Game modes. New mode When will the new mode be released?

On the eve of Halloween, Wargaming invites players to join the Twilight Squad and go to the “Dark Front”. Especially for battles in mystical conditions, the otherworldly tank MT-Revenant was developed and added to the hangar, designed to collect green matter. It is this substance that will be collected as part of the upcoming game event in order to receive valuable prizes and memorable gifts.

Interesting, but unclear? Then we will tell you what the developers have prepared for players to celebrate Tank Halloween.

What is "Dark Front"

This is a territory of secrets and mysticism, where machines rise up, intent on destroying everyone and everything. Only members of the Twilight Squad, a special unit that anyone can join, can fight here. You can only fight the rebel fiends of tank hell in a group, so landing on the “Dark Front” is carried out in teams of 5 people.

If the required number of friends or clanmates are not online, you should not give up on mystical battles: the platoon is formed randomly. Taking part in battles is quite simple: you need to select the MT-Revenant tanks in the carousel and press the “Battle” button.

It should be clarified that you cannot be on the territory of the “Dark Front” for more than 7 minutes, and during this time you need to collect the maximum amount of green substance. It is important to understand that there are a lot of volunteers, so passing through the mystical portal can take 3-4 minutes.

Conventional navigation devices do not work on the dark side of random, so you will have to navigate using the “TAB” key, which will display a mini-map on the screen. The task of the Twilight Squad is to collect green matter that makes the tanks come to life. This mystical substance can be found in luminous pillars emanating directly from the ground, but most of the green matter is found in the rebelling machines.

In the territory of Darkness there are 3 types of machines that will attack participants in the game event. The vehicle looks destroyed, but when the Twilight Squad approaches, it comes to life and opens fire. These are very dangerous opponents, and it is very difficult to deal with them alone, so it is better to move around the territory of the “Dark Front” in groups.

This substance not only causes tanks to rebel, it is capable of restoring the durability of Twilight Squad vehicles. Having lost your HP in hot skirmishes with the rebels, you need to retreat to the Vault, which, in exchange for a mystical substance, will restore your safety margin.

We have already mentioned that the events taking place on the “Dark Front” sometimes defy logical explanation. If your MT-Revenant is destroyed, the vehicle will not go to the hangar, but will be reborn again. For such a rebirth you will have to give up all the green matter, but this is a small price to pay for the opportunity to stay in battle and continue the battle with your comrades.

We work for results

The main task of the players is to collect the mystical substance and deliver it to the storage facility. Based on the results of the landing, the total amount of green matter that the team managed to collect will be assessed. To compete for prizes, you must deliver at least 4 found materia to the base. Note that there is no point in guarding the vault: if a player does not collect green substance, he is not awarded any prizes, so the overall victory directly depends on everyone’s personal contribution.

Miracles of the "Dark Front"

In the battle zone, you will come across Arks, inside of which a large amount of green substance or strange anomalies are hidden. It is impossible to predict in advance what exactly will be found in the Ark. If an anomaly is encountered, the tank will mutate, and players will have to adapt battle tactics to the changed performance characteristics.

For actively fighting evil and collecting green matter, players will receive silver and experience. You need to understand that the more matter collected, the higher the profitability at the end of the battle.

Bonuses open daily and are activated after collecting the required amount of otherworldly matter, and begin to operate automatically.

LBZ

Players will have access to daily and weekly tasks, completing which can earn more experience and credits. The tasks are simple: play the required number of battles or collect a given amount of substance.

The WoT test is available for download.

The WoT 1.7 test has become available for update. If you have an old test client, just run the launcher and update it!
If you don’t have it, as a last resort, download it (full) from this link:

What to play while the test is temporarily unavailable, and you don’t want to go into tanks yet

I have prepared a table with a brief description of the games and the degree of similarity to Tanks. Try it. Share your impressions.

Name of the gameDegree of similarityWhat is the game about?

Rise of Angels
2/10 Browser game with elves, magicians, warriors. What they have in common with tanks is magic first aid kits.


