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I too am going to the Q&A. I've spent so long not caring about this game that it was actually difficult for me to think of 2 questions to ask Victor.

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Now that the new physics and sound engine are in game, what does he think the next big thing that they should work on be?

Is there any word on any maps being unlocked for random battles, such as the rampage maps? Will there be new maps periodically released through the year?

Lastly, will there be continued work on new tank branches in 2016, or will existing tank branches get further branches, such as Japanese TEd's and Chinese Artillery?

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2 minutes ago, FreddBoy said:

Now that the new physics and sound engine are in game, what does he think the next big thing that they should work on be?

That's actually gonna be my first question for him.

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What is being done about the T-22sr and how blatantly overpowered it is? 

Clan Wars 2.0 is pretty bad, its killing the top end play on NA at least, is there plans to improve or redesign it?

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I have only one question and i'm 100% serious. When the hell are they gonna do ANYTHING about arty? We've read many times that they have several options on arty rework yet they are not doing anything about it while it keeps crapping on their game day by day.

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20 minutes ago, Assassin7 said:

What is being done about the T-22sr and how blatantly overpowered it is? 

Clan Wars 2.0 is pretty bad, its killing the top end play on NA at least, is there plans to improve or redesign it?

Mind explaining why you think it's dying?

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Why are gimmicks so prevalent in the game after so much time? By gimmicks I mean things like the WT-e100, JPE100, 183's, and 1500+ damage arty. Why has this kind of thing been allowed to persist in a game that has clearly established itself and has the freedom to change?

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Question for Mort to ask:

It is true that games with larger competitive scenes tend to be more popular (Dota 2, LoL, CS:GO). Furthermore, new games like Smite are investing large sums of money in their esports scene. What are WG's thoughts on WoT's relationship with esports, and what plans do WG have for expanding the WoT esports scene and the competitive mentality within the community?

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14 minutes ago, JunkersHiryu said:

Mind explaining why you think it's dying?

mainly is the Influence and bidding system, you have to grind in strongholds for several hours a day to make enough to get any sort of fighting done on the tier 10 map, there is no incentive to fight because of this so everyone just sits and farms gold on their land and no one ever fights 

the UI is extremely laggy, slow, and terrible. you have to zoom right in to see what clans have what land, and where the land even is, you can't get a picture of whats happening, its counter intuitive, and is just a massive faff to work with. (at least for me)

tier 8 CW is really cancer with the 10v10 format, and tier 6 even more so with 7v7. the game was designed for 15v15 play, so 10v10 and 7v7 is really bad in CW, in strongholds its viable, but not for CW. 

 

if you want to actually fight in CW as a top clan, you have to drop down to the tier 8 map, you get fights there because the influence bidding isn't so absurdly expensive, but the fights are absolutely cancerous because 10v10 is not fun, and it just burns people out. 

 

this is a large part of the reason most of the top clans are dying on NA.

 

at least all of this is in my opinion from my own experiences, what I learned from the officers in foxey and now in mahou. 

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28 minutes ago, JunkersHiryu said:

Mind explaining why you think it's dying?

BULBA is turning the way of -G- and so is OTTER. There is no more reason to go to war and not be rusty as hell. 

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Is there plans to fix MatchMaker? Specifically the problem with matches that occur when one side has several extra tanks, usually TDs, while the other side has more mediums and/or heavies.

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To offer a set of questions not lamenting on the same matters:

What was WG intent and objective in constructing what is now WoT's Rampage Mode/Garage Battles particularly with only Tier VIII - X tanks, economy model, map design, offensive consumables, meta consideration, rewards, respawn mechanics and other things you like to entail?

Did Rampage Mode/Garage Battles succeed or fail in accomplishing your objectives and why?

When Rampage Mode was being conceived, why weren't traditional models adhered to as regimentally as other FPS'es as done with Warthunder with respawning being the only deviation from 1-life standard modes?

 

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3 hours ago, Patient0 said:

Question for Mort to ask:

It is true that games with larger competitive scenes tend to be more popular (Dota 2, LoL, CS:GO). Furthermore, new games like Smite are investing large sums of money in their esports scene. What are WG's thoughts on WoT's relationship with esports, and what plans do WG have for expanding the WoT esports scene and the competitive mentality within the community?

I would ask this question, but I feel like he's already answered that question to some extent: https://www.youtube.com/watch?v=UB_sbrAzAIQ&feature=youtu.be&t=17m4s

Besides, I've already got a couple questions lined up for Victor, so I'm not personally taking suggestions.

