[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 » 25. August 2014 22:29

gamescom 2014 – World of Warships Infographic


Captains!

gamescom 2014 was a great success and in its wake comes this cool statistics report. Take a look at our infographic and see just how many of you turned up to play the special version of the game that we previewed in our exclusive booth at the event in Cologne. We have also gathered some interesting, game-specific data on which ships and classes were the most often played.

In fact, we were so impressed by the amount of ammunition you lot pummelled into each other that we even took the time to count every spent shell casing and empty torpedo tube.

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Action Stations!

-> http://blog.worldofwarships.eu/gamescom ... fographic/
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 » 30. August 2014 18:42

You ask, We answer – round 6


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!

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Action Stations!


-> http://blog.worldofwarships.eu/you-ask- ... r-round-6/
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 croatiafreiburg » 31. August 2014 20:36

So und zum Ende des Wochenendes haben wir noch einen ganz heißen Artikel.
Ein erster echter Spielbericht zu World of Warships unseres Redakteurs Julian Roling

http://www.stratege-magazin.de/2014/08/ ... -warships/
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"Nicht wer zuerst die Waffen ergreift, ist Anstifter des Unheils, sondern wer dazu nötigt." (Niccolò Machiavelli)

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

Beitragvon Galien » 4. September 2014 19:09

Closed Alpha Test in Numbers – August Update


Captains!



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



Action Stations!



-> http://blog.worldofwarships.eu/closed-a ... st-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 » 4. September 2014 19:14

Interview with Mikhail Fedorov: Head of Operations in St Petersburg


Greetings, friends!

First, a few words about me: my name is Mikhail Fedorov and I’m head of Operations in Saint Petersburg. The primary task of our department is attracting and forming the core audience of our project, World of Warships.

The rest of the time I’m just a player, like all of you. I play alpha World of Warships, so I guess I’m lucky. However, I’m not responsible for game design and production is not my area of expertise. So I’ll be answering your questions about game design and production to the best of my knowledge and awareness.

So let’s start.



What types of games modes are planned to be released in the game?
We have conducted many experiments and right now it is too early to say what will be added to the game, but I can assure you that we will have PvP (Player vs Player) for sure.


Do you plan to add historical battles? Will they be PvE (Player vs Environment) or PvP?
This is the issue that we are working on right now. We shall see. As for me, I like the idea of historical battles in PvE mode, but this is only my opinion as a player.


Will there be an opportunity to switch between Major Caliber and Secondary guns?
For sure you will be able to control Major Caliber. As for the Secondary guns, you will be able to control them by giving commands.

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So what does the operations department do?
That’s a good question. Our task is to work with the community. There is no game, but we already have community for it and interest is huge. We need to work properly with this interest; most importantly, with people experiencing it. The fact is that we have a lot of naval enthusiasts and of course, many of them are waiting for World of Warships. This is understandable, but more and more people are willing to learn more about ships and we hope that it is just the beginning.

I think we all remember how interest in the military increased after the release of World of Tanks. One of our goals is to create an interest in ships – this is our ultimate aim. So how do we achieve it?
We have a blog (where we are right now) where we publish news from our project. Here you can subscribe for updates. We tell you interesting facts about game development and we have a forum, where our future players, together with alpha testers, discuss different topics () and we try to insure that they are not discussing inappropriate subjects. We also have a YouTube channel and Facebook page.

Our job is diverse.

After the game is released, do you plan to combine free XP from other Wargaming titles?

After release there will be combined free XP.


Should we start saving free XP for World of Warships?
Keep on playing World of Tanks and World of Warplanes. Saving XP is not necessary, as the first tiers are an important part of the game and history. You should not rush through the early tiers, but relax and have fun from the beginning.


Will we be able to spend gold earned in World of Tanks in World of Warships?
Yes. You will be able to do this.


If an alpha tester records a battle and hides all the distinctive features (nickname, chat), will you be able to find this violator of the NDA (non-disclosure agreement)?
For sure we will find them. You have to understand that for each important issue we have the appropriate technology. The technology is not very complicated, but highly effective. Now our 2 former alpha testers will have to think how to pay the penalty for leaking the game video. The fine is $100,000, by the way and it is real. The video have been already deleted like it was never there.


If you are going to introduce submarines, will you add underwater bombs to cruisers and destroyers?
Depth charges are already in all 3D models of ships of certain classes. If we decide to create submarines, we will not have many difficulties with the depth charges models.


When will the game be available for testing?
Right now we have the alpha test. We want to go to CBT (Closed Beta Test) this winter, but we can’t promise anything.