Entropia Universe

4/10 First person space shooter. English language. Technocracy prevails.

Storm Online
2/10 Magic fantasy. The trick of the game is that elves have angel wings.

World of Warships
9/10 Everything is the same as with Tanks, only instead of them there are ships. Produced by WarGaming.

Time for a Hero
2/10 Browser about chivalry, magic, spirits and golems. Medieval heroism.

Elvenar
3/10 Turn-based strategy like Heroes of Might and Magic. Build buildings and fight. Just like the clan section in Tanks.

Blade and Soul
3/10 A picturesque game about fighting. A mixture of Diablo and Mortal Combat.

Star Conflict
8/10 Space analogue of tanks. Fly in space, kill enemies, upgrade your equipment.

Crossout
9/10 Build your own car from shit and sticks and ATTACK! One of the closest analogues about Tanks. Very cheerful.

Neverwinter
3/10 If Skyrim had a slightly more fantasy twist, it would be called Neverwinter.

Life is Feudal
2/10 The grafon is like in The Witcher, but in Viking times. That's how I would describe the game. Attention! The game is paid!

How to check if the test works

If there is a ping, it means it works (see the picture below).

Today (04/10/2017) an update was released on the Sandbox test server, and the new iteration itself will be launched around 15:00 Moscow time. You can download the full client of the Sandbox test server from this link: (only those who have had their application for participation in the Sandbox approved can play in the sandbox).

Briefly about the “Front Line” mode:

The battle in the Frontline mode will take place in a 30 vs 30 player format with the ability to play in platoons consisting of 5 participants. Medium and heavy tanks, tank destroyers and self-propelled guns of Tier X, as well as light tanks of Tier VIII are available in the mode. The last limitation is temporary and is caused by technical details of testing. As a result, it is planned to make the mode available for X levels of all types of equipment. It is simply impossible to fit such an amount of equipment on a map with an area of ​​1 km2, for this reason we are introducing maps with an area of ​​9 km2, divided into 9 sectors, where one team defends and the other attacks. Each stage takes place in a certain territory: the attackers try to capture it, and the defenders try to keep it under their control.

And of course, what would we do without our water makers, who are already ready to test the new “Front Line” mode this evening in created platoons of five people:


List of changes on the Sandbox server. Frontline mode

This iteration of the sandbox is entirely dedicated to the new game mode “Frontline”, the implementation of which has the following goal:

Testing new technologies that allow you to significantly increase the size of the map, as well as increase the number of users in one arena, without loss of performance on all configurations.
1. Mass performance testing on various user configurations;
2. Mass testing of server functionality.

Basic Rules:

1. This mode is available only for level 10 vehicles.
2. The exception is Light tanks, for which this mode is available at level 8.
3. 60 players participate in the battle.
4. All players are divided into 2 teams, 30 people each:
a. Attackers - the task of the attacking team is to destroy at least 3 out of 5 large-caliber guns before the timer expires;
b. Defenders - The defending team must prevent the destruction of large-caliber guns before the timer expires.

Battlefield:

1. The total area of ​​the battlefield is 9 square kilometers (the sides of the map are 3 by 3 kilometers).
2. The battlefield is conventionally divided into 8 functional zones:
a. The beach is the starting zone for the attacking team;
b. The first line is the battle start zone for the defending team; bases A, B, C are located in this location;
c. Second line - bases D, E, F are located in this location;
d. The third line is the area where large-caliber guns are located.
3. In addition to the functional division, the map is conditionally divided into 3 strategic directions:
a. Eastern front;
b. Central Front;
c. Western Front.

Progress and development of the battle:

1. At the start of the battle, the players of each team are evenly distributed into 10 people on each of the three fronts - Eastern, Central and Western.
2. Players of the attacking team begin the battle on the beach line.
3. Players of the defending team start on the first line.
4. At the initial stage of the battle, the second line is inaccessible to players of the attacking team. If an attacking player enters the territory of the second line, he will be destroyed by the defending team's aircraft.
5. At the initial stage of the battle, the beach line is inaccessible to players of the defending team. If a player from the defending team enters the coastal territory, he will be destroyed by the fleet of the attacking team.
6. After the start of the battle, the attacking team has 12 minutes to destroy the large-caliber guns of the defending team located on the third line.

