Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer
Showing posts with label feedback. Show all posts
Showing posts with label feedback. Show all posts

Thursday, September 25, 2014

[WoT] Ensuring Fairplay

Hi again! 0.9.3 update for World of Tanks is now live.

Your feedback on the new things is welcome. Especially interested in the following this time:

A new automated system to ensure fair play

With this update we will be introducing a new feature to deal with unsportsmanlike behavior, such as:

  • Frequent AFKing 
  • Leaving the battle


Friday, August 8, 2014

[ALL] Teamkill or Not Teamkill

Writing this mostly referring to World of Tanks Blitz (well, to WoT PC/Xbox to some extent). 

Do you think teamkilling is a major issue in WoT-games? Does teamdamage in general a vital part of gameplay and atmosphere for you? 

For Blitz we are considering the idea of taking away shell-based team damage keeping ramming damage in place. If adopted, this will basically make obsolete the following things:
  • teamkilling complaints 
  • automated TK penalty system
  • credits compensation mechanics for being teamkilled
What do you think?

Friday, May 23, 2014

[WoT] Public Test of 0.9.1

Give your feedback on the 0.9.1 update that is being publicly tested these days.

Main things to pay attention to:

1. Performance and stability
2. New Map: Kharkiv
3. Marks of Excellence on barrels
4. Reworked matchmaking for light tanks tier IV-VII. Rebalanced MT-25 and VK 28.01
5. Increased visibility for TDs after firing
6. Two new Historical Battles added: Bryansk Front (USSR, 1942) and Siege of Tobruk (North Africa, 1942).

Wednesday, May 7, 2014

[WoTB] Gathering First Feedback and Questions

Hopefully, there are some Blitz players around.

What are your first impressions on the game so far? If you have any questions, ask away.

By the way, just hit 1.000 PCCU. :)


Thursday, April 24, 2014

[WoWP] Update 1.3 for WoWP

Update 1.3 for World of Warplanes is now live bringing multiple fixes, including performance optimization, new FX, update tutorial, and F5U "the pancake". 

Share your thoughts on the new update. 


Thursday, April 17, 2014

[WoT] First-hand Feedback on WoT 0.9.0

The latest major update 0.9.0 (New Frontiers - yay! major updates now have names) for World of Tanks is now live for EU and NA servers. What are your first impressions?

  1. FPS and general performance
  2. Graphics improvements
  3. Turrets!
  4. New HD models for some tanks
  5. Historical Battles mode
  6. Reworked maps (Severogorsk, Pearl River, Malinovka, and Serene Coast)

Friday, April 4, 2014

[WoTB] Beta Test Is Over


World of Tanks Blitz closed beta has come to an end. We have gathered enough feedback and data to polish the game in future versions. We are especially excited by really warm reception of the game in all regions.

Each Blitz tester with 1+ battles will get some gifts when the game goes live in the respective region.

Thanks to all who have been testing with us and stay tuned for more news!

Monday, March 24, 2014

[WoT] WoT 0.9.0 Public Test Feedback

0.9.0 is going to be next big hit for World of Tanks with:

  1. Historical Battles mode. How do you like it so far? 
  2. HD tank models for some tanks (T-54, Tiger I, M4 Sherman) 
  3. Physically based shading (better and more realistic materials)
  4. Disabled Confronation mode
  5. Reworked maps - “Malinovka”, “Serene Coast”, “Steppes”, “Redshire”, “Mountain Pass”, "Pearl River" and "Severogorsk"
  6. FOV configuration 

Especially interested in feedback on the points above. And anything else you wish to comment on.

Thursday, March 6, 2014

[WoWP] Update 1.2

Major update 1.2 for World of Warplanes is now live.


The key features are:

  • replays (finally)
  • battle missions 
  • advanced post-battle statistics
  • physics and balancing changes
  • interface improvements 
Any feedback? 

