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[Common Test] Update 1.0 Beta Stage 1 Feedback


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CabbageMechanic #1 Posted Feb 09 2018 - 03:19

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Hey Tankers,

Check out our full article and link to the client download here.
 

Preliminary Patch Notes

Maps

 

List of maps that have been reworked into HD quality after transferring to the Core graphics engine:

 

  • Abbey
  • Paris
  • Mines
  • Cliff
  • Murovanka
  • Malinovka
  • Prokhorovka
  • Steppes
  • Sand River
  • Himmelsdorf
  • Lakeville
  • Ruinberg
  • Ensk
  • Live Oaks
  • Siegfried Line
  • Mannerheim Line (former Arctic Region)
  • El Halluf
  • Airfield
  • Mountain Pass
  • Karelia
  • Redshire
  • Fjords
  • Tundra
  • Overlord
  • Serene Coast
  • Erlenberg
  • Westfield
  • Fisherman's Bay
  • Nebelburg


The Core graphics engine includes the following features:

 

  • General improvement of the image quality at any graphics settings.
  • Complete rework and optimization of lighting.
  • Added the system of Global Illumination.
  • All structures have been reworked into the new graphics quality.
  • Terrain, water, and foliage have been reworked into the new graphics quality.
  • High-resolution textures have been applied to all objects.
  • Object destruction has been improved using the Havok® Destruction technology (displayed only at the following graphics settings: High, Maximum, and Ultra).
  • Added the vehicle wetting effects when passing water obstacles (including the effect of drying water), as well as effect of vehicle's surface dirtying and dusting.
  • Improved display of the vehicle suspension operation, when driving over various obstacles.
  • Reworked map outlands (areas beyond the map border): now game locations visually feel vast and unlimited. At the same time, map borders remain unchanged.
  • Enable the terrain tessellation function (partially at the maximum graphics settings and in full at the Ultra graphics settings).
  • Reworked the track effects on different terrains. Added the realistic effect for drifting.
  • Added the procedural generation of grass and bushes to decrease the load on computers.
  • Now all foliage interacts with vehicles: grass and foliage are shaken by shots and made flat by vehicle tracks, etc. Note, this feature will not affect vehicle concealment, since the animation is displayed only on your computer.
  • Implemented a new water processing system with geometrical waves (tessellation) and SSR (Screen Space Reflection) for modeling reflections in water.
  • Implemented a realistic model of water behavior: when passing water obstacles, the vehicle pushes water forward and thus creating a wave; when a shell hits water surface, it creates realistic circles, etc.
  • Each map has received a completely reworked skybox with cloud animations.
  • Implemented full support of the DirectX® 11 functionality (tessellation, etc.).
  • Significantly improved performance and memory consumption
  • Improved display of hit decals.
  • Smokes and various effects now cast shadows.

 

Optimizations

 

 

  • Optimized game performance, memory consumption, GPU and CPU load.
  • Reworked sound in the game
  • Added conceptually new sound to the game. A total of 180 sound themes have been created. Now they indicate clear regional belonging of the map. The music is interactive now: it depends on the current situation in battle.
  • At the Common Test we use only four themes (sound sets) distributed among all maps. 

 

After the release of Update 1.0, each map will have its own unique sound set that will include:

 

  • main theme for the loading screen
  •  interactive battle-related tracks based on the main theme that can be played almost infinitely without repeating thanks to the possibilities of the sound engine
  •  ending themes for the battle results: victory, draw, and defeat

 

The sound logic will change depending on the battle type: it will be different in the Random Battles, Ranked Battles, and Grand Battles. In clan or team battles, when the voice chat is crucial, no music will play in battles to avoid additional interference in the voice chat.

 

Ambient Sounds

 

  • Completely reworked the ambient sounds for each particular map. The ambient sounds are now rich and natural depending on the map region. Sounds of vehicles (shots, explosions, sound of tracks, etc.) now change and      depend on the sub-location of the combat action. As result, the same sound will vary in mountains, forest, village, urban area, open field, etc.  The entire sound environment has also been adjusted to the multichannel 5.1 and 7.1 system.
  • Reworked almost all sounds of destructible objects that will be introduced with the release of the new destruction physics.
  • Reworked sounds of flying shells. Each of the four shell types will differ both visually and by sound, which will provide players with additional information.

 

The Proving Ground mode will be disabled. Bootcamp remains available to players.

 

 

Let us know what you think!


Edited by CabbageMechanic, Feb 09 2018 - 03:21.


