[World of Warships] News/Screens/Videos/Infos

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Galien
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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 19. Juli 2014 19:27

Wargaming at gamescom 2014!


Wargamers,

Wargaming is proud to announce that once again we will be coming to gamescom in Cologne, Germany! From August 13 to 17 we invite you to join us at our booth where we present European gamers with the best that we have to offer – legendary online games!




Wargamers,

Wargaming is proud to announce that once again we will be coming to gamescom in Cologne, Germany! From August 13 to 17 we invite you to join us at our booth where we present European gamers with the best that we have to offer – legendary online games!

gamescom has long established itself as the largest trade fair for video games worldwide, even dwarfing similar events like Japan’s Tokyo Game Show or even Los Angeles’s E3 in terms of size and accessibility! Last year, more than 340,000 visitors and 635 exhibitors from 88 countries made the event the biggest of its kind to date, and this year promises to be even greater!



Prepare yourself to see a greater booth, a greater number of developers and, most importantly, a greater number of games! Play all of your favourites, such as the latest versions of World of Tanks, World of Warplanes or World of Tanks: XBOX 360 Edition. Additionally, for the first time ever in Europe, we’ll be showing off the newest additions to our Wargaming portfolio of games: the recently released World of Tanks Blitz and the highly-anticipated World of Warships! Plus, if you’ve been to our stand before, you’ll know that we have plenty more exciting stage activities and surprises (goodies, goodies, goodies…) waiting for our faithful audience.

Here’s what you need to know:

Date:
13 – 17 August, every day from 10:00-20:00 CEST (Sunday only until 18:00 CEST)
Trade visitors only on 13 August, Public access for the rest

Location:
Cologne, Germany
Our booth will be in Hall 8, Stand A030 & A043

Travel:
Check the official gamescom guide for recommendations on travel and accommodation.

Tickets:
There are still tickets available! Head over to the official gamescom shop to reserve your place today!

It is highly recommended to book in advance because the lines to get into the ground on the day of the event will be extensive and there will only be a small amount of tickets left for sale at that point.

Act now and prepare your trip to Cologne if you want to come by our stand in person. You can be sure that we will make gamescom 2014 an unforgettable experience for you.

Keep checking back to the portal where we will bring you the complete schedule of all stage and booth activities during the next couple of weeks. Also make sure to follow our Facebook page and the forums, as you will have the opportunity to ask questions directly to our visiting Devs.



See you all at gamescom 2014, Wargamers!

-> http://blog.worldofwarships.eu/wargamin ... scom-2014/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 20. Juli 2014 11:44

No Animals Were Harmed: an Insight into Parameter Testing for World of Warships


About a year ago, I was approached by our studio director, who asked me, “Oleg, by the way, what are the World of Warships client performance parameters today?” The answer at the time was, “Well, no more than 15 fps for any configuration, sorry.”

In those days, we had to do a lot of optimization, as Warships ran smoothly only on higher-end PCs. So, we decided to initiate stress tests to resolve this.

For starters, we had to consider which configurations were the most pervasive among players.

We thoroughly analyzed the stats that were kindly provided by our World of Tanks and Warplanes colleagues and other resources. Based on the gathered data, we have arranged our test assembly using four of the most popular PC configurations.

The test setup before our recent renovation:

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We frequently changed the internal components with the goal of surveying a wide distribution of PC configurations, both low- and high-end. We considered the fact that many players launch our other titles on a heterogeneous assortment of computing technology — including old laptops, desktop towers, and toaster ovens. Also, we were sure to remember that players may use a variety of operating systems and antivirus software.

All this information brought four configurations, connected to two monitors via KVM (keyboard-video-mouse) switches, like some Frankenstein monster of Warships badassery. It grew sentient and hungry for more power, so we also used our own workstations and two entire gaming rooms to ensure adequate testing conditions.

Testing: A How-To

All that time spent on building this assembly was a good investment; we consistently thought hard about possible variants of tests to run. The beginning was quite easy – we sat and launched the game while tracking the frames-per-second. One of us created a training room, invited people, and before long, we were deeply engrossed in modern combat simulation:

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Later on, we realized that this approach was imperfect, due to an extensive number of innovations continually being added. Want a breakdown of the issues we encountered?

The manual test turned out to be very time-consuming
We couldn’t track down direct in-game commands and actions for our players
The test accuracy was quite low, due to a wide variety of possible outcomes and unpredictable behavior for players online
On the surface, we got only a raw number for FPS — without any idea what was actually happening “inside”
The monkey got very cranky

Tracking Success

We were sure to stick to a familiar World of Tanks feature – replay recording — in order to track the necessary data. The testing process has also changed a bit: Now, it takes only one person to record a maximum-intensity battle against bots. Afterward, it is replayed on all the test PCs, gathering stats along the way.