Capturing bases:

1. There are 3 bases on the first and second lines, respectively; at the start of the battle, these bases belong to the defending team.
2. To advance to the second line, the attacking team needs to capture the bases located on the first line.
3. Capture of the base occurs according to standard WoT logic, taking into account the features of the mode:
a. To capture a base, the player must drive into the base capture circle.
b. In this mode, the number of players simultaneously capturing the base has been increased from 3 to 5.
c. To capture a base, players need to score a total of 150 capture points.
d. If damage is caused to the player capturing the base, the capture progress is not reset, but only paused for 5 seconds.
e. In order to stop the progress of capturing a base, it is necessary to destroy the capturing player.
4. Capturing each of the first 3 bases (A, B, C) adds 120 seconds to the time remaining until the end of the battle.
5. Capturing each of the bases on the second line (D, E, F) adds 150 seconds to the time remaining until the end of the battle.

Capture zones:

1. When the attacking team captures a base, the zone on which this base was located comes under the control of the attackers.
Example, if players capture base A, then the zone located on the eastern front of the first line comes under the control of the attackers.
2. After the zone comes under the control of the attacking team, the players on the defending side are given 60 seconds to leave the captured zone. All equipment of the defending team remaining after 60 seconds in the zone captured by the attacking side will be destroyed by the invaders' aircraft.
3. After the attacking team captures a zone, all adjacent zones become available for capture by the attacking side.
Example: if players capture base A, then the zone controlled by base D becomes available for them to capture;
4. After capturing any base on the second line, the attacking team gains access to the third line and can begin to destroy the defenders' large-caliber guns.
5. If the attacking team captures all 6 bases, then the “Reinforcement” functionality is disabled for all players.

Long-range weapons:

1. They are interactive objects and the main target for the attacking team.
2. The HP of each long-range weapon is 4000.
3. Can be destroyed by player projectiles.
4. They have extraordinary frontal armor (2000 mm).
5. Significant side armor (250 mm).
6. The most vulnerable point is the rear of the gun (160 mm);
7. High-explosive shells deal 50% of the base damage to guns.

Respawn system:

1. After destroying the player’s equipment, if the player has respawns, the player is taken to the respawn screen:
2. On this screen the player can choose:
a. Which vehicle should you use to return to battle? The player has access to all level 10 equipment (and level 8 tanks) purchased by him; the equipment must be repaired and crewed;
b. Select your preferred tank equipment. Regular consumables and shells will be automatically purchased, premium consumables will be replenished only if the player has them in stock;
c. Select the flank on which the player prefers to return to battle;
* A flank that currently has more than 15 teammates on it will be unavailable for returning to battle.
* There is also a limit on the number of self-propelled guns on one flank of 3 units.
3. Returns are not instant:
a. The tank on which the player was destroyed becomes unavailable for revival within 3 minutes from the moment of its destruction.
b. After entering the respawn screen, the player cannot return to battle for 30 seconds.
4. The number of respawns is individual for each specific player.
a. At the start of the battle, all players of the attacking team have 2 respawns;
b. At the start of the game, all players on the defending team have 1 respawn;
c. Every 5 minutes after the start of the match, the teams receive reinforcements and each player receives 1 additional respawn;
d. The player cannot accumulate more than 3 respawns;
5. If the attacking team captures all 6 bases, the reinforcement functionality is disabled.

