How Individual Missions Came to Be

Source: http://wargaming.com/ru/articles/all/world-of-tanks/personal_missions_in_wot/

Hello everyone,

Wargaming’s corporate blog posted an article on how the IM’s came to be. Let’s check it out. The bold parts are highlighted by me.

wgn_pics_wg_com_news_pm_big_02.jpg__768x450_q85_autocrop_crop- 0, 0 _upscale

The first part of the post deals with what are the IM’s. Nothing really new there. But then comes the history part.

The idea for this new made was tied to the development of team battles and clanwars (or, rather, clan functions). In Spring 2014, team battles were already implemented, as was the CW mode and stronkholds were under development. But solo players didn’t have any long term goals in the game, apart from playing random battles to unlock new tanks. This caused a wave of discontent amongst solo players – they complained that they are at an disadvantage to clan players, especially when it came to handing out special reward tanks for campaigns, all the while there was no way to get these solo.

Development

The IM concept came to be in very early 2014 and did not change ever since – the concept was that the players would complete long chains of missions and would be rewarded with attractive prizes for them. The model was then developed and existed in many interations, but the backbone, the concept remained the same.

The mechanism of having to start the IM’s manually was added intentionally, because with regular missions, it was percieved as a problem that the players didn’t have to do that and that they could just complete a mission without even knowing about it. The IM’s introduced a concept of knowingly having to accept the conditions of the mission, also knowingly setting a goal for next few battles, the players have to see what they have to do and what will their reward will be. This was done to psychologically and emotionally tie the players to the missions. When a player accepts the goal himself, he gets more positive emotions and is interested in staying in the game longer.

Continue reading

A Blast from the Past – 0.8.4

Hello everyone,

I have something interesting for you. Pointyhairedjedi (you probably know him, youtube videos and all that) made a video about his replay from… 0.8.4. Now, seeing this, it just actually feels awkward to see all those things you could not do, like shooting through soft objects. Or the suspension, that’s just glued to the ground, the tank is not even rocking.

I do not agree with Jedi’s assessment of the JT88 though, for me it actually is one of the best premiums, probably because I enjoyed the original Jagdtiger as well. In the replay, the team totally folded, showing us that the reality of random battles in “good old days” (this was even pre-arty nerf) was just as harsh as it is today. Well, okay, maybe not THAT bad.

But… wait for the second half after the team dies. THEN it gets amusing :D

 

Regarding Individual Missions

Hello everyone,

so, the individual missions are here. Yesterday, I played a bunch of battles (maybe 30 I think) and completed the StuG IV TD missions up to the point where platoon is required, after that I moved to medium tanks, where I am about half-way through. The missions aren’t that hard and if you optimize them (for example by not attempting to complete the “hit the moving target” TD one in a 150mm derp vehicle), you can be there in no time. After the StuG it gets harder of course, but hey, it’s something.

That’s not the real problem of the IM’s anyway.

I have to admit, I was very much looking forward to the individual missions (or personal missions or whatever it is called these days, there’s nothing individual or personal about them anyway since everyone has them), but I have to wonder, whether that was actually the right thing to do.

You might have noticed that the gameplay of the random battles changed – and it changed forever. Some – perhaps many – of you have seen it yesterday, situations such as these:

- a medium tank suicide rushed enemy artillery position because he needs to kill at least one
- a medium tank killing two enemy tanks and then bugging off, since the requirement is to survive, leaving the rest of the team dies
- scouts suicide rushing (“must spot first”) or doing nothing, trying to “survive”
- artillery firing all over the place, trying to hit mission specific targets, while critical spots are left without support (in worst cases, your artillery is on some mission while the enemy one isn’t, so you don’t have support while the other team does)

Those are just examples, two of which I saw. Maybe it’s just me, but I did notice more strange or retarded behavior in randoms yesterday, even during times (after prime time), when battles usually start making at least a bit sense. I do blame the missions for that. Don’t get me wrong, it’s not COMPLETELY unplayable, but it definitely made the situation worse.

Continue reading

15.1.2015

- Storm insists that the Russian player claim that “the developers don’t play their own game” is crap
- some of the top Wargaming people don’t play, but the lower staff do play more
- it won’t that terribly long before all tanks are reworked to HD
- players, rigging the individual missions will be banned
- Storm states that the public opinion had a lot of influence on the individual missions, some missions were removed or reworked as a result of player feedback
- developers started to work on HD IS-3
- it’s actually possible to use War Thunder tank models in World of Tanks. A player asked whether the Wargaming IS-3 will be as good as the Gaijin model, Storm answered that it will be better, it won’t look like it’s coated in guano
- according to developers, some of the individual missions are very difficult, but the reward is fitting (makes up for it)
- individual missions can generally be completed only on tier 4 vehicles and higher
- there are no plans to sell “tokens” for uncompleted individual missions (the way it was for WZ-111)
- it’s not possible to “save” the choice of nationality for the girl crewmember for later when you know, what kind of crew you need
- if you have no slots for girl crewmembers in the garage, it’s okay – you’ll apparently get a temporary free one like with other crews
- there’s no time limit for individual missions

Posted in Q&A

Individual Missions – Object 260 (Stage 4)

In brackets, optional (secondary) objective, rewards vary.

