World of tanks map selection random battle. Resale of premium tanks, selection of maps and battle modes, complication of the game model and the World of Tanks income and experience accounting system

To study maps in WoT, you need to go into the game, log into your account, wait for people to create a training room, after that you can go to study one or another new card. The mod solves this problem, allowing the tanker, even without a network connection, to fly on any battlefield and carefully examine it.

Capabilities

  • Absolutely all the functions of a standard camera in replays.
  • Disabling the combat interface.
  • The new version adds a map selection interface, now you do not need to delve into the settings of the configuration file.
  • Possibility to choose the model of any tank.

Changes in the new version

  • Optimization of work and fix many glitches.
  • Added effects of shooting and destruction of vehicles.
  • Activated physical model.
  • Vehicle selection window before loading the map.
  • The configuration file has been expanded for those who like fine-tuning (it is called observer.xml, you need to open it with Notepad++).

Now let's talk about how to manage the mod. Install a free camera, start the game and wait for the end of the intro video with the game logo. Then press Ctrl + N and select the desired tank. Then press Ctrl+B and select the map. Loading will begin, after which you can freely fly around the map using the standard tank movement keys.

Do not confuse this mod with , this is not a cheat, because you will not be able to fly freely in battle.

Description:

If you need to explore the map, then the Offline View Maps mod for World of Tanks 0.9.13 will help you. This mod will allow you to run any map or game hangar offline at any time and calmly move around them and get to know the area to the smallest detail. It's like an alternative to the Free Camera mod, only it doesn't require replays to run.

Camera features:

  • Free flight on any map
  • Smooth flight (inert for the camera)
  • Rotate the camera relative to the horizon
  • Camera zoom in and out
  • Snap camera parallel to ground
  • Snap the camera to a point in the center of the screen
  • Resetting the camera position to zero coordinates
  • Combat UI (including minimap*)

Images:

Video:

Control:

  • WASD - forward/left/back/right respectively
  • Q/E and mouse wheel - vertical up/down
  • 1 to 0 - speed control (1 - very slow, 0 - very fast)
  • C - snap the camera to a point in the center of the screen
  • X - snap camera parallel to the ground
  • P - turn on inertia (smooth flight)
  • Num 2/Num 3 - rotate the camera relative to the horizon (R return to normal position)
  • Insert / Delete - approach / distance (F return to normal position)
  • V - enable/disable the interface
  • M - turn on / off the minimap (regardless of the rest of the interface)
  • Hold Ctrl - cursor activation
  • Ctrl + N - camera reset
  • Esc - game menu, "Exit to the hangar" closes the client

How to activate the mod:

Launch the game and press the key combination " CTRL+B".

Change map for viewing:

Installation:

  • Place gui and scripts folders in World of Tanks/res_mods/0.9.13/

Today, millions of people play various computer games. The World of Tanks application is very popular among gamers. To choose a card before the battle, you need to use special accounts that have the appropriate functionality. If a novice gamer does not know how to do this, then he needs to seek help from professionals, or study thematic videos posted on various web portals on the Internet.

How can I download a feature with a map selection?

On various forums, you can find posts in which gamers indicate that they find a photo on the Arti25 stream, depicting the process of choosing cards. It is worth noting that such features are issued on press acces, and in order to get them, people need to use one proven method. We are talking about the promotion of your own information resource, for example:

Attention! Gamers need to promote their resource until they have a large audience of subscribers or readers, numbering over 100k. As soon as they manage to fulfill this condition, they can immediately get into the section of the VG, which deals with public relations.

The process of obtaining cards

After the representatives of the VG check the created resource and see great prospects in it for attracting players, they will issue the card to the owner in . It is worth noting that it will contain all the tanks that appear at all stages of the game, as well as features designed to select maps.

Owners of promoted sites should be aware that the received press acc will not be permanent. It can last no more than a year, after which it is removed. In the event that the project will also be popular among gamers, the owner of the resource will be given a new press acc. If the project does not have any prospects, then the owner will not receive an acc.

