Anton Pankov, World of Tanks Product Director interview, April 27th. Translated from Russian and corrected from https://www.championat.com/cybersport/article-4025253-anton-pankov-world-of-tanks-budet-zhit-ochen-dolgo-primerno-10-let.html Remember, sharing is caring, dev Q&As don’t happen very often!
- The game has a lot of vehicles. But are tanks of new nations planned in 2020? What nations were left without attention? Or are all tank-wielding countries already represented in the game?
– Large, medium and close to their size military powers in the game are already represented, after all, tanks in the Second World War were a kind of luxury, and not just a means of transportation. All that we could collect – signature, famous and not quite famous tanks we have already implemented. There are many other nations – Swedish (?), Hungarian, Spanish. Therefore, we are looking towards the multinational trees – Pan-Asian, European. But there are no specific plans for this year. New tanks will be released, but within the framework of existing nations. -
Why did you launch the 12th server in the Russian cluster of World of Tanks ?
– To handle the load. In addition, we had certain test goals. We can periodically include it depending on the total load on the cluster. -
The game has a lot of turbo battles that end in 3-4 minutes. Why is that? Don’t you think that there were much fewer such battles before World of Tanks 1.0?
It doesn’t seem like that. This is not related to 1.0. The increase or decrease in the number of turbos is associated with the meta of the game, that is, with the advent, relatively speaking, of better tanks. And in absolute terms it cannot be said that there are a lot of them. It’s just that such battles are much more memorable, like arty one shots or something else, therefore it seems that this is a directly widespread phenomenon. In fact, we never had such a problem en masse, if you look at the statistics. We understand that in the eyes of a player, turbo battles are very off-putting. It’s difficult to deal with turbos, because they are committed by players, this is part of their behavior, and until we figured out how to do it. -
Most players prefer to play at 8th, or at best at 9th tier. Why did tier 10s become less popular among players?
– This is the concept of the game. These are unprofitable credit-wise tanks. That is, in order to play them, you need a lot of spare credits. The last tier of premiums that is used to farm silver reliably is tier 8. Therefore, players tend to concentrate at this tier. -
What is missing in the game right now?
– At the moment, the game has enough. We have modes for any group of audiences, entertainment of any format for every taste. The game is technically stable, but we are not going to stop there: we constantly have new ideas, new stories are born, various battle modes, new tanks, etc. over the past three years, we have added a lot of things functionally, so you can’t say that something is missing. You always want to have more, but in general the game is now self-sufficient. -
Why won’t you simply remove damage RNG? Supposedly, if a tank says that its weapon deals 400 damage, then 400 damage will always come out, and not 320, 350 …
– Because we think that the game should have a certain random effect, normalization or scatter effect damage. +-25, so that’s why it was initially implemented. Over the past years, we have been convinced that this is the absolutely correct position. We are not Counter-Strike, so there is a certain share of probability. This adds a twist to the game. -
Will there ever be servers without artillery in the game? Or a server where only heavy and medium tanks will play?
– To date, we have no plans for anything like this. Perhaps they will appear in the future. Maybe there will be experiments on this topic. However, so far we are not working on anything like this.
Continue reading “World of Tanks Q&A with Anton Pankov – 30th April 2020”






