How to Solve WoT Lags and Other FAQs for Developers
If you are a fan of World of Tanks (WoT), you might have experienced some lags or glitches while playing the game. You might also have some questions about the game development, such as the patch number system, the BigWorld engine, or the Chi-Ri turret. In this article, we will answer some of the most frequently asked questions (FAQs) for developers, based on the responses of SerB, one of the lead developers of WoT.
How to Fix WoT Lags
One of the most common questions that players ask is whether they should wait for the developers to fix the WoT lags. The answer is: it depends. According to SerB, lags are usually not caused by the insufficiency of WoT servers, but by the internet service providers (ISPs) of the players. He advises players to use the Pingplotter software and communicate with their ISPs to resolve the issue.
How HE Shells Work
Another question that players often wonder is how the penetration value of high-explosive (HE) shells affects the damage they do during non-penetration hits. The answer is: it does not. The penetration value of HE shells only matters when they penetrate the armor of the target. If they do not penetrate, the damage is calculated based on the explosion radius, the distance from the impact point, and the armor thickness of the target.
How to See Your Friends Online
Some players might have noticed that they cannot see their friends online when they play on different servers during peak times (high server load). This is not a bug, but a feature. SerB confirms that during peak times, servers do not exchange the data about players being online. This is done to reduce the server load and improve the game performance. Therefore, if you want to see your friends online, you need to play on the same server as them.
How the Patch Number System Works
Some players might be curious about how the developers decide the patch number system for WoT. The answer is: they do not care much about it. SerB states that the patch number system is not important for the game development, and they only use it to label the updates. The patch number system does not reflect the significance or the content of the updates.
How the Siege of Leningrad Event Was Planned
Some players might be interested in how the developers planned the Siege of Leningrad event, which was a double XP event on the RU server that aimed to reach 1 million online players. The answer is: they counted on the fact that tons of players would be playing. SerB states that the developers knew that the event would attract a lot of players, and they prepared the servers accordingly. The event was a success, as it reached the 1 million online milestone.
How the BigWorld Development Is Going
Some players might be eager to know how the BigWorld development is going, and what features it will bring to WoT and other games. The answer is: it is going awesome. SerB states that the BigWorld development is progressing well, and that the features integrated into BigWorld 3.0 will be useful and many of those will appear in WoT, World of Warplanes (WoWp), and World of Warships (WoWs). However, he cannot talk about the specific features yet.
How the Chi-Ri Turret Was Designed
Some players might be puzzled by the Chi-Ri turret, which has odd weights and armor. The answer is: ask Japanese engineers. SerB jokes that the Chi-Ri turret was designed by fictional Japanese engineers named Toyama and Tokanawa, who are responsible for building Russian roads. This is a reference to a Russian joke that says that the quality of Russian roads varies depending on whether they were built by Toyama or Tokanawa. The joke was originally about a Soviet pilot who took part in the Vietnamese conflict.
Source: FTR WoT News