Purpose of this blog

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

Wednesday, January 16, 2013

[WoT] Global Vision: Part II

This post is the continuation of the recent Global Vision: Part I article where we covered the CW plans for the near future.

What else we have in stock.

Sabotage and how to fight it

Sabotage is a kind of special clan consumable which represents a mobile tactical unit that can be sent behind the enemy lines with the aim to ... guess what? - Perform sabotage, yes.

It works this way: using your scout/intelligence you can assess revolt chances for a particular enemy province, the higher the chance, the more likely it is that your sabotage will be successful. The outcome of your sabotage will be known next turn. Typical sabotage effects to choose from:
- minus 1 token to enemy defense in a given province
- "railway war" - disables borders between provinces for some time
- destruction of enemy HQ
- provocation - chance of starting revolt in enemy province
- etc.

Just as revolts/pillages, this functionality is likely to be tested as CWs special.

Counter-intelligence is the best way to prevent your enemies from successful acts of sabotage. The lower revolt probability of your province, the lower enemy chances to perform successful sabotage on your territories.

Global Map Seasons

The below is a bit more distant in terms of time.
The entire mode of Clan Wars will be changed due to the upcoming implementation of seasons.
Season is a sort of global event that takes place in all provinces, i.e. active throughout the Global map. Each season is preceded by wipe/reset - everyone starts from scratch on a completely virgin map.

Season starts just as CWs beta did back in 2011 - with global contest mode - all provinces are available for landing.

Each season will last 2-3 months and eventually get its own winner and, of course, losers.
Seasons will be broken into several stages with different rules, conditions, and restrictions for each of them - e.g. vehicle tier restrictions, missions and goals (gold farming, capturing specified key provinces), etc.

Depending on the functionality available that time it can be Revolution stage with higher revolt chances for one stage, with totally different rules for another stage.

Based on clan performance during each stage special Victory points will be awarded and stage winners defined based on them.

Winner of the entire season will be determined by the total number of Victory points earned throughout the season. However, this concept is still subject to design changes. Winners will get special and huge prizes (this is not subject to change).

Seasons end with another Global map wipe/reset and shuts down for vacation while everyone is waiting for another season with new rules and new prizes. 

Make it comfortable

Such a crucial mechanics change as seasons requires an overhaul and massive improvement of clan functionality available for players. This work is going to be done in parallel. We are planning to add clan statistics, leaderboards, achievements, thinking of how to facilitate clan communication and action logging.

Obviously this would require some time to be done, but there is no other way.

Let us know

In these two posts I have given only the basic ideas on what will happen to Global map in foreseeable future. Sure thing, we have got many more plans and ideas. I intentionally left out the mercenary thing (it hasn't been dumped), CWs merger, transfers, and some other delicious stuff.

Just like with client-side updates, we are planning to communicate update notes and release plans for CWs since it's an inherent part of WoT.

Monday, January 14, 2013

[WoT] Global Vision: Part I

Last time we spoke about Global map was not so long ago, but it's about time we summarized everything, provided our feedback and some additional info on the subject. I'm going to give an update on the current state of things in two posts. You about to read the first one.   


For simplification purposes (multiple regions, multiple releases) I will use Russian (RU) server as an example.

Clan Wars mode is still at beta stage (yeah, rather continuous I must say) in ALL regions, we still have got a lot to do so as to ensure the release quality of the product.  As usual, there are lots of ideas and plans in the air on what to improve.

Technical side

On RU side (to a lesser extent this applies to EU and NA) Global map can be prone to technical failures because of high server load for the main RU1 server. To solve the issue we are going to implement new mechanics - provinces will be assigned to a separate server closest to their precise location (not just one dedicated server for all regions as it is now). Taking RU as example again, battles for Moscow and nearby regions will be played on Moscow-based hardware, same for Siberia. The thing is that it will allow not only to cope with the load better but also to prepare for making Clan Wars really global. Yes, merge is still in plans, however the ETA is unknown. Once things become global, the above mentioned feature will make sure battles for respective regions are played on respective servers. In respective prime time. :)

Because of the peculiarities of turn processing, battle room can be created only 1-2 minutes before the battle start, not regular 15 minutes. This is a known issue that is planned to be reworked as a part of code optimization.