Everybody knows that the battle ship Yamato was destroyed with a help of massive aviation attack. So do you think aircraft carriers will break the game balance?
All ships classes will be balanced. The carrier is indeed effective, but only in the right hands. If any of the US aircraft carriers happen to be within range of Yamato artillery, there will be no chance of its survival. So this how it will work in our game: even a destroyer can destroy a carrier with a precise torpedo salvo. All you need is practice and everything is possible.


The process of creating a game is multi-threaded and several of its aspects are being developed simultaneously. Could you please share which stage you are at? All (or almost all) the ships models are developed, ships are sailing, firing and sinking. These models, even without battleships, are enough to release the game.

Not really. We still have a lots to do.

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Are you planning to have a tutorial for each class of ships?
We will try to have tutorial for each class. Maybe not all at once.


Will aircrafts do any manoeuvres, such as barrel rolls? Or any counter-flak manoeuvres?
Not barrel rolls – only for beauty maybe. As for counter-flak manoeuvres, yes.


How does gameplay on aircraft carriers work? Will there be a German tech tree of the battleships of the “H” series? Will there be any jet aircrafts on Tier X aircraft carrier of any nation?
The gameplay on aircraft carriers is unique. It is similar to RTS (real time strategy), but with some modifications. The concept of resources is quite different. Yes, there will be German tech tree. As a player I would be very disappointed if I do not see any “H” battleships, though I haven’t seen this in-game yet.


How is the animation of ship destruction implemented? Will we see turrets flying off and ships being split in half?
Ships destruction will be dramatic and epic. Our designers and programmers are working on it right now. You will see ships split into several pieces and ammunition explosions. Ships will sink spectacularly.


In one of the recent videos, a tech tree was shown to public. Will there be new modules added, for example, research of AA guns and secondary guns?
The list of modules which was shown on video is true for that particular ship. Other ships may differ. All that you listed in your question is possible.


Why have you chosen the BigWorld engine for developing this new project?
The same question was asked at gamescom by one of the journalists. “Does World of Warships use the BigWorld engine or something else?” So I suggested to the journalist, as he is specialist in this area, to figure it out himself. The journalist had difficulties to determining it exactly, but the question eventually solved itself. Let’s just say, no worries, everything will be great.


Will be there a possibility to use AA guns for shooting enemy ships in close distance?
No. AA guns are only for fighting with aviation.

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Will each of the guns have its alpha-strike?
No.


If you switch to torpedoes, will the MC guns return to its default position or will the guns continue to fire on marked target?
When you switch to torpedoes, MC guns remain in the positions you left them, but they will not fire without your participation.


If you compare World of Warships with previous Wargaming titles, it seems to be like World of Tanks, where tactical planning plays an important role. Will the terrain force players to search for the right tactical positions? Or will their positions play a secondary role and the game be based on players’ cooperation?
Yes, all these things will happen, but not everything at the same time. Friends, it is important to understand that battles in World of Warships are happening on a flat, smooth surface. It is quite a difficult task for game designers to create interesting and breath-taking gameplay in such conditions, but our game designers are up to the task and tactics plays a primary role in the game.


I have a question about aircraft carriers: will you be able to control only one plane?
No, you will be controlling a squadron and it will not be like a simulator.


Are you going to add German fleet and if yes, are we going to see aircraft carriers? And will be there a battleship “Bismarck?”
Yes , there will be. The “Graf Zeppelin” together with the “Bismarck” will be in the game.


Are you going to add anchors to the game?
No.


How will damage from ramming work in the game?
An enemy ship can get visual damage from ramming; it can break into two and sink.


Are you planning to add torpedo ricochets and damage from it, like in World of Tanks?
We are not planning to have torpedo ricochets.


When will the game be released?
Answers to these questions can differ. “Unfortunately, no one knows when the game will be live” or “Game will be live when it is ready”. It is up to you what to choose.

You should understand it is not because we are greedy that we are not releasing the game. No, the game should be released only when it is ready. From the economic point of view, cooked pasta and raw pasta is equal. But if you are offered raw pasta, you would refuse it or eat not much. We don’t want this to happen to our players. It is important that we want to offer you not just simple “pasta”, but an amazing dish from the best game chefs. Be patient and you will be rewarded.



Thank for your questions and your time.