Attention! Players should be extremely careful about purchase offers for world of tanks maps. They should not make such an acquisition, even if the proposed press acc turns out to be real and not fake.

In this scenario, gamers will soon lose interest in the game

Why is there no functionality available to all gamers?

Many gamers do not understand why application developers do not provide accessible map selection functionality for world of tanks for all project participants. This decision is due to the fact that if there is functionality, each player will be able to select a map suitable for his style and tank for world of tanks. As a result, a stalemate may occur, for example:

  1. On maps intended for "Medium tanks", only such vehicles will fight.
  2. Only heavy tanks and tank destroyers will fight on city maps.
  3. On open maps, there will be the following layout: each team will have ten self-propelled guns.

In this scenario, gamers will soon lose interest in the game. If no diversity is introduced, then many participants will leave the project, and it will be doomed to closure.

Create training rooms

Each person with the help of instructions can create a training room for himself. After that, he will be asked to choose a card, attract other participants and start the battle. In this case, all the gathered players will have to split into two teams. It is worth noting that the gamer will be able to choose a map in the training room. He will also be able to disable one or more unloved cards.

Thanks to the created training room, a person will be able to carefully study maps for world of tanks as follows:

  1. You can watch a video that describes in detail all the nuances and features of a particular map for world of tanks.
  2. You can invite friends and create a team to ride the LT using all the cards that exist in the training room.
  3. You can ride the LT on your own, simultaneously highlighting your opponents, looking for good places for an ambush, loopholes. For this you need to use special program, through which you can simultaneously run two accounts on one computer.
  4. Some gamers study maps for world of tanks while fighting.

Before choosing a map in world of tanks, each person must create a training room. Thanks to this, he will be able to test one or another acc, as well as turn off a card that is of no interest. Also, a gamer can promote his Internet resource so that the creators of the application can evaluate its prospects. In this case, he will be able to count on receiving new maps for world of tanks, thanks to which he will increase and retain subscribers and readers on the portal.

Introduction

Choice of battle mode

Why not introduce, in addition to choosing the type of battle, an even more flexible selection function, more precisely, canceling a standard battle, for example, if I don’t want to sit in the bushes on Malinovka or Prokhorovka in a standard battle for 15 minutes, why do you (the developers) deprive players of the opportunity to refuse a standard battle ? How can it be fundamental for me after many thousands of fights, or do I still need to master the basics? Maybe I'm quite satisfied with the "Encounter Battle" or the "Assault" mode and that's what I want to play on. And the combat modes themselves are quite small, but I would like more, for example, historical battles.

Figure 1. "Battle mode selection" is not yet pleased with the variety

Card selection

Oh well, combat modes are not that bad when it comes to maps that are comfortable with these combat modes. Hence follows next question– and when will we be allowed to choose cards on our own? I understand that there is such a thing as searching for fights and a card limit will slow down the search, but you can make, for example, a mandatory selection of at least 5 cards out of 20, but the choice must be free, players should not be forced to use those cards that they don't want to play.

For example, city ​​map type Himmelsdorf (2-3) pieces to choose from, an open card to choose from the type "Robin" and a mixed card to choose from the type "Steppes" or "Westfield". Here is such a “set” that can be provided to the players, I think no one will mind, well, except perhaps for the ideological conservatives, who don’t want to change anything at all. However, the function of selecting all maps should be left to those who like to play on all maps in a row.

Why is this topic so important? Yes, because there are almost no players who would like absolutely all the cards in the game, there are very, very few of them, but there are a lot of people who fiercely hate one or two certain cards. Also, many players do not like, to one degree or another, half of the maps and this is normal, these are common statistics, but what is strange is that such a developed game as "World of Tanks" has not yet given players this choice. The question is - what are they afraid of or what prevents them? After all, this will not particularly disturb the battle search system, moreover, even now players are constantly thrown at 5-6 cards at most, and this is with a sufficiently large selection of them (cards). So nothing will change much, but players will finally get more freedom of choice, and it is precisely the freedom of choice and diversity that World of Tanks lacks.

