Purpose of this blog

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

Wednesday, June 4, 2014

[WG] At E3 2014

My personal excitement is a major announcement on WoT Blitz which is due at E3 next week. 
Make sure your idevices are ready for mobile tank battles everywhere and everytime

While we are awaiting more substantial and ground-breaking updates for WoWP, here is the next step - 1.4 with HD client, matchmaking improvements and a number of minor but still important enhancements. Check out the trailer and give your feedback (on the update).


As for WoT PC, there is a 0.9.1 update which is heading for release. 

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, 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, 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 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

Wednesday, November 13, 2013

[WoWP] Live!

After more than 2.5 years of development second title of the "World of" trilogy goes live - World of Warplanes has already hit RU, EU, and NA servers.

Having been a part of dev team for ~1 year I'm especially proud of that fact.

Join the live servers and provide your feedback. Release is only the beginning.


PS: haters go to hell! :)

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

Thursday, August 29, 2013

[WoWP] Prem Account Giveaway

With the release of 0.5.2 update for World of Warplanes open beta.

Now you can earn tokens in WoWP and use them to purchase unified/single premium account for both WG games currently being available - i.e. "free" WoT prem accounts are now available.

It's farming time!


PS: EU guys, sorry for the communication issue and absence of proper announcement on what was going to happen with tokens. 

Monday, August 19, 2013

[ALL] WG at Gamescom: Direct Contact

If you happen to be in Cologne this week, don't miss your chance to step by Wargaming's booth at Gamescom (August 21-25).


It's a decent opportunity not only to grab some WoT/WoWP/WG-branded swag but also deliver your valuable feedback right into the face of developers, and of course learn more about our games - current and future ones.

Personally, I will also be available for chatting and beer-ing these days. Use comments to this post for communication.

See you around.

PS: And WoWP 0.5.1 is now live for EU and NA!

Wednesday, July 31, 2013

[WoWP] Digging Into WoWP Directories

That's what you can find inside, if you are curious what the next major update will bring in terms of new aircraft:

Yak-1

Yak-3
Yak-7
Yak-9
Yak-15
Yak-19
Yak-30

Monday, July 15, 2013

[WoWP] Open Beta Impressions

World of Warplanes open beta has been up and running for quite some time for now. Any impressions and feedback you could share at this stage? How's grind so far?

The game will fully go live before long. Still, we are going to release at least a couple of both minor and major updates prior to that focusing on interfaces, optimizations, single wallet / premium account for Wargaming's games, balance fixes (including high-tier battles), mouse controls, reduction of server lags, post-battle screen, cameras, crew functionality, new consumables, new content (Brits, anyone?), including maps and some other stuff, I forgot to mention.

So, how's your flight?

Sunday, July 7, 2013

[WG] Anton Sitnikau On Warplanes

Yet another interview. Now with Anton Sitnikau, WoWP Lead Producer


 — Anton, currently you are World of Warplanes producer however your start was totally different – you were a programmer. What is the story behind this transition? How long did it take? What stages did you go through? 

— I was studying to become a programmer, which I eventually did getting software engineering degree from Belarusian National Technical University. My specialization was C++. First 10 years after graduation I spent working for a scientific research institute. I developed and supported dispatching systems for power engineering. Those 10 years were interesting both in terms of contents and financially, but it was middle-age crisis I guess that made me long for a change. I went to work for the largest IT-company in Minsk then (EPAM Systems - Overlord), where I did a course on ABAP/4. I stayed there for a year only and mostly because that condition was stated in my contract. Despite growing popularity and potential of SAP, it appeared to be not my cup of tea. I was invited for a job interview in a small and cozy company called Wargaming. The opening I was interviewed for was of a game logics developer. And that was my role in 2005 when I joined the company. In those times we were developing something that was later called “Operation Bagration” (Order of War for Western market - Overlord).


 — When you joined the company, were you thinking of becoming a game designer? 

