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World of Tanks Valor - Community Map Phase 1 Developer Data insights

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RaiBOT01 #1 Posted 22 April 2020 - 03:17 PM

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Tankers!

First off we want to thank all the players who have contributed their feedback and thoughts thus far, and joining our Live Playtests to collect the necessary data to help improve this map! 

As promised, we want to share this data with the Community and offer insight on the development process for Level Design and Map Balance in World of Tanks: Valor.


Few things to note, the Community Map stats account for all matches of varying Player counts, including many matches in which players simply wanted to explore and experience the map. However, we also collected Data for matches that had a minimum of 7 players per team; these were matches that likely played out like normal Battles and provide better factual data to work off of. 

Speaking of Map Data, we are sharing 3 types of Heatmaps of the Community Map: Position Density, Position Traveled, and Vector Shot/Victim. For each of the animated Heat maps, we compiled the first 5 minutes of each match which gives us an idea where players are going, where they are successful, where they struggle, and where no players want to go. Beyond the 5 minute mark, the data is a bit more scattered as this is typically where the team sizes have dropped dramatically during the course of battle and most remaining players go into a Seek and Destroy mode, this data isn't as impactful which is why we stuck with a 5-minute Heat Map animation.

  • Data as of April 13th, 2020
  • Community Map Stats
  • (Note, includes matches which Players spent time exploring the map)

ABOUT THE COMMUNITY MAP

  • Community Map was the most Played Map in Team Training
  • 4,851 Battles
  • 254 Draws
  • 51.04% Win Rate (West Team)
  • 1,824 Average Damage Given per Battle
  • 7 Minute Average Match Time

Averages of all Maps

  • Average # of battles per map = 731
    • (697 with community map removed from data)
  • Average # of draws = 37
    • (36 with community map removed from data)
  • Average Win Rate = 52%
    • (still 52% w/ community map removed from data)
  • Average Damage = 2,000
    • (still 2,000 with community map removed from data)
  • Average Match time = 5 minutes 40 seconds
    • (still 5 minutes 40 seconds with community map removed from data)

 

Win Rate Data

Team Training matches with Any Number of players

Game Mode
Number of Battles
West Team Win Rate
East Team Win Rate
Base Capture
Standard Battle 2,504 50.24% 49.76% 0.64%
Team Destruction 2,347 51.90% 48.10% N/A

Team Training matches with Minimum 7 players per team

Game Mode
Number of Battles
West Team Win Rate
East Team Win Rate
Base Capture
Standard Battle 45 44.44% 55.56% 4.44%
Team Destruction 51 56.86% 43.14% N/A

 

Heat Map Data (minimum 7 players per team)

Position Heat Map

  • Illustrates where players are traveling with both Teams visible simultaneously.
Standard Battle 
Both Teams
  • Roughly 30 battles of data
  • First 5 minutes of matches 
  • Dots represent the position of players and where they go over time (quantity of players per dot not represented)
  • Blue Dots represent Players spawned on West Team
  • Red Dots represent Players spawned on East Team

Team Destruction Both Teams
  • Roughly 15 battles of data
  • First 5 minutes of matches
  • Dots represent the position of players and where they go over time (quantity of players per dot not represented)
  • Blue Dots represent Players spawned on West Team
  • Red Dots represent Players spawned on East Team

 

Position Density Heatmap per Team

  • Illustrates where players are traveling and where they are commonly clustering at the time.
  • The brighter (or hotter) the color, the greater quantity of Players that are present here.

 

Standard Battle

Position Density Heatmap

  • Roughly 30 battles of data
  • First 5 minutes of matches 
  • Dots represent the position of players and where they go over time
  • The brighter the color, the greater quantity of players in the area
West Team

East Team

Team Destruction

Position Density Heatmap

  • Roughly 30 battles of data
  • First 5 minutes of matches 
  • Dots represent the position of players and where they go over time
  • The brighter the color, the greater quantity of players in the area
West Team East Team

Vector Kill/Death Heatmap

  • Illustrates where Players are successfully destroying Enemies.
  • The green dot is the origin of the Shot, Red dot is the Victim from the shot.
  • This is presented per Team, per Game Mode and is not animated. 

 

Standard Battle

Vector Kill/Death Heatmap

  • Roughly 30 battles of data
  • First 5 minutes of matches 
  • Green end of the Vector line is where Tank shot from
  • The red end of the Vector line is where Tank victim was destroyed from shot
West Team East Team

 

 

Team Destruction

Vector Kill/Death Heatmap

  • Roughly 30 battles of data
  • First 5 minutes of matches 
  • Green end of Vector line is where Tank shot from and destroys enemy
  • The red end of the Vector line is where Tank victim was destroyed from shot
West Team East Team

 

What did we learn from this data?