This approach turned out to be ideal for comparing several PC configurations and game versions, as all the battle actions were perfectly duplicated across the testing machines. One of the first missions we undertook was to check the modified ship models. To do it, we took a general version of the game and made a record; then we added new ships. Next, we made another record, and replayed both records on test configurations. That’s how we obtained the data.

Alas, there are no ideal instruments for such tests, so when we decided to compare two versions with diverse server parts, the replays failed and crashed the game. Thus, we had to make separate replays for each version. Naturally, this was where another issue showed up: Even though we could reproduce our actions pretty closely, the bots in those days were completely uncontrollable. Thus, we had to compare replays with completely different scenarios. Of course, this required a huge number of them to be processed. As you might suspect, the increased number of measurements can detrimentally influence the overall quality of tests and can decrease dispersion of the values obtained.

In other words, it is only by having enough data readily available that we can make valid assumptions about the current state of the game, and because the tests were based on replays with varied scenarios, many data points needed to be recorded. How were they obtained? Was it really necessary to spend a lot of time recording them manually? We needed a solution, and the monkey needed rest…

Playtests

Every single day, Lesta studio performs several big playtests. Anyone willing may attend them and watch the new gameplay elements and ship models. Every PC is making records of the battles performed. After each test, specially trained persons send these replays to a special game server that belongs to our performance test team where they store and replay them when necessary.

Playtests allow us to perform simultaneous tests for a large number of game situations.

Beside the fact that participants prefer different types of ships, all of them also have varying tactics and play styles. Along with these eccentricities, players keep surprising us, playing in the least anticipated manner. For instance, we witnessed a battle where an aircraft carrier made attempts to ram the destroyers attacking her. Or, there are players who like spending a battle switching between cameras to see the shells in flight.

An average playtest provides us with 70 – 150 replay files featuring any and all fight patterns possible. We sort them by maps and latency, prepare .cfg files, and proceed to the next important step.

Mass Performance Test – No Animals Harmed

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Once we have enough replays, we can run really massive tests of the client and bear witness to the real performance of the game while considering all possible situations. The system that was created by our stress test specialists automatically launches the replay on the desired test stations.

After long hours of testing, we get the statistics of what happens in game. We do our best to track down everything we can get our hands on! First, we ensure that the profiler works, as this tool is responsible for logging game performance; it helps us to locate problems in the client. There are also a couple of other tools running alongside; these check client systems every second and send this information to the server.

30 FPS

It is significant to mention the importance of this value and where it comes from. Some things have scarcely changed since the days of magnetic records and bobbins. Dynamic pictures are still made in the same old manner: video cards align frames to replace each other. We have to get this to happen successfully at least 30 times per second to get a smooth picture. If the number is lower – the gameplay becomes uncomfortable. This is what we call lag. :)

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Every single frame in the game may be influenced by a vast number of operations, including: water, ground, cloud, and ship rendering effects. And let’s not forget explosions, fires, tracers, and computing and obtaining physics data from the server, as well as sending internal data, etc. Whew!

All these events occur simultaneously, processed by both the CPU and video card. Not only do we need to make everything work efficiently, we also have to ensure that both units never have to wait for each other.

Today, taking a look at the newest upcoming version, I was caught by our director once again, who asked me the same question as he did before. This time, I had a decent answer. Based on the work done by many departments, uncountable innovations, and performance improvements, many PC configurations may now enjoy World of Warships at the target FPS. Even weak PC and laptop samples may now provide a comfortable gaming experience.

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-> http://blog.worldofwarships.eu/no-anima ... -warships/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 20. Juli 2014 11:47

You ask, We answer – round 5


Captains!

We’ve had fun collecting your questions and gathering our responses, so check out our latest video and see if some of your queries have been resolved. If you still have a burning question, don’t just pop it in a bottle and send it out to sea, let us know! Maybe you’ll see yourself featured in a future edition of this series!

Bild


Action Stations!


-> http://blog.worldofwarships.eu/you-ask- ... round-5-2/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 25. Juli 2014 17:31

Man the guns! Join World of Warships Closed Alpha Test!


Captains,

We’re pleased to inform you that we’re resuming recruitment for the World of Warships Closed Alpha Test in the EU region! If you count yourself among the dedicated ones, eager to spend time participating in test sessions, and are confident writing feedback in good English, then don’t hesitate to enlist today!






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If you meet the criteria below, feel free to post your interest in our forum topic.

We will be looking at (in decreasing order of importance):

- WoT and WoWp Alpha Test Veterans
- experience in alpha testing other games
- being a professional tester, or an IT specialist
- proactivity and decency

We would also like to ask you to provide us with information about the basic hardware setup of the machine you will be running the game on.



What has NO effect on the application:

- amount of battles in WoT and WoWp
- win rate
- age
- country
- city



Please note: Previous applications that have not yet received access will also be considered in this recruitment round.



Access to and participation in the CAT will also depend on you signing a legally binding Non-Disclosure Agreement with Wargaming Europe, accepting test rules and regulations and attendance during testing sessions. Details on this and other particulars will be provided to eligible applicants.