Think for yourself, will the player on the GW Tiger be very delighted if he is thrown into Himmelsdorf? Okay, all there is compact and agile art like "Hummel" or even "M40 / M43", but where is the clumsy and huge GVT on such a card? Another thing is "Robin" or "Prokhorovka", there is where to turn around. On the other hand, the owner of the Mouse is unlikely to be delighted when he hits the Malinovka, and even better the Prokhorovka, on these maps he is just food for artillery, it’s another matter if he can fight on the Highway or even in "Steppes", there are much more shelters from ART-SAU fire. The firefly will be delighted with the "Steppes" and "Robins", and the tank destroyers will obviously not mind fighting on maps like "Murovanka". So the free choice of cards should appeal to very, very many players.

Prices for camouflage and symbols

Why not revise the camouflage pricing policy? Not only is the price absurd, since painting a tank costs a third of the cost of the tank and only ideological donations will really take it, and a 5% bonus to camouflage is unlikely to be a big incentive for the rest. In general, prices for all camo should be reduced permanently by 30%, as they are fabulously expensive.
Just think, a complete set of all types of camouflage, plus symbols and inscriptions for tanks above level 7, will cost the player more than one million silver. I don't think it's worth saying how high these figures are. It turns out that for a banal painting we give a third of the cost of the tank. Whether the paint is here with domes of valuable metals, or nanotechnologies are mixed, but the prices are definitely a reflection of nanotechnologies - large and vulgarly high. Does the game really lack “nerdiness” and does it need to make such prices for camouflage, inscriptions and symbols, so that players either donate “real” on camo or sit for days and farm silver for this glamour?

I'm not trying to offend anyone now, but the prices for camouflage and various decorations for a tank are extremely expensive, even a simple 30% price reduction will already make them more affordable and acceptable. Of course, various promotions are held for these purposes, but it seems to me that a permanent reduction in camo prices by 15-20% would not hurt.

In general, the prices are too high, especially when a player has more than 5 serious tanks in the hangar, and I think that they need to be reconsidered, but whether the developers will do this is another question.

Resale of premium tanks

Have you ever wanted to return a previously purchased premium tank or take another one? At the same time, even paying a penalty of 10% for the exchange? I would not mind, and because sooner or later your favorite premium car gets bored, and because sometimes you buy not quite what you expected. And note that these reasons are quite weighty, but the developers are somehow in no hurry to introduce something similar, even there is no special talk on this topic.

Let's take, for example, the situation with the popular Supershing tank. Due to its high level 8 and relative cheapness - 7200 gold per piece - it was bought by a lot of players. They bought what they bought, but they didn’t know for sure what they bought, they knew the rather fast M26 Pershing and expected something similar, but they got a slow tank, albeit with fairly strong frontal armor. As a result, this caused a lot of dissatisfaction, on the one hand, some players simply did not figure out how to fight on it, and some simply did not want to figure it out, because they expected a certain dynamics from the tank, but never got it. On this occasion, there is even a topic on the forum, something like a “community of deceived buyers”, in general, the meaning is simple - we bought one, and you sold it to us, Mr., well, you understand. In part, the players are right, because at the time of its appearance, the SP was oh so difficult to break through in the forehead, then it was nerfed and the already not very strong tank was made even weaker. This caused a storm of indignation among the owners and a certain touch of senselessness in buying this tank settled on the olive-colored armor of the vehicle, which was supposed to replace the legendary KV-5. Actually, in a certain sense, I agree with the players who believe that they were “thrown,” since it seems to me that it was already much easier to destroy the SP even at the beginning of its appearance than the KV-5 at all stages of its existence in the game, and why I needed an extra nerf, I don't understand. The situation is corrected only by the fact that “golden” shells have become available for silver and the SP can already somehow survive in a random house, especially when meeting with such monsters as “E-75” and “M103”, which are simply magnificent from all sides and they don’t even need to aim specifically to pierce us literally into the frontal armor (although even the “Object 704” couldn’t really pierce us before).