— Back then I didn’t know that such profession existed. When they were introducing some of the colleagues who were game designers, I could hardly understand what the guys did. It appeared that game designers had their fingers in many pies – they were doing a lot of things from different areas. The only thing they didn’t do was drawing, perhaps. This situation was true not just about WG but a lot of other gamedev companies, too.  My personal transition to game design was smooth. Executing my duties as a programmer, I also worked on draft unit balance in technodemos and on making video presentations. When I got to grips with the essentials of game design, I finally realized that I wanted to be fully involved in the area.


— But why?

— I have never had troubles coming up with ideas. I felt that my background as a programmer is beneficial because it was easy to sieve the ideas that were impossible to implement. Long story short, I had an interview with Victor Kisly and my shift to game design was approved. Soon I was appointed “Operation Bagration” lead game designer.

— It sounds like you took over the project just off the bat? 

— Well, yes. I’d say it’s probably one of WG’s traditions to throw a person into the open see and wait if they swim out or not. If they emerge, that’s cool. If not, well…kinda sad but overall they work…so…
«Bagration» was a success. We got “Best Strategic Game Award” at KRI (Russian game awards - Overlord) and we also got Editor’s Choice Award from several game industry editions.
At some point at pre-final stage of working on the westernized reincarnation of “Bagration”  — Order of War — I was offered to move to “World of Tanks” project as a balance specialist. Mostly I was working on game economy but sometimes – on battle balance as well (at early stages - alpha, closed and open beta of WoT - Overlord). I was curious about other tasks too, but the project needed a technical specialist able to analyze and calculate, which I was. I worked out an economy model which was a totally reckless thing as there were no statistics – not enough at least – it wasn’t obvious what data to be guided by. Even the system of prices and values was to be defined. The model appeared to operate successfully and to some extent it’s been applied in WoWP as well. Obviously, the model has been polished as the economy of an MMO is affected by various influences and fluctuations. This process will be going on for as long as the project lasts.

— When were you offered to be at the helm of Warplanes?

— The initial balance of “Tanks” was completed. For a month or two I worked as an analyst and later became the lead of the analytical department that never appeared. During that time a report system  specifications were created (the system is now in WoT - Overlord). The system has been implemented and will be fully functioning in WoWP open beta. It was then that I was offered to check out “Warplanes”. I went to Kiev, played the prototype, got acquainted with the staff. Upon arrival I came up with a huge report listing project risks, major gameplay issues, gave characteristics to the staff. The time has proved that I was right about all of the points. Thus, I was offered to lead the project from Minsk side.

The studio in Kiev was very professional. It started to grow fast due to the new project mostly – World of Warplanes I am talking about. In Minsk we had experience, knowledge and vision developed with “Tanks”. All of it was to be shared with the developers in Kiev. Kiev specialists are cool but some “parenting control” is necessary anyways. It’s true not just about the level of concept creation but also knowledge transfer from major to minor details.


— Would you say that your programming background helps you now, when you are a project producer and in charge of “Warplanes” gameplay? 

— It helps when I have to make an astonished face asking: Do you really believe that the development of this feature will take a week? I’d say that my technical background, logical thinking and common sense are of great use. They help to formulate requirements and specifications. Plus it helps to stick to a rather strict and consistent product concept as such.

— How are “Warplanes” different from “Tanks” in technical terms? What problems did you have due to these discrepancies? 

— In technical terms “Warplanes” and “Tanks” are very different. One of the main reasons is the transition from 2.5D in WoT to full 3D in WoWP. Besides, plane speed and armament are totally different. Although we did understand that the concept of “like tanks but about planes” sounded a bit naive, it turned out that the gameplay was even more different than we imagined. A lot of solutions were to be developed from scratch. It was tough as we lacked some specific experience.

