Ammorack

– reliable information source


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Sandbox 1.0.2 summary

Because of NDA, there will be a summary rather than a list of exact numbers so people can get more a gist of what’s happening on the server instead of overestimating numbers.

  • further artillery and stun balancing
  • support vehicles generally getting a buff in medium and long range combat because of underperforming
  • tanks with good armour getting a nerf for their guns to compensate their increased sturdiness


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Sandbox changes 1.0.1

First Iteration of Changes

Player feedback and analysis of the actions of players in battle has allowed us to get a good picture of what is going on and to understand the strengths and weaknesses of the decisions we took earlier. As a result, we have prepared a list of changes that are aimed at improving the gameplay that was originally conceived for Sandbox. The changes are systemic and directed more toward improving the interaction between vehicles that play different roles, rather than toward balancing specific vehicles.

 

SPGs

SPGs were changed drastically. Also, the following two tanks destroyers underwent reconfiguration: the FV215b (183) and the FV4005 Stage II. SPGs The SPGs on Sandbox behave drastically different from the live server. The new set of mechanics and wide selection of customization options allow players to look at SPGs from different perspectives. We are striving to remake the SPG into a vehicle type that will be both in demand by players and, at the same time, will not be too much of a pain to fight against. This is a difficult task, which calls for many more iterations of testing to verify a number of hypotheses.

Having analyzed the feedback and battle statistics on the Sandbox, we identified the issue where a hit by an SPG shell impacts the characteristics of the target vehicle too much. We addressed this issue in a complex manner and not only overhauled the mechanism of receiving damage from stun, but also changed the duration of stun and the degree to which it affects the vehicle’s characteristics.

  • Slightly changed the hit areas for causing damage and stuns: now they are equal (they could differ before by 5–10%).
  • Changed how stun affects the vehicle’s characteristics. Now, stuns affect turret traverse speed, reload time, and aiming time about 25% less.
  • Now the degree to which stuns affect the vehicle’s characteristics slightly depends on the damage that the vehicle received (the less the damage, the less severe the stun).
  • Depending on the vehicle, the time of stun has been reduced by 10–30% both upon splash and direct hits.
  • The characteristics of the Object 261, which was extremely effective at its tier, were changed to improve the balance between different SPGs:
  • Aiming time of the 180 mm B-1-P gun changed from 4.5 s to 5 s.
  • Dispersion on barrel move of the 180 mm B-1-P gun increased by 10%.
  • We have significantly increased the dispersion after a shot of the Bat.-Châtillon 155 58 Canon de 155 mm gun because this SPG could keep a vehicle stunned for a long time with consecutive shots.

Scouts

(Ru 251, T49, T-54 ltwt.)

Decreased the excessive maneuverability that caused discomfort when driving a vehicle. Slightly improved acceleration dynamics. In general, driving a scout vehicle will be more comfortable without any loss of effectiveness in battle.

  • Decreased the coefficients upon turning on all types of terrain.
  • Improved acceleration dynamics.
  • Maximum forward speed of the T49 changed to 75 km/h.
  • Maximum forward speed of the T-54 ltwt. changed to 75 km/h.

Assault

(IS-7, 113, T110E5)

Players often noticed that assault vehicles could not perform any quick maneuvers. In the first iteration of the Sandbox, the maneuverability of assault vehicles was decreased to make their gameplay different from that of cavalry vehicles. Generally, this task was accomplished; however, not everyone liked the scope of changes. We have taken the decision to find a balance of vehicle states between that as seen in 9.15 and Sandbox.

  • IS-7:
    • Suspension traverse speed changed from 17 to 23 deg/s.
    • Turret traverse speed changed from 17 to 20 deg/s.
  • 113:
    • Suspension traverse speed changed from 27 to 30 deg/s.
    • Turret traverse speed changed from 20 to 23 deg/s.
  • T110E5:
    • Suspension traverse speed changed to 25 deg/s.
    • Turret traverse speed changed from 14 to 20 deg/s.