Repair points:

1. Players can use repair points located on the battlefield.
a. The radius of the repair zone is 25 meters.
2. At the moment when the player is in the repair circle, the equipment’s resources are restored:
a. 100 strength points per second;
b. 10% projectiles per second;
c. 100 crew strength points;
d. 100 module strength points.
3. All simple equipment resources are restored for credits at a standard cost. Credits earned for a given battle are taken into account.
** 4. All premium shells and premium equipment are restored only if they are in stock.
5. After all the tank’s resources are restored to 100%, a specific repair point becomes inaccessible to the player for 2 minutes.
6. If the player receives damage during repair, the repair process stops and the specific repair point becomes inaccessible for 25 seconds.

On April 10, a mode called “ Front line" became available on the Sandbox test server. Vyacheslav Ushakov and Kirill Perekrest, game designer of World of Tanks, tested the new mode, simultaneously discussed its details and answered players’ questions.

About economics

V.: Among those who already play in the “Sandbox”, there are players who write in the spirit of “something is bad with the economy, I won’t continue playing.” Anything to say about this?

TO.: The economy is not final now, we just took the economy that exists in the “random” and moved it here. Why did we do this? This will allow you to collect statistics and directly understand, based on specific figures, what problems players are having: what disadvantage they are in, how much credits and experience they earn per second - and based on this, set up the economy. Of course, we don’t want our players to go down the drain. We don’t want them to say after one fight: “Thank you, it was great, but expensive. It’s a good mode, but of course I won’t play it,” and after that they left the mode.

V.: In this regard, one more remark. Players who use premium shells, after the repair point, see that their “gold” has not been restored. Some write that, for example, on the rebirth screen it would be possible to give consent to the replenishment of “gold” consumables. What can you say about this?

TO.: Yes, look. Most players buy Gold for real money. Combat is a very emotional, impulsive situation, so during the battle the player may not notice how he continues to replenish “gold” shells and spend them. As a result, it may go into a big minus. This will be, for example, his last money, he will be upset, and that’s all over - he may leave the project altogether. Even on the respawn screen, players often act impulsively.

Therefore, we are considering the following solution for the Sandbox (at the moment it is not supported by the interface, but it will be configured in the future). If you want to replenish gold shells and gold consumables, you can stock up on them in the Hangar in advance. We will subsequently support this with an interface: so that when the mode is selected, you can buy additional “gold” shells or consumables on the equipment replenishment screen, which will go to your Warehouse, and then you can use these shells to replenish your ammunition during the battle without going to the Warehouse or to the Store. But this is not a final, but a temporary solution, which we will have to test in the Sandbox to find out the players’ opinions.

V.: We are reminded that the “carousel” is poorly made in the “afterlife” menu; it is inconvenient to choose a technique.

TO.: You need to understand that at this stage of work on the mode we cannot finally configure all interfaces. The solution is this: mark the tanks that you would like to play first as main ones - and they will be the first in the “carousel” when revived, you won’t have to look for them for long.

About technology levels, ranks

Q: Will it be possible to play not only at levels X, but at least at levels VIII-IX? This issue is relevant not only in the Sandbox, but also on the main servers. For example, what should a “young” player who has only one “ten” and a pair of “nines” do?

TO.: Now the implementation is such that if your vehicle is destroyed, then it takes more than two minutes to “recharge”, and you must choose another vehicle. We want to get rid of this at least in the next iteration, so that you don’t have to wait: 30 seconds and you can return to your vehicle.

Why are we positioning this mode as a mode for “ten”? That rookie player you're talking about took an average of eight to nine months to reach that top ten, and we'd like to reward him that way.

Q: So we are positioning this mode as high-level battles?

TO.: Yes. And now we'll set up the gameplay. Setting up combat in this way for other levels of technology will take a huge amount of time. And now we want, first of all, to quickly give this mode to the players, and give it to the highest quality players, which is why we are now focusing primarily on the “tens”.

Q: Why do we have titles, since they don’t give you anything now? Just to stroke your ego?