Those accepted will be notified via an email sent to the address bound to their forum account.



This round of recruitment will remain open until we have reached the number of new testers we want to add, so we cannot promise access for every applicant. However, we hope to be able to take everyone aboard.



Action Stations!

-> http://blog.worldofwarships.eu/man-the- ... lpha-test/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 25. Juli 2014 17:36

Recreating The Battle of Savo Island in World of Warships


One of the key tasks of the World of Warships alpha test is the introduction and testing of new, original gameplay modes. One of these is a Historical Battles mode. We tried to reconstruct the Battle of Savo Island, also known to enthusiasts as the First Battle of the Solomon Sea.

Historical Setting

The idea of our battle was to fully reproduce the events of August, 9 1942 that happened in the Pacific Ocean. Two days before, Vice-Admiral Mikawa arranged a strike group in order to interrupt the deployment of US forces at Guadalcanal. His plan was simple yet very effective: enter the Ironbottom Sound and perform night-time torpedo attacks on the ships and, most importantly, the transports of the US expeditionary forces, and then instantly retreat.

The US forces were battle-weary and exhausted; they weren’t expecting any night-time ambushes. That’s why there was almost no recon arranged and Japanese forces managed to approach unnoticed and assess the situation. Japanese cruisers almost ran into the USS “Blue” on their way to Savo – the ship was patrolling the western part of the bay. Japanese vessels aimed at her but didn’t fire, unwilling to sacrifice their disguise so prematurely. The first fire contact took place 30 minutes thereafter – the ambush resulted in 4 US cruisers being sunk and 2 destroyers receiving heavy damage.

Despite causing significant chaos, Mikawa had not succeeded in fulfilling his primary task: eliminating the transports that were deploying ground forces. Therefore, the US still managed to seize control over Guadalcanal, basically meaning the loss of a key strategic edge for the Japanese forces in this region.

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Reconstruction of the battle in World of Warships

The task for the event crew was to arrange teams that would resemble the fleets from both sides. The Japanese side got: 4 Aoba heavy cruisers, 1 Takao, 2 lightweight cruisers Tatsuta and one Minekaze. Unlike the US vessels, the Japanese team were allowed to launch their recon planes right from the beginning, that kept them concealed from enemy spotting. The opposing force consisted of 4 USS New Orleans, one USS Pensacola, and five destroyers (4 USS Farragut and a USS Fletcher).

The goals for both teams were conditioned by the terms of actual event. The Japanese were to destroy the transports, whereas US ships should try their best to defend them. The “transports” were represented by an unarmored variant of the USS Independence aircraft carriers, under control of the players Sub_Octavian and Jluca.

Due to the complete freedom of actions, the Japanese team wisely split into two parts: one was represented by five heavy cruisers and the other by a strike squadron comprising two Tatsuta light cruisers accompanied by the Minekaze, whose purpose it was to eliminate the transports.

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It should be noted that the event was only based on historical happenings and wasn’t intended to be an accurate reproduction – the battle would still be competitive. Based on this fact, the battle went completely differently right from the outset. For instance, the Japanese instantly attacked the “USS Blue” represented by the USS Farragut in this reconstruction. The destroyer was quickly sunk, though this didn’t pass unnoticed — the aggressors were spotted and quickly got a peppering of return fire. «Takao» launched her torpedoes and retreated, allowing the US forces to chase her.

Whilst the main squad distracted the major forces, the rest of the Japanese team (mainly the light cruisers) approachefarrugd from another side, seeking the transports. They suddenly ran into the USS New Orleans, which, alone, was capable of causing a lot of trouble for the whole squad.

Bild


The situation was saved by the Minekaze. She managed to set up a smoke screen to allow the team members to prepare for battle. Afterwards, she sneaked near the USS New Orleans and consequently spotted the “transport” vessels staying in-line not far from shore. In a couple of minutes a set of torpedo salvos ended the battle.

So the outcome had turned out to be the opposite to that of the original event. The Japanese stuck to more aggressive tactics acting in an offensive manner, sacrificing a number of their ships. By being inferior in terms of casualties they managed to grasp the initiative and eliminate the US transports.

We may surely state that our historical battle experiment turned out to be very successful and productive. Not only has it shown, all the pros and cons of the mode but, as well, has demonstrated the necessity of playing as a team. On top of this, the experience brought tons of satisfaction and fun to all its participants!

Bild

-> http://blog.worldofwarships.eu/recreati ... -warships/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 25. Juli 2014 17:39

World of Warships at gamescom 2014 – Get Your Questions in!


Captains,

Recently we informed you about our plans for this year’s gamescom. With this event just around the corner, we want to give you the opportunity to get involved during the panels and Q&A sessions. We could really do with some questions for the development team that will be taking to our stage.

Please reply to this post with your question (or questions) and we will try to have as many of them answered as possible during the event!

