Status Report: 27/03/2016 Q&A: Maxim Chuvalov
been feeling under the weather, got a cold and I’m never the happiest/most productive person around this time of the year, lost someone close around this date, life happens, anyway…
Finally finished translating a Q&A from*Maxim Chuvalov, a*Marketing Product Manager from Wargaming:
What will happen the the Grille 15?
No final decision has been taken yet (if Grille 15 will substitute the Waffentrager E-100), we are collecting statistics and feedback from the test server and from the supertesters who are playing on the test server as well.
There are a variety of mods that give a advantage against players who play in vanilla, why not add them to the client to make things fair?
The first steps have been already taken (Minimap options) and we are currently working on other mods to add in the client. We don’t care that players feel uncomfortable for having to reinstall mods after each patch (illegal ones included), not to mention its security risks. We want the most useful mods to eventually make into the game.
Are you considering adding variations to the maps, example, night versions?
That’s not our priority, I personally tried the night maps from the console version and don’t think they bring a lot of fun. As for the PC version, I believe that is better to concentrate on more important subjects like matchmaker, balance and artillery
The Light Tank role has been obsolete for some time now, what’s you opinion about them?
At the beginning there existed fewer tiers and nations, LTs played conjointed with SPGs but with the increase of vehicles and in particular introduction of tier 10 MTs its role lost importance.
We are currently working on rebalancing the classes to restore their intended role purpose, including LTs and even crew skills, that’s our main priority. there no details but we will*disclose information on its development.
With the development of new Premium tanks continues, will you change the existing ones?
Yes, there are a number of tanks, that caused discontent and we are reworking their statistics, roughly speaking, improve them. Developing new tanks, specially premiums is is not a current priority.
Are you satisfied with 9.14?
We collected feedback from the playerbase and content producers (bloggers etc) and in general its positive. It helped that we organized 3 newER Physics tests (they took their time with it) and of course player feedback helped too.
And talking about something big/important like the New Physics *we took in consideration that it affects 100% of the players. The last time a global update of this kind took place*was in the patch 8.0, when we first introduced physics and tanks finally detached from the ground. Now, many say that this update was the best in history, of course initially there were a lot of complaints and bugs but we took our time and will fix and improve to receive even more positive feedback, players will eventually become accustomed(to the NewER Physics).
Have the NewER Physics greatly changed the game’s dynamic?
Besides realism, the mian objective of the NewER Physics introduction was to give vehicles more movement options/better suspensions: Handbrake turns, drifts, etc.
This is a huge improvement to the vehicles manoeuvrability but in general the game dynamics will continue the same. Light Tanks are the only only class that really became affected, LTs may suffer with inertia and flipping but at least their room for maneuver is now bigger.
If your tank flips, is its game over for you?
No, Allies can flip you back and you can still fire the gun. I had such situation happening, flipped with my M41 Walker Bulldog but managed to destroy 2 enemies before being sent back to hangar.
RG:*Maybe creating a WarThunder-like pulling chain would be a wise idea? Humping a each others like hornydogs to unflip vehicles its not the best of things.
About Ukrainian Localization:*
From In-Game to Portal news , we translated the game completely in the Ukrainian language. We are still gathering statistics but there is already plenty of positive feedback from the players.
Why did the sounds changes and how have you done it?
We decided to change because the previous engine was very outdated, we switched to Audiokinetic Wwise, a new and very good engine that is easier to work with and introduce changes as well. By the way, this engine is used in big games like Assassins Creed.
We are currently gathering even more sounds. For example gun sounds, *we have 6 separate calibres and each calibre sound is divided into 3 shot distances accompanied by a*randomiser. Depending of the gun calibre and range, the shots will sound different.
Was intended that the sounds from certain vehicles have become less impressive?
Before, each vehicle had its own sound characteristics making them look more realistic. The Dev team travelled around the world, recording samples of each sound aspect of the vehicles and this is what you got in the game, the sounds of the real machines.
And to finalize, I want players to know that we are trying to become more clean and transparent. We are providing much more information and collected all the feedback. So stay tuned.