about 1 year ago - Gaishu_Isshoku - Direct link

Thanks for taking the time to lay your thoughts out in a video like this :)
I'll go through point by point and try to address your concerns.
Population wise, I mostly agree - there's a lot of doomsaying but we're mainly seeing a drop off from the COVID high. We'll see what the trends look like going forward.
Separate permanent, "for fun" game mode - not likely to happen as a permanent mode. Brawls, Ranked, Clan Battles, etc. all exist as a different experience from Randoms, along with our occasional events such as Airship Escort, Hot Tub, etc. The main issue with keeping these separate modes around is two fold - they take players from the Randoms queue, which is the primary lifeblood of the game, and additionally they tend to see player dropoff over time which can make it difficult to keep up decent queue times. Modes like Arms Race (and yes, Airship Escort) have a high chance of being implemented into Randoms with enough positive reception. If you're mainly looking for a mode where you can just not care about stats, I would recommend making your stats private or link-only. In the end, you're the only one responsible for assigning value to your ingame stats.


As for other Wargaming products - these are developed by entirely different studios, with completely separate teams. Their continued operation really has no material effect on our development. We are currently hiring pretty extensively in conjunction with development's move to Belgrade, Serbia.
Veteran player retention - a game like WoWs doesn't make it to nearly 8 years old without retaining invested players (and also attracting new ones). There's a common perception of WG targeting the brand new, 0 battles player and getting them to spend hundreds of dollars immediately, but this is really not common at all. What we want most is players to stick around and stay invested in the game, not to come in, spend some money, and leave.

Operations - I don't want to harp on this, but development doesn't have infinite resources, especially given somewhat recent events. Our core focus has been and will be on delivering new content for the most players possible. That being said, as you know, operations did get a substantial rework recently and they are something we would love to expand on. It's just not likely to happen tomorrow.


I'm sorry you feel like we don't do a good enough job of responding to everybody on these and other forums. I assure you that we read likely 95+% of content posted here and do our best to convey that feedback upwards.

about 1 year ago - Gaishu_Isshoku - Direct link

I do feel like we could do a better job of highlighting concrete changes from feedback. Humphrey's shell velocity buff, Petro nerfs, the current AA/deployable fighter system in testing (fingers crossed ), CB ship restrictions, increased importance on spotting for economic rewards, upcoming improvements to getting stuck on islands, the recent alternate domination settings being tested (aimed at addressing both matches that end too quickly and go too long), the operations rework, etc. are all current and upcoming things I can point to that feedback has an important role in. Is there still more to work on? Absolutely, and I know there are a million things you guys will point out to me that haven't been addressed - live service games are an ongoing process :)


While I doubt that we will be sharing our work schedules with you guys, maybe the most relevant piece of information I can share here (and I'm sure you've heard this) is that ship models take a long time to make and then there is the whole testing process to go through. New ship lines are the heart of the game's content and key to both keeping existing players engaged and attracting new ones.






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