Bild


Among our World of Warships guests who will be answering your queries will be:

Bild
Tom Long, Level Design Manager, Wargaming Austin

Bild
Daniil Volkov, Director of Development




You have until Sunday, 3 August at 23:59 CEST to submit your questions. After this we will gather them together for the event.



Keep in mind that the not all of them can be answered but we will do our best to get the biggest and hottest topics to our development team for answering.[/center]

-> http://blog.worldofwarships.eu/world-of ... stions-in/
Zuletzt geändert von Galien am 7. August 2014 00:06, insgesamt 2-mal geändert.
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 7. August 2014 00:04

Closed Alpha Test in Numbers – July Update


Captains!



With August beginning we’d like to share with you some updated statistics from the Closed Alpha Test!

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Action Stations!

Bild

-> http://blog.worldofwarships.eu/closed-a ... ly-update/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 10. August 2014 23:16

The Sky Above the Ship – Creating the Sky in World of Warships


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The sky was rather primitive in the first steps of development. Back in those days it resembled a folding screen – flat, static, lacking details and pretty dull on the whole. Actually, it failed to fulfill its main duty – to decorate the location, enriching the space with volume and depth. This was unacceptable: skies in World of Warships are always visible for players and serve an important role, creating the atmosphere of naval clashes. Therefore making an impressive and picturesque sky model, that would match the realistic physics of the water, became our primary task.

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At first we decided to acquire the design of the clouds in order to make 3D models and improve the skies. However, consequently we realized that we’d rather think on a larger scale and switched to the sky as a whole. To offer our players the feeling of unbounded ocean space we had to make the gameplay scenery dynamic. We used the technology similar to the one that was used in the game Last of Us and we managed to upgrade it and increase the quality, which gave both the skies and surfaces movement. The changes required engine tweaks so we had to work with our colleagues from BigWorld (they will cover the details themselves, further on). I’ll mention at this point that even our own artists cannot always distinguish game screenshots from real photos.

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The introduction of the dynamic sky became one of the major features, which then was supplemented by a number of other improvements. We decided to get back to the clouds. For this a technology from World of Warplanes was used, though this actually demanded some art overview, as here, in World of Warships, skies play rather a more decorative role. We succeeded in making the clouds an integral part of the world, not just a sort of static display. They now interact with light and add to the overall immersion. However, the most important aspect for us was their interactivity. Now carrier captains could easily switch to the airplane camera and observe the clouds, fly through them and watch the ships below.

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It is a common situation for developers to immediately run into a new problem, once they have solved the previous one. Thus, having added 3D clouds into World of Warships, we aimed for another goal: tweaking the interaction between the moving sky and clouds. This turned to be a matter of skill only, unlike the previous tasks.

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One more additional effect that helps to bring the sky to life, and make sea displays more picturesque, is scattered illumination or atmospheric scattering. Almost everyone has witnessed such an effect at least once in their lifetime – when the sun shines through the clouds making everything look bright. Scattered light interacts with game objects and creates active and realistic shadows as a result. Moreover, the skies will also feature a number of other illumination effects – glare, flickering and reflections on the water. In World of Warships, skies represent an additional source of light, providing us with the possibility of creating rich and unusual landscapes.

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Similar to all other elements in World of Warships we look for the ways to make skies as interactive as possible within the gameplay. Currently we’re moving in this direction and are considering a number of new ideas – starting with introduction of storms and fog areas, both intended to decrease visibility in certain areas. Their natural movement in real time will create dynamic changes on the battlefield and force player to adapt.

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The last thing that I should comment on (a frequent question in our readers’ minds) is the sun’s position and possible tactical advantages for one of the sides because of it. This option is still under consideration but the influence on the gameplay would definitely add to realism. Based on that, it is highly possible that the visibility system in World of Warships will take into account the orientation of vessels and the source of light. In turn, players will get an increased opportunity of spotting illuminated opponents and firing with precision.

-> http://blog.worldofwarships.eu/the-sky- ... -warships/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 12. August 2014 21:02

Der Stratege trifft World of Warships auf der GC 2014!

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Dieses Jahr ist "Der Stratege" auf der Gamescom anwesend und wird darüber einen Bericht verfassen. Unter anderem auch über das Spiel World of Warships! Es gelang, einen Pressetermin zu arrangieren, indem wir dem Entwickler einige Fragen stellen werden können. Diese Fragen sollen aus der Community kommen!
Unser Vertreter wird croatiafreiburg sein, der mit euren Fragen auf diesen Pressetermin gehen wird.

Was wollt ihr noch über das Spiel wissen, was interessiert euch?
Postet in diesen Thread eure Fragen und Robert wird versuchen, auf so viele wie möglich am Mittwoch eine Antwort zu erhalten! Aufgrund der Zeitknappheit ist Eile geboten.


Eure Fragen bitte in diesen Thread posten -> viewtopic.php?f=804&t=17133
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 15. August 2014 19:47

gamescom 2014: “So…what is it like?”


