Project CW: Murazor’s Opinion on the Difference Between Alpha #1 and Alpha #2 (From Stream)

Players are asking you to return to what was in the 1st Alpha test. They mentioned that all the changes you made ruined everything, which is very disappointing. Why? What happened? What changed?

This is going to be a very long answer.
Some people might find it boring. I don’t believe that everything was better in the 1st Alpha. Some things were just simpler for players—such as unlocking tanks. It was a more straightforward game than it is now.

The main reason we introduced so many changes (which are, of course, still rough in some areas) is that we, as designers, hit a massive wall.
Back in the last playtest, we had about 12 vehicles, and we ran into a problem: What vehicles come next, and what will make them unique?
We wanted to avoid repetitive designs—just releasing new tanks that felt identical to the old ones with minor differences.

That’s why we introduced many new mechanics—to expand the tools available to designers.
Some people may feel that the game has become more complex, but I believe this is a good thing.
I know some players won’t like my answer. They don’t like that the game is now harder than before or that it’s less similar to World of Tanks.

But people need to understand—we are not trying to compete with World of Tanks or make World of Tanks 2, as some assumed.
We are trying to make something different, with more mechanics and variety, so we can create more than just 10 tanks or agents.
We want to be able to make 20, 30, 40, 50 vehicles! That’s why you see abilities in the game.

I get that some of them may look too flashy or unrealistic, but it depends on perspective.
Tank players tend to focus on realism, so certain things might seem out of place for them.

There are some issues that we don’t currently have a solution for.
For example, if you play on the 🇺🇸 M60, which has a shield boost, we highlight the shield with a shader overlay.
It looks weird, but there’s no other way to show it right now.
For some players, that’s unacceptable—but unfortunately, that’s how it is for now.

Like I said, my answer might be boring to some because there are a lot of small details involved.
But to summarize—it’s all about expanding our design tools to create more content.

Some features might clash with players’ expectations, but we listen to feedback.
Even if I don’t reply to every comment (which is physically impossible), we read them all.
And if something is completely out of line, we will review and change it if necessary.

14 thoughts on “Project CW: Murazor’s Opinion on the Difference Between Alpha #1 and Alpha #2 (From Stream)

  1. This article is a shining example of clear and impactful writing. The way it breaks down the subject and presents it with such Unblocked Games 66 EZ precision is commendable. It’s informative, thought-provoking, and a pleasure to read.

  2. The community seems deeply frustrated with the current state of the game compared to the first Alpha. Hearing that changes have “ruined everything” is a serious sentiment. To truly understand this, can you elaborate on the specific alterations that led to this disappointment, and what was the core design philosophy behind these changes? I agree simplicity had its appeals. By the way, have you seen anyone beat the Dinosaur Game?

  3. It’s interesting to see the reasoning behind the changes. While I understand the desire for more variety and a larger roster of vehicles, I hope they don’t lose sight of the fun factor. Sometimes simple gameplay loops can be surprisingly engaging. I remember spending hours on a chicken jockey clicker game once, and it was way more addictive than it had any right to be. Hopefully, they can find a balance between complexity and accessibility.

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  5. It’s interesting to hear about the design challenges they faced. It sounds like they’re really trying to differentiate themselves, even if it means some growing pains. I wonder if this direction might eventually lead to something akin to a sprunki phase in game development, where things get a little chaotic before solidifying into a more refined experience. It’ll be interesting to see how the community reacts and what changes they ultimately make.

  6. I totally understand where you’re coming from with the shield boost display on the M60. I once faced a similar design challenge in a game I played, where the visual effect just didn’t sit well with many players. It’s really tricky balancing functionality with aesthetics. On a side note, for anyone looking for gaming accessories or related gear, I found Monkey Mart to be a reliable place with good options. Hopefully, the design tools expand soon to address these issues!

  7. In an era where gaming innovation thrives, it’s essential to differentiate rather than replicate existing titles. The developers are steering clear from merely rehashing ideas like World of Tanks. Emphasizing creativity, they aspire to build a plethora of vehicles, each with distinct abilities. Having faced a similar challenge in my work on a collaborative project, I remember how my concept, dubbed Slice Master, was initially criticized for its complexity. Yet, with patience and adaptation, it evolved into a beloved feature.

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