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postal_2015

First Pax Experience

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Hello All

 

Cool watching and very informative and sweeeeeeeeeeeeeeeeeeeeeet  :honoring: cant wait to start !!

 

POSTAL

Edited by postal_2015

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[ERN]
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Meh.

ekLYwxd.gif

Been waiting for the right time to use this lol. This not aim at you OP, just replying to j30

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Welcome to the forums! 

why they re not release the World of warships we re waiting 4 year and there is nothing i start to think that it is a fake game :(

 

Because development of a game like this takes hundreds of people and many years to do. 

It took me weeks to do a 30 second animation with Some coding. 

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why they re not release the World of warships we re waiting 4 year and there is nothing i start to think that it is a fake game :(

 

I guess the multiple approved videos are fake then, along with the gameplay that was shown today on the livestream, and the 24 stations they have at PAX right now where you can demo it.

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I guess the multiple approved videos are fake then, along with the gameplay that was shown today on the livestream, and the 24 stations they have at PAX right now where you can demo it.

 

Indeed, Wargaming is never the one to lie about new games, you can trust them on this level. 

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why they re not release the World of warships we re waiting 4 year and there is nothing i start to think that it is a fake game :(

 

Yes its fake , nothing to see here :hiding:

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I thought today's stream was much better than yesterday and they certainly seemed to try much harder to showcase World of Warships.

 

I would also like to thank Wargaming for the $30 Jinx code I got by following twitch chat. It is time to get some World of Warships gear.

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why they re not release the World of warships we re waiting 4 year and there is nothing i start to think that it is a fake game :(

you got us, I been playing a fake game for a while now. It all an big Lie!!!

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you got us, I been playing a fake game for a while now. It all an big Lie!!!

 

you can be relax because you re playing this game but beta testers and members re waited for a long time!!  im only wonder that what they re waiting to release the game and if you dont know about this please dont try to replay my question with your negative replys
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you can be relax because you re playing this game but beta testers and members re waited for a long time!!  im only wonder that what they re waiting to release the game and if you dont know about this please dont try to replay my question with your negative replys

For someone that can't take sarcasm or can't tell I was being sarcastic

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For someone that can't take sarcasm or can't tell I was being sarcastic

 

Fixed your -1, a joke like that doesn't really deserve a -1. 

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why they re not release the World of warships we re waiting 4 year and there is nothing i start to think that it is a fake game :(

 

A game such as this requires...

 

  • Research of topic matter: This is not trivial, as the more research you have in making something realistic the better able you are to make acceptable breaks from reality to make the game fun.
  • Development of gameplay mechanics: If Wargaming wants to survive and thrive as an entertainment company they cannot simply repackage and rerelease basically the same product over and over again, especially as competitors such as Gaijin and Obsidian enter into the arcade historical military vehicle shooter genre. Everything, from the economy to the modeling and interaction of things such as crew modules, floatplanes, etc. needs to be planned out.
  • Development of maps: If you want the game to be more interesting then 'our guys and their guys drive at full military power at each other' then you need well developed maps. The maps will influence the tactics and decisions of the players, and a good and varied selection of maps will keep gameplay from become too repetitive.
  • Development of game assets: This is everything from 2D artwork to 3D models to music and sound effects. Everything needs to be appropriate and work together in such a way that it enhances rather than detract from the gameplay experience.
  • Optimization for the widest array of computers possible: For an MMO with a global audience you're going to need to make sure that the game is beautiful on high end computers while working at acceptable framerates on low end computers. Wargaming is not a North American or EU company, so it is especially critical for them to ensure that the game works acceptably well on the hardware that most Eastern European and Eurasian gamers have access to.
  • Localization of the game; Wargaming is not a North American or EU company, but North America and the EU are their two most profitable markets. Southeast Asia may get a lot of grief for being the Red SEA, but that part of the world has about 1/3 of all humanity if you add in the Indian subcontinent and Oceania so it's going to be rather hard to ignore. You need to make sure that there are the server clusters, customer support infrastructure, translation of game material, etc. for a game such as WoWS while also navigating any legal and cultural issues the locality may have as well.
  • Balancing: Real naval warfare is a wet, cold, uncomfortable, unfair, soul grinding experience where you can witness your friend being blown into less than hamburger meat before being covered and flaming aircraft fuel and cooking to death, highlighting in part man's inhumanity to man. World of Warships is a fun game which builds friendships over the internet, played in the warm and dry comfort of your climate controlled home. The game needs to be fun, and players need to be able to be competitive with ships of their tier if the game is to work as a game which can be used as e-sports.
  • Advertising: You need to be able to reach out to your target audience in an effective manner. That means creating posters, videos, maintaining and moderating communities, etc.
  • A whole bunch of other things we don't even think of because we're media consumers, not media producers

