World of Warships Blitz – Mobile Game

Hello everyone,

It seems World of Warships Blitz might be coming out soon. Russian WOT Clue page has published the following:


Warships will be released on mobile devices this year, we are waiting for the official announcement, but presumably the game will enter Closed Beta in the next upcoming months and will be iOS exclusive, just like World of Tanks Blitz before release. The game will be released in some countries first and then worldwide. Wargaming has registered all these domains on March 21:

  • wowblitz.asia
  • wowsblitz.asia
  • wowsblitz.com
  • wowsblitz.net

The game might be released first on Asia Region, CIS will have to wait as usual. The game was developed outside CIS Region.


There isn’t any information about EU or NA Regions, so I can’t tell if these regions will see the game first. World of Tanks Blitz is a success and it came in first place by revenue for the CIS Region in February 2017.

What do you guys think, will be game be good for mobiles and will you play it? Let me know in the comments section.

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World of Warships 0.6.3 PT Update

Hello everyone,

Further information about what has been changed with the latest World of Warships 0.6.3 Public Test update.


0.6.3 Public Test Update

Based on our evaluations of 0.6.3 during testing, as well as the feedback received from the community, we’ve decided to implement these additional changes:

  • The “Concealment System Modification 1″ upgrade will receive an additional effect which reads “+ 5% to the maximum dispersion of enemy shells that fire on your ship”;
  • The cruisers Ibuki, Zao, Baltimore, Des Moines, Neptune, Minotaur, Roon, Hindenburg, Dmitry Donskoy, Moskva will receive an increase in accuracy for main caliber artillery (tighter grouping of shells inside the dispersion ellipse  -sigma increased from 2.0 to 2.05).

With the above change destroyers and cruisers which previously relied exclusively camouflage for protection and which choose the above upgrade will receive additional protection. It will be most noticeable when under fire from large-caliber guns at long ranges, when the dispersion ellipse (which defines the scatter of shells) is quite large. This means that entering a melee, for example, for control of a point, you will need to worry more about those enemies nearest to you and less about those who prefer to stay far away from the action, playing passively.

Further, improving the accuracy of tier IX and X cruisers is aimed at strengthening their role of universal ships, whose artillery is a threat to any target.

We’d also like to note that we are aware of your fears about a possible deterioration in the combat effectiveness of a number of ships. We will closely monitor these ships after the release of version 0.6.3 and will make adjustments in version 0.6.4, if any are necessary.

World of Warships 0.6.3 Sub_Octavian Reddit Q&A

Hello everyone,

Sub_Octavian Reddi Q&A started two days ago and there is quite a lot of interesting information there. Allied_Winter was kind enough compile the best questions and share it on the Official EU Forum.

Source: Official EU Forum complied from World of Warships Reddit


Meta and Related

Question: He mentioned that the way Overwatch balances is by looking at three aspects, players, stats, and internal feedback but rarely these things are aligned so they have to make compromises. How does StPB balance ships? Have you ever had to make compromises regarding a line? It it purely following stats or is it more a feel thing? (In regards to a QnA given by the director of Overwatch)

Answer: Yes, we had such cases. The director of Overwatch (unsurprisingly, as Blizzard are almost gods of balance, I think) put it absolutely right. These three aspects are always involved, and they often contradict. We, however, have additional issue – our game is based on IRL naval warfare. And despite of numerous conventions and “gameplay first” principle, we cannot act however we wish in balancing. We cannot make BBs purely tanks, cruisers purely support and DDs purely damage dealers, for example. While that would probably make balancing the game much easier, at the same time, that would greatly harm the immersion and historical accuracy, which is quite important for our core audience.

Question: He later went on to mention that their PT isn’t accurate for data gathering because players only stick around for one or two matches, does the same thing happen with World of Warships or does the fact that you get live server rewards help people to test more?

Answer: Again, this is right (although, I wouldn’t say that our players do only 2 matches – there are different levels of involvement across the board). PT stats are helpful, but they are not good enough for fine-tuning. The best two things about PT are players feedback (perception of changes) and version polishing (in terms of quality). Rewarding players for PT participation is good practice, I think, but more for adequate player quantity. Engaged and interested players are hardly motivated by the rewards – they want to be ahead of things and care about the project, that’s why they participate.

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World of Aimbot – A cheater with balls…

Hello everyone,

One of the things I like the most about being a Community Contributor is the fact is a lot easier to talk with other Contributors. And a few days ago one of us got a replay that was a bit… let’s call it funny and decided to share it with the rest of us.

What you are about to see is a player cheater with some serious balls, he thought he could send this replay and win some cool prizes, but it backfired. Wargaming is now aware of him and he will get a nice prize: ban hammer!

Remember everyone, Wargaming has ways to find out you are cheating, but you can make it easier sending in your replays… Thanks to DezGamez to send me this straight away he published