Fire Support

(Leopard 1, AMX 30 B, Batignolles-Châtillon 25 t, Centurion Action X, STB-1)

To increase the power of fire support vehicles, their maneuverability and dynamics have been improved. We increased penetration for vehicles with mediocre dynamics so that they can effectively engage targets at long range because said vehicles lack the ability to effectively fight in close combat.

  • M48A1 Patton:
    • Penetration of the APDS-T M392 shell for the 105 mm Gun M68 changed from 270 mm to 290 mm.
    • Penetration of the HEAT-T T384E4 shell for the 105 mm Gun M68 changed from 295 mm to 310 mm.
  • Leopard 1:
    • Improved acceleration dynamics.
    • Traverse speed of the Leopard 1 suspension changed from 40 to 54 deg/s.
    • Maximum reverse speed changed from 17 km/h to 23 km/h.
    • Maximum forward speed changed from 45 km/h to 65 km/h.
  • AMX 30 B:
    • Improved acceleration dynamics.
    • Traverse speed of the AMX 30 B suspension changed from 40 to 48 deg/s.
    • Maximum reverse speed changed from 17 km/h to 23 km/h.
    • Maximum forward speed changed from 45 km/h to 65 km/h.
  • Batignolles-Châtillon 25 t:
    • Improved acceleration dynamics.
    • Traverse speed of the Batignolles-Châtillon 25 t suspension changed from 50 deg/s to 42 deg/s.
    • Maximum reverse speed changed from 20 km/h to 23 km/h.
    • Maximum forward speed changed from 50 km/h to 65 km/h.
    • Fixed the issue with the level of concealment for the Bat.-Châtillon 25 t. Now the vehicle’s concealment coefficient is the same as in version 9.15.
  • Centurion Action X:
    • Improved acceleration dynamics.
    • Traverse speed of the Centurion Action X suspension changed from 30 deg/s to 50 deg/s.
    • Maximum reverse speed changed from 17 km/h to 20 km/h.
    • Maximum forward speed changed from 38 km/h to 53 km/h.
  • STB-1:
    • Improved acceleration dynamics.
    • Traverse speed of the STB-1 suspension changed from 40 deg/s to 52 deg/s.
    • Maximum reverse speed changed from 17 km/h to 20 km/h.
    • Maximum forward speed changed from 45 km/h to 53 km/h.
  • AMX 50 B:
    • Penetration of the Prf. mle. 1943 shell for the 120 mm SA46 gun changed from 270 mm to 290 mm.
    • Traverse speed of the AMX 50 B turret changed from 20 deg/s to 24 deg/s.
  • T57 Heavy Tank:
    • Penetration of the AP-T M358 shell for the 120 mm Gun T179 changed from 250 mm to 290 mm.
    • Penetration of the HEAT-T M469 shell for the 120 mm Gun T179 changed from 284 mm to 315 mm.
    • Traverse speed of the T169 turret changed from 15 deg/s to 20 deg/s.
  • TVP T 50/51:
    • Traverse speed of the TVP T 50/51 suspension changed from 40 to 54 deg/s.
    • Maximum reverse speed changed from 15 km/h to 20 km/h.
    • Maximum forward speed changed from 45 km/h to 60 km/h.

Cavalry

(Object 430, T-62A, Object 140, 121, E 50 Ausf. M)

We increased the dynamics of cavalry vehicles to retain their effectiveness in close-quarter combat against other vehicle roles. In order to incentivise cavalry vehicles to engage in maneuverable combat, we have reviewed the correlation between stabilization and gun accuracy.

