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Message from Lead Game Designer Jeff Gregg - What’s the next WoTC event mode?

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Aelgyn #41 Posted 07 December 2016 - 02:59 AM

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View PostRaiBOT01, on 06 December 2016 - 07:57 AM, said:

Tankers!!

 

Jeff Gregg "Chiji" Lead Game Designer for World of Tanks Console is curious to know what you would like to see as the next special mode for World of Tanks Console :)

 

You know… We had TOGBOAT, Lunar, ToyTank

 

<3

 

If I'd never see a special mode again, it would be too soon. Please redirect development resources to creating new tanks, or even better, into adding the ability to sell skins with modifiers.

 

The fundamental problem with these special modes is that if they were any good, they would become permanent additions to the game. Which means, that as special modes, they'll always be ... you know, just "special".



Chimonakimi #42 Posted 07 December 2016 - 03:01 AM

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View PostAelgyn, on 07 December 2016 - 02:59 AM, said:

 

If I'd never see a special mode again, it would be too soon. Please redirect development resources to creating new tanks, or even better, into adding the ability to sell skins with modifiers.

 

The fundamental problem with these special modes is that if they were any good, they would become permanent additions to the game. Which means, that as special modes, they'll always be ... you know, just "special".

 

Please become specially opinionated by your definition of special.



DntGtTime2Bleed #43 Posted 07 December 2016 - 03:54 AM

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A kart (Mario) mode..you have heavies(donkey kong,bowser) lights( toad,koopas) mediums( Mario,Luigi). Heavies are fast but slow to gain speed, lights have fast acceleration but slower speed and mediums needs no explanation. Imagine trying to avoid getting shot by a t49 (derp) while power drifting in a E100.

 

 



leova #44 Posted 07 December 2016 - 03:57 AM

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View PostDntGtTime2Bleed, on 06 December 2016 - 10:54 PM, said:

A kart (Mario) mode..you have heavies(donkey kong,bowser) lights( toad,koopas) mediums( Mario,Luigi). Heavies are fast but slow to gain speed, lights have fast acceleration but slower speed and mediums needs no explanation. Imagine trying to avoid getting shot by a t49 (derp) while power drifting in a E100.

 

 

 

this is so crazy it might work

player524 #45 Posted 07 December 2016 - 05:05 AM

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Jungle type area. Deep cover were movement is concealed by the undergrowth. Hard to follow trails that suddenly open up into a clearing and then all hell breaks loose. Something like some of the areas in the south Pacific in WWII.

aGundamDownHere #46 Posted 07 December 2016 - 08:06 AM

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This is something I thought of a bit ago:

View PostaGundamDownHere, on 19 October 2016 - 03:05 PM, said:

This is an idea I've been kicking around in my head for a bit, and though it's not completely thought out yet, I wanted to pose the idea to the community and get feedback on it.

 

The basic premise is, as the thread title suggests, an unending or mostly unending battle. Standard 15v15 match, but whenever one tank is destroyed, the matchmaker takes someone from the queue and throws them into that person's spot, effectively keeping the game at 15v15 throughout the entire duration of the battle. The match time could be for as long as the event, as long as there are people in the queue, or however long people think would be appropriate. After losing their tank, people can spectate for up to 30 seconds before the game returns them to the garage, as a way to prevent too many people being tied to one match. Depending on how much clutter the server can handle, destroy tanks may have to despawn or otherwise be removed from the game after a period of time.

 

I'm ambivalent on whether there should be ammo resupplies. People can either just watch their shots and become scouts when they're out of ammo, or the capture circle from the relevant Encounter Battle map can be converted to a supply depot, or there can be supply drops at designated locations like there were for the Mark I event.