For instance, render. World of Tanks has never used the default one – offered by BigWorld. Our render was modernized and shaped according to tank “needs”. Even at alpha stage it was different from the default version. It turned out that what we had for tanks couldn't be applied to what we required to have for planes. Planes need bigger maps, very few visual objects in the air. Planes themselves are more complicated than tanks. The main object that the player sees for 99% of the whole gameplay should be implemented otherwise, not like in WoT. For “Warplanes” it’s not important to display a bicycle leaning on a fence in a shadow of a tree in detail, but this is something that those who play tanks should see. Those who pilot planes can see that only when they are flying over the ground on high speed. However, the rest requires a more thorough approach: complexity of the aircraft models, 3D terrain, massive trees, large city quarters, water, complex 3D clouds.

When Kiev programmers got the BigWorld box version render, they realized that it was not enough at all – just the same thing had happened to Minsk programmers when they were working on “Tanks”. For some time we were coping with a compilation of the default render, tank pieces and first own ideas, but eventually the WoWP render was redeveloped and redesigned completely. By the way, then the knowledge was transferred to St.-Petersburg - WoWS will get its own unique render that has very little in common with default BW solution.


— These render improvements of yours, are they integrated back to BigWorld? 

— Now they are. In the situation being we can prioritize our requests to the Australian team more effectively. Much work has been done on server-side improvement, network protocols optimization and toolset development. Speaking on server-side, WoWP differs from WoT a lot. For instance, take shooting. When the shell is fired, it flies with a particular speed according to particular ballistics, enters the armour plate under a particular angle. It can pierce the armour, can just damage it or ricochet. The shell behavior is defined by real life empiric formulae.  Having penetrated the shell can move further and damage one or more internal tank modules, inside armor compartments an so on. Now we can compare. The tank gun makes up to 6 or so shots a minute. My favourite example in “Warplanes” is the following: tier 3 attack aircraft – a monstrous Soviet construction of the 30-ies ТSh-3 – carries 10 machine-guns, every one of which shoots 10 bullets per second. Although the armour of planes is simpler that the one of tanks and we don’t really need detailed calculations for penetration, it still is a serious calculation problem. No one is insured against a battle where 30 (!) ТSh-3 will start shooting simultaneously.  Initially we were trying to deal with it by clusterization of bullets and after the server side optimization we can now calculate each bullet separately. Well, of course there are some simplifications but in terms of game mechanics, we are happy now.

— Apart from render-issues, were there any other difficulties in the development process of WoWP? 

— From the very beginning our major concern was simple and comfortable controls system. First, we simplified the aircraft’s behavior. We disabled the flatter – vibration on a particular speed, which may lead to a plane destruction. We disabled the spin, too. We left behind the nuances of fuel mixtures regulations and some other things. We are not trying to make a hardcore simulator, our target audience is different.  Despite this and thanks to this, our controls have to be user-friendly and understandable. And funnily enough our advantage is our drawback at the same time. What I mean to say is that everything is calculated on the server only.


— Is that a way of fighting against cheaters?

— Yes. We tend to guarantee equal rights for all players. What has it led to? Let’s compare with “Tanks”. The player pushes the button “move forward” and the tank accelerates. The plane has got totally different speeds. They require different reactions – being 200 milliseconds late can be too much for a player. “Warplanes” is definitely a more dynamic shooter than “Tanks”. Imagine the situation, game client has got player’s input, converted it, sent to server, the server has calculated everything and sent it back to client, which has interpolated and visualized everything. If the flight physics and the damage were calculated on the client side, we would be able to have sensitive controls straightaway.  However, the players can be located somewhere far and the ping of 300 milliseconds is quite unpleasant for “Tanks” players, for “Warplanes” it's just fatal.  By the way, server lags are just one aspect. Another aspect would be causality and easy controls. To solve this problem we spent a lot of time and resources. We created more than 15 controls prototypes. Barely 1/3 of those has reached our testers. At some point our flight model became overcomplicated and too difficult to balance. Our controls were liked by some players but hated by others. When we tried to change the controls, these audiences switched places. We felt we faced a dead-end.

