tanks, trading, account transfer, A32, Pz V/IV, skin editor, dispersion.

View PostEvisicator, on 10 February 2011 - 09:25 PM, said: Sure there is, we are BETA testers right? Shouldn't we be BETA testing the "Clan Wars BETA" during the BETA test phase of the game and not on release?

Overlord: Answered similar questions here and here.

View PostOJ191, on 10 February 2011 - 11:33 PM, said: From my experience with this beta, we are "testing" reactions of the general public, not the game. Sure we pick up on some issues, but no more than may happen and be fixed with a released game - the only difference that new content is constantly coming. The catch, we don't actually test the new content, we get it after 95% of all bugs are already fixed. And now arguable one of the most hard to balance tank trees, turreted TD's (potentially the T95 with the 300mm of armour too) is being skipped over until release!
Now my question: Why does the team feel it is "time" to go to release, when there are so many people feeling there are still gamebreaking issues? I understand many of these are being fixed, but it doesn't exactly engender a sense of trust when we are told these patches are coming "shortly after release". (no offense intended)

Overlord: This is unlikely. There will be other bonus tanks available in collector's edition.

View PostKalinin, on 11 February 2011 - 05:16 AM, said: Are things such as reorder tanks going to be available through other means? (I.E. it's available to buy for gold, just preorders still get it free.)
Collectors hate when they can't get stuff.

Overlord: Yes, trading is still in plans, but won't be added soon. Need to devise effective measures against bot-users first.

View PostDunewarrior, on 12 February 2011 - 04:50 AM, said: Also, i believe there are plans for trading(or buying and selling) tanks, so collectors will be able to trade for those rare, no longer available tanks.
Speaking of which, are those plans still in motion?

Overlord: Possibly it will be added some time after release.

View PostKazomir, on 12 February 2011 - 11:12 AM, said: Will there be an transfer account option in some point in the future? (from one to annother server)

Overlord: 1. Tier 5 and 6 respectively. But this is subject to change.
2. Think, we could add these parameters as well.

View PostRaptor, on 12 February 2011 - 08:49 PM, said: 1 What is the tier of A-32 and Pz V/IV?
2 Are you planning to add more details in tankopedia? Such as info about tank tier, and more info about guns (accuracy, aiming time).

Overlord: Yes, it is within projected limits currently. A huge marketing campaign that is supposed to attract a fair number of new players will be launched a few weeks before the release.

View PostMotorfix, on 13 February 2011 - 06:30 PM, said: Dear Overlord:
Question:
Is the current North American game population within planned targets? Sometimes it seems like the online numbers are quite low. Could you let us know how the marketing of the game is going? We want this game to survive for many years!
Motorfix

Overlord: Only pre-set camos and logos, no editor. At least in the first version.

View PostM_Doyle, on 14 February 2011 - 12:08 AM, said: When the paintroom is added will it have pre-set camos and skins and such or will it allow players to also design ther own ones and apply them ingame like a version of Photoshop?

Overlord: 2 weeks is the upper border for the start of public clan registration on both websites.

View PostBlackChoc, on 14 February 2011 - 10:40 AM, said: Hey Overlord,
Haven't seen this yet if its already answered out there sorry.
When will the Clan Wars registration start?
I know there was the 150ish that got chosen in the last registration thread but when can all the rest secure their clan names?
Cheers

Overlord: Accuracy. Dispersion doesn't depend on the angle counted from the center (the same deviation in all directions). Radius from the center to the edge of the aiming circle, 2.5-sigma interval is taken into account.
Vision Rays. From the physical center of the turret (applies for the practice example too).
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TAGS: maps, map editor, panther 2, guns, caliber, view range, armor, spg, redline, sticking, map edges, aircraft, air strikes, aa guns.

View PostSiberianExpress, on 14 February 2011 - 11:18 AM, said: Accuracy: I have heard a couple different explanations about accuracy, the accuracy stated for a gun (with 100% crew, fully closed, and with Gaussian distribution, at 100m measured in meters) is:
the radius from the center to the edge of the aiming circle.
the radius from the center to CEP (Circular error probable) or the 50% accuracy. And the aim circle is the 100% accuracy. Source
I am fairly certain its number 1, but would love a detailed Dev mechanics breakdown of the accuracy.
Vision Rays: From what point of the tank are the view rays cast from? Is it the Driver vision slit, commander copula, tank Center of Gravity, base of the gun...
In practice; which part of the tank needs peek out from cover to spot an enemy tank?

Overlord: New maps will be released regularly as long as the game is alive. Currently we have about 10 new maps in development.
There are no such plans.

