Whenever possible, we are happy to share information about the plans for the development of World of Tanks. Producer Michael Zhivets, also known as Storm, held a Q&A with a few community members from the CIS region, and we'd like to pass on the conversation to our NA players!
We held internal tests of different engines that showed insufficient results on weak PCs. This is why we are reworking BigWorld (gradual adding of multi-core support and DX11/12 support starting from 10.0 and in further versions) in order to create a fully functional HD client.
Havok has been tested on Stalingrad (if it would work there, it would work everywhere), but we found big loads on the RAM and processor. Buildings were reduced to 3-4 pieces in order to lessen the load. It didn’t work, as more pieces are needed.
We're not planning a "nerf." What we are planning is a full rebalancing of this vehicle class. We want to carefully implement and test each point of the plan. There is a possibility to limit the number of artillery to 2-3 (with new achievements), or keep it the way it is.
The Czech tree will be released before the New Year.
We are planning to introduce female voices as soon as possible.
Customization elements are planned, as soon as possible.
We are indeed planning a new season of Personal Missions. The old one is going to remain available, so you will be able to finish the current missions.
Asian TDs and artillery will need some more time. They are not in our plans for 2016; we are still gathering information about these vehicles, but there is no special interest or special priority on them.
A general "European" branch won’t be implemented. There is an issue with crews for European vehicles. We are considering implementing branches with specific European nations like Sweden and Italy. Vehicles of other nations can be added as Premium vehicles to existing trees, or they can be added as incomplete branches with Premium or action vehicles (like it was in the case with the Chinese branch when we introduced the Type 59) without standard tanks.
Maus-sized bushes are a gameplay feature, which is important in terms of game balance. The idea was proposed by one of our old contributors (so old that he is not working on our project anymore!) in the early development phases. There should be bushes that can cover every vehicle in the game.
We plan a complete reworking of perks that is possibly going to be similar to what we see in World of Warships. We will probably add skills that affect several Crew members.
Circular view range is already implemented in 10.0.
We have to finish several small improvements for the new physics (3.0) – They are going to be released in one of the next updates, as soon they have been brought up to an appropriate quality level.
We are going to reduce or turn off this effect, as our core audience might dislike it. Experienced players also complained about it a lot because they had issues with aiming.
The Super Conqueror was approved by our historical consultants, and now we are considering what to do. Basically, the SC is the same as FB215b with a turret in the middle of the hull. Unfortunately, we won’t be able to keep the FB215b in the game. We also plan to add a Chieftain with a Т95 turret and a Т95 with the turret from a Chieftain.
There is a possibility that vehicles of higher tiers will be introduced into the game.
We are going to add HD maps starting next year. First of all, we have to be all set up in terms of technologies, settings, and the launch of our “assembly line” that reworks vehicles into HD.
Flora in the client will be replaced by a new one – some elements are 4-5 years old. We'll use the latest version of SpeedTree (the old one will be completely replaced).
The Minsk map was removed from our plans.
We keep fighting with them and have new effective methods for this.
The best way to deal with them is to create a situation where their use doesn’t make sense. For example, in the case of the Tundra mod, there is an idea to display only those parts of a vehicle’s outline which is not covered by a terrain element, etc.
We are still planning both, but our priorities are currently focused on other tasks.
For some elements of heavy tank armor, this rule is going to be removed (for example, for side skirt with reversed gradient and for some thin roofs).
We considered it, but there is no final decision yet. If we decide to implement this, we have to rework all models and create new inner hitboxes. There might be also some dissatisfaction among players. Imagine you shoot a vehicle from 500m distance and achieve reduced damage (since the enemy vehicle is almost invisible).
Our plan regarding balance is to introduce new physics, solve issues on current maps and then to deal with the rest. Basic things like physics and maps heavily affect game play.
Japanese heavies are really popular compared to other Asian tanks.
The future of new Premium tanks (Pz. III K, Sherman Improved and others) is not fully decided yet. They’ve been made for future specials, Personal Missions, etc. In 2016 fewer of them will be made.
The yellow color (DunkelGelb) for German vehicles is quite possible in the future as a separate element of customization, as well as other basic colors for other nations.
It was withdrawn as it is over-powered.
Foch 155 and Ob.268 remain unchanged. For Foch, there are several options (e.g. to give Foch 120 mm with auto-load and 155 mm without), it will be discussed, the vehicle is over-nerfed.
The FV101 Scorpion is not planned for next year, nor any new trees in existing nations (except possibly the French HT tree). Not many vehicles are planned for the next five years (that's our real vision currently), that’s why they will seldom appear.
The Hungarians (and the Swiss; for example the new Panzer 58) will be Premium tanks in the German tree.
Replacements will be in version 10.0.
The changes have been temporarily postponed, as well as considering replacements.
Above all else, this is determined by the vehicles' speeds (30/40-100 km/h in AW; 12/50-60 km/h in WoT).