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After its world premiere at E3 earlier this year, gamescom 2014 marks the first time that European players can lay their hands on a playable version of World of Warships! Just to the left of our main entrance we’ve set up a separate lounge in which we show off the game behind closed doors to the lucky gamescom attendees who make it through the ever-increasing queue.

Why the secrecy you may ask? Because we’re presenting a special version of World of Warships that features new gameplay which has been specifically designed for gamescom and is meant to be tested here first!

Two fans, who eagerly await admission to the exclusive playing area, are Thorsten and Kevin. We caught up with these two World of Warships fans to speak with them about their expectations before and after their playing session.



Before…



Are you two World of Warships fans?

Thorsten: Me, definitely. I’ve watched all the videos about it on Mighty Jingles’ stream. My grandfather actually served on the German battleship Bismarck, so this is completely my kind of game! I follow the game’s development in the forums as much as I can.

Kevin: I haven’t heard of World of Warships before. This is the first time that I am actually checking out a Wargaming game. As an ex-soldier, this setting appeals to me though, so I definitely want to see the game in action.



How long have you been queueing here?

Thorsten: Maybe 30 minutes. As soon as they let us onto the grounds, we came straight to the Wargaming booth.

Kevin: I wanted to go by the Dead Island 2 booth first but Thorsten wouldn’t let me. (laughs)



Has either of you already played the game in the Closed Alpha?

Thorsten: No, unfortunately neither of us has. Earlier last year I was beta-testing World of Warplanes. And I beefed up my PC to be able to play World of Tanks to the fullest. I’ve probably already spent a good 400 Euros on all kinds of purchases in the game. Still, I’d sell my grandmother for access to the World of Warships Alpha! (laughs) I’m serious!



What do you expect to see in the closed-off presentation area?

Thorsten: We don’t know exactly if it’ll be a presentation or hands-on gameplay. If it’s the latter, we’d love to check out the different ship classes, get a feel for the handling of the ships and the graphics.

Kevin: For me, I’m most interested in the gameplay. I’d love to know what it feels like to wage huge battles at sea in real time.



Okay, have fun. See you on the other side!

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Thorsten and Kevin are impatiently waiting in the queue…

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…for their first own hands-on time with World of Warships!


After…



So? How was it?
Thorsten: It was awesome! We got to play the game for ourselves! The precision of the ship’s movements, the targeting of enemies, the huge battle, the realistic ballistics – it was all in there!

Kevin: I loved it too! I especially liked how direct the game was and the helpful feedback you receive as you play. I immediately knew when I had scored a hit. The shells literally explode on the enemy ship and wreak havoc, leaving behind an awesome-looking smoke trail.

Thorsten: I managed to sink four ships and damage seven more before I got too greedy, maneuvered into a bulk of enemies and eventually got sunk by torpedoes, shortly before the end of my playing session time. (laughs) But it was worth it!



What did you like most about the game?



Thorsten: The handling of the ships really impressed us. Also the game is fast-paced but still realistic. The gun towers take their time to turn and you can’t fire on everything you see straight away.

Kevin: I was most impressed with the graphics – it was outstanding for a game that is strategy-oriented. The handling of the ships came really naturally. I’m not a PC player usually but I have to say that I really had no trouble getting started in World of Warships. It’s was very accessible even for me as a newcomer.



Now that you’ve played the game yourselves, has it gotten you more interested for the release of World of Warships?



Thorsten: Absolutely! I’m freakishly hyped! I’ve been playing World of Tanks for 3 years now and have reached all of my goals there. I’ve got every Tier X that I’m interested in and I’ve also got most of the Premium tanks. So I’m very much anticipating World of Warships, to have something new to explore in the Wargaming universe.



Kevin: I’m not a 100% sold yet. The game is still in Closed Alpha after all but I’ll definitely give it a try once it is released. Everything depends on what other content will be added to the game by then.

Thorsten: I already know that I’ll play it from day one. I remember taking time off my job just to play World of Tanks for a couple of days straight after an important update. I can totally see myself doing this for World of Warships once it is released.



Would you recommend that other World of Warships fans come play the game here?




Kevin: Yes, of course. If you’re interested in that kind of game, then it doesn’t really get any better.

Thorsten: For me, this is the holy grail of the entire gamescom! I was waiting for this kind of a game for such a long time. I simply couldn’t miss it!



Thanks! We’re glad you liked it!

Bild
The two proud World of Warships players with their hard-earned goodie bags!




There you have it, skippers. If you too want to experience World of Warships first-hand before everybody else, then you best come by our stand here at gamescom. Our 18 dedicated gaming stations are waiting for you!



Soundtrack
In case you can’t come, don’t despair, we still have a bit of World of Warships to share with you! Namely, we’ve got an excerpt from the original soundtrack of the game for you! Check out both tunes in the player below or download them on your computer to listen to it over and over!



Download the two exclusive Audio Tracks here!



Action Stations!