View PostShireknight, on 15 February 2011 - 07:12 AM, said: How many maps are planned for the final game or will you just keep adding new maps for as long as the game is popular?
Are there any plans to release some form of map editor so that the players can create their own maps for the rest of the community to vote on so you can add the most popular ones into the game?

Overlord: The 0.6.3.8 update is expected next week. It will bring some adjustments to Panther II according to the patch notes.

View PostEvisicator, on 15 February 2011 - 08:15 AM, said: So what is the expected timeline for the Panther 2 fixes to be implimented? i.e. When is the model going to be fixed and what other changes will there be to make this t9 medium competative compared to it's counterparts.

Overlord: 1. Redesigned visibility mechanics won't affect view ranges directly.
2. It's history related question. Soviet armor suffered from its poor quality at early stages of the war (1941-1942) due to evacuation of industry and forced mass production, the quality of German armor went down in 1944-1945 due to the deficit of some metals (tungsten, molybdenum). So, the initial statement is a bit one-sided.
3. No, there are no such plans.

View PostFryaDuck, on 14 February 2011 - 09:45 PM, said: 1. Soviet Armour has a caliber advantage, US has a reload advantage and German allegedly has an accuracy advantage, without range accuracy has little meaning. With the revamp of spotting system is there going to be an improvement in view range for German Armour?
2. Cast Armour is well known for it's ability to deflect AP shot but it is also brittle and subject to casting anomalies including impurities and bubbles. Soviet Cast Armour is well known for being crude at best, no insult intended they needed to put out as many tanks as they could. How do the d

Overlord: Some adjustments are possible, especially for 88mm L/56.

View PostAlter, on 15 February 2011 - 10:38 AM, said:

Overlord: Population of tier 5+ SPGs in general reflects the current trend for the class itself. A minor decrease registered.
Some think they are fun, some don't. Personally I like SPGs in their current state (just player's assessment) what is implied by my stats.
At this stage suggestions on major SPGs rebalancing are not considered.

View PostChewie, on 15 February 2011 - 07:08 PM, said:

Overlord: New movement system fixes stickings on "red line", near buildings, and some other in-game objects (stones).
Overall it is going to be a significant improvement.

View PostMow_Mow, on 15 February 2011 - 07:44 PM, said:

Overlord: 1. Bot-guided guns are planned for clan wars, but these are plans for the distant future.
2. The exact mechanics hasn't been finalized yet. Most likely all strikes will be guided, i.e. clan leader/commander will be able to indicate certain area of the map calling for air/artillery support.
/-/
TAGS: premium tanks, camo, visibility, turn off engines, mantlets, 105mm T5E1, age, market demographic, view mechanics, dispersion, accuracy, US tanks

View PostM_Doyle, on 15 February 2011 - 07:55 PM, said:

Overlord: Unfortunately, they are not ready at the moment and won't be finished by that time.

View PostTwardy, on 16 February 2011 - 10:42 AM, said:

Overlord: Nothing to reveal currently, the values are under (re)consideration.

View PostStarfire, on 16 February 2011 - 04:02 PM, said:

Overlord: No, this is not planned. It'd be better not to overload the current visibility system.

View PostGeorgePatton, on 16 February 2011 - 10:39 PM, said:

Overlord: Maus was chosen because its hit box needed certain adjustments apart from mantlet redesign.

View PostGeorgePatton, on 16 February 2011 - 10:43 PM, said:

Overlord: No, you will need to research 105mm T5E1 gun separately in the tech tree.

View PostTwardy, on 16 February 2011 - 10:43 PM, said:

Overlord: 1. Can't say for Wargaming in general, as for WOT it is intended for rather huge audience, I'd say from 15 to lets say 60, especially those who like online action and tanks of course.
Currently we are running 3 group servers directly - US, EU, RU, and 1 indirectly - CN. All in all they have about 1.8-1.9kk accounts.
2. This is slightly beyond my competence. My personal opinion is that such adjustments are possible (assuming that the described situation happens).

View PostTxFire4305, on 17 February 2011 - 03:53 PM, said:

Overlord: 1. Yes, the same size. Guess, dispersion radius at 100m is the conventional way of specifing gun's accuracy.
2. Not planned currently, so as not to complicate the existing system.

View PostJiri_Starrider, on 17 February 2011 - 06:55 PM, said:

Overlord: Not until all the changes are finalized and approved. There is no need to create confusion in advance.

View PostKayos, on 18 February 2011 - 07:21 PM, said:

Overlord: It falls off linearly with distance. E.g. .3m at 100m and .6m at 200m.
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TAGS: tracking, exp, vk3002, panther 2, 7.5cm KwK, matchmaking, TD, aiming, camo values, armor plates, appearance, skirts, hardcore mode, T-54, match making, balance, game engine, multi-threading.