-> http://blog.worldofwarships.eu/intervie ... etersburg/
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. September 2014 20:15

The Digital Steering Wheel


A game is a series of interesting choices.
-Sid Meier


Even before a player enters their first fight; before their first salvo fired from the major caliber, and before they destroy their first ship, they would do well to master the main point of contact between player and game: the interface. One is acquainted with it the first time the game loads and they’re presented with the login screen followed by the Dock. The interface — all the visible game elements with which we interact — extends everywhere from the “Battle” button to the “Ship is destroyed!” messages. Our Interaction QA team monitors these mechanisms and respond to any failures, all in the interest of absolute player understanding.

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The process of interface creation is located at the intersection of science and art. It’s not just about making sure you make beautiful buttons, menus, and indicators that go into the client — they also have to be convenient, clear and functional. Our main goal is to have comfortable players, and therefore, our interface developers know about ergonomics, statistical research and even psychological studies of users. Behind each element of a game interface, there are numerous checkups, research, and feedback from alpha testers which gradually, step by step, will allow us to correct existing bugs and defects, and improve the resulting interface.

The key paramaters of any game interface are how easy it is to use and its influence on the player. Every day, in our special laboratory, many people from inside and outside our office help us test decisions and innovations created by the interface developers. For example, with a high-tech eye-tracking system, we can track where the player looks during every moment of a game session. With its help, the developers see what objects player focuses their eyes on — or what they don’t.

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Let’s say we have added a new important element of the interface which will allegedly help the player navigate better in battle. However, during an analysis of an eye-tracking session, we might suddenly see that the player didn’t this notice element at all, or worse, starts to lose that feeling of comfort. This player’s reaction is recorded, along with their battle replay, and then studied by the developers.

After several analyses of such test sessions, the problematic element of the interface is being isolated and addressed according to the data we got back from the player’s behavior. Sometimes it is enough to move an element somewhere else on the screen to change a player’s perception — they may pay more attention to it, and use it more effectively on the battlefield, depending.

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Besides registering eye movements and replays, we record movements, poses, glances, and more of a player, and then study them in the context of battle performance and statistics. For the big picture of a situation and clarification of our hypotheses, we distribute polls about our interface, and conduct interviews with players — discussing what is important for them in a game, what emotions they have during a test session, and how, in their opinion, the project should develop to be the most interesting and comfortable. As a rule, we accept rather honest and detailed answers from alpha testers which help to take a step in the right direction — it matters to us as much as it does to them.

Most game interfaces can be divided between service and battle. Service interfaces are meta – gameplay, purchasing ships, researching modules, creating rooms, viewing profiles — everything the player performs when not destroying enemy ships. The battle interface is all the possible notifications during battle — torpedo attacks, damage received, allies’ actions, elements of a ship, aircraft controlling, module panels, and lots of other things.

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Game interface testing is also carried out step-by-step. In the morning we start with the main menu and options, and after lunch might deal with the loading interface for the major caliber. We return to the Dock and test ship and module research. And we can’t forget to check the feedback, as almost every human action is tied to a particular result. And, if pressing a button didn’t give confirmation that the operation was made successfully, the player might think they did something wrong.

Before adding a new interface element to the game, it has to pass muster. In the first stage, the testing team analyzes the requirements of the interface. Here the Interaction QA department carefully studies documentation provided by the game designers. Strangely enough, it’s here when more than half of the defects possible are found. After that checkup, plans are developed, test examples are carried out, and detailed information on their performance is gathered which is, again, carefully analyzed and studied. This multistage process is designed to eliminate any errors and defects of a mechanism as difficult as the game interface, and it successfully copes with the task.

Creating and testing interfaces is not an easy task. Think about it — one interface element may be useful for one player, yet completely useless for another. Soon, our colleagues from the interface creation department will share their process with you.

-> http://blog.worldofwarships.eu/the-digi ... ing-wheel/
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. September 2014 20:17

World of Warships Developer Diaries – (2) Class-by-Class


Captains,



Welcome to the second episode of our Developer Diaries video series, as we continue our exploration into the complexities of the eagerly-anticipated World of Warships. This week we’re taking a closer look at the cruisers, destroyers and battleships - their balance, tactical roles and specific characteristics.

If you missed our first episode, be sure to check it out!


Enjoy the show!


-> http://blog.worldofwarships.eu/world-of ... -by-class/
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. September 2014 13:08

Paper Ships


As we have previously mentioned, World of Warships features many so-called “paper ships” — ships that were never built, existing only as plans and sketches. A lot of these exotic projects lend variety to the game’s design processes, and also help sustain balance in the nations’ tech trees. Among them is the USS Montana — the only American battleship capable of offering a challenge to the well-known Yamato. Though in reality this steel giant was never constructed, in World of Warships these two rivals will be able to meet and fight for the first time!