  • Object 430:
    • Improved acceleration dynamics.
    • Dispersion on hull traverse with the Object 430 suspension decreased by 26%
    • Dispersion of the 100 mm U-8TS gun changed from 0.37 m to 0.4 m.
    • Aiming time of the 100 mm U-8TS gun changed from 1.8 s to 1.5 s.
    • Traverse speed of the Object 430 turret changed from 35 deg/s to 42 deg/s.
    • Maximum forward speed changed from 55 km/h to 65 km/h.
  • Т-62А:
    • Dispersion on the move and hull traverse with the T-62A suspension decreased by 33%.
    • Improved acceleration dynamics.
    • Maximum forward speed changed from 50 km/h to 60 km/h.
    • Traverse speed of the T-62A turret changed from 35 deg/s to 42 deg/s.
    • Dispersion of the 100 mm U-8TS gun changed from 0.38 m to 0.42 m.
  • Object 140
    • Improved acceleration dynamics.
    • Dispersion on the move and hull traverse with the Object 140 suspension decreased by 33%.
    • Maximum forward speed changed from 55 km/h to 65 km/h.
    • Dispersion of the 100 mm U-8TS gun changed from 0.38 m to 0.42 m.
    • Traverse speed of the Object 140 turret changed from 35 deg/s to 42 deg/s.
  • 121:
    • Improved acceleration dynamics.
    • Dispersion on the move and hull traverse with the 121 suspension decreased by 33%.
    • Maximum forward speed changed from 56 km/h to 63 km/h.
    • Dispersion on turret traverse of the 122 mm 60-122TG gun increased by 40%.
    • Dispersion of the 122 mm 60-122TG gun changed from 0.4 m to 0.44 m.
    • Traverse speed of the 121 turret changed from 30 deg/s to 35 deg/s.
  • E 50 Ausf. M:
    • Improved acceleration dynamics.
    • Dispersion on the move and hull traverse with the E 50 Ausf. M suspension decreased by 25%.
    • Maximum forward speed changed from 60 km/h to 65 km/h. • Aiming time of the 10,5 cm Kw.K. L/52 Ausf. K gun for the E 50 Ausf. M turret changed from 2.2 s to 1.9 s.
    • Dispersion on turret traverse of the 10,5 cm Kw.K. L/52 Ausf. K gun decreased by 33%.
    • Dispersion of the 10,5 cm Kw.K. L/52 Ausf. K changed from 0.35 m to 0.38 m.
    • Traverse speed of the E 50 Ausf. M turret changed from 30 deg/s to 35 deg/s.

Changes to Individual Vehicles

The HESH Mk. 1 shell for the FV215b (183) and FV4005 Stage II within the current vehicle balance has shown excessive effectiveness that is why the shell has been removed from testing.

  • FV215b (183):
    • Armor protection is set to the variant from version 9.15.
    • Dispersion of the 183 mm L4 gun changed from 0.4 m to 0.45 m.
    • Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.
    • Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.
    • Removed the HESH Mk. 1 shell.
  • FV4005 Stage II:
    • Dispersion of the 183 mm L4 gun changed from 0.36 m to 0.42 m.
    • Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.
    • Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.
    • Removed the HESH Mk. 1 shell. Added the following three vehicles to Sandbox: the Object 263, FV215b, and AMX 50 Foch (auto).

Yes, the AMX 50 Foch (auto) received a new name, and this is no coincidence. The AMX 50 Foch was balanced to play the role of an assault vehicle. At the same time, the vehicle has lost its 155 mm gun because the gun was not appropriate for the planned vehicle role, and is now equipped with a more comfortable 120 mm gun. The Foch still has 4 shells with 390 HP of damage in the clip, which quickly reloads both completely and between shells. This is an experimental setup that may be subject to change in the future.

The Object 263 and FV215b are set up to play the role of assault vehicles, their armour was improved in comparison with 9.15.

Known Issues

  • When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.
  • If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.
  • When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.
  • The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.
  • When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead. • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.
  • When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.
  • Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.
  • When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.
  • When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.
  • When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.
  • The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.
  • If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.
  • • On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.
  • • When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.
  • • In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.


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Mikhail Shotin Q & A

Answers from the community manager Michael Shotin about Sandbox on WargamingFM.

