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Map improvements

1.1

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Kayi4ek #1 Posted 02 August 2018 - 03:55 PM

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Commanders,

 

Please share your feedback regarding the Update 1.1 Common Test on this topic.

 

Thanks!



tank0903 #2 Posted 04 August 2018 - 03:31 PM

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This is about the countdown clock at the beginning of every battle. The bottom side of the numbers fade behind the Standard Battle writing and it looks bad. Also, the way the screen is darkened before the battle starts is not too good either. It gives the game a dark appearance right before the battle starts. 

The mission name that appears is useless and just fills space. Sorry to say this but now, the whole look of the interface before the battle starts it too crammed.



Sir_Stealthy #3 Posted 06 August 2018 - 12:18 AM

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View Posttank0903, on 04 August 2018 - 03:31 PM, said:

This is about the countdown clock at the beginning of every battle. The bottom side of the numbers fade behind the Standard Battle writing and it looks bad. Also, the way the screen is darkened before the battle starts is not too good either. It gives the game a dark appearance right before the battle starts. 

The mission name that appears is useless and just fills space. Sorry to say this but now, the whole look of the interface before the battle starts it too crammed.

 

Some things can definitely either get decreased in size, or removed entirely. On the other hand, the UI cleanup looks very nice imo. But definitely needs work in general and refinement.



wallsh #4 Posted 06 August 2018 - 01:14 PM

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I just wondering how can a dynamic maps could be introduced to the game which would be also adding an extra element to the battles.

 

Just a few of my ideas: For an example like on Ruinberg in the 7th minute flying bombers attack the city and the result of this extra pathways open up to create additional flanking opportunity. On Himmelsdorf a giant bomb detonation inside the castle between the 6 and 8 minute altering the landscape.The bomb detonation time varied by RNG.  Also conclusion of the detonation a few part of the castle flying in to the middle of the city square to create extra  rubber piles altering the gameplay on the map. Or maybe on Malinovka the river on the edge of the map become dry land mid-battle to help flankers,  also the little lakes and swamps between the mountain and the plain and the back edge of both bases growing in size to  prevent good camping opportunities through the battle forcing defending team to altering their position and defending plan to the changing environment. 

 

If the dynamic change mid battle is to complicated to implement just create 3 or 4 slightly different variations of maps. Like a "dry season" of Malinovka where the is no water on the map. A "rainy season" version where the water was more prominent of the map and the water level is higher (maybe can add some extra bush to further differentiate  and more land was filled whit water possible block some of the position which is available of the current version. Also add a "heavy bombed" version where the buildings are heavily damaged and cannot use as cover as efficiently and also introduce some Impact crater randomly in the map to create some random opportunities for tanks.

 

To alter an existing map to 3 or 4 iterations is  way less effort i think then the creating a completely new map. 

 

And so on for every map. The map variations would be tremendous!  This changes are not confusing for new players but it will be a tremendous addition for experience players and add an extra layer for clan wars and any team base gameplay. 

ignaskarate #5 Posted 06 August 2018 - 08:12 PM

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Pilsen-it is ok, map is nice new and bigger. Now playing east side of map is useless with hills of gravel and routes. Let me explain why. Corners of map there are hills with bushes, where TD camps. The funny thing is when you drive through those routes, you can go up on the gravel hills, but in that case you will be shot by enemy td's. If you are trying to use routes between gravel hills, you get shot by enemy td's, because they have high ground and see you either way. In a tall tank its almoust imposible to move and not get shot constantly. I say almoust, maybe just in case somebody has godlike prediction and skill, maybe he would be next Buda after succeding in Pilsen death route.

Minsk-map is big...and half map almoust useless, behind the river. Why south spawn has to drive few hundred meters  more to cross god damn bridge? What to do after crossing? Add some hard objects to have some place to hide. I dont care if it is true city view, for me it looks boring and after seeing this on game i would never recomend anyone to go visit Minsk, its dull and boring.

Studzianki is another map, new prokhorovka, if one flank fails all map is in crossfire trap.

 

Starting screen before game-should the mission number be so big, i would agree with smaller one. Why the lights are dimming on counting screen and brightening after count down ends? Why we have to wait for tanks and after wait for battle? Make it 15 second in to the battle. its more than enough to join 90% of players. Some players are not joining battle, because they watch youtube, they join only the moment they switch to *wot client* screen, so dont wait for them.


Edited by ignaskarate, 06 August 2018 - 08:21 PM.


Bordhaw #6 Posted 06 August 2018 - 09:41 PM

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Block Quote

Changes to Current Maps

Glacier

For the interest in gameplay balancing, many positions (including the aircraft carrier and the serpentine road) have been reworked. Both teams will see a more balanced fight when taking to the sub-zero climate of Glacier.

Didnt notice any map changes....

Siegfried Line

Siegfried Line has seen positions strengthened for the northern-spawning team. Many positions have been fortified with the addition of rocks and more opportunities have been added with terrain adjustments.

Didnt notice any map changes....

Mines

Mines needed a rebalance as it was favoring the north-spawning team too much. The left flank seemed to be a key point of advantage for the northerners with easier and quicker access to the big island. Using heat maps and observations in battle, we have made the map overall more balanced in favor of the south-spawning team.

Not sure how removing rocks from the south has balanced it in their favour? 

Province

Reduced the battle tier of the map. It’s now IV-VII. With slight modifications to help out the southern team, the majority of changes were made to add shelter in various positions to help hide from fire.

 

 


Edited by Bordhaw, 07 August 2018 - 10:09 AM.


Bennie182 #7 Posted 09 August 2018 - 10:31 AM

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The countdown is really annoying, too big and the screen is too dark. The way it's now on the live server, is fine for me.

Cirus_the_Virus #8 Posted 09 August 2018 - 12:24 PM

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Good news regarding tier limits to province!

For future updates please consider Ensk for a rebalance either by increasing its overall size or limiting its tier.

Finally please consider blocking Artillery from entering Himmelsdorf and Paris maps, IMO they are useless and its very frustrating not being able to support the team very well on these maps.



mikeknispel #9 Posted 09 August 2018 - 02:43 PM

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Never once had a re-balanced map so can't comment. :-(

Bennie182 #10 Posted 10 August 2018 - 10:28 AM

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View PostCirus_the_Virus, on 09 August 2018 - 12:24 PM, said:

Good news regarding tier limits to province!

For future updates please consider Ensk for a rebalance either by increasing its overall size or limiting its tier.

Finally please consider blocking Artillery from entering Himmelsdorf and Paris maps, IMO they are useless and its very frustrating not being able to support the team very well on these maps.

play better

there are enough spots you can use, so find them, or shut up. the only times that I am not able to support the team, is when the team makes a lemmingtrain.



turin4570 #11 Posted 11 August 2018 - 01:10 PM

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The synchronizing of the WG wallet should be: one when you start up the game, and maybe one per 10 minutes, maximum one after each battle, not 18 in less than 3 minutes!





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