First Steps

Today we’re going to talk about the difficulties of bringing paper ships to life. In order to create a model that looks authentic, the artists and game designers need more than just one sketch — theoretical drawings, plans of the decks and platforms, armament schemes, the general arrangement of machines, cellars, ship mechanisms, devices and equipment — are all necessary. In fact, poring over all the available material is the first and most labour-intensive part of designing a paper ship. We put ourselves in the shoes of the original designers and consider the characteristics that were introduced in the construction of these ships: how did engineering develop during that time? What vessels came before the paper ship? What kinds of materials were used and what technologies were applied? Using all available information, we design the layouts of the modules, including the power plant, armament, armor, artillery cellar, hangars with aircraft catapults, boats and much more.

Along with this, the mass load is determined. Mass load is the combined weight of all the parts that comprise the vessel. A ship structure consists of a fixed and variable weight: fixed weight is the weight of the hull, weapons, armor, machinery, electrical equipment, and other necessary devices — the variable weight includes fuel, ammunition, crew, and other freight.

At each stage of layout, the overall displacement of the ship is checked, as well as its margin of stability. After all, if all the stuff on a ship weighs too much, then you may have to sacrifice armor, or install a smaller power plant. If most of the important modules simply cannot fit into the body — or on the contrary, there’s lots of free space — you have to go back to modifying the dimensions of the ship’s body, increasing or decreasing its length, width, draft and height.

Thus, by using a method of successive approximations, a balanced ship is created. It’s no exaggeration to say that the techniques used to design paper ships are exactly the same as the process for real ships.

The Design Process

Though the techniques used to design a paper ship are well established, we can encounter many pitfalls during the process. For example, someone may bring up a lack of engine power. In order to ensure the ship in question can raise enough speed for its class, we must choose a power plant capable of supplying the necessary power. To do this, you need to explore all the available information on propulsion systems that were installed similar ships, taking into consideration all those that could have existed during the selected period of history. As an example, let’s have a look at project G-15, the Japanese Super Taiho, which was the successor to the Taiho, the most advanced aircraft carrier of the Imperial Navy.

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According to all the sketches and drawings, the air group of project G-15 included more than a hundred aircraft. However, after we did our own calculations, we concluded that the total number simply could not fit inside the ship as we were planning it — we would have had to significantly increase the size of the housing, which in turn would affect the speed and seaworthiness of the ship. So, if we wanted the carrier to develop the desired speed, we would have to increase the required number of propellers up to six (which would “inflate” the size of the ship), or alternatively, look for a new power plant with more power per shaft.

We solved the problem with the help of historical consultants who found material that Japanese engineers had tried to use to develop a new kind of power plant. But, due to the lack of resources coupled with a difficult economic situation during the war, the power plant never saw final production. Fortunately, we don’t have that problem! The new power plant fit the body like a glove, enlarged slightly to accommodate the hangars, and could attain 240,000 horsepower, which radically changed the situation.

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Schematic of aircraft hangar layouts in Super Taiho


The Three Lexingtons

Another difficulty in designing paper ships is incorporating external limitations that must also be taken into account. For example, when you are expanding the ship’s body, you cannot ignore the size of the docks; indeed, all American ships were built with the Panama Canal in mind.

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One of the most interesting representatives of aircraft carriers was the Lexington class; a series of heavy aircraft carriers from the United States Navy during the 1920s. According to the results of the Washington Treaty in 1922, leading countries such as Japan, USA, Britain, France and Italy imposed restrictions on the construction of new linear and capital ships, the displacement of which exceeds 35,000 tons.

As a result, unfinished ships had to be disassembled, including six battle cruisers of the Lexington class. As it was provided in the contract, displacement of carriers was limited by 27,000 tons, “except for two aircraft carriers, which can have a displacement up to 33,000 tons, and for the construction body of battleships and battle cruisers can be used, which upon contract were to be disassembled.” As a result, two unfinished cruisers of the same type were completed in five years.

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Eventually, the project turned out pretty ambiguous. On one hand, new ships had good anti-torpedo protection, large cellars for air-bombs, and powerful lifts for aircraft. On the other hand, the aircraft carrier was a half-knot slower than if it was built from scratch. Its hangars and fuel tanks were significantly smaller and the runway lacked width due to the shape of the body. In addition, the transformation from cruisers didn’t cost any less than building a completely new aircraft.

Our task was to design a third, unproduced aircraft carrier of the Lexington class. According to the plan, it had to be based on an unfit-to-launch cruiser of the same class. That was the CL-4 Ranger, the sixth in a series of unfinished cruisers, which in our game will bear the flag of the United States.