Demand for new stuff


Clan Wars mode has been at beta stage for ... how long?... Should be around 1.5 years for now. This is very unfortunate that our end-game content suffered most from the lack of manpower and required resources. Clan Wars, as a separate project within Wargaming, got its own dedicated team only in late 2012. We have planned really a lot from game design perspective, but were shorthanded where it came to actual implementation. Now things are determined to get better.

Global Map Events are special semi-historical scenarios that last for limited period of time.

For testing purposes events were conducted only on RU server. There were 2 of them:
  • Atlantida (summer) - our first try with a separate island that came to the surface in the Atlantic and later drowned again. It was defended by WG's Rattes and some of the top clans.
  • Mongolia (late autumn) - for Mongolia provinces with vehicle tier restrictions - tiers 1-3 (yeah, SU-26 time!). It received a warmer welcome than the first one.
It is decided to continue such events in future.

So, what's planned?

Again we do really hope (and there are reasons for that!) that things will get better in 2013 from production point of view. New version of the portal that is planned for release on RU server in January/February will contain two major features: pillages and revolts, and on top of them - modified tank freezing mechanics.

Pillage

The concept resembles the one used in Total War series. After you have conquered the province you can either pillage it or just occupy as usual. Pillage brings you 3-day income at once, after that the province won't generate any resources to any owner for 7 days.

Revolt

With certain probability that depends on various factors each owned province can become a starting one (regular landing rules apply) till the end of the current prime time. The following factors can increase chances of this happening: clan loses any province or HQ, there are no troops / tokens in the province, etc. And vice versa.

Both pillages and revolts are almost ready and are likely to be introduced as a kind of special on RU region (with subsequent releases on other servers) to test how things will work out. If the results are satisfactory, the features will stay.

Freeze times for vehicles are meant to be changed. Successful offensives will be rewarded with decreased freeze times - let's assume that invaders capture hypothetical resources to repair their machinery while defenders have got nothing else apart from what they already have. :)

Having captured a regular province, you will get -50% freeze times, for gold province - 90%. Offensive gameplay is incentivized.

New make-up


Apart from new features, later this year (approx summer for RU), we are planning to upgrade visual part of CWs (engine) and greatly improve usability (UI). The most important change is giving up region-based system on portal - you won't have to select a separate region to view it anymore. The entire Global map will be available at a glance. Troops relocation and multiple attacks will be made easier to perform.

To be continued...

Monday, October 10, 2011

New Tanks in 2011

There is an update regarding the introduction of new tanks in 2011, see here. So the details:
  • German and Soviet TDs won't make it this year, both lines are rescheduled for 2012
  • Initial package of French tanks will come in Q4 2011 (18 vehicles)
  • M103 and the revision of T34 is to be performed this year
  • A few premium tanks will also arrive later this year (the exact vehicles to be specified)

That's it for 2011 in terms of new tanks.

Friday, September 16, 2011

In Development: Vol. 4

Preliminary 7.0 patch notes are available:

Tanks:

To be specified (no French tanks!).

Maps
:
1. Swamp (jungles, anyone?)
2. Fjords

Features:1. Vehicle customization: camos and horn sounds
2. Company battle divisions: tier 10 max with no overall tier limitation, tiers 8, 6, and 4 max with the respective overall tier limitation.
3.
Mini-map customization and new functionality.
4. Quick in-game violation report system
5. Clan logos (Clan Wars only)
6. Fog of war (Clan Wars only)
7. Cooldown period for destroyed vehicles (Clan Wars only)
8. Crew skill reset option
9. Improved special effects

The list of features is not complete and will be expanded closer to the release.

ETA - November, 2011

Note! French tanks will be added in 7.1 update which is planned for Q4 2011.

Monday, September 12, 2011

2012 Mystery Revealed

What to expect in WoT in the near future? A lot of stuff!
We give you the unique opportunity to get hold of World of Tanks release plans for 2011-2012. I'm totally sure most of the plans announced will be accomplished in time thanks to the team of highly-skilled professionals, that currently comprises around 300 people in 3 major offices.
With the development center in Minsk, Belarus, Wargaming.net has fully functioning operation office in California, the US, and two forming offices in the EU - in Paris and Berlin.
The main focus of the development team is to introduce new game modes, add more tank models (French are coming soon), new maps (Jungles, anyone?), improve visual effects and the engine itself.
The detailed release plans are given below.

