For the Record: Clantalk: Inteview with Storm
Source: http://www.clantalk.net/t/very-inter...-in-2014/16309 Hello everyone, Clantalk portal translated some parts of the recent interview with Storm by Russian videomaker and streamer Jove. Special thanks to Daigensui for letting me know about it. Here it is. Translation of video from discussion with Storm (by Jove) – (paraphrased from Russian by ClanTalk.net): Q at 00:53. Patch 0.8.0 was really nice, why were the patches after that underwhelming. A. There were a lot of work in progress about better graphics, and models, and this work isn’t fully finished thus cannot be rolled into the patches. Perhaps we should have been more active in communicating what we are working on for players. Q at 1:45. Are you happy with the SPG nerf, did you achieve what you wanted? A. We cannot look at emotions, we have to look at stats. At top tiers there are 2 SPG per game, which is appropriate. At lower levels there are less, so we will gradually buff mid- and low-tier SPGs until there are more. Q at 02:45. Do you see a problem that considering the SPG nerf, TDs have become too OP and imbalanced? Thus too many play TDs and many maps become dead-locked? A. We try to fully understand reasons for this. The opinion that SPG nerf is the reason is widely shared, but there are more reasons, such as increase in precision (TDs gained from being even more precise), and that many SPG players have now moved to TDs. Also, just because there are more TDs doesn’t mean there are too many. There are indeed more, but not more than HTs or MTs across all levels, so it is not a big problem. We will have to make a decision on this, but we haven’t decided yet. Q at 04:30: New tank branches are usually OP compared to old ones, so they are not balanced. A. Not all. For example new Chinese lines aren’t OP. British line has very strange TD which shoots “nuclear shells” but it requires high player skill, and when you meet it in randoms, it isn’t clear what to expect from it. So we agree that some tanks will need to be rebalanced, but we cannot generalize that all new tanks are OP. You will see that Japanese line won’t be OP. Q at 05:25. About penetration and damage Yes, many people say the random distribution range of penetration and damage is too wide. But the random distribution of accuracy has much higher impact, and we already lowered that. Q at 06:25. About premium shells bought for credits. Yes, this is a critical question, and this has both pros and cons. We are discussion and may make changes, or perhaps won’t. For now this ability to buy premium shells for credits will stay. One option we consider is to limit the number of how many [premium shells / premium shells bought for silver?] you can carry into one battle. [Jove suggests lower penetration of premium shells] No, we don’t consider lowering premium shell penetration. We were considering lower damage for higher-penetration shells though. Q at 07:30. Do you use other parameters than % wins on each side for deciding whether to re-balance a map? A. Yes. First one is the average duration of battle in the battle. There are others, such as player surveys. We will re-work problem maps, as considering the change in SPG numbers have really changed map characteristics. Q at 08:30: What will Japanese tanks be like? A. There will be some interesting characteristics. For example, good angles of vertical gun depression. Tanks will be like Leopard – fast, thin armor, guns like A7. But much can change during rebalancing yet to come. Q at 09:20: What about lack of atmosphere (burning tanks, smoke, aviation) in many maps? A. Yes, it is missing. Some people have suggested to add moose running out of forests, but we won’t go so far. But overall we agree that we need more details added to maps. Q at 10:00. Can you tell us about HD client? A. Yes, graphical improvements both of tanks and maps scenery. These are two separate parts. Tanks will have improvements in number of polygons, to avoid square gun barrels. We will make it so that polygons cannot be seen. We will also increase number of textures, and add new shaders so that tanks look better in different lightning. Q at 11:00. Do you plan to improve Encounter and Assault battle modes? A. Separate maps for these modes we likely won’t make. We will just balance maps for these modes, and we will add these modes to more maps. The main drawbacks of these modes were that they were imbalanced. 75% of players haven’t turned off Encounter mode. I like Assault mode, I have never turned it off. The mode is interesting and adds to variety, we plan to support it. Q at 12:00 what about garage battles. A. They will come later, they will not be ” simply garage battles”, but I cannot say more. There are different problems with it, for example, we need maps of larger size, need multiple spawns points which player can pick from to avoid camping near spawn points. There are also performance issues with lots of wrecks. But we are finding solutions and all be fine. Q at 13:20. How did people accept mode 7/42? A. More people are playing than we expected. Team balancer balances teams for this mode based on the rating based just on this specific game mode. Since most teams initially have similar ratings, they are largely balanced randomly. This will change in a few weeks as team ratings grow or fall. Q at 14:40. What do you think about mods and modders? A. We will be actively involved. We want to help players have less problems with using mods, for example so that XVM doesn’t break upon each patch. We will make resources which are approved by WarGaming where a player can easily install a particular mod, so that players avoid trojans or other issues. We believe mods overall help the game. There are some negative mods, but most are positive.