How Wargaming Works – Really!

Hello everyone,

do you know how Wargaming works? Well, you could certainly watch the original Wargaming video (and you should, so you know what they talk about – there are English subtitles):

 

 

but one Russian player created an improved and more accurate version (unfortunately without subtitles, but the sound is the same as in the original)…. enjoy :)

 

Kick the Cheater, Burn the Botter, Purge the Unfair!

Hello everyone,

recently, Wargaming started fighting specifically one odd thing: rigged games.

In a post on Russian portal, WG RU explains, that “rigged games” are battles, the result of which is pre-determined by the agreement of both sides. They typically appear in clan and company mode, where the games are more organized than in “random”. Wargaming considers typical reason for rigging battles to be faster vehicle grind for one party, statpadding (SS: a term, which means artificial inflating of player statistics, so the player appears better than he is) or attempting to get a rare ingame medal.

Rigged battles are considered to be “unsportsmanlike behavior” and are against the rules.

Wargaming decided to crack down on the riggers and withing the space of one month, 5000 people on RU server were investigated and punished by a one month ban. It was confirmed that should the offense repeat itself (or, for second time offender), the ban gets to be permanent. Wargaming explains that this is just the first step in fighting the rigged battle phenomenon. The list of banned game riggers was openly published as well.

Continue reading

8.9.2014

Not much today.

- you can see the number of online people on the server, when you press “Escape”, in the menu
- Storm is aware of the Hellcat track bug in 9.3, it will be fixed
- in 9.3, Churchill III XP is bugged as hell (SS: one player shown statistics with 19900 average XP per battle), this will be fixed

Posted in Q&A

9.3 Test: Abbey Bug

Hello everyone,

when driving in the 9.3 test on the Abbey map, be careful. There is a new, nasty bug, that causes players to fall through the world. Check this out (thanks to Baubau from US server for the screenies). Let’s hope they fix that before it comes out.

If you are wondering, why I am posting about an individual bug – simple: first, it’s a gamebreaker and it can destroy your battle (it was recently written that 90 percent of players never go there – which means that 10 percent do). Secondly, to give it some publicity, so it does not get ignored (like it sometimes happens, check the RhB WT collision model with a hole in the armor since 9.1 or so).

shot_190

Continue reading

Storm Ask For 9.3 Feedback

Source: http://world-of-kwg.livejournal.com/302621.html

Hello everyone,

Storm is asking for the 9.3 feedback – new tanks, reworked Murovanka, new AFK punishment system, hangar interface and others.

So, those of you who tested, what do you think?

From the discussion:

- the new hangar interface doesn’t show the amount of people online on the server, Storm considers this not needed
- Storm apparently does not consider the T49 152mm derp “imbalanced” (“You have a gun like that on tier 5″)
- Storm states that noone is really expecting the new hangar UI to work in 1024*768 resolution (lack of space)
- in 9.3, the suicide detection system is apparently a bit bugged: the artillery, that shoots an enemy at close range and the splash kills it too now counts as “suicide”, while it should not be so.

More info in the evening, as usual.

Posted in Q&A

Insider Info

Hello everyone,

a little bit of insider information from Wargaming againg. Had a nice long chat with the insider over the internet, this is my summary of the conversation.

- Sturmtiger will likely not be implemented (or, almost certainly according to what Storm said) because of the issues with the line. The biggest issue is the balance – at one point, developers considered implementing it as an artillery vehicle, but they are afraid of the massive, massive whine. During the tests, the Sturmtiger could oneshot even hightier tanks and developers don’t want “oneshot derp” on high tiers. Another issue is – strangely enough – the fact that the line has some issues on lower tiers, specifically around tier 3-5. There was a thought of separating StuH 42 from StuG Ausf.G (effectively removing the StuG 105mm derp and making it another separate vehicle), but that was not judged a good idea (for undisclosed reasons).

- Sturmtiger might appear in the game still… as a consumable. Developers are working on an “artillery fire mission” consumable for Stronghold mode. Basically what you’ve seen earlier – you aim the fire barrage at some sector or something and off-map artillery battery starts shelling it. The idea is, this consumable would be available in several tiers and the Sturmtiger fire mission would be the highest one.

- the “fun mode” will be indeed a Chaffee race, actually something like Mario Kart – a wacky race on the Port map with various boosts and obstacles and such

Continue reading

7.9.2014

A few “Italian” answers (please note that this does NOT mean they are coming anytime soon).

- for now, there are likely no other Italian tier 10 candidates apart from the autoloaded Leopard
- Italian heavy candidates are P.75, P.40, P.43 and P.43bis, but the P.40 and P.43 (and their subtypes) are (using German measures) more like medium tanks, the P.75 is kinda like Neubaufahrzeug.
- regarding SPG’s and TD’s, Italians have only lowtier to midtier candidates

A former developer, regarding the testing on supertest (specifically the fact, that in 9.3 supertest, one Abbey location became bugged and tanks fall through it):

“The amount of testers on both the supertest and internal WG test is too small to check all the spaces, especially such retarded places where 90 percent of players almost never goes. That’s why in fact we have the common test. What pisses me off significantly more is the fact that even based on the results of the common test, measures are rarely taken due either to stupid bureaucracy or the limits of the engine, not allowing anything to be fixed quick.”

and

“The people have little time to test + they recruit anyone as a supertester these days and they don’t even listen to this weak testing (at least that’s my impression). Or they don’t explain why they left everything as it was, which causes additional butthurt of supertesters and messes up future quality testing, because it promotes the “why the fuck should we care, they don’t listen to us anyway” feeling amongst the supertesters.”

The bug, shown above was apparently discovered by supertesters, but WG did not listen for reasons listed above. The former developer further states that according to him, the supertest outlived its usefulness and would be more useful to be replaced by mass testing events.

Posted in Q&A

9.3 – First Feedback (Part 3: Murovanka)

Hello everyone,

today, we are going to talk about the new Murovanka in 9.3. Until now, it was one of my favourite maps, mostly because of the magic forest camping (I love doing that from the south :D). You have already probably seen any number of videos previewing the map itself, so today, we are going to have a look at how the battle looks.

I played several Murovanka battles on test server and I do think that now, Murovanka is much better than it was before. The forest now turned into a close range combat area, suitable for heavies, while the other side offers more flanking possibilities than before. I made a small video showing one such battle and… well, it’s really one of my first commentaries ever, so there is a lot of “uhmmm” and all that :)

 

 

It’s obvious that the battle tactics are influenced heavily by the previous Murovanka iteration, but even for the future, I don’t think there will be much action going on in the middle – the feeling of “I’m in the open” is quite strong there (what would have helped I think was, if they made the central road inside a corridor, something along the lines of Severogorsk). Overall, it’s a really nice overhaul I think, with the forest giving off the “realistic” vibe, it looks quite cool. I like it.