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This decision allowed us to expand the body, keeping the same length as in original Lexington. In this case, we took into account all the external factors, such as limiting the width of the Panama Canal and a loss of speed due to increased water resistance. We have managed to place an enlarged hangar, expanded flight deck, and change the location of the guns.

As on Lexington and Saratoga, cellars were placed far enough away from the guns to make it quite difficult to supply ammunition and gunpowder to them. In our design, the cellars are located directly under the guns. Another major change was a new layout for engine and boiler rooms. We even managed to fix a number of layout problems in the original Lexington by redistributing the load mass.

The main difficulty in designing “paper ships” is that we need to re-create the most authentic, viable ship based only on publicly available sketches and on previously unexplored historical materials. Often on these projects, the internal arrangement of major vehicle modules was not taken into account, such as engine and boiler rooms, or the cellars. When we encounter that, we have to carefully review and, in fact, re-design the interior layout of the ship.

When working on the Japanese cruiser Tengu (1941), placing the power plant was necessary to change the location of the gun turrets in the extremities of the hull. In order to provide heavy extremities with buoyancy we gave it a bit more of a complete form. In addition, the cruiser had to have triple-gun turrets, which in reality weren’t built. Unfortunately, their drawings and sketches were never found, and because of that, we had to design them based on other Japanese turrets of the same period.

After receiving all the necessary calculations and layouts from the technical department, the artists and game designers start putting together this magnificent puzzle. Through a set of drawings, diagrams, plans, and possibly photos, little by little they re-create the look of a steel giant which otherwise never got a chance to see the water.

-> http://blog.worldofwarships.eu/paper-ships/
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 » 24. September 2014 21:53

World of Warships at PAX 2014



Penny Arcade eXpo

Ten years ago, the minds behind the Penny Arcade web comic decided they wanted a show dedicated to gaming. Comics and movies had plenty of expos dedicated to them so why not games? In 2004, about 3,000 gamers came out to a convention center in Washington to celebrate everything from videogames, board games, game music concerts to dev panel discussions. PAX quickly became the place for gamers to share their passion for gaming and show had to expand from PAX Prime to include PAX East and PAX Australia.

After ten years PAX is bigger than ever and Wargaming couldn’t pass up the chance to chat with our players face to face. It’s the perfect place to meet gamers of all types and learn the latest gaming news. Didn’t get a chance to attend? Read on to find out what you missed!


Warships at PAX 2014

PAX 2014 was epic for us because it was the first chance for players in North America to get their hands on World of Warships and captain 30,000 tons of steel! Players could check out the game in an awesome booth and play a special version of World of Warships created just for PAX.

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In 4 days, we managed to fire a total of 106 thousand shells while speeding around in destroyers or soaking up damage in a battleship. The line was around the booth for most days and I saw some dedicated captains jump back in line for more action.

World of Warships looks absolutely amazing! The presentation for it was perfect…” –PAX Attendee

Players were excited to jump on the deck of history’s most iconic warships and almost feel the spray of the ocean off the bow. The folks over at Curse had a chance to play a few ships battles during the show and awarded World of Warships with “Most Realistic Graphics”!

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Curse wasn’t alone in their enjoyment because we also earned MMOGames “Best in Show” award and MMORPG’s “Rising Star” Award! Must have been something about watching those massive 16 inch guns swing around to blast the enemy!

“I will be keeping a very close eye on this title and look forward to taking command of numerous Naval Vessels…” – MMORPG.com

Overall, everyone had a great time (us included!) at the World of Warships booth but that was only one part of Wargaming at PAX 2014…


Wargaming at PAX 2014

We also went crazy with the rest of our booth! Players could play World of Tanks PC, Xbox, Blitz, World of Warplanes to get a raffle ticket and a unique shirt for each game. If you played all five games you got all five shirts!

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We ended up giving away over 10,000 of those special PAX shirts and that wasn’t the only way for attendees to get some sweet swag from us. While players waited in line for our games they could be pulled on stage to compete in on the Live Wargaming PAX Game Show. Who knows if you’ll have to answer some quiz questions or unscramble the name of a tank.

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On top of all that fun we had a PAX wide Scavenger Hunt with our friends around the show like Intel, Corsair and Plantronics. Attendees could collect a new envelope each day and then run around PAX trying to get cards filled out in order to earn a chance at the Prize Wheel and our mega grand prize.

We ended each day with ultimate pile of prizes, the Warcase. Anyone who played a game at our station that day or completed the scavenger hunt had a chance to win something awesome like a Battlestation gaming rig from Corsair!

