Q&A – 5th July 2016

Interview with product manager Maxim Chuvalov

– What are the current online numbers? What are the dynamics of active players over the last year? – Looking at the global online, it’s at roughly 1,5 million users. Varies depending on season. Of course, a huge part are players from CIS and Eastern Europe, also China. The dynamics are positive despite the age of the project. Growth is to be seen in Asia;
– What is the target audience of the game in regard of the age? – The target audience are males (around 97%) aged 25 to 45. The audience in comparison to other games is quite adult and involved. Many regard the project as more than just a game. “Tanks” are a hobby on par with soccer, fishing. It’s not shameful to talk about the game with colleagues, friends;
– There were rumors among players that World of Tanks could become monthly subscription based. Are these rumors based on something or was this never regarded? – Monthly subscription is not planned. One of the core principles of WoT is accessibility;
– Fans of the game like WoT-branded products. Are there plans of cooperation with (not only) computer brands? – Of course, we are constantly in talks with many potential partners. We’re interested in development in this direction: broadening the spectrum of available products as well as the ease of buying and delivering it;
– Is the support of a fixed exchange rate still planned on the level of 20 hryvnia (TN: Ukrainian currency) to 1 dollar? Or will there be a switch to a variable exchange rate? – This depends on the economical situation. We understand that in an instable macroeconomic situation it is too early to return to a variable rate;
– What is the planned timeframe for the Sandbox server? When is it planned to be closed? – The launch of Sandbox was on the 16 June 2016. It will definetly exist during the balance testing. If the players like such a solution, the Sandbox will exist further to test new prototypes and functions;
– Can you reveal the question on which criteria the success of Sandbox is measured? Polls, player feedback, expert evaluation by colleagues? Who will have the last say in the final result? – We do understand the importance and complexity of the task we have to perform. Not many in our industry dared to prepare such changes to a “live” project, and even if they did, it usually ended not very well. All factors will be taken into account – server statistics, player feedback, our own experience. We can’t say that someone will have the final word – it will be an aggregate of all factors. If the data will be contradictory – we’ll ask the players again. It’s a game made for them;
– Will all changes be implemented in one patch or will some solutions from Sandbox come earlier than others? – The plans are currently to implement functions which are ready and which can be implemented by themselves. For example, if we see that the new artillery or matchmaker is well-recieved, it could be implemented before the whole balance. Of course, roles of vehicles, rebalance of all characteristics will have to be implemented at once, it wouldn’t work otherwise;
– Will the class system of the vehicles be changed? Or will the 5 classes remain? – The classes will remain, but will be augmented by roles, so the player clearly understands his task;
– Currently, the hard cap on artillery is 5 pieces. Why is it not changed to 3? This would easen the pain of other players due to excess artillery. – We’ll test different variants on Sandbox, including the limit of 3 artillery pieces per team;
– A similar question about other classes. For example, the presence of 10 TD’s in one battle cuts any initiative in the battle off, any tank going forward would be slaughtered. Are there limits in the balancer, and if not, can they be set? For example, prohibit having more than 5 tanks of one type in the team? – It’s not rational to limit the amount of other classes, this also depends on region specifics. This balance constantly changes. We don’t want people to queue up for long to a battle;
– Many streamers complain that the possibility to read a player’s statistics with XVM in battle harms the game. The team either focuses on destroying the most skilled player or sticks in a corner upon seeing the enemy advantage. Is disabling of such a function planned? – Currently it is not proven that this is a massive problem and that it affects all players. We’re thinking of hiding the statistics on demand, but these are just thoughts;
– Tank football was well-recieved. Will it remain permanently? – It will be disabled. But we always work on fun modes. We have some other event for this year;
– There is a bug in football where the players continue the game after a goal from their current positions instead of the initial position. Will this be fixed? – Not in the current event, but we’ll take this into account in the future;
– Is it possible to completely disable teamkills? The shooting of inadequate people on own tanks at the start of the match annoys greatly. Would it be better to cause damage to the one who shoots? Or not allow any damage – not from shooting or ramming alles. – We’ll test this on the Sandbox. But later, after the balance;

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25 thoughts on “Q&A – 5th July 2016

  1. “The dynamics are positive despite the age of the project. Growth is to be seen in Asia;”

    Not surprising – no good tank project is there. One oneshots itself into foot and another is doing mail.ru stuff – something, then nothing at all.