In comparison with any Map that's in rotation for Random Battles, the Community Map only received a hand full of matches to give concrete data. Typically, we look for a minimum of 1,000 Battles played on a single map and then analyze the Win rate, Average Time played, Heat maps etc to decide the next steps for map re-balancing. The Community Map had just under 100 matches (minimum 7 players per team), and while this isn't the most ideal setup for map re-balancing, the matches we did receive provide us early impressions to make some map changes going forward.

Here are some specifics we notice and consider in addressing the map for balance changes:

  • Many players gravitate toward North Center Hill. Eastside of the hill has greater player density for East Team with more Cover and height vantage opportunities. 
  • The northEast corner has good hardcover options and foliage for camouflage cover, favors Artillery well. 
  • Sightlines out from Northern Center hill create strong control for the northern area of the map.
  • West Side spawn tends to risk going through an open field to reach Northern Center hill, meanwhile East Side bank around with the trail an approach Northern Center hill with better coverage options.
  • Open fields have been generally avoided, for the obvious reasons they are left vulnerable without much cover or guidance direction.
  • Players are avoiding the Center City area, too many open sightlines into the city from north fields and sightlines from elevated sections on both sides of City.
  • Movement distribution spread across the map is fairly even, the high-density areas are equidistant to each team.
  • Offset team spawn locations (Team Destruction) pinches East team into City area in the South, not much reinforcement for East Team in NorthEast. West team has more map coverage in this scenario.

We will begin the Community Map Phase 2 within the next two weeks!  Do please share your feedback and let us know what you think about the data provided!

Thanks!

-Bam1500 


Edited by RaiBOT01, 28 April 2020 - 06:09 PM.

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RaiBOT01 #2 Posted 30 April 2020 - 09:34 AM

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Community Map Phase 1 Results!

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Player's passion for our games is the fuel that keeps my tank engine running every day.

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Ragyoo #3 Posted 30 April 2020 - 10:04 AM

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Hello,

 

Baffled by how much deep is the behind the scenes work.

 

Not yet as deep as deep learning, but still, congrats !

 

I'm eager to play a new -non corridor- map.


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matematicalone #4 Posted 30 April 2020 - 10:39 AM

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Very detailed, I wasn't aware so many valid battles were played on team training. Curious to find out to which class those long diagonal vectors starting with green in corners of the map belong to.

And that northern central hill is obvious dominant position and it will be heavily contested, so it doesn't seem right that west team gets to approach it over open fields with no cover, unlike east team. That should be corrected.


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MrWiggles24 #5 Posted 30 April 2020 - 02:52 PM

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It's really incredible getting to see things from the developer perspective and the detail in which it's being delivered. 

 

I may not enjoy all of the maps in the game but I do believe they are well balanced between the two teams.



psmobius1 #6 Posted 30 April 2020 - 05:35 PM

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View Postmatematicalone, on 30 April 2020 - 10:39 AM, said:

Very detailed, I wasn't aware so many valid battles were played on team training. Curious to find out to which class those long diagonal vectors starting with green in corners of the map belong to.

And that northern central hill is obvious dominant position and it will be heavily contested, so it doesn't seem right that west team gets to approach it over open fields with no cover, unlike east team. That should be corrected.

 

i would guess those long shots crossing the map are most likely your arty players. 

DwarfOnDrugs #7 Posted 01 May 2020 - 09:41 AM

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I’d just reduce the visibility of the middle in to the town on the other side of the bridge and it is a good map.

 


SPUK4U #8 Posted 01 May 2020 - 09:46 AM

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I hope that this community map is also tested one week in the multiplayer game mode to get mode tier related data.   

 

Btw. what is map's official name? Is it already decided?


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RFCAN76 #9 Posted 01 May 2020 - 11:47 AM

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Very cool, And Yes the map should be tested for 2 weeks one-week Standard battles and one week for Team Destruction battles.

players who play the map during the test in normal game mode should not have bare the cost of repair and consumables. The map should be open to all battle tiers.

The test should start on Monday and end on Sunday

Map variants

Winter

Summer

 

Extreme Weather variants but not until the map has been in-game for a year,  and re-balanced

Winter Storm

Sand Storm


"The greater the obstacle, the more glory in overcoming it."   

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Spoiler Update 01/07/2020

 


SlashingYew172 #10 Posted 06 May 2020 - 08:30 PM

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After you go trough all that, and then tweak the map over and over again, put rocks that block access to great sniping spots, you end up with a map that feels nothing like a real world situation.

SprungNickel427 #11 Posted 03 June 2020 - 11:40 AM

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Where is this map? Let’s get this in the game! It’s time





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