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Wargaming had a great time at PAX and we hope everyone who got a chance to come by had a great time too. Thanks to you we had a bigger, crazier booth than ever and we hope to see you next year!



Action Stations!

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-> http://blog.worldofwarships.eu/world-of ... -pax-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 » 29. September 2014 22:06

World of Warships – Warship Classes


As every master strategist knows, the key to success is knowing your strengths and your weaknesses. Likewise, the key to commanding a successful naval fleet is knowing the unique characteristics of each ship class; from big, bulky Battleships and devastating Destroyers, to versatile Cruisers and powerful Aircraft Carriers.

Watch our latest video to take a closer look at each Warship class – and use this newly acquired knowledge to your tactical advantage!


-> http://blog.worldofwarships.eu/world-of ... p-classes/
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 » 3. Oktober 2014 22:31

Tokyo Game Show: Players’ Reactions to World of Warships!


A special version of World of Warships made its first appearance to Asian players at the Tokyo Game Show, the largest video game expo in the region!

At the Tokyo Game Show, special measures are taken in popular booths to avoid people from just crowding in. In order to play World of Warships, you had to get a special preview ticket, either by lining up early in the morning or by winning the lottery at the Wargaming booth!

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Just like at gamescom, we caught a few of these lucky World of Warships fans who got their hands on the golden ticket and asked them about their impressions before and after!

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Before

1. Are you a World of Warships fan?
Yes, I learned of the game through World of Tanks. I haven’t applied for the alpha, but I learned you could play it here, so I thought I’d give it a try!

2. How long did you wait to get the special preview ticket?
I got here on the first train in the morning.

3. What do you expect to see in the closed-off presentation area?
I’m a gamer, so I play a lot of games and I’ve seen “Arpeggio of Blue Steel – Ars Nova”, an anime about naval fleets, so I gained an interest in warships. I’m really excited to see what a warship game is like.

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After

1. How was it?
It was difficult! Maybe it was because I didn’t know how to control the ships. There was only a short time, so I was only able to pick the destroyer. They have low HP, but I thought if could strike first, it would be okay… but it wasn’t that easy.

2. What did you like most about the game?

It was cool how the ship was controlled and how the reload for each armament takes a while and makes a difference to the gameplay. I also like the amount of detail!

3. Now that you’ve played the game yourself, has it gotten you more interested in the release of World of Warships?
Yes, I wasn’t used to the mechanics and I only played a little, so I wasn’t able to enjoy the game 100% yet. It seemed interesting in the sneak peak and want to play more to learn more about the game.

4. Would you recommend that other World of Warships fans come to play the game here?
Definitely! The game and the details are well made, so just looking at the screen would be enjoyable for World of Warship fans!


***



Wistful - Before

1. Are you a World of Warships fan?
I have never played World of Warships before, but I saw Wargaming on the Tokyo Game Show website, so I thought I’ll give it a try.

2. How long did you wait to get the special preview ticket?
I won the ticket through the lucky draw after playing the iOS World of Tanks Blitz!

3. What do you expect to see in the closed-off presentation area?
I hope the game is a fast paced game and I hope it is as fun as tanks.
(Since the player was cosplaying and visiting Japan, we asked a few more questions.)

4. What is this cosplay?
Hans from Frozen. It looks sort of military, doesn’t it?

5. Where are you from?
I’m from France. I’m on a month vacation to visit Tokyo Game Show and lots of other places in Japan!

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After

1. How was it?
It was pretty fun, but I lost at first. Our team was not very organised. All the ships didn’t go in the same direction, so I was alone. It was pretty cool.

2. What did you like most about the game?
Firing the torpedo!

3. Now that you’ve played the game yourself, has it gotten you more interested in the release of World of Warships?
Ships are pretty cool. They move fast. If all the ships start from different places, it would be difficult, especially for a lone player.

4. Would you recommend that other World of Warships fans come to play the game here?
Yes, but don’t forget tanks as well!

***


hiderow - Before

1. Are you a World of Warships fan?
I learned about the game recently. I thought, “So it’s going to be the sea, after land, interesting!” I’m not too familiar with ships, so I thought I’ll take this chance to learn!

2. How long did you wait to get the special preview ticket?
I came here on the first train in the morning. So, I left home at 5 and got to the line maybe around 6. So, maybe 3 and a half hours.

3. What do you expect to see in the closed-off presentation area?
I want to see flashy action with big guns and hopefully the game is easy to learn, but still challenging for experienced players.
(Since the player was cosplaying and visiting Japan, we asked a few more questions.)