    Liked by 4 people

    1. WTGF…..pretty much no one plays on low tiers so is quite fun shooting bots, until the bots all rush cap and ended the game 😦

      AW and OB + my.com just keep killing themself after every new patch. And I still don’t see the point of having those fantasy t10s and the badly made Commie Chinese tenks : )

      Like

        1. I don’t want them to have Type 99 until they got rid of the 98.

          And they even failed to get the 96A and Al-Khalid I, instead they just have all the prototypes and variants that’s purposely weaker then competitors : o

          Like

            1. VT-4 is deserving t8/9 spot, if OE is really picky on not having repetitive tanks, but from what they’ve done they are certainly not. VT-2 and 96A is the same tank.

              But after I’ve suggested on AW forums few months back and SS only replied as OE has decided to do what they want, so they aren’t going to rework the PRC/Norinco/IMFM line, especially the majority of western+russian players don’t care. And then due to workload in school, I’m pretty much abandoned AW.(getting off-topic, my bad

              Like

      1. Again this is my personal opinion, Realistic battles is not for me due to the overall slower pace. Is not just GF, the Realistic air battles is the same.

        Liked by 1 person

  2. “Many streamers complain … function planned? – Currently it is not proven that this is a massive problem and that it affects all players.”

    No, it’s not a massive problem, it’s just one of the most triggering things to experience for a really small portion of the playerbase. Who would yolo a red wn8 guy?
    This response just shows how WG is ignorant and refuses to listen…

    Like

    1. I think that this actually is a problem, not massive but growing. I have friends who are purple or blue and they often moan that people call them hackers, aimbot, bots, or simply cheaters. I might not be the best, but when I am one of the better players, I can smell the rotten breath of artillery, which often focuses good/better players. I would like to see a 2k-4k bot in action though:).

      Like

      1. This video is everything you need to know about XVM really, even though it’s from Jingles 😛

        Obviously apart from that, there is artilleries focusing good players, autoloaders or any tanks really yoloing good players, idiots abusing players based on bad stats.

        It is THE cancer mod of this game, sure aimbots and tundras and falling objects are bad, but they can’t ruin single person’s games over and over, XVM can.

        Like

  3. “Many streamers complain that the possibility to read a player’s statistics with XVM in battle harms the game. The team either focuses on destroying the most skilled player or sticks in a corner upon seeing the enemy advantage. Is disabling of such a function planned? – Currently it is not proven that this is a massive problem and that it affects all players.”

    Well I guess every developer has a tomato-stats account when they say this 🙂

    Like

  4. “….For example, if we see that the new artillery or matchmaker is well-recieved, it could be implemented before the whole balance.”

    As far as i know, in the video they were talking about the sandbox that erwin0859 just posted, they said “nothing from the sandbox will be implemented in the live server separated, because all the changes in there are from a entirely different ecosystem”

    And now, the product manager just say, “yeah we going put it in the game before the rebalance if it goes well”.

    Too much effort for communication between the staff? =P

    Liked by 2 people

    1. Is WG, and like many other biggish organization, communication is very difficult for them even there’s email and all sorts of apps for communication.

      Like

  5. Currently it is not proven that this is a massive problem and that it affects all players.

    So it has to be; PROVEN that it is a MASSIVE problem and affect ALL players for you to fix the damn thing? Got it.

    The shooting of inadequate people on own tanks at the start of the match annoys greatly.

    This happens often on the Russian servers?

    Liked by 1 person

  6. “Currently, the hard cap on artillery is 5 pieces. Why is it not changed to 3? This would ease the pain of other players due to excess artillery. – We’ll test different variants on Sandbox, including the limit of 3 artillery pieces per team”

    Do people not understand the ramifications of this?
    At the moment, you might get a battle with 4 or 5 arty, but then you might get a battle with none.
    It’s unlikely the amount of people playing arty will be any less after the rebalance (in fact, due to the new support nature of the class, numbers may increase).

    If you limit the amount of arty per battle to 3, you are pretty much ensuring every single battle has arty…
    Have fun with that.

    Like

    1. If there was hard cap on 1 arty, the queue times would increase and number of ppl playing arty would decrease.
      I mean two powerful artilleries make battles unplayable, 3 arties of any kind make battles unplayable, 4-5 is just crazy. And I tend not to play very slow heavies, I can’t imagine playing Maus with 4-5 arty.

      Like

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