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.

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