  • We already have the first impressions, we’ve collected the feedback, reviewed it and sent it to the developers.
  • We will not hurry this anywhere, when we know that everyone is happy, we will release the prepared thing.
  • There were two waves of invitations, those people whom we have chosen ourselves, on our decision, and the application on the portal. The main criterion was having a tier 10 tank.
  • Yes, in the Sandbox there are players who do not have a tier 10 tank, but there are very few of them.
  • Applications will be reviewed continuously.
  • The second wave has already started.
  • While there is no limit, we must have a certain number of people on the server.
  • Applications will be reviewed in a queue.
  • In the future, we will change the acceptance criteria.
  • The current task isn’t to kill or nerf some particular class, the task we have is different, to create a general balance.
  • The personal missions are in very early stages of balancing, it’s too early to say anything. Of course, there will be changes, if required.
  • Additionally, we will be  sending questionnaires to the Sandbox participants.
  • On this server we plan to test other features, but for now it’s only the balance.
  • Right now there’s a limit of 3 arties on each team on a test server.
  • The LT-SPG cooperation is not changing, now LTs will have a better quality.
  • Currently we are working on the balance of tier 10, tiers 6 – 7, for example, we will get there, but later.
  • The main task in development of the MTs is like this: So that the MTs stop penetrating HTs frontally from 400+ meters, we want to return to the role that was in the game before.
  • Rebalance affects the economy, but it will be fixed later, at the final stage, along with the bonus for tanking.
  • We have negative feedback about the sound of stunning (debuff), but all these sounds and preliminary icons will change more than once, especially technical parameters of tanks.
  • Gold is disabled in Sandbox in order to collect good feedback, but any changes on the sandbox we consider as potential ones to move to live server.
  • Those who have been invited will not be kicked out.
  • During the selection of applications, we do not look at age.
  • We are thinking about rewarding Sandbox testers.
  • We are experimenting with the stun duration now.

Source: http://wot-news.com/main/postmsg/201379/38488/3/otvety-mikhaila-shotina-o-quotpesochnicequot-na-wargamingfm


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Developers’ Sandbox Q & A 15. 6. 2016

  • 1. Shooting
    Accuracy will change to about average between the state that it is in now and what it was before the patch 8.6. This should lead to nerf of derps and increase the role of spotting.
  • 2. Loss of armor penetration at a distance
    Loss of armor penetration is now at a distance of 50 meters from the start, instead of 150.
    AP penetration at a distance of 500 meters will be reduced by 33% compared to the nominal value. APCR – 40%. HEAT will become projectiles for long distances.
  • 3. Agility
    There will be unifying of technical statistics – all tanks will get hull and turret rotation nerfed. All in a way that LTs and MTs can outturn HTs and TDs.
  • 4. Specialization
    MT, HT and TD is too universal, compared to LT and Artillery. You will see greater class specialization:

    • Close combat MTs (T-62A, 121)
    • Breakthrough tanks (IS-7, T110E5)
    • Tanks (E-100, Type 5)
    • Second line tanks (AMX50B, Patton 3)
    • Glass cannons (Grille 15, Obj. 268)
    • Scouts, spotters (T-54 mod., Ru 251)
  • 5. View range
    Everyone will get view range decreased, except for the scouts, who will get buff.
  • 6. Artillery
    • Decreased view range, maneuverability.
    • Aim time and gun turning spread reduced
    • Aiming marker will be added, which will be visible to allies.
    • Perhaps the Battle Assistant will be added.
    • Reduced penetration (will be about 1/10 of caliber)
    • Increased  splash radius (up to 16 meters for some arties)
    • In case of direct hit from arties you will lose no more than 300 – 500 HP
    • “Stun” – tanks, falling within the range of splash, will be given debuff of 50 % for all the actions of the crew for 10 – 20 seconds (shellshock, they will be temporarily contused), depending on the proximity to the epicenter hit. During the duration of the effect, artillery will be given experience and credits as if the tank was tracked. Now support will be arties’ basic earning.
  • Q. “Sandbox” will be released today?
    A. The test will start tomorrow (16.06).
  • Q. Not all “chain letters” have been sent?
    A. Newsletter on the first iteration of the test will come today (15.06).
  • Q. That’s all a lot of people to recruit (in the sense of needing to recruit them, not in amount of applications) for this test, will there be NDA?
    A. Lots.
  • Q. Artillery can hit allies with splash?
    A. Yes.
  • Q. What will be the point of tier 10 arty? Besides medals mechanics?
    A. Damage and stun.
  • Q. And how will “damage and stun” on tier 8 differ from “cause damage and stun” on tier 9 and “inflict damage and stun” on tier 10?
    A. It’s the same as now.
  • Q. 261, compared with 212, has smaller caliber, less damage. It compensated with AP, accuracy and rate of fire. Now, the only advantage is RoF. Will this be changed during the rebalance?
    A. That’s not planned. Some changes can generally happen, but not in connection with the rebalance and improving of the logic in the branch advancing.
  • Q. The usual tier 10 arty which previously inflicted 1 – 1.5 k of damage will now only do 300 – 500, i.e. tier 8 arty that deals 500 – 800 damage will now do 100 – 200 damage? I’m not even talking about arties below tier 8, there won’t make sense to shoot, the shell will not make back the credits for the shot.
    A. The splash damage radius will be increased. There will be additional profits for arties’ hits.
  • Q. As well as experience for tanking? And “will be”, will be right away, in the sandbox or in patch 9.16? Or simply “will be” meaning they will come with sandbox release…
    A. This won’t happen in the sandbox, but eventually it will.
  • Q. Aren’t you afraid the economy of the game will collapse?
    A. We are afraid of that.
  • Q. How about testing it, then? Without an understanding of the economy in experience and silver, why do all the changes?
    A. Test is directly about the gameplay and balance. Depending on what changes will be declared fit, the economy and profits will be adjusted.
  • Q. Aren’t you afraid that the camping tanks are so uncomfortable to play that arty hate will be even stronger? All crew members injured immediately for 20 seconds – very, very unacceptable.
    A. We decided that this option is better than getting a large one-time damage.
  • Q. Arty splash is 800 square meters. One arty can easily splash 2 – 3 tomatoes, driving through their lovely corridors. Two arties will make continuous stun. Will this mean a platoon of Bishops or FV304s will never fail?
    A. You take the maximum size for a splash of the most powerful arties and project it on the rapid firing little arties. What for?
  • Q. And in the light of the upcoming changes, how will you buff / nerf premiums?
    A. They will be okay, like now.
  • Q. Loss of armour penetration now starts at a distance of 50 meters from the start, instead of 150.
    A. Instead of 100.
  • Q. All HEAT in the game is for gold.
    A. Because of its randomness when hitting various angles of the tank…
  • Q. Earlier, I played Maus and angling the turret 30 – 45 ° I only heard hissing HEAT penetrating through its cheeks. The rest bounced, so you slightly underestimate HEAT.
    A. HEAT’s parameters will be reviewed.
  • Q. HEAT module is random because of hitting modules and objects and for other shells you have increased the spread with distance, meaning you decrease the skill role and increase the role of RNG?
    A. HEAT parameters were also changed.
  • Q. What should I do with the damage done to the allies, who are slow and within the 30 meter splash?
    A. 15 meters is maximum.
  • Q. What is the deeper meaning of the team damage in this game?
    A. “Like in life.”
  • Q. In real life tanks get lost in open field? In the real life knocked out track is repaired in 15 seconds? In real life gold healing kit instantly revives everyone?
    A. There are compromises in the game, we can’t do without them. But we don’t really want to undo all of the elements of realism.
  • Q. After each SPG shot there’s now a penalty for the team damage.
    A. We take that into account.
  • Q. This is only the first public iteration of the sandbox, out of dozens