-> http://blog.worldofwarships.eu/gamescom ... s-it-like/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 15. August 2014 19:51

gamescom 2014 Developers Interview


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How many ships and of what type do we have in the game now?

At the moment we have around 75 ships prepared. For the most part they are evenly split in numbers between our four classes: Aircraft carriers, Battleships, Cruisers and Destroyers. Carriers are the hardest to produce for us because they are just so big and so much time goes into their production. Overall though, we’re aiming for even more ships than the 75 existing ones for release.

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What can we expect in terms of map diversity (location-wise, weather-wise and size-wise)?

Our most common map size is 50x50km at the moment. Overall I’d say we have about five maps in testing right now. However, there will be more of course because our team is heavily working on map production. In the end, location-wise, our maps will vary from island groups in the South Pacific to coastal regions of Nordic Fjords and even the Arctic.

As far as weather effects are concerned, we haven’t fully decided yet. There will most likely be weather effects in the game in one way or another. We just don’t know yet if those will be static or dynamic and to what extent they will have an impact on gameplay itself.

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Since the game is part of the Wargaming universe, can we expect World of Tanks to interact in any way with World of Tanks or World of Warplanes?

In terms of combining all three games in one playable environment, we don’t really see a possibility for this. The gameplay is so different because of the completely different scale of naval battles. Each “World of…” game is unique in its own way and has completely different needs. It would be unwise to combine them just for the sake of it, if it meant neglecting or taking away from the gaming experience of each individual title.

Just think about it: Even the strongest tank could never hurt a ship. A huge battleship firing all its cannons, on the other hand, could pulverise a tank in a second. We do have planes in the game – scouts, fighters and even bombers. However these won’t be directly controllable as in World of Warplanes. You’ll simply be able to send them to a location where they fulfil their task and then return back to your ship automatically.

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World of Tanks has Companies, Clan Wars, Team Battles (7vs7) and Encounter Battles. Will World of Warships have any other game mode beside the regular Standard battles?

There will most likely be several battle modes in the game. At the moment we’re evaluating which ones work best. We’re looking at what is fun and what really adds meaningful gameplay to the already existing package. At the end of the day, we don’t want to artificially inflate the game with content that’s got no real extra value and purpose for the players.



World of Warplanes has not only plane battles but also a recently upgraded ground game with complex ground targets. Can we expect a second layer of this kind to also appear in World of Warships one day?

It’s possible. We’re definitely talking about this and evaluating how feasible it is. Historically, attacking targets on the ground was part of what ships were doing in WWII. We all agree that it would probably make for great gameplay. Now we just have to figure out how and when we can add this.

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There are tanks that have up to six crew members, planes have up to two – will there be a crew for World of Warships and if so, how will it look considering that there are far more crew on a ship than on tanks or planes?


You will definitely have a crew for your ships as well. We’re looking into what roles we want to introduce for the individual crew members. Don’t worry though, we don’t plan on forcing the player to micromanage armies of hundreds of crew members! Most likely we’ll focus on a few key roles. There will definitely be a captain – this much we can say. In any case, just as in our other “World of…” titles, in World of Warships too, crew members will have an impact on your ship’s performance. So we can say that a crew component is definitely on our roadmap for the game.

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Are you able to re-use assets either from World of Tanks or World of Warplanes for the creation of World of Warships to speed up the development process? For example, maps, ground objects, textures, planes, other vehicles, buildings, etc.

Mostly no, because the requirements are just so different, but we do talk to the other teams to share technology and know-how as the development process continues. Everybody updates each other on the best available ways to accomplish a certain task.

Just to give you an example of how different the assets are: One single turret of a battleship in World of Warships has twice the amount of polygons than an entire tank in World of Tanks. Overall, for a whole ship, the total polygon count is up to 20 times higher than what it is compared to a tank. On the other hand, the planes that you can see in World of Warships consist of only one tenth of the polygons of a regular plane in World of Warplanes.

Bild


Please describe the development process for a ship. How long does it take? What resources do you use?

At the moment we are the global leader in the research of historical ships of the mid-20th century. We have dedicated specialists, who find and deliver all the necessary data to us. Still, because of our attention to detail and the fact that we aim for a very high, historically-accurate visual fidelity, it can take up to half a year for the production of one single ship! In terms of the development steps involved, we follow the standard process for the creation of vehicles as everybody else. However, we are constantly refining our methods to improve the final results as we revisit “old” models to make them even more beautiful.



In terms of gameplay, are you going more for a realistic, historically accurate approach or are you looking to make the game balanced and user-friendly?

The 3D models of our ships are all a 100% historically accurate. Also, the maps in the game are all inspired by real-life locations. We only retouch those slightly for balancing reasons. As far as everything else is concerned, we try to be as historically accurate as possible while at the same time making a game that’s as fun as possible. For example, the speed of your ships is a factor that we play around with to find the right middle-ground. If we made speed historically accurate, then the game wouldn’t be as fun. The same thing goes for engagement ranges. Historically, ships were shooting at each other at huge distances, which, translated accurately into the game, wouldn’t be fun either. We had a big discussion about what kind of interface to put at the players’ disposal when it came to shooting. In the end, we chose the route that would allow us to emphasise the romance and adventure of engaging in open sea battles. We’re glad to say that we believe to have found the ideal sweet spot that makes the game fun! At the end of the day, that’s what counts most for us.

