Part 1 here. Source: Portals
Blueprints are a popular new feature and very many players are using them. However, there are still issues that need to be resolved. For example, if a tree of some nation is already researched but you still have national blueprint fragments, you can’t do anything with them. This is one of the problems that we are working on, and we are thinking how to solve it in a way that benefits everyone. In any case, blueprints will continue to develop.
Currently, special shells have an ultimate advantage. There are whole subtypes of vehicles with good dynamics and gun handling that benefit the most from Premium shells. However, these shells make well-armored vehicles with supposedly good survivability suffer, which in turn means that the impact of those well-armored vehicles in battle is reduced. Currently, our main goal is to give these vehicles more weight in battle and help them to play a more important role thanks to their survivability.
On the Sandbox server, we tried decreasing the DPM of special shells, and it was received well if we separate this particular change from the rest of the New Balance changes. We still have a lot to do related to shells—for example, we still need to work on HE shells but haven’t made a final decision on increasing the base damage for standard shells yet. So, we are looking at the shell rework as a whole in order to come to a more systematic solution.
Also, we don’t intend to reintroduce purchasing special shells for gold, because we want every player to have equal conditions.
More About HE Shells
The way we wanted to rework HE shells didn’t quite work out. We want to make this shell type more predictable and understandable. Players must understand how much damage they deal or receive if a shell penetrates and if it doesn’t. If a shell penetrates, the logic must be close to the armor-piercing shells, and we are moving in this direction.
We will not remove stun from allies, but we will check the settings of the stun system. Stun as a mechanic will not disappear. We can’t go back to armor-piercing shells like it used to be in the good old days. There will be no Premium arty, but we will continue working on SPGs.
What to Expect on Sandbox
- We will implement a new entity—the Unit. It will comprise four crews. Each Commander can be trained to a particular vehicle. All crews within a Unit are united by nation and vehicle type (for example, medium tanks of the U.S.S.R.). Units have levels which determine how many perks the Unit’s Commanders can learn. Each Commander can have their own set of Perks/Skills. In fact, a crew can be assigned to four vehicles (+all Premium vehicles belonging to the same nation and type).
- There will be so-called Special Crews—these are counsellors who will strengthen the Commanders.
- The perk system will be significantly reworked to include more perks, which will each have a level. Perks will be divided into five branches (by analogy with crew members), with each branch ending with two ultimate perks to choose from. To learn them, a player will have to work hard on the branch.
- This system will be “integrated” in a Commander, who basically represents an entire crew.
We will test the system on Sandbox. Some of the new perks will resemble the old ones, and situational perks will be added which will reflect the player’s behavior (e.g. a perk that speeds up reloading when the vehicle durability is low). A total of 35 perks are planned, 10 of which are ultimate.
The main rule: a crew makes the gameplay more enjoyable but does not provide a considerable advantage. Diversity will increase, and stronger perks will be used situationally.
We want to diversify the usage of Equipment and move away from identical standard setups. We want to add new types of Equipment that influence new characteristics that were never affected before. We also want to simplify the system of Equipment types and their prices.
Currently, we think that vehicles will have slots for certain Equipment types. For example, one for gun handling, another for concealment or defensive equipment. This should lead to each role and vehicle type having certain bonuses that you will be able to apply to them which will help make their roles and play styles more prominent.
Equipment slot properties will be based on roles. There will be no restrictions for setups but some equipment will be available only to certain types of vehicles. There will be no penalties, only improvements. The bonuses will not be too strong—we want you to look for the right combination of equipment for your playstyle in a certain vehicle.
All this will be tested on the Sandbox server.
Ranked Battles 2020-2021
Right now, we do not have a unanimous opinion on this issue. One of the possible solutions is to use the matchmaker for this purpose, but that is also debatable. Any new rule in the matchmaker extends the queue time. At the same time, players of Ranked Battles are already limited by the number of players, servers, and Prime time. Many players are not willing to wait 5 minutes or even longer for a battle.
For the time being, the developers and players need to come to a consensus on this issue. So far, everything is under discussion.
Battle Formats. Do you plan to return the removed battle formats or implement the ones that are used in events like Team Clash?
The 7/54 format was removed permanently and will not return. Team Clash showed us that players actually enjoyed the 7/70 format, so we want to launch it once more but without binding it to any specific game event. We want to see how players perceive the gameplay itself, whether they enjoy everything. If all goes well, we will consider the options for its use, the rewards and other things. Only then, after implementing the improvements, we will launch it, if needed.
The 7/70 format will not be the new eSports but rather WoT-sports for amateurs.
Game Events Overlapping Each Other
Recent DDoS attacks seriously affected the schedule of the game events, so for the good of players, we had to move some events. The choice was simple—either cancel some of the events or overlap them. We chose the latter. It will not happen again in the future.
We are also planning new activities for clan players, in particular in Random Battles.
Bond Shop. Will the items be updated?
The items in the Bond Shop will be updated approximately once every 6 months. We will update the Shop this year and will use the start of the new Ranked Battles season as a reference.
UI Issues. How and when do you plan to fix the transparent textures that can’t be shot through and “slippery” objects?
This is a systematic issue connected with the use of third-party technology in our engine. The issues arise when different technologies are interacting—we had them before Update 1.0 but they were less frequent. We are working on the fix, but these issues also require some participation from the owners of the technologies, and it takes time.
Thank you again for your feedback! Stay tuned—as soon as new solutions are ready, we’ll definitely invite you to test them on the Sandbox server.