4. What are you wearing?
It’s the outfit I go airsofting in. I thought I’d get in the mood!

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After

1. How was it?
I’m an Xbox player, so this was the first time playing on the PC, but the controls were intuitive and the game was fun!

2. What did you like most about the game?
The special opening sequence was cool, it was like watching a movie.

3. Now that you’ve played the game yourself, has it gotten you more interested in the release of World of Warships?
I played the battleship Nagato and I’m very excited now. But I need to practice my gunnery. Hitting enemy ships is harder than I thought!

4. Would you recommend that other World of Warships fans come to play the game here?
Definitely! And I think my entire airsoft team will be playing once the game launches!


***



Tokyo Game Show 2014 is over, but keep your eyes peeled for World of Warships in a game expo in your region!

-> http://blog.worldofwarships.eu/tokyo-ga ... -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 » 3. Oktober 2014 22:33

Video: Protected Cruiser Aurora


Aurora is a living legend of Russian naval warfare and a treasured symbol of St. Petersburg. Watch our latest video to get a closer look at this illustrious warship.


-> http://blog.worldofwarships.eu/video-pr ... er-aurora/
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 » 4. Oktober 2014 13:09

IgroMir 2014: Day 1


Yesterday in Moscow IgroMir 2014 kicked off. It is the most long-awaited and large-scale gaming exhibition in the CIS (Commonwealth of Independent States). One of the main events was the game World of Warships. Finally, our CIS gamers are able to participate in large-scale sea battles. So our team prepared several surprises: new information about the game, new screenshots and for dessert – the cruiser Aurora in the in-game dock. But let’s start at the beginning.

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Wargaming has prepared a booth area of more than 1000 square metres for players and in the centre of the area is a beating mechanical heart. Visitors, as always, have a chance to try various projects from the Wargaming Universe, participate in prize draws and, of course, take home gifts and goodie bags from the company.

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One of the most sought-after gifts is an invite for the Alpha test of World of Warships, which you can get if you show good results in a naval battle. Ship battles took place on 11 computers behind closed doors. We expect influx of visitors tomorrow and on the weekend, but even during the business day, the queue to play World of Warships looks impressive.

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Although the show takes place behind closed doors, we share some details of the project with all our visitors. Several times a day, CIS publishing producer Alexander Bogomolsky, a.k.a. James White, gives a presentation and shares some news about the project. One of the most important pieces of news is that the Beta test of the game will be this winter! Here are some answers to frequently asked questions:

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Will the weather influence gameplay?

First of all, weather will influence visibility, but since our maps are big, 50x50km, climatic changes will happen locally. For example, on one of the side of the map it will be raining or storming, while on the other the sun will be shining. This format seems more interesting and we have all the required instruments to implement it.

What will happen if HE shell hits a torpedo tube?

If torpedo tube is loaded, there will be an explosion. In such case, the ship will receive some damage, especially if it is a poorly armoured destroyer. But it will not cause any critical damage and there are no chances for a “one shot”. If you want to “one shot” the enemy, aim at the artillery cellar.

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Is water draught going to be implemented in World of Warships?

Yes, it is already implemented. If the shell hits a ship below the waterline, then water draught is going to happen. We have simplified the process a bit, so there will be no tilting on the damaged side, but the ship will submerge at a depth depending on which compartment is flooded.

Will it be possible to adjust the depth of torpedoes?

No, the depth is calculated automatically. It depend on what type of ship you are attacking. So the depth for a battleship is deeper than for a destroyer. If a torpedo meets shallows on its way, the torpedo will not go through it.

Are you developing eSports components for the game?

This question is very important for us, though it not high priority task during the Alpha stage. By the release time, we will have all the required components for eSports. We already have some of them, such as in-game chat and replays.

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But the real “heavy artillery” was the debut of the Cruiser Aurora in the in-game dock, which as you know, has left it’s real-life mooring for repairs. For those who were not able to attend IgroMir, we published the video here in our blog as well.

That is all for today, more details are coming soon. For now, participate in our contests and write your impression in the comments.

See you at the World of Warships booth!

-> http://blog.worldofwarships.eu/igromir-2014-day-1/
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 » 9. Oktober 2014 13:39

IgroMir 2014: Day 2


This year World of Warships triumphantly walked among the world’s largest game shows: American E3 and PAX, European gamescom and Japanese Tokyo Game Show. At each show gamers had a unique opportunity to be one of the first to play World of Warships – but only in top-secret, closed-off areas where photography was banned.