However, a young and initiative group of developers inside the development unit – game designer Anton Muskeev and server programmer Misha Pavlenko gathered together to prototype independently in their own time. In one of the meetings with Minsk managers the guys presented their prototype and we got amazed! Their solution was developed in parallel to the existing one. After some time their idea became the default version and it was introduced in 0.4.0 update. Now we understand that we are on the right path.

What was the solution of the creative duet? The guys have totally redesigned the flight model on the server making the behavior of the plane more sensitive and real. They were not afraid to try out some architectural changes. It allowed us eventually to have a totally independent and quality data processing from different devices. I have to mention that the final version of the solution appeared with the help of 777 studio – the guys who created a fine hardcore simulator Rise of Flight about WWI warplanes. At the moment by the way they are working on the new IL2 with 1C. We invited them as consultants. Their expertise and fresh approach helped us to polish the great solution and make it fantastic.

Finally we implemented these new mouse controls. Plus we started working on a more hardcore option of the controls but it was decided to freeze the implementation.  Apart from the controls, the guys’ flight model was more predictable. This complex of solutions simplified game designers’ lives when it came to aircraft balance and adjustments. Now all the planes can be easily tuned according to both, historical data and gameplay needs.


— Are the Ukrainian developers any different from Belarusians? 

— They are. Their temperament is different as well as their attitude to corporate culture. In Minsk all communication processes are tougher. In Kiev they are more relaxed and friendly.

It is easier in Kiev when it comes to finding resources. Their market is richer. In Kiev there are a lot of studios of well-known companies, which “shared” their employees with us. From employer’s perspective the situation in Kiev is less tense than in Minsk. Plus, people are more eager to relocate to Ukraine rather than to Belarus.

I am happy to work with the Ukrainian office. The team has got experience of working for European and American companies renowned in game-industry. The guys in Kiev are competent and qualified. On one hand, their outsourcing experience is a double-edged sword. You have to change the way you think when you are working on your own project. On the other hand, “Warplanes” is the first own project for the studio. The story about controls development I told earlier is a proof of how the way of thinking is changing.

Generally speaking, “we make our own product” mood is still something that empowers Kiev developers. It becomes obvious the very moment you enter the office – posters of WoWP everywhere, a lot of plane models on desks. It’s great that people like what they do!


Originally posted here

Tuesday, July 2, 2013

[WoWP] Going Open Beta. Updated

World of Warplanes is going open beta: actually it already has done in Russia, and NA servers are being updated at this time, while EU will have to wait until July 4.

Updated. July 4. EU has also joined the open beta joy of WoWP. 


There is 0.5.0 update that brings the game to a new stage. Pre-orders (effective after full release) will also be available upon open beta launch - gave example to RU ones.

Reminder: during open beta (at later stages) there will be a chance to "farm" in-game gold in WoWP and spend it acquiring unified/single premium account for all (currently 2) WG games.

See you in the sky and waiting for first-hand feedback.   

Thursday, June 27, 2013

[WoWP] The Right Stuff

Back in the early days of flight people wrestled with technology they barely understood, with engines that would crash for no reason. Equally the controls were utter nightmares, and would often lock up at high speeds or just do something unpredictable, and pitch you into the ground.

To spur on the early pioneers there were many prestigious prizes.

Now am I talking about WOWP or the real world? The answer is “both”. I was an Alpha Tester for WoWP, and for a couple of months each week I would set a challenge for the players to win, and give it an award. The awards were named after a Person, item or event in aviation history. Required Proof was a screen shot.

So I figure it would be interesting to revisit those early days and immortalize the Winners. Keep in mind this was Alpha Testing so the controls seemed like they were actively trying to kill you, and the graphics looked bad. Of course the game has also evolved so its likely you will be able to better these numbers, but back in March 2012 it was a very different game.

Claimed Prizes:
John Derry Medal:
For achieving Mach 1. Winner: Trebs, clocking a speed of Mach 1.16.
John Derry was the First Briton to achieve Mach 1. In a later flight in the same aircraft it crashed killing him.