Thursday, February 13, 2014

[WoT] Feedback on Live 0.8.11

How do you like the recent update for World of Tanks? Precisely:

1. FOV changes
2. Any issues with aiming/reticle especially while leading targets?
3. National battles aka "Confronation"? Balanced? Fun to play?

Everything else also counts. Share your thoughts.

UPD.
FOV issue is going to be fixed. Most likely will reverse to the previous one and make FOV adjustments in the settings. 

Wednesday, January 22, 2014

[WoT] Nation vs Nation

Well, guess, you've heard that. What do you think of the idea - having factional battles in World of Tanks (and may be some other our games). For now, as a part of random battles - USSRvsGermanyvsUSvs...

Will this give us a definitive answer: are the devs biased or not and which tanks are the best? :)

Friday, January 10, 2014

[WoT] Missions

Missions functionality has obviously been a great addition to World of Tanks. It has seen a few improvements since the initial implementation.

1. Do you like it now? What you don't like about it? How could the entire system be improved to be more useful?

2. What do you think about personalised missions, i.e. system that would track player's progress throughout the game (tanks researched and purchased, crew skills, etc) and offer unique missions based on that progress? In such a system, each player would always have a goal (or a few) to complete.

3. Missions could also be used for tutorial purposes to explain battle and garage mechanics. 

Monday, December 30, 2013

[ALL] End of the Year Summary

The end of the year is usually the time to summarize things and events in many spheres.

Let's do that in relation to Wargaming, its games and services.

We did a lot in 2013. Ten (10?) big updates for World of Tanks - my honest opinion is that the game now is better than it ever was. New game modes (finally), HD content (tanks), and many other delicious things are planned for 2014.

We've launched our second game - World of Warplanes. The road to release might have not been perfect all the way through, however the game is steadily becoming better and aiming for a long lifecycle.

World of Warships is already massive and fun to play. It's time is yet to come.

Just as for World of Tanks: Generals and World of Tanks Blitz. Both are coming out earlier. :)


What did you like most and least about us in 2013? What makes you look forward to 2014?


PS: Happy NY!

PPS: Soviet tech tree for WoT Blitz


Monday, December 23, 2013

[WoT] Update 0.8.10 Live

How do you like Japanese tanks and improved visuals?

Any other feedback on 8.10 update for World of Tanks which is already live will do as well.

Thursday, December 19, 2013

[WoWP] First Post-Release Update



First post-launch update for World of Warplanes is now live for EU&NA servers, bringing:

  • Focke-Wulf branch for Germany
  • Two brand new maps - Adriatic & Fortress
  • A set of tier 5 prems - 5 units
  • New achievements (11)

And most importantly balancing (including high-altituide aircraft nerfing) and camera adjustments.
So, how is the gameplay right now?

Wednesday, December 18, 2013

History Feedback

I've been writing articles here for a few months. So far we've covered every type of combat (Ground, Air and Sea) from 1914-1983.

While the readership has been steadily growing, I have noticed some trends. So I wanted to take this time to gather feedback from you, the people who read my material.

The subject of the articles is something I wanted to ask about as well. Looking at the amount of readers it shows up something a bit odd. The two best performing articles had about three to four thousand readers. The last two articles have had under 500 each.
Now at a glance you'd say its because of the subject matter. However theatres other thank tank based have done well in the past.

So in short, what do you want to see articles on? Or any other feedback on the history articles I've been writing. This is the time and place to speak up and effect what happens to the articles over the next year.

Thanks for your time.

Monday, December 9, 2013

[WoT] Public Test of 0.8.10

While 2nd iteration of v. 0.8.10 update is being worked on, what are your thoughts on the upcoming patch so far?