TO.: Yes, titles now show who on your team was the most effective. What are the titles awarded for? They are awarded for actions that bring experience: for “light”, for damage, for “assist”, for capturing a base, etc. But there are restrictions for each rank in battle. For example, there can be no more than one general per team, i.e. the general can be the one who acted effectively and within time limits. Why is it done this way? Because one of the main resources in battle is time. If you are an attacker, then you must act effectively in time. If you are a defender, then you must defend effectively: the more damage you deal at the beginning of the battle, the easier it will be for you later.

Q: Maybe there will be a change of generals?

TO.: No.

V.: So whoever became the first general is the same?

TO.: Now yes. In the future we want to improve this system.

Q: Do titles affect anything? If you received a general, is it possible to call for an artillery strike or shelling?

TO.: We want to make sure that titles have an impact on something in the future. This mechanic has shown itself to be very positive even now; players really like it, even when ranks don’t bring anything. We want to develop this topic further.

Q: What goodies will there be for the regime?

TO.: While we are thinking about it. Yes, we are going to introduce rewards.

About the balance of forces “attack/defense”

V.: Now we are playing on defense and losing. Players write on the forum: “The defense is constantly losing, the attack is tearing them apart.” Will it be so?

TO.: No, it won't happen that way, of course. It should be 50/50, that is, all teams should be on equal terms. But why did this situation arise? In our game, it’s no secret that it’s easier to defend, i.e. when you saw a player and dealt damage to him, it’s easier than attacking, that is, conditionally, there is such a dynamic in random battles. Therefore, for “Frontline” we built a balance based on the maximum number of conditions: by map, by time, etc. - and wanted to compensate for the situation that currently exists in “random”. But yes, at the moment it is easier to attack, this situation has arisen, and yes, it is wrong.

V.: Look at the innovation on the mini-map: you click not on a square, but on a certain point.

TO.: Yes, we changed it a little. And, by the way, now players can see where you made the message from (if you look at the chat, it will be clear that you reported from the “center”) - so that the players understand whether this event is important to them or not.

Q: What should heavy tanks, and in principle slow-moving tanks like the Maus, do if they are caught during artillery shelling? That is, now we have lost a point and are forced to leave the square.

TO.: This was done in order to give a certain advantage to the attackers so that they could not be pinned down, and to give them the opportunity to respawn, regroup and go into battle. But now I see that this is not the best mechanic. There is a possibility that we will abandon it altogether after we analyze all the data. By the way, in all our latest internal tests, the defense destroyed the attack in 95% of cases. To give you an idea, we only gave players an extra 30 seconds for every second base, resulting in an extra 1.5 minutes for attackers, plus what we had in previous tests. As a result, the attackers are now winning; I can’t say yet what percentage, because we are still collecting statistics.

Q. In this prototype, it feels like it’s more difficult for defense to play, much more difficult, than for attack. What tools do you use to achieve a balance of power?

TO.: Yes, we see such problems very subtly. What we can do right now: We can change the time it takes to attack, and maybe we will. Now we will check the first statistics from the mode, understand where and what exactly needs to be changed, and, perhaps, already in this “Sandbox” we will change the time for attackers/defenders. We can move the bases because right now the first bases are closer to the attackers than to the defenders. We can make it so that capture from bases is disrupted in the same way as in random battles - because now, when you hit an invader, he only freezes for a while, and until you destroy the enemy, the capture will not be disrupted.

Q: Is there no repairs at the last stage for defense?

TO.: This is also one of the ways to solve the defense problem - to put repair points there. We will try all this and collect statistics.

Q: Why does the attacking team have better terrain protection than the defending team’s bases?

TO.: We got a little scared and made small concessions for the attack team. Yes, this was done intentionally, but it will be corrected. Slow technique is not very comfortable to play, even in defense, although, in fact, the logical action is to take the “bump” and stand in the bush. But we don’t want a “stool”.

Q: Players write: make the center of the map recapturable.

TO.: I'm not sure that we will add a recapture mechanic, but I can't say that we won't. And on the topic of imbalance. Why don’t we want to make any emergency moves now and haven’t solved the problem yet? Yesterday people saw this mode for the first time: without knowing the map, without knowing the points, without knowing anything. We will collect statistics, see how they have changed, and then we will make a decision.