Like it or not, but the tank is still expensive - it costs about $ 30, which is not bad money, considering that the disk with the cult game of our time "Call of Duty: Black Ops 2" costs the same amount. Therefore, the anger of the players is quite understandable and justified by phrases like “what prevented you from checking everything on the test server before buying” is not in the face of a company like Wargaming. Actually, it even seems to me that the company has grown so quickly that it has not yet understood what role it plays and that Soviet approaches and excuses are inappropriate here. It's time for the guys from BR to adopt the manners of EA or Activision and respect the opinions and aspirations of the players, no matter what happens with Mass Effect 3 from a well-known company.

Since the game has already formed and quite a large community, it is necessary to interact with it, and on an equal footing, without pride and hypocrisy. Based on this, we have already found a simple way to resolve this contradiction, in addition, the company will even be able to earn a little on the exchange of tanks, after all, there is a penalty, and there is also a striving for the best factor. That is, if a player used to drive a Supershing, then he will exchange it already, most likely for a Lion or something similar - more expensive and prestigious. And at the end, the player is satisfied and the company received a benefit in the amount of a penalty for the exchange plus the difference in the cost of tanks. No matter how you look at it, it's mutually beneficial. Probably, the only problem is that no one wants to take on this and rework the trading system in the game, but in vain, it would be time already, the game has long outgrown its clothes and it is necessary to expand and become more complicated.

Complication of the game model

Complicating, modernizing and deepening the game is something that game developers avoid like tigers of fire. The developers do not want this so much that during the entire existence of the game only one noticeable step has been taken in this direction - several new skills have been added and that's it. Just imagine, and despite the fact that at an early stage of its development, the project management trumpeted to the whole world that this was an "MMO with RPG elements about tanks." Later, they corrected the thesis for a more acceptable "Arcade simulator of tank battles in PvP mode." Of course, we all understand that there is a huge army of fans, especially older ones, who, well, have absolutely no desire to delve into thousands of nuances like in real MMOs - potions, armor, weapons, and so on, on the other hand, quite adult uncles and aunts are well versed in "LA2" and "WoW" - there would be a desire. So this will definitely not be a problem for most players who love World of Tanks, in addition, you can make it so that a novice player enters the game in neophyte mode and gains access to all features only after clicking on an item like “I passed the training, I won’t get lost in the wilds of the game” or went through the basic tutorial. In general, you can’t understand what’s what and such games as “Sacred 2” are more difficult for you than quantum mechanics, okay, play in the basic configuration, that is, the one that is now in the game. If you are an advanced player and "Diablo 3" and "Skyrim" are just a field for you to relax, then go ahead, use all the features of the game.

Figure 4. The choice of modules is quite modest - just over a dozen pieces

Be that as it may, but "WoT" has ceased to develop in depth, it is only expanding and looks like a fishing village, which, as it used to fish a hundred years ago with a wicker net, still fishes with it now, only spreading along the embankment. New maps and new tanks, branches - it's all good, but this has already happened and happened many times and the project management should be aware that it left its old fans with nothing, without providing them with anything radically new for the past year . It’s okay as long as the game doesn’t have much competition in the CIS, but after all, it will soon become clear to domestic oligarchs, like giraffes, that you can invest in games, and not just in alcohol plants and gas stations, and these very computer games will bring much more money, without damaging lives or polluting the environment. In general, competition will increase, and rapidly, as soon as they get a taste of money.

So while the World of Tanks project is in some kind of hibernation - functional processes are going on, but there is not much development, only fat is accumulating, plus all the animals in the forest are also in hibernation and are especially afraid of no one (competitors). But when the fuss begins, only then will we get from the dusty shelf those ideas that we constantly put off for later (historical battles, for example).