 New Game Modes

Company battle divisions: tier 10 max with no overall tier limitation, tiers 8, 6, and 4 max with the respective overall tier limitation. Q4 2011
Assault (one team attacks, the other one defends the base) and Encounter battle (two teams are to capture the base in the center of the map). Q4 2011
Garage battle – players can use several tanks (one after another) in one battle (“limited respawn”). Q1 2012
Escort (only a few tanks from the team have the ability to capture enemy's base, the opposite team is to stop potential invaders). Q1 2012
Historical battle - faction based battles with historically justified restrictions on vehicles and modules available. 2012

New Tanks

American
tanks
medium tank M4A3E2, light tank M24Q3 2011
tank destroyers M8A1, T49, M18 Hellcat, T28 prototype Q1 2012
heavy tanks M103, T110, tank destroyer T25-2 Q1 2012
Soviet tanks  
light tanks T-50, T-50-2 Q3 2011
tank destroyer SU-85 (I) Q4 2011
tank destroyers SU-100M-1, SU-101 (Uralmash-1), SU-122-54 Q4 2011
heavy tanks  KV-1, KV-2, KV-4, Т-150, ST 1, Object 252 Q1 2012
German tanks  
medium tank Pz IV Hydro Q4 2011
tank destroyers Marder III, Dickermax, Nashorn, Sturer Emil, Jagdpanzer E-100 Q4 2011
TDs E10, E25, tank destroyer JagdTiger Sd Kfz 185 (88/71) Q2 2012
French tanks 
light, medium, and heavy tanks Renault FT, D1, D2, B1, ARL 44, AMX-50 100mm, AMX-50 120mm, Hotchkiss H35, AMX 38, AMX 40, AMX-13/75, AMX-13/90, Chatillon 25t, BDR G1B, AMX M4 1945, AMX-50-68t , AMX-12t , Lorraine 40t Q4 2011
SPGs RenaultBS, Lorraine39 L-AM, AMX-105AM, AMX 13F3AM, Lorraine155-50, Lorraine155-51, Bаt Chatillon155 Q1 2012
tank destroyers FCM 36Pak40, 105 leFH18B2, Panzerjager35R Q1 2012
tank destroyers Renault FT AC, Lorraine 37L-AC, Somua Sau40, S 35CA, ARL V39, AMX AC de120-46, AMX AC de120-48, AMX50 Foch Q1 2012
medium tank Renault G1R, light tank АМХ 13FL11 Q1 2012
British tanks
 
Q2 2012
Japanese tanks 2012

Ultimate Conquest (Clan Wars)
Fog of war in clan battles Q4 2011
Cooldown period for destroyed vehicles. Q4 2011
Expansion of the global map. The following regions are going to be added in the prescribed order: North America, Africa, South America, Australia, Korea, China, Japan. 2012
Clan treasure transactions. 2012
Clan armoury, clan consumables and tanks. 2012


Performance and Game Client

Packed resources decreasing map loading time. Q4 2011
Pre-caching – optimized vehicle model loading for Low-end PCs. Q4 2011
New firing effects, explosions, and other visual effects will be added gradually. Starting Q4 2011


New Features (Misc)

Vehicle customization: camouflage and horn sounds. Q4 2011
Mini-map customization and new functionality. Q4 2011
Quick in-game violation report system. Q4 2011
New crew skills and perks. Starting Q4 2011
New aсhievements. Q1 2012
Expanded post-battle statistics, also accessible in garage menu. Q1 2012
Realistic vehicle physics. Q1 2012
Extended platoons for up to 5 players. Q1 2012
Improved match-making system Q1 2012
National crew voices (crews of each nation speak their mother tongue) Q1 2012
Battle game tutorial. 2012
Commander’s chart. 2012
Improved chat functionality, official language-based chat subchannels. 2012

Maps
  1. Each update will introduce 1-2 new maps.
  2. Maps featuring North American Landscapes are planned for release in Q4 2011, after that the following regions are going to be covered:
- Africa
- South America
- Australia
- China, Korea
- Japan
Maps featuring all regions above are currently in development. The details on maps will be announced upon the release of each particular update.

Notice! Release plans stated above are subject to change. Only the most important features are listed.

By the way, 6.7 update is planned to be released later this week.
Stay with us and you won't miss anything!