About optimization and testing

Q: Players say that on the combat server there are 50 fps, and in the Sandbox there are 30 fps. When will there be optimization on the Sandbox?

TO.: The main combat servers use a newer version of all those technologies that allow more efficient use of resources than in the Sandbox. And let me reassure you right away: at the moment when all the gameplay changes in the “Frontline” mode reach the final stage, optimization will also appear.

Q: Why wasn’t what we are testing on 9.18 included here?

K.: We have already discussed it in a nutshell, but I will repeat briefly: only because these two modes are separate, i.e. the mode is developed, acquires its own features, and then, on the basis of the combat server, all other things are screwed there. In general, they still exist in a parallel universe.

The guys who are working on 9.18 are still working on edits, constant changes, testing, etc. - accordingly, we would not like to include non-final changes in our mode. Today there are some values, tomorrow others will be set based on the data.

Q: What statistics were collected per day? What and how, besides solving problems with bugs?

TO.: We have collected statistics on wins/losses and are currently processing them. It is not so easy. We collected statistics on retention, on how many battles players played in our mode, and they can’t help but rejoice. People stay, people play, and, I hope, not because they are trying to figure it out, but because they are really interested. Towards the end of the week we will get a more complete picture, but for now, on Wednesday and Thursday, we will solve the most obvious problems.

Q: By the way, there are questions about ping and lags in the Sandbox.

Q: Will we be testing the same map until the end of the Sandbox?

TO.: Yes, now yes. You need to understand that we have never made maps 9 km2 in size before this is practically the same as making three ordinary cards. The mechanics have not yet been perfected and need a lot of testing. Plus, as you know, we are now working in partnership with the Austrian studio Bong Fish and are honing the mechanism of cooperation between teams, because the main core of development is located in Minsk, and a small part is in Austria. The guys help us with map development, coding, and design.

Why such long testing? This is a PvP mode where people fight among themselves in teams of 30 vs 30 people. It turns out that in order to test at least some basic innovations, we need at least 60 people. Conducting a test means bringing these 60 people together and keeping them busy for two hours - with all their desire to devote all their time to testing, they also have a job, they must release 9.18 and so on.

Of course, this wonderful collaboration with our colleagues at Bong Fish helps us divide the work and make several cool “features” at once.

V.: Given such a large map, the equipment does not have a very large overview. Shall we increase it?

TO.: It will be strange. Players are accustomed to the same mechanics and behavior of vehicles in “random”; they enter this mode, and we tell them: “And now the armor is thinner, and now you have more visibility, and now you are impenetrable.” I wouldn't want to. I wish there was a more elegant solution, but I can't say this is a problem. If we increase the visibility, we will level out the game of “camouflage”.

About revival and repair zones, training and LBZ

Q: Tell us about dynamic respawns. How does the respawn point and respawn zone change?

TO.: Why is the mode called “Frontline”? Because we have a front line - this is an internal mechanism that is “drawn” depending on the location of the equipment on the map. And depending on this front line, respawns are formed - individually for the type of equipment you have chosen.

Depending on which vehicle you choose, this will be especially noticeable: between, say, nimble medium tanks and the Mauce. We try to respawn heavier tanks closer because we want all players to feel comfortable.

Q: So the “heavyweights” will normally get to the action itself, and not drive for five minutes?

TO.: Yes, our goal is to make the mode almost continuous action, so that players do not have to “drive”. Driving is not gameplay, it's not fun - it's fun to shoot, tank, and fight back.

This is a completely new mechanism, and now we need to collect data and understand how it will all work. That's why we rely on your help and feedback.

Q: I ran out of respawns, and I forgot to tell you that teams are awarded one respawn every five minutes, and you can accumulate no more than three respawns.