Light Tanks

- win while the best in XP in both teams (survive)
- be first to spot 8 enemy tanks, survive (win)
- deal damage to 5 enemy vehicles while moving, spot 7 enemy tanks (destroy 4 enemy vehicles while moving)
- detrack at least 3 enemy tanks, do 1000 spotting damage (3 enemies you detracked have to be killed)
- get 3 enemies spotted by you killed by your team, survive (get at least 6 enemy tanks damaged by your team while you spot)
- spot 7 enemy tanks before they spot you (survive, win)
- spot 3 enemy arties and help destroy them, destroy one arty one tier higher than you (survive)
- help cap enemy base while getting at least 60 percent cap points, battle is won by capping (do not get hit while capping)
- spot or detrack 8 enemy vehicles (3 enemy vehicles get killed as a result)
- cause 4000 spotting damage (win,survive)
- while platooning with an arty (or two arties or another LT and an arty), deal 3000 spotting damage while your teammate deals 2000 damage, you have to kill 3 enemy vehicles as well (win, survive)
- while platooning with another LT, deal summary 7000 spotting damage (platoon has to survive)
- destroy 4 enemy vehicles of your tier or higher (deal at least 2500 damage)
- be first in XP of both teams while surviving and not recieving any damage in battle (win)
- deal at least 7000 spotting or assistant damage (spot or detrack 3 vehicles that get destroyed as a result of that action)

Continue reading

9.6 Supertest Patchnotes

Source: http://world-of-ru.livejournal.com/3699778.html

Viewrange was changed as such:

- Оbject 268 from 400 to 370
- Object 263 from 410 to 390
- Object 704 from 390 to 360
- ISU-152 from 370 to 350
- Т-34 from 240 to 320 (stock turret)
- SU-85B from 390 to 310
- SU-76 from 350 to 290
- Waffentrager auf E 100 from 420 to 380
- Waffentrager auf Pz. IV from 410 to 370
- JagdPz E-100 from 400 to 390
- Rhm.-Borsig Waffentrager from 400 to 360
- JagdPanther II from 380 to 360
- Sturer Emil from 400 to 370
- Jagdpanther from 370 to 350
- Nashorn from 390 to 360
- Pz.Sfl. IVc from 380 to 340
- Marder 38T from 360 to 320
- Marder II from 350 to 310
- Panzerjager I from 330 to 300
- T110E4 from 400 to 390
- T110E3 from 400 to 390
- T29 c 330 to 350 (stock turret)
- T40 from 400 to 310
- T67 from 370 to 340 (elite turret) / from 350 to 320 (stock turret)
- M8A1 from 370 to 320 (both turrets)
- T82 from 370 to 300
- AMX 50 Foch (155) from 400 to 380
- AMX 50 Foch from 390 to 380
- ARL 44 from 330 to 350 (elite turret) / from 320 to 340 (stock turret)
- S35 CA from 400 to 340
- UE 57 from 360 to 320
- Renault FT AC from 330 to 300
- FV215b (183) from 400 to 390
- Alecto from 390 to 330
- Valentine AT from 360 to 320
- Universal Carrier 2-pdr from 330 to 300

Continue reading

Inside the Tanks: Sturmtiger

Another video by Challenger.

 

 

Enjoy!

As usual, there are small things that are not historically totally correct (like the conversion of StuG III into AT role meaning the infantry was left without infantry support SPG, it was not), but compared to the last G-13 video, it’s better. The “three M4 Shermans killed by Sturmtiger” is – as far as I know – a hoax, either started by some unreliable books or the internet.

Individual Missions – T-55A (Stage 3)

In brackets, optional (secondary) objective, rewards vary.

Light Tanks

- win while being in top 3 in XP (survive)
- be first to spot 6 enemy tanks, survive (win)
- deal damage to 5 enemy vehicles while moving, spot 5 enemy tanks (destroy 3 enemy vehicles while moving)
- detrack at least 3 enemy tanks (2 enemies detracked have to be killed)
- get 3 enemies spotted by you killed by your team (get at least 6 enemy tanks damaged by your team while you spot, survive)
- spot 6 enemy tanks before they spot you (survive, win)
- spot 3 enemy arties and help destroy them (survive, win)
- help cap enemy base while getting at least 40 percent cap points, battle is won by capping (do not get hit while capping)
- spot or detrack 6 enemy vehicles (2 enemy vehicles get killed as a result)
- cause 3000 spotting damage (survive)
- while platooning with an arty (or two arties or another LT and an arty), deal 2000 spotting damage while your teammate deals 1500 damage, you have to kill 2 enemy vehicles as well (win, survive)
- while platooning with another LT, deal summary 5000 spotting damage (two of the platoon have to survive)
- destroy 3 enemy vehicles of your tier or higher (deal at least 2000 damage)
- be first in XP of both teams while surviving (win)
- deal at least 6000 spotting or assistant damage (spot or detrack 2 vehicles that get destroyed as a result of that action)

Continue reading

Individual Missions – T28 Concept (Stage 2)

In brackets, optional (secondary) objective, rewards vary.

Light Tanks

- win while being in top 5 in XP (survive)
- be first to spot 4 enemy tanks (win,survive)
- deal damage to 2 enemy vehicles while moving (destroy 2 enemy vehicles while moving)
- detrack an enemy while dealing at least 250 spotting damage (enemy detracked has to be killed)
- get 2 enemies spotted by you killed by your team (get at least 4 enemy tanks damaged by your team while you spot)
- spot 4 enemy tanks before they spot you (survive)
- spot 2 enemy arties and help destroy them (survive)
- help cap enemy base while getting at least 20 percent cap points, battle is won by capping (do not get hit while capping)
- spot or detrack 4 enemy vehicles (an enemy vehicle gets killed as a result)
- cause 2000 spotting damage (survive)
- while platooning with an arty (or two arties or another LT and an arty), deal 1500 spotting damage while your teammate deals 1000 damage, you have to kille enemy vehicle as well (win, survive)
- while platooning with another LT, deal summary 3000 spotting damage (one of the platoon has to survive)
- destroy 2 enemy vehicles of your tier or higher (deal at least 1500 damage)
- be first in XP while surviving (win)
- deal at least 5000 spotting or assistant damage (spot or detrack 2 vehicles that get destroyed as a result of that action)

Continue reading