Figure 5. The choice of skills is also not so great - 3 main and 4 auxiliary (but they are pumped for a very long time)

In general, developers must definitely deepen the game, make it more intense. We need new types of equipment, new types of consumables (and only for silver!), new skills, new types of battles, new tactical schemes, and as I said earlier, you need to make sure that the player has the opportunity to play or take into account the rating - getting only into teams with experienced players, or he could play as before, in a random vinaigrette with a wide variety of players with different skill levels.

Note. Modern MMO projects, such as "WoW", "PW" and "LA2" have a huge set of elements, providing a large field for experimentation for the player, "WorldofTanks" cannot boast of this yet, although, in fact, it is a typical MMORPG project with upgrade elements, choice of modules and skills, consumables, and so on. The path and the project is positioned as an arcade tank simulator, but there is very little simulation there, as well as realism, but there are similarities withRPGs are much more solid.

Tired of looking at noobs, do you want the team to be less stupid? - forward in matches by skill level. Do you want to play as usual in random (even though our noobs, but the enemy has a lot of noobs and they can be easily destroyed)? – you will have such an opportunity.

Again, it’s like in StarCraft 2, before the release of the Heart of the Hive update, in battles against AI, you could choose the level of difficulty that was comfortable for you, and there were always rating battles for thrill-seekers. The same scheme can be adopted by "Wargaming" and allow players to choose both game modes, which one they like.

Figure 7. Selecting the battle mode in StarCraft 2

Refinement of the income and experience accounting system

How often have you seen a situation where you stopped an enemy tank and it with an accurate shot at the caterpillar, and then the allies dismantled it? At the same time, you received crumbs for this important move, and your allies, who received a free frag, on the contrary, received more than they deserve (similarly, when you splash down the tracks of a tank on artillery - despite the fact that you immobilized the target, which immediately destroyed by the allies, for this they will give you only the damage that went into the tracks, and this is a trifle). What can I say, the system for accounting for experience is still quite simple - you get the most experience for dealing damage and much less for other actions - light, dealing damage to the enemy, critical damage to modules, active actions such as shooting towards the enemy, and so on. At the same time, we get indirect experience only for highlighting the target at the rate of half the damage dealt by your allies. There is nowhere easier, but there are much more combat situations in which you get almost nothing, while bringing noticeable benefits to the team.

Figure 8. Accrual of experience and credits

For example, you broke through one of the flanks on the TT, gained some experience / money for indirect damage, but after the light was exposed to enemy artillery fire, you will not get anything anymore, since they are “extinguished”, that is, for providing coordinates for fire - zero. Why is everything so primitive? But what about the situation when the LT illuminates almost the entire enemy team and, as a result, the allies, based on the coordinates, start flank coverage and win the battle? Where is the award for "decisive contribution to reconnaissance in combat?" Why are there no awards for receiving medals? - this is the fundamental basis of all MMORPGs - the reward for "achievement" ( achievement - achievement, eng.). Call it whatever you want, but it's not.

Now remember "Battlefield 3" and "Black Ops 2" - everywhere there is a reward for support - "assist" (assist). In Battlefield 3, there are even rewards for highlighting targets with a laser, plus for damage caused by allies during illumination, there is a reward for suppression - when yours destroyed an enemy soldier, while you suppressed him with fire, and it’s not necessary to hit him at all . But doesn’t a similar situation happen in World of Tanks? Yes, hundreds of times. For example, you are on a T-50 with a 37-mm anti-aircraft gun, suppressing and distracting the enemy KV with heavy fire, and at that time the allies destroy it. What will you get? - only a reward for the damage dealt to your light and that's all - no bonus for suppression, no reward for distracting the enemy to yourself. Again, everything is quite primitive. And why until now, from active "references" in battle, only damage flying away from the enemy on the scale of the tank's safety factor? Why have these innovations been in all the leading shooter games for a long time (“WoT” is also a shooter to a certain extent, albeit on tanks), but we don’t have them in the game? I think that the developers need to sit for a couple of weeks on "Battlefield 3" and "Black Ops 2" and get some new ideas, although they are not new in general for gamedev, but for the "World of Tanks" they will definitely be revolutionary.

Conclusion

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