TO.: Friends, you must understand that we are testing a prototype. We need to find a balance of fun and understand how much the players generally like all the new features that we have proposed: garage battles, repair bases. Many things will change. Imagine, now this is our first 9v9 map, and secondly, this is the first map in this “Attack/Defense” mode, synchronous gameplay, synchronous victory conditions. Therefore, we tried to bring it to you as early as possible, show it to you and get your opinion.

Q: How does the repair zone work?

TO.: If the tank takes damage, it takes 30 seconds to reload during repairs.

Q: So the repair zone itself will be inaccessible to the tank?

TO.: If you are completely repaired, the zone goes on a two-minute recharge.

Q: What about the LBZ in this mode?

TO.: We are now actively working on goal setting. What it will be like, I can’t say yet. We want to link it to a ranking system and make it interesting for you.

Q: What about training? If the mode appears on combat servers, it will be difficult to figure out.

TO.: Yes, of course we think about training and how to implement it. Of course, we want the user to go into battle prepared, so that he already knows what to do and where to go. It is clear that a 3 by 3 km map will not be so easy to study, so you need to implement training that will allow you to do this.

Other questions

Q: Will this be a separate mode or like “Assault”, an oncoming battle?

TO.: We think it will be a separate mode. Firstly, here the session is a little longer, the costs are a little different, here you need to prepare differently.

Q: With so much equipment, repair mode and the ability to revive, don't the battles become too long?

TO.: Not really, the minimum battle time is now 12 minutes. We played the last three battles in 18 minutes on average.

Yes, here's another thing: the platoon interface window has been slightly changed. In this mode, you can play with four of your friends in one platoon. These are super platoons with five people each.

Q: Will there be punishment for those who leave the fight prematurely?

TO.: Yes, standard. Perhaps we will change it taking into account our gameplay.

TO.: Yes.

Q: Why, according to the players, do the bushes not camouflage?

TO.: We are told about this, but it is very difficult to verify. We cannot completely separate the objective from the subjective.

V.: 30 to 30 is very cool. Do similar modes in other formats, for example 5v5, 10v10, 20v20 or “more attackers than defenders,” have a right to life?

TO.: Theoretically, why not. But there is one “but”. We can’t spread ourselves too thin, because any change will entail changes in both the maps and, possibly, the combat mechanics. Initially, the first prototype was 50/50, but through testing we found that golden mean in terms of gameplay. And to begin with, we would like to bring it to mind, polish it so that you would be very interested in playing - and do it as quickly as possible.

Q: When will the mode appear in the game?

K.: Now “Frontline” is being prototyped in the “Sandbox”, and it will be able to appear after we test everything together, enrich this mode with good economics, goal setting, additional features, possibly personal protection, and cure all the “childhood sores” » regimes that exist now.

We want you to feel like this isn't just a small skirmish, but a war, an epic battle.

V.: By the way, if I’m not mistaken, you did the “New Year Tree” mode.

TO.: Yes it's me. If you've been dealt a lot of tops, here's the face that's to blame.

Q: Are general statistics taken into account in the mode? How will the player's statistics in these battles affect his overall statistics?

TO.: We think the statistics will be separate. Imagine how the average damage per battle will jump.

Q: Is it possible to stream “Sandbox”, how to access it?

TO.: E If you have access to the Sandbox, then go to the Sandbox forum, search for a topic on streams, fill out an application, get official permission - and after that you can freely stream the Sandbox. Many of the streamers have already received this opportunity. Without such permission, showing “Sandbox” is prohibited. And it’s not just forbidden: if you break the rules, you will lose the opportunity to play in the Sandbox forever. And this is a serious limitation, because all future changes in our game will be shown in the Sandbox, among other things.

Q: Final question: how long will we test “Frontline”?

V.: Kirill, say a parting word to the players.

TO.: We are looking forward to seeing you in the “Sandbox”! If you already have an invitation, simply follow the instructions in the letter. We are looking forward to your feedback. Write not only about what you don’t like, but also about what you liked: what mechanics, what “features”. I will also communicate with you in the profile forum thread. As soon as a large number of questions accumulate, I will immediately give a large package of answers.

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