 

At this point they are supposedly at the balancing stage, trying to fix some game breaking bugs before releasing it to the "gentle betatosterov" in CBT, where the chance for leaks and complaints which may 'poison the well' expands with the playerbase. They need to make sure that if the game fails it's because of things like the New York class not producing a satisfying battleship experience, not because the powder magazines of the New York class exploding arbitrarily before being sent to the moon because it apparently likes bananas.

 

Edit: Hehe, 69th post.

Edited by fijkus
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A game such as this requires...

 

  • Research of topic matter: This is not trivial, as the more research you have in making something realistic the better able you are to make acceptable breaks from reality to make the game fun.
  • Development of gameplay mechanics: If Wargaming wants to survive and thrive as an entertainment company they cannot simply repackage and rerelease basically the same product over and over again, especially as competitors such as Gaijin and Obsidian enter into the arcade historical military vehicle shooter genre. Everything, from the economy to the modeling and interaction of things such as crew modules, floatplanes, etc. needs to be planned out.
  • Development of maps: If you want the game to be more interesting then 'our guys and their guys drive at full military power at each other' then you need well developed maps. The maps will influence the tactics and decisions of the players, and a good and varied selection of maps will keep gameplay from become too repetitive.
  • Development of game assets: This is everything from 2D artwork to 3D models to music and sound effects. Everything needs to be appropriate and work together in such a way that it enhances rather than detract from the gameplay experience.
  • Optimization for the widest array of computers possible: For an MMO with a global audience you're going to need to make sure that the game is beautiful on high end computers while working at acceptable framerates on low end computers. Wargaming is not a North American or EU company, so it is especially critical for them to ensure that the game works acceptably well on the hardware that most Eastern European and Eurasian gamers have access to.
  • Localization of the game; Wargaming is not a North American or EU company, but North America and the EU are their two most profitable markets. Southeast Asia may get a lot of grief for being the Red SEA, but that part of the world has about 1/3 of all humanity if you add in the Indian subcontinent and Oceania so it's going to be rather hard to ignore. You need to make sure that there are the server clusters, customer support infrastructure, translation of game material, etc. for a game such as WoWS while also navigating any legal and cultural issues the locality may have as well.
  • Balancing: Real naval warfare is a wet, cold, uncomfortable, unfair, soul grinding experience where you can witness your friend being blown into less than hamburger meat before being covered and flaming aircraft fuel and cooking to death, highlighting in part man's inhumanity to man. World of Warships is a fun game which builds friendships over the internet, played in the warm and dry comfort of your climate controlled home. The game needs to be fun, and players need to be able to be competitive with ships of their tier if the game is to work as a game which can be used as e-sports.
  • Advertising: You need to be able to reach out to your target audience in an effective manner. That means creating posters, videos, maintaining and moderating communities, etc.
  • A whole bunch of other things we don't even think of because we're media consumers, not media producers

 

At this point they are supposedly at the balancing stage, trying to fix some game breaking bugs before releasing it to the "gentle betatosterov" in CBT, where the chance for leaks and complaints which may 'poison the well' expands with the playerbase. They need to make sure that if the game fails it's because of things like the New York class not producing a satisfying battleship experience, not because the powder magazines of the New York class exploding arbitrarily before being sent to the moon because it apparently likes bananas.

 

Edit: Hehe, 69th post.

 

Well outlined and detailed enough to explain the difficulties of developing a game :).

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