Bild


Tanks and planes have camouflages, kill marks, emblems and nose-art. Will we have any visual personalisation options for World of Warships?

Yes, it is our goal to have visual customisation of some form in the final game. It would fit the trilogy of our “World of…” titles. Due to technical limitations though, you can’t expect to be able to customise your entire ship. Most likely, we’ll let you camouflage the hull of your vessels. Kill marks however, won’t be in the game. Historically speaking they existed on the sides of smaller calibre guns on deck of the ships, but, in World of Warships with the views that we have set now, they would be just too tiny to see. They’d take up half a pixel.



Will World of Warships follow the same matchmaking mechanic as other Wargaming titles?

We’re aiming for +1/-1 battles in terms of matchmaking. Our focus is definitely on good balance. At the end of the day, we know that sometimes these things are unavoidable. After all, that’s the nature of gaming: players find strong combinations that work well and then use them to gain an advantage. However, we will monitor the statistics and “nerf” certain ships if necessary. (laughs)

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So is presenting the game at gamescom helpful to you in terms of the further development?

Absolutely. It’s exciting to see the game world premiere here in Cologne as a playable version for the first time! We observe the players and learn how they play to learn from it. So far we like what we see. We’re sure that our ship is steering in the right direction.





We hope you liked our little interview and we thank Artur and Tom for their time.



Action Stations!

-> http://blog.worldofwarships.eu/gamescom ... interview/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 17. August 2014 10:27

"World of Warships" – Schere, Stein, Torpedo


Das dritte Kriegsspiel der weißrussischen Firma Wargaming.net heißt "World of Warships" und soll den immensen Erfolg von "World of Tanks" fortsetzen. Das könnte gelingen.
von Tim Rittmann, Köln


Bild
Gefecht in "World of Warships" | © Wargaming.net


Stählerne Schlachtschiffe mit grauem Anstrich dümpeln heute als Museumsschiffe im Brackwasser amerikanischer, russischer und auch deutscher Häfen. Trotzdem ist das Kriegsgerät aus alten Zeiten schwer in Mode. Mit World of Warships vervollständigt Wargaming.net seine Kriegstrilogie, auf der Gamescom in Köln können Besucher eine erste Demoversion spielen.

World of Tanks, World of Warplanes und nun World of Warships: Bereits die Titelwahl deutet darauf hin, wie ähnlich sich die Spiele sind. Der weißrussische Spielehersteller und Publisher hat ein Markenuniversum mit hohem Wiedererkennungswert geschaffen; einen geschlossenen Kreislauf von pseudohistorischen, interaktiven Schlachtengemälden in Kaffeepausenlänge.

Ihre Gemeinsamkeiten liegen in der vermeintlichen Kostenfreiheit und der anvisierten Spielerschar: Männer über 30, deren Frauen sich am Samstagabend nicht für ein Kleid entscheiden können und den wartenden Gatten deswegen etwas Leerlauf verschaffen. Mit diesen Worten haben jedenfalls die Macher von World of Tanks versucht, ihre Zielgruppe bildhaft zu beschreiben.

Das Panzerspiel gehört mit seinen angeblich rund 90 Millionen Nutzern zu den bekanntesten Markenexporten Weißrusslands. Der Umsatz betrug 2013 knapp 280 Millionen Euro. Das bedeutet Platz sechs unter den erfolgreichsten Massen-Onlinespielen der Welt. World of Warships soll ähnlich erfolgreich werden. Oder zumindest erfolgreicher als das Flugzeugspiel, das sich für viele Gelegenheitsspieler als zu schwierig erwiesen hat.

Premium-Account kostet acht Euro im Monat

Alle drei Spiele sind reine Multiplayer-Titel. Auf jeder Seite beschießen sich bis zu 15 Kontrahenten gleichzeitig in altertümlichen Panzern, Flugzeugen und nun auch von Kriegsschiffen aus. Wer im Endgame, also gegen die stärksten Vehikel, eine Chance haben will, muss entweder tagein, tagaus zocken, oder sich doch einen Premium-Account zulegen. Der kostet umgerechnet etwa acht Euro im Monat. Dafür gibt es pro Gefecht einen Bonus auf Erfahrung und mehr virtuelles Geld, um anschließend die eigene Flotte aufzurüsten.

In World of Warships dauert eine Partie höchstens eine Viertelstunde. Vier unterschiedliche Schiffsklassen stehen dabei zur Auswahl: Zerstörer, Kreuzer, Schlachtschiffe und Flugzeugträger. Mit Torpedos schlagen die kleinen Zerstörer die schwerfälligen Schlachtschiffe. Die wiederum nehmen am liebsten mittelgroße Kreuzer aufs Korn und so weiter. Es ist das altbewährte Prinzip: Schere, Stein, Torpedo.