HowitzerBlitzer #2 Posted Feb 09 2018 - 03:26

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View PostCabbageMechanic, on Feb 08 2018 - 21:19, said:

  • Object destruction has been improved using the Havok® Destruction technology (displayed only at the following graphics settings: High, Maximum, and Ultra).

 

Only took how many years?

About time.



heavymetal1967 #3 Posted Feb 09 2018 - 03:34

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Block Quote

Now all foliage interacts with vehicles: grass and foliage are shaken by shots and made flat by vehicle tracks, etc. Note, this feature will not affect vehicle concealment, since the animation is displayed only on your computer.

 

Thanks as this should clear up some confusion and worries.



The_Diadect #4 Posted Feb 09 2018 - 03:36

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YESSSSSSS

it's a shame it's a 7gb update, gonna take me a few hours to get that.

say, cabbage, is there any word if the test server will have a limit of how many people from each region? No offense to the ruskies, but their rigs are generally terrible (according to wg), but they always seem to take up most of the test space (could be biased).



Mr__Buttons #5 Posted Feb 09 2018 - 03:39

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Downloaded it, played it, don't care for it.

 

It looks like one of the "other" games now...

 



Hellsfog #6 Posted Feb 09 2018 - 03:44

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The other sound effects worked fine but when the tank was hit, nothing. Bug or working as intended?

Kamahl1234 #7 Posted Feb 09 2018 - 03:50

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View PostThe_Diadect, on Feb 09 2018 - 02:36, said:

YESSSSSSS

it's a shame it's a 7gb update, gonna take me a few hours to get that.

say, cabbage, is there any word if the test server will have a limit of how many people from each region? No offense to the ruskies, but their rigs are generally terrible (according to wg), but they always seem to take up most of the test space (could be biased).

 

If anything, a good game testing company would put more Russians by that logic. If you're replacing the game engine, you need to ensure there's as little detriment to the lowest powered systems as possible. 

 

 

But they take up the most space on test simply because of all the WoT players, RU players outnumber us by over 20:1. 



9435 #8 Posted Feb 09 2018 - 04:15

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It's fine, but still no new maps.  If this took you 3 years to do and have no new content, what a waist of resources.

nekojima #9 Posted Feb 09 2018 - 04:28

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View PostHellsfog, on Feb 08 2018 - 21:44, said:

The other sound effects worked fine but when the tank was hit, nothing. Bug or working as intended?

 

Same here. In one battle I thought they were non-pens, till I realized both shots had taken 1k hp each.

 



enjineer #10 Posted Feb 09 2018 - 04:42

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Block Quote

 

  • Now all foliage interacts with vehicles: grass and foliage are shaken by shots and made flat by vehicle tracks, etc. Note, this feature will not affect vehicle concealment, since the animation is displayed only on your computer.

 

It most certainly should affect concealment.  How many times should a tank be able to fire behind a bush before said bush is obliterated?



BigNaturals #11 Posted Feb 09 2018 - 04:43

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notice sixth sense didnt go off a few times and i was still alive taking hits over and over and no bulb with a 6 skill crew.

 

maps seem VERY BRIGHT

 

also it defaulted to 1920x1080 (looked horrid fyi) res and when in sniper view i got a bright green screen, changed to match my screen res 2560 x 1440 that fixed it. <<look great but way to bright

 

also are we not allowed to add imageshack SS links anymore?


Edited by BigNaturals, Feb 09 2018 - 04:45.


Scorpiany #12 Posted Feb 09 2018 - 05:30

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I will update this post with feedback and a list of bugs as I play more. I'm running on max graphics. Playing with a vanilla client.

 

List of bugs:

 The bell on Himmelsdorf won't stop ringing. Rings throughout the entire battle, then keeps ringing in the Garage.

 Destroyed tanks "float" in the air because of the crater formed underneath them. https://i.imgur.com/4Ab3dUz.png

 The visual effects and sounds for getting shot are very underwhelming, to the point where if you don't see the damage indicator, you wouldn't even realize you were shot at. The sound is practically non-existent, and there isn't the red flash for getting hit as there usually is.

 The physics are buggy. 10:15 and forwards on the replay. http://wotreplays.eu/site/4154834?secret=eacec1b63c01d117c2df15a8105661ff

 There's a bug where you get stuck permanently loading into the Garage after a battle. Super annoying.

 Game doesn't load into battle if WoT is not the active program on my Desktop. In other words, loading freezes if I minimize, and only continues if I turn it back to full screen.