As a reminder, it's a mostly content update that brings:
  • New Japanese tech tree
  • 2 new Soviet meds
  • Type 3 Chi-Nu Kai Jap prem
  • Type 64 Chinese prem light
  • Japanese map - Hidden Village
  • Reworked maps - Karelia, Mines, El-Halluf, Airfield, Steppes
  • Shooting through some objects is now possible with AP / APCR shells
  • New maps added for team battle mode
  • Graphic/visual improvements - how is performance by the way?
    • Reworked lighting and light sources for all maps. Reworked brightness and contrast. Improved texture precision
    • Reworked mist/fog
    • Added moving shadows of clouds
    • Reworked "bloom" effect
    • Added sun-rays (god rays) effect and lens flare effect when looking at the sun
    • Added motion blur when moving camera 
    • Added full-screen filter settings (different brightness, colour, and contrast options)
Some screenies for those who haven't yet seen all the beauty:






Wednesday, December 4, 2013

[WoWP] We Are Fixing Stuff

Below is the response of the World of Warplanes Dev team, including Lead Producer - Anton Sitnikau, on a major feedback topic - One Thing That Breaks It All. I'm just quoting what they said. :)

1. Respawn (long waiting time, transition time / battle time ratio)

For relatively high-spec systems battle waiting time is now about 40s, including 30s pre-battle counter. 
At the same time average battle duration - is 3.5 minutes. 

We do accept that this is an issue. And it is being solved at this time in several ways:

Firstly, with the help of optimization. It's definitely not the easiest way, since the amount of data to be loaded before battle us huge. That's why we don't expect a major improvement in this area. It's loading time that made us introduce pre-battle counter in the first place - it is required to ensure that are players have managed to load.

Secondly, by increasing the time players spend in battle. This is where conceptual stuff comes in. Let's consider the options.

It would make little sense to introduce respawn for the current game mode. Respawn would severely decrease the importance of each destroyed aircraft. It's not clear how to refill bombs and rockets either - same goes for destroyed ground targets. 
We do want to introduce respawn - however it has to be a separate game mode. I will get to game modes a bit later. 

Battle duration is also affected by ramming. We don't want to dump ramming completely - self-sacrifice is a part of team-play. What we do want to do is to give players more chances to destroy enemy in head-on attack before ramming happens and decrease the necessity of ramming. 

2. AA are useless (up to tier 7/8)

We are continuing to balance AA guns. Avg damage inflicted by AA guns has decreased. One of the reasons for that - change of firing algorithm. Now intense manoeuvring gives more chances to avoid being hit. We are planning to increase damage of AA guns. We are also working on a special UI that will show areas covered by AA guns. 

3. Tier balance is terrible

Well, it's not that terrible, however we are not satisfied at this point. Generally speaking, we have got two major leaps: going from tier 3 to tier 4 (can differ across factions), and going from propeller planes to jet planes. Our balancing dept is now busy with making these transitions smoother, however we won't be able to eliminate them completely. These big leaps in history of aviation can't but impact smooth in-game progression. We can't avoid it without serious historical compromises. 

4. Mouse control (lack of direct feel)

A lot depends on settings. Try using Vector or Hybrid presets instead of default one.

5. Not being able to see the altitude of targets and friends on the minimap

We have decided not to display altitude on the minimap to avoid mess and overcomplication. Right now we have got so-called strategic map in development. This enlarged map (M-button) has much more space to display useful information - aircraft altitudes, crash sights, AA-gun areas, etc

6. Hangar UI (Slower that WoT, "Where is Barracks?",no ammunition on main screen, differ the WoT)

Hangar UI will be reworked. At this point both sides - WoT and WoWP teams - agreed to make the UIs closer to each other. Installed modules, consumables, ammo and "battle!" button are going to be displayed on all screens. Moreover, we have managed to improve UI performance a lot: most of the delays and glitches were related to updating information for in-game store. The store itself is still rather slow, and we are working on this.

7. Heavy fighters are way too powerful (World of Heavy Fighters)
We are planning to introduce more differences between classes and highlight them. As for heavy fighter, we are going to implement several changes. First, we are not going to use the coefficient that decreased the damage when shooting down-up any more. Second, high-altitude planes will get additional penalty in manoeuvrability when flying low. Third, we are going to provide more possibilities for low-altitude aircrafts to avoid boom-zoom attacks.