The Mario Pezzi Award:
Highest altitude you can reach in a piston aircraft. Winner: Sgt_Bones with an altitude of 2361m.
Lieutenant Colonel Pezzi set the Propeller driven altitude record. He set it in 1937 (in a bi-plane), and it stands to this day! 

Walter Frame Gibb Award:  
Highest altitude you can reach in a Jet aircraft. Winner: MartokY with an altitude of 3706m.
Walter Gibb, set the first Turbojet record in 1953, in a Canberra bomber.

Alan Pollock Award: 
For Low flying, under a bridge. If there is a tie break, the person who is inverted wins. Winner: GrmlZ, with an altitude of 3m and inverted.
On 5 April 1968 Flight Lieutenant Alan Pollock flew his Hawker Hunter under Tower Bridge.

Le Prieur award: 
Get a Air-to-air kill with a piece of Ordnance, not a gun. Winner: GrmlZ.
Le Prieur rockets were a type of incendiary air-to-air rockets. They were invented by the French Lieutenant Yves Le Prieur and were first used in the Battle of Verdun.

Unclaimed awards. 
(remember applications are closed)

Chuck Yeager Medal:
Doing Mach 1 and surviving! Chuck Yeager was the first Person to do Mach 1 and survive in 1947

HMS Argus award:

For the First Landing! The award is named after the first Aircraft carrier, which conducted the first landing on 1 October 1918.

Scott Crossfield Award:
Doing Mach 2. Scott Crossfield was the first person to do Mach 2 in 1953.

Tuesday, June 11, 2013

[WoWP] Planes Go Open Beta

More news from E3 event. World of Warplanes to go open beta early next month (July 2, 2013).

Expect one more update to 0.4.3 client before that.

Open beta video here.

Remember about 700 battles requirement and unified prem accounts? :)

Friday, May 17, 2013

[WoWP] Planes Need Some Love

Do you play World of Warplanes closed beta? Why? Why not? Will you join open beta once it starts?

What do you think of the current attack planes role in combat? If it's not ok, how would you change it?

Do you happen to know that NDA has been lifted?

Share your thoughts!

Tuesday, April 30, 2013

[WoWP] One Step Closer

 
With the release of 0.4.2 update controls-related issues have almost been overcome. Now we have got fully functioning game economy, basic equipment, consumables, and ammunition.  Plus there have been many other important changes introduced.

What's your impression of the current state of the game? What does it lack, if any, to go open beta?

Share your thoughts.

PS: removed the poll since it wasn't functioning properly (you'll have to agree that it was awesome)

PPS: If you look into - \res\packages\airplanes_common.pkg\vehicles\airplanes\common\decals\decoration\byPlane\ you will see a small heads-up :)

Wednesday, March 20, 2013

[WoWP] What's New?

So in 0.4.1 for WoWP closed beta we will see the following (preliminary list):

- soft wipe/reset
- nicely tuned joystick (finally)
- reworked upgrades UI
- 2 new maps
- new prem aircraft

Arctic map


Harbour map


Pegas


Сurtiss f-11c-2


BSh-1


Ar. 197


Seversky 2PA-L


Grushin Sh-Tandem


Me. 210


Bell P-77


He. 100


Bell XFL-1


Curtiss P-40 M-105


Thursday, February 21, 2013

[WoWP] Big Hit

I know it's a bit late, but still. WoWP 4.0 or 0.4.0 or whatever has been released for NA, EU, and RU cbt servers. It is a major update the team has been working on for a couple of months. The quintessence of the update are, for sure, new controls (new WoT-like mouse with assault mode), improved render, and updated HUD (effective performance modes and more).

So if you have been away for some time, I advise you to download the update (provided that you have got the beta access ofc) and check out the new stuff.

In case you have already had an opportunity to get acquainted with the update, feel free to come up with some feedback on forums or here (minding the NDA :)).