View PostGeorgePatton, on 18 February 2011 - 08:09 PM, said:

Overlord: Detracking per se doesn't earn exprience and credits, only inflicted damage is counted.

View Postvirtusx, on 19 February 2011 - 03:30 AM, said:

Overlord: This is not planned currently.

View PostOtto_matic_Reiffel, on 19 February 2011 - 09:32 AM, said:

Overlord: Mostly because TDs are rather useful there due to their guns, it's natural they get into battles of higher tiers than same tier mediums do.

View PostOJ191, on 19 February 2011 - 10:47 AM, said:

Overlord: The whole circle is in use, there is a certain probability for the shell to go anywhere within its limits.

View PostJiri_Starrider, on 19 February 2011 - 01:56 AM, said:

Overlord: All tank destroyers have faster rate of fire and faster shells compared to their tank counterparts by about 25%, allowing them to deal 25% more damage per minute.
8.8 cm KwK 36 L/56 (Tiger) - 10 rounds/min - 2200 damage/min
8.8 cm PaK 36 L/56 (JPanther) - 12.5 rounds/min - 2750 damage/min

View PostKazomir, on 19 February 2011 - 08:18 PM, said:

Overlord: The accuracy for the gun is on a normal (or Gaussian) distribution:
http://upload.wikime...ion_diagram.svg
So it is far more likely to hit the center than the edge.
A Gunner's skill decreases the time it takes to aim, that is the time it takes to go from the largest circle to the smallest.

View PostJiri_Starrider, on 20 February 2011 - 03:58 AM, said:

Overlord: Partially correct, some of the values are obsolete, since they are server-side and the game client may not contain the most recent version.

View Postberree, on 20 February 2011 - 06:21 AM, said:

Overlord: Currently only additional armor plates are planned to be added.

View PostKazomir, on 20 February 2011 - 05:11 PM, said:

Overlord: In future all external modules you install will have visual effect, ie change the appearance of tanks.

View PostMow_Mow, on 20 February 2011 - 09:08 PM, said:

Overlord: Something like that, currently no details available.

View PostKazomir, on 20 February 2011 - 10:22 PM, said:

Overlord: It is still in plans for the distant future.

View PostGeorgePatton, on 21 February 2011 - 12:21 AM, said:

Overlord: First of, I suggest waiting for 0.6.3.8 update so as to assess post-patch performance of T-54.
Regarding new detracking mechanics planned in 0.6.4, indeed mediums are supposed to benefit greatly from it, that's why some further adjustments and re-balancing are quite possible.

View Postloganov, on 21 February 2011 - 12:22 AM, said:

Overlord: It's the game engine of course. Sorry, can't give even a rough ETA when it is done.
TAGS: US TD, Clan wars, oceanic servers, preorder, gold, SPG, teamkilling, modern tanks, language, localisation, BT-SV, Pz II J, match making

View PostGyarados, on 21 February 2011 - 05:17 AM, said:

Overlord: It's a bit early announce any details on the release of US TDs currently, since these vehicles are not planned for v.0.6.4.

View PostAsyranok, on 23 February 2011 - 12:26 AM, said:

Overlord: This is the issue we will face when introducing Oceanic territories into clan wars. Can't announce the solution at this stage. As far as I understand, currently US servers restart at 19:00-21:00 Australian time which is pretty inconvenient for clan wars battles.

View PostFryaDuck, on 23 February 2011 - 01:14 PM, said:

Overlord: It is a rough time line. The start for pre-orders depends on the exact release date which hasn't been set yet, there should be at least 2 weeks gap between them.

View Postjubbly, on 23 February 2011 - 08:02 PM, said:

Overlord: Yes, as well as in other countries.

View Postjdtherocker, on 23 February 2011 - 04:15 PM, said:

Overlord: It can't but worry us when players are leaving regardless of the reason why. However the basic principles of SPG mechanics such as relatively high damage per shell and accuracy are not subject to change.

View PostNoMoreChillies, on 23 February 2011 - 11:48 PM, said:

Overlord: Actually I announced a similar concept a few months ago. Depending on severity of previous violations there will be several levels/degrees for indicating teamkillers/damagers. E.g. at first their nicknames will just turn blue/aqua so as let other plyaers know about possible "issues", at the last stage the nicknames will go dark/black and teammates will get an opportunity to destroy the violator's vehicle without getting -1 or any other kind of punishment.

View PostShireknight, on 24 February 2011 - 03:54 AM, said:

Overlord: We have truly grandiose plans on adding new vehicles, but it's unlikely that we will go beyond the designated time interval.

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