Es geht nicht um historische Fakten, sondern um Spaß

Nicht ins Spiel aufgenommen wurden U-Boote. Eine nachvollziehbare Entscheidung, die zeigt, dass es den Spielen von Wargaming.net nicht um historische Akkuratesse geht, sondern um leicht zugängliche Scharmützel und um Spielspaß. "Es gibt sehr realistische Militär-Simulationen, aber die sind oft langweilig und werden nur von einer Handvoll Hardcore-Spielern genutzt", sagt Geschäftsführer Victor Kislyi in Köln.

Flugzeugträger sind am verwundbarsten und halten sich am besten aus der direkten Schusslinie. Sie spielen sich im Gegensatz zu den anderen Schiffsklassen eher wie ein Echtzeit-Strategiespiel, mit dem Schiff als Basis und unterschiedlichen Flugzeugklassen wie Aufklärern oder Angriffsflugzeugen als Einheiten. Der Spieler bestimmt, welche Ziele mit welchen Flugzeugtypen angegriffen werden. Die künstliche Intelligenz übernimmt allerdings die Steuerung.

"World of Warships" ist langsam, aber abwechslungsreich

Bild
Flugzeugträger in "World of Warships" | © Wargaming.net


Die Spielgeschwindigkeit ist langsamer als beim schon recht gemächlichen World of Tanks, gleichzeitig ist das Gameplay durchaus abwechslungsreich. Der Spieler schippert nicht über den Ozean und feuert blind Breitseiten ab, sondern organisiert sein Schiff. Ein fähiger Kapitän zur See ist mehr Manager als Steuermann und koordiniert, bestenfalls in Abstimmung mit den anderen Spielern der Flotte, Angriff und Abwehr.

Das kann so aussehen: Zwei Flotten stehen sich in einem pazifischen Setting gegenüber. Die Sonne geht unter, das Meer ist ruhig, die Karte ist gespickt mit kleinen Inseln, hinter denen feindliche Einheiten lauern können.

Zuerst werden Scout-Flugzeuge ausgesandt, um die Position der gegnerischen Schiffe zu erkunden. Wagen sich feindliche Schiffe in die Reichweite der eigenen Geschütze, wählt der Spieler zwischen panzerbrechenden Geschossen gegen ebenbürtige Gegner und hochexplosive gegen kleine oder überlegene Schiffe. Informationen wie der Abstand des anvisierten Feindes werden im Fadenkreuz angezeigt.

Bisher nur in der Testphase

Feuern die großkalibrigen Geschütze ihre Salven auf die Position des Gegners, kann der Spieler mit der Kamera den Geschossen folgen. Schlagen die Granaten ein, simuliert das optische Schadensmodell Hüllenbrüche und Brände.

Ein Schlachtschiff kann mehrere Treffer einstecken, bis es kampfunfähig ist. Eine wichtige Rolle spielt dabei die Trefferzone. Wird etwa der Maschinenraum getroffen, verlangsamt sich die Fahrtgeschwindigkeit eines Kampfschiffes, es kann aber immer noch schießen. Wird das Radar getroffen, verringert sich die Sichtweite.

Dazu kommt die Verteidigung des Schiffs. Abfangjäger müssen rechtzeitig gestartet werden, den herannahenden Torpedos, die eine weiße Spur durch das Wasser ziehen, muss man ausweichen. Je größer die Wasserverdrängung eines Schiffs, desto schwerfälliger lässt es sich steuern.

Kleine Karten werden eine Seitenlänge von 50 Kilometern haben, bei größeren wird sich diese Zahl verdoppeln. Wahrscheinlich werden auf jeder Seite bis zu zwölf Schiffskapitäne gegeneinander antreten. Noch befindet sich World of Warships in der geschlossenen Testphase, eine Veröffentlichung ist in diesem Jahr nicht mehr geplant.

-> http://www.zeit.de/digital/games/2014-0 ... gaming-net
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 17. August 2014 11:07

Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 17. August 2014 13:42

Der Stratege trifft World of Warships auf der GC 2014 - das Interview!

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Das Interview mit den Machern von World of Warships ist unter folgendem Link zu finden:
http://www.stratege-magazin.de/2014/08/ ... -warships/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 20. August 2014 21:32

Naval Legends – USS Kidd – Teaser Video


Captains!



We all love a good documentary series, don’t we? Especially ones about the fantastic ships of the past! Well, as all true seafarers know, a good documentary series needs a good trailer, so in this spirit, take a look at the teaser below. It is for our upcoming series “Naval Legends”, the first part of which tells the story of the USS Kidd. Enjoy the show!



Action Stations!

> http://blog.worldofwarships.eu/naval-le ... ser-video/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!