 

Spawn camping can be an issue, of course. Haven't quite figured that one out. Dynamic spawns, where people only spawn if no enemies are within a certain distance of the spawn point, is an option. Inaccessible areas that you can't enter from outside are another option. You'd have to make it underneath some kind of dome, however, so that people in the spawn point can't shoot with impunity and people outside it can't shoot them. This set-up would still allow people a 15-second countdown when entering the match, so they're not just thrust into the middle of battle without a chance to get their bearings.

 

Experience is another issue I'm not entirely sure how to make work. Usually you'd wait until the game was over, but as this match type would be exceptionally longer, you'd have to either award players experience once they're destroyed (foregoing win/loss modifiers), award them as if they had won when they're destroyed, give the match a longer but finite timer (30 min to an hour, as opposed to the normal 15 min), or have a different calculation for what is a "win" and what is a "loss" for each individual player. Something like how it determines a win or a loss in Team Destruction if neither team completely eliminates the other. In other words, a set time after the person leaves the game, if their team causes more destruction than the other team, it's a win for that person. If not, it's a loss.

 

Just like the previous problem, making the tank available when a player has gone back to the garage is something that would normally happen at the end of the match but wouldn't work on a such a long game mode. The possible solutions to this problem are like the remedies to the issue with experience. Make the take available as soon as the person returns to the garage, or after a certain time has passed since joining or leaving the match.

 

Finally, to make sure no one joins in only to have the battle end a minute after joining, matchmaking would stop taking people from the queue fifteen minutes before the match ends, however long that may be. At that point, destroying all of the enemy would end the match as well.

 

Keeping capture points active is a different idea, but capturing the base doesn't end the game and instead award the experience and silver reward while having the match continue. The capture point may also have to relocate, in order to prevent people from sitting in one place and farming the modest amount of experience and silver it would award. Simply leaving out the capture point would obviously negate the need for this.

Long explanation over. Definitely some kinks in the plan and improvements needed for certain issues, but I think it'd be fun to try out once or twice. Thoughts, opinions, suggestions for improvement?

 


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EggySalmon #47 Posted 07 December 2016 - 08:12 AM

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View Postplayer524, on 07 December 2016 - 05:05 AM, said:

Jungle type area. Deep cover were movement is concealed by the undergrowth. Hard to follow trails that suddenly open up into a clearing and then all hell breaks loose. Something like some of the areas in the south Pacific in WWII.

 

You are just looking for a War thunder gameplay style

​​

 

 


RaiBOT01 #48 Posted 07 December 2016 - 05:21 PM

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APOPHIS1989 #49 Posted 07 December 2016 - 05:26 PM

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I would like to see a cooperative mode, whether that is a single mission like proving grounds or trying to fight off waves of AI. You could have prizes and/or medals for completing a number of missions/waves. Some of the special event proving grounds missions have been difficult, and I wouldn't have mind a partner, or 4, to help.

A firing range could also be cool, with a points system to compete on a leaderboard. There could be prizes based on your ranking.



Z0MB13A55A51N #50 Posted 07 December 2016 - 10:42 PM

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View PostSovietdeath, on 06 December 2016 - 08:31 AM, said:

5 Tanks Vs P1000 Landkruiser "Ratte"

 

yes

 



Chimonakimi #51 Posted 08 December 2016 - 12:35 AM

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SPEEDY ÜBER ALLES! (Get it, like Speedy Gonzalez?)
The fastest Maus in all of WoT.

Take a Maus, give it the speed and maneuverability of some fast light tank.
Increase the rate of fire to something like an E 25, or something fast firing, but lower the damage. I would love to see this honestly.

vampyrii #52 Posted 08 December 2016 - 11:41 AM

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The Lunar mode was the most satisfying. Also a race mode would be fun. Restrict it to 16 players per race. Race and get something (no ammo and repair cost.).