8. Progression trough tiers too slow

It’s not entirely true when it comes to overall pace picture. If you played Tanks, then you’ll see that our progression is much faster. The principles of earning exp and credits are a different story though. We’ve found and fixed the issue that led to incorrect calculations in situations when a higher tier enemy was taken down.

9. The fact that kamikaze gives a frag

Sometimes ramming is a conscious tactical decision for the sake of the team. I have already mentioned that we are going to increase the chances of avoiding a clash but we are not ready to eliminate this game element.

10. Maps are too small

We conducted experiments where low tier aircrafts were on maps of high tier aircrafts. The results were not 100% positive. It takes long to reach the opponent, pretty hard to find them. We believe that the maps are appropriate for the current battle mode. For other modes, especially the ones involving organized teams, we are planning to use maps of the existing size as well as enlarged ones. 

11. No Clan Wars

We were planning to start clan system right after the release and start clan wars slightly later. However, we changed the concept during the implementation (we are going to provide more details on that later) and the deadlines were changed, too. Unfortunately. We do understand how important clan wars are. Basically, that was the reason why we put them off: we can make them better than we planned according to the initial concept.

12. Need Garage battle mode

Garage battle mode is not our highest priority at the moment. The second random game mode and battles for organized teams are the things we consider more important as for now. These two types are more in demand and less risky.

13. Attack Aircraft (Ground Attack) are useless (Destroying ground targets must affect gameplay)

We agree with the observation that in the current iteration of the main game mode the role of attack aircraft is less significant than it used to be. At present we are sending off to test some experiments (to public test) aimed at increasing its significance.

14. Having to ride my shotdown fighter into the ground before I can right click to watch from another plane

In version 1.2. (first update in 2014) a new camera system will be added to the game. No more suffering for players! Basically, the system is ready, just not implemented yet.

15. Very high impact of current hight vs optimum height has on aircraft performance

The impact of altitude system will be re-balanced in the few upcoming updates. What we released was the fully-functioning mechanics of altitude influencing aircrafts behaviour. Further development, adjustments and balancing will be taking place in more than one update. Plus, we are planning to notify players about altitude (in garage etc.) 

16. Need Missions and New modes


A new game mode is being developed at the moment. Missions and quests are planned for the very near future. 

WoWP dev team via Overlord

UPD. On 1.1 update that is being publicly tested right now:
  • mouse controls will be different
  • Focke Wulfs will be different 
  • There will be less bugs

Thursday, November 21, 2013

[WoWP] One Thing That Breaks It All

Ok, while EU and NA World of Warplanes servers are growing pretty good since the release - we have had 3k on NA and 10k on EU (and almost 20k on RU, the release euphoria has somewhat ended and it's time to hate some things.

What is bothering you in World of Warplanes these days? Name just one thing that, if fixed/changed, would substantially improve your experience in aerial combat. If there is one, ofc. :)

I have played 200+ battles to date myself on EU side. And the biggest personal concern would probably be in-game balance and class roles. I didn't really manage to find place for attack aircraft and feel like high-altitude boom-zoom planes are dominating.

Your turn.

UPD. November 25, 2013. Forwarded the topic to dev team, so no more comments from my side. Going to post their response when it's ready. Thanks for your contribution. 
Overlord

Friday, November 8, 2013

[ALL] Matchmaking

What do you think of the current matchmaking in both World of Tanks and World of Warplanes?
Is there anything about it that you don't really like?

How do you like the idea of economic incentives for "underdogs"?

  • individual underdogs (eg tier 8 in tier 10 battle) getting bigger exp bonus for fighting higher tiers, the bigger the tier gap, the bigger the reward. The system is currently in place, however rewards can be bigger. 
  • team underdogs (based on comparison of overall balance weights of all tanks in the two teams) getting some exp bonus for being slightly disadvantaged, eg team that has 1% lower overall weight gets 5% bonus exp regardless of the battle outcome