over 4 years ago - Ouiche - Direct link

Along with visible modifications (vehicles specs, feature correction, regular bug fixes...), a lot of work is being done on graphic API, engine and so on. It's usually it's a few lines per update, up to a page of something looking like a foreign language for regular people. Some assets failing to load, loading too slowly, an internal action reporting an internal error, you name it. Dev stuff.

Listing those fixes would submerge what really interest players in a blob of... Klingon, and spending time to explain those would turn our updates notes into an online program development course.


Pic from https://live.warthunder.com/post/895213/en/ !
Skin from https://live.warthunder.com/user/JohnnyAlpha65/ (but i'm not exactly sure which one was used)

over 4 years ago - Ouiche - Direct link

Maybe. Should we focus on providing informative elements and help players understand relevant changes so they can notice them in game (but they might not see all the background work), or on showing our work by posting wall of texts? (at the risk of having most of the players ignore patch-notes entirely?)


I'll see if i can provide an example (secrets documents don't get taken out of the vault that easily!), but it's really incomprehensible for a regular person. (basically, anyone but devs).


We know the (vocal) community is asking for fixes before new vehicles, but both are compatibles... and necessary. We had a really big "minor" update recently, followed by engine sound fixes / improvement, some guys working on optimization for air battles with this patch - we're not forgetting fixes.

At the same time, we got quite a lot of players asking for new vehicles because... they seems to like new things

We need both.