For the CIS game show IgroMir 2014, our team has prepared a few surprises and one of them was presentation of Cruiser Aurora in the in-game dock. Although we will have only two nations, US and Japanese, by the release time, work on Soviet Russian tech tree has already started and you can check out legendary cruiser in this video:



In addition, the developers have confirmed the dates of Closed Bet Testing – this winter – and answered other important questions, as well as showing fresh screenshots of the combat interface.

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So what happened in those closed booths? Especially for those who were unable to attend IgroMir 2014, we took a peek into the closed area and talked with a lucky few fans who managed to test the game: Ilya, Sergey, Denis and Tatiana.

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So how was it?

Ilya: It looks gorgeous! As they say, the devil is in the details – the realisation of small details is what you notice when you enter the game. As soon as AA-guns see the enemy aircrafts they start to fire, planes burn and fall into the water, torpedoes “fly” into the enemy… Everything explodes, breaks, sinks and you feel that a bit more and you will explode yourself! The game is made in such a way that you understand it is a real war and not some kind of a joke.

Sergey: The game has realism. I took the biggest ship and do not regret it. You can feel all its weight and after a shot the headphones even begin to tremble and everything around you is in smoke. It is an incredibly realistic game.

Tatiana: The game differs surprisingly from World of Tanks. A ship does not stop immediately. That’s quite weird for me. But I think it is all a matter of practice – so when the game is released I’ll definitely download it and play.

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On which ship did you play and how do you like the control system?

Sergey: I chose Japanese battleship “Kongo”. I felt that this ship is huge with massive guns, but I have managed to perform a few successful manoeuvres.

Ilya: I have played on U.S. destroyer “Omaha” and so far I love how the torpedo attacks are implemented. It also has great manoeuvrability; you command the ship to turn and it does it quickly. It is nice that even playing on a destroyer, you feel that it is a big ship which is operated by hundreds of people. In fact you do not see, but you feel that activity happening: guns reload, shells fly and in the headphones you hear messages – in short, you feel that your ship is alive.

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Does the game look like World of Tanks?

Tatiana: No, it is a completely different game with another control and movement system. Ships are huge and clumsy. It is impossible to accelerate fast and then abruptly stop. So it leaves its footprint on your game style.

Sergey: When you play tanks, tactics are very important. In ships it is more global, you must be a good strategist. Movement is based on principle of cruise control – that means that you never stay in one place and you are always in a movement. Also you have to keep a lot of factors in your head, otherwise you can accidently bump into rocks or get hit by a torpedo.

Ilya: It looks similar only if you compare a ship with “Maus”, as it is also huge. But if you can get “Maus” only in Tier X, in World of Warships you get a huge ship in the first tier and you must live with it. The mechanics are completely different. If in World of Tanks, you completely control a tank, except for movements on slopes; in World of Warships you must always think about your movements. A ship is huge and massive and there are fewer places to hide. You must take into account inertia and always check the position of your guns. For example, you can waste all your shells and when an enemy comes close you will be unarmed as your guns will be reloading.

What did you like most?

Sergey: The game itself. It looks amazing.

Denis: Unexpected realism. I expected to something like arcade game, but I saw a bunch of guns and all of them work, reload and carry out their function.

Tatiana: The team component. It is hard to win alone, so you need to be a team player to be victorious.

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So did you get what you expected from the game?

Sergey: I expected to see a sea romance, something atmospheric and very beautiful and this is what I got. In general I love the marine theme as my grandfather served in the Navy and was clearing mines after World War II.

Ilya: I expected to see a more raw game. I thought that there would be no planes at all and the torpedoes would be unrealistic, more arcade-style. I was surprised by the level of the game and I felt like I was in a real naval battle.

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What can you wish to the developers and future players of World of Warships?

Sergey: To developers: I hope they keep the balance. Ships are very different and you have to transfer them into game in a way that it would be fun to play.

Tatiana: I encourage them to carry on and add more interesting material into the game. And to the player – of course, to play.

-> http://blog.worldofwarships.eu/igromir-2014-day-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 » 10. Oktober 2014 13:21

Panorama of a World of Warships Game World


Captains!

Being on the bridge of a mighty warship often gives you a stunning panorama of the sea around you. However, we are pretty certain we could give reality a run for its money with this interactive panorama! Simply click on it to launch the viewer and enjoy this stunning vista from just above sea-level. You can even zoom in on elements using the on-screen control panel.

You can practically taste the salt water, eh captains?

Zum anschauen des Panoramabildes muss die offizielle Veröffentlichung aufgerufen werden!


Action Stations!

-> http://blog.worldofwarships.eu/panorama/
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!