 

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4 hours ago, ADeadMan1 said:

Is there plans to fix the fundamental flaw in MatchMaker?

That is kinda vague. What is the fundamental flaw you are referring to? You can't expect a straight answer when the question is open to interpretation.

My questions:

  • is there a development roadmap for 2016 up to 2018? What is it?
  • What is the design philosophy for maps, can we see more open gameplay maps like Prok or is the perceived "corridor" meta a thing now?
  • How does MoO fit in with WG's long term plans? Is WG moving into single player gaming, can we expect to see knock-on effects in WoT, WoWs, WoTG? e.g. PvE modes, single player campaigns, historical mode etc.
  • Any plans on reviving Historical mode?

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Will they EVER do ANYTHING about artillery and its totally broken mechanism? We have heard the promises but we have not seen any progress, not even proposals. The playerbase itself has come up with a bunch of ideas, why is it so hard for the developers to fix their game?

 

Again, arty related: will they finally implement a system which punishes suiciders? There is no point in reporting theese people with UC, I doubt that they ever got banned because of their disgusting behaviour, so it would be nice to see, that they get some kind of punishment.

 

I guess it is kinda late already, but will they try to do anything to improve the high tier games? Everybody can get a T10 vehicle and they can not forbid bad players to get to T10, but matches can get extremely frustrating after a couple of thoose games with bot E100's and IS-7's on your team.

 

I guess this is kinda related to the previous question: will they "rework" the XP system? It also gets frustrating when you deal a lot of damage but you loose, so all you get is like 3-400 XP, while players in the winning team with barely any damge get 6-700. Would they implement a system like: the top 3 players on the loosing team gets x % more XP for example?

 

What other branches are planned for the game in 2016? Swedish? Maybe new frenchies?

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Is WG ever going to balance the lower tiers? It's very counter-productive to have something like a Matilda that can destroy everything between tier 2-4 and then instantly die to anything tier 5-6. It doesn't represent the rest of the game very well and scares off half of the potential players.

For a game that wants to be represented in the wider e-sports community, have they considered how much damage premium ammo and the heavy RNG does to the competitive scene? All other competitive games at the highest level feature none or very little RNG, so how will they strengthen the competitive scene while having mechanics that make armor irrelevant and a full 25% up/down on things like damage rolls and penetration values?

Will WarGaming do anything about the complete lack of tutorials or help in the game? The primary reason why both World of Tanks and their main competitor Armored Warfare have a reputation for some of the worst players in the PvP world is that they literally cannot understand the basics of the game. Will WG ever do something to address when and how to properly move around the map, use cover, angle your armor and where to aim? Wouldn't it be a good idea to track in-game performance and come with extra tooltips if a player performs below certain metrics in a given vehicle (damage per game/winrate/armor use/spots per game) that WG decides upon? How about a tutorial that addresses the incredibly complicated spotting system?

Has WG ever considered making some alterations to the rewards system in the game? Right now, much of it relies solely on winning, which should be rewarded, but with the random nature of the Matchmaker and team compositions it might be a good idea to take a look at experience rewards in particular. Maybe add some bonuses for performing above a certain threshold to the rest of the team in various ways (damage, kills, spots, armor use)? With features like these, you can bring out the competitive elements of the game in a way that doesn't hurt the people just randomly playing and give others the incentive to improve, ultimately strenghtening the e-sports scene in the long run.

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Aside from the previously mentioned issues (Arty, RNG, High-alpha TDs, etc.) my biggest concerns are the "auto-win" games. These are the games, which are "decided" by the combination of the line-up of the team and the map/spawn. I mean ofc its not auto-win, but one team have a very big advantage and they have to do something stupid to lose. I know it evens out, but it doesnt matter which side I am on in these situation. It is not fun when we are winning like this, but it's frustating to be on the other side.

I see two source of this kind of games:

1. MM: specially its a problem in low tiers. The top tier tank types are not balanced anymore. For example: city map T8: 4 IS3 in one side, 2 paper heavy and 2 med on the other side. 

2. map design: The battle is decided in single brawling area, and the two tier 10 heavy decide to go to the other direction. After one team wins that area 8 out of 10 times its gg already

These two go hand in hand.

This is not a big issue if you play in three men platoon, or if you play just super strong tanks like E5 (I have it, so it's not OP :doge:), but it makes the grind of the bad tanks even worse. 

The question is: The current situation is intentional or not? Is this the direction from now on or just a byproduct of the recent changes, and it will be fixed.

 

 

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