 Not all trees respond to the gun shooting. 13:40 and forwards on the replay. http://wotreplays.eu/site/4154838?secret=eacec1b63c01d117c2df15a8105661ff

 There's a lot of lag when applying Emblems to different seasons via. the pop-up screen. Some minor lag for Inscriptions too.

 Some of the trees don't have hitboxes, and as such can't be knocked down. This is especially an issue on Fjords and Westfield. https://i.imgur.com/calSAir.png

 The water in the middle of Lakeville doesn't splash, only the water near the shoreline does.


Edited by Scorpiany, Feb 11 2018 - 08:14.


Tahllol #13 Posted Feb 09 2018 - 06:57

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View PostCabbageMechanic, on Feb 09 2018 - 03:19, said:

Now all foliage interacts with vehicles: grass and foliage are shaken by shots and made flat by vehicle tracks, etc. Note, this feature will not affect vehicle concealment, since the animation is displayed only on your computer.

 

 

No shooting should remove all camo for several seconds, and a run over bush should provide ZERO cover.

 

Basically your shyte camo and spotting system will never get fixed until you fix the always invisible crap. 



Bob177 #14 Posted Feb 09 2018 - 09:38

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It really seems to help on the FPS rate.  I normally run med on the game but in the CT I can run High setting with the FPS being the same as it is in the current game mode.  I am very happy with the new graphics server.  Great job and the maps look really good.

SnowPanzer #15 Posted Feb 09 2018 - 09:53

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This 1.0 that WOT is rolling out will make or break them. All the new flash and dash with maps and all is nice but it alone will not save this game. Literally 10s of thousands are so feed up with this game for so many reasons and are only hanging around in the hopes that it will get better with this 1.0. We all hope the the basic mechanics and milking us for every last drop with little pleasure will be fixed and have taken their toll.

 

Personally if I was a Wargaming employee I would be making sure that I had a back up job ready because if this 1.0 does not work out the exodus will be biblical.



Avalon304 #16 Posted Feb 09 2018 - 11:25

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View PostTahllol, on Feb 08 2018 - 22:57, said:

 

No shooting should remove all camo for several seconds, and a run over bush should provide ZERO cover.

 

I mean... this is pretty mcuh exactly how the camo system works... firing your gun eliminates nearly all of your camo (to the point where you may as well not have any), and being too close or inside (or within 15 meters) of bushes completely negates the camo bonus they provide.

 

~~~

 

The game looks gorgeous now. Too bad the tank balance is still a mess from the disaster zone that is 9.22. Roll back 9.22, and actually BALANCE the new tanks.



Just_Call_Him_Dave #17 Posted Feb 09 2018 - 14:30

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All i see is [edited]and moaning from all of you.  Not one positive feedback from some hard working people.  Be thankful its free to play and say something positive . Or don't let the door hit you in the [edited]on the way out.  

Tahllol #18 Posted Feb 09 2018 - 15:00

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View PostAvalon304, on Feb 09 2018 - 11:25, said:

 

I mean... this is pretty mcuh exactly how the camo system works... firing your gun eliminates nearly all of your camo (to the point where you may as well not have any), and being too close or inside (or within 15 meters) of bushes completely negates the camo bonus they provide.

 

~~~

 

The game looks gorgeous now. Too bad the tank balance is still a mess from the disaster zone that is 9.22. Roll back 9.22, and actually BALANCE the new tanks.

 

The camo system is completely broken, moving tanks would stick out like a sore thumb regardless of class, firing from any distance and you would be a bright red target as your position would be know from anything in view regardless of your camo rating. IE fake [edited]lights wouldn't get to sit and fire due to camo rating until you get right on top of them. Basically, the camo and spotting systems are 100% broke.

BlackFive #19 Posted Feb 09 2018 - 18:09

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1.0 looks great.  Once the bugs are worked out - its a winner (and a game changer).

 

WGNA needs to push for a new ad campaign.  Ditch the old group; they make WOT look silly and casual.  Stop the Viagra silliness and the smashemup silliness.

 

Go for pushing WOT as a viable alternative to Battlefield / COD, as a game that will appeal to serious gamers - not goofballs.



GeorgePreddy #20 Posted Feb 09 2018 - 18:40

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View PostTahllol, on Feb 09 2018 - 11:00, said:

 Basically, the camo and spotting systems are 100% broke.

 

Actually, the viewing/camo mechanics in this game are awesome.




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