  • 1st place - 2 boosts X 6X Crew Xp
  • 2nd place - 2 boosts X 3X XP
  • 3rd place - 2 boosts X 2X XP

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Chimonakimi #53 Posted 08 December 2016 - 01:39 PM

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Bump

aGundamDownHere #54 Posted 08 December 2016 - 11:52 PM

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View Postvampyrii, on 08 December 2016 - 06:41 AM, said:

The Lunar mode was the most satisfying. Also a race mode would be fun. Restrict it to 16 players per race. Race and get something (no ammo and repair cost.).

  • 1st place - 2 boosts X 6X Crew Xp
  • 2nd place - 2 boosts X 3X XP
  • 3rd place - 2 boosts X 2X XP

 

To keep it more like a race, shells should do reduced to tanks but have an increased chance of dealing critical damage to modules and crew. It's less likely to just turn into a death match that way. At least, that's what I think.

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Chimonakimi #55 Posted 09 December 2016 - 12:30 PM

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Bump again

ushuaia ice #56 Posted 09 December 2016 - 06:03 PM

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A Lunar style game mode with a space station sitting in orbit ,Where you could use boost rockets on your tank to jet to & from the space station,You would find fuel depots around the moons surface to refuel the rocket boosters on your tank,Just like what we had in the Mark 1 to fill up the flame thrower.The space station would have several entrances , exits & tunnels,You would also have to deal with automated gun turrets on the moon surface and space station that do damage to your tank.

ushuaia ice #57 Posted 11 December 2016 - 11:00 AM

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You could have a race with 16 players as suggested in previous posts by members of the forum.But have four different teams made up by four different nations ,etc,German tanks,Russian tanks British tanks ,American tanks for example. War gaming would choose what nations tanks would be equally suitable for the race.The guns on the tanks would only be able to damage the tacks on the other teams tanks ,So once a tank got tracked its gun would also be knocked out for 15 seconds,Therefore all tanks can only fire on the move,Not in a stationery position ,In the race there would be obstacles like wooden grates,hey bales & vehicles,These would contain anything from a power boost in speed to tank when you hit them,To a bomb which disables your tank for 15 seconds and finally a repair kit that gets your tank back up and running again,The reward for the winning team in each race, Would be 2xp for the crew of the nation they selected for the race. And at the end of the event ,Just like the MARK 1 event that crew would go back into the tank it came out of.

Edited by ushuaia ice, 11 December 2016 - 04:43 PM.


MadPixelPusha #58 Posted 13 December 2016 - 04:58 AM

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TOGboat was favorite of them all! It was slow at first but once I understood when to switch ammo and when to use auto-aim vs arty view, it was the most fun I'd had in a special mode because of its deeper gameplay 

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Muttz v2 #59 Posted 13 December 2016 - 02:09 PM

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View PostaGundamDownHere, on 08 December 2016 - 11:52 PM, said:

 

To keep it more like a race, shells should do reduced to tanks but have an increased chance of dealing critical damage to modules and crew. It's less likely to just turn into a death match that way. At least, that's what I think.

 

fire he and only do track damage?

 

 

View PostMadPixelPusha, on 13 December 2016 - 04:58 AM, said:

TOGboat was favorite of them all! It was slow at first but once I understood when to switch ammo and when to use auto-aim vs arty view, it was the most fun I'd had in a special mode because of its deeper gameplay 

 

togboat was really fun. liked that and lunar the best so far.



MadPixelPusha #60 Posted 14 December 2016 - 01:36 AM

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Yeah they wouldn't have to do much to those modes to keep me interested. Lunar was pretty stoney while TOGboats was more calculating, I like that symmetry .

Although, it would be cool if they changed the space locale to Mars (topical!) and gave the TOGboat torpedoes. Mars does has have dust devils , maybe those could be a hazard or just something in the background. I saw a WoWS map in a Jingles video that looked like Alaska or northern B.C. that was just stunning to look at, maybe toss that in to the TOGboat map rotation. A Martian map would have more gravity than our moon so the rovers would be easier to control, maybe allowing for an urban section of the map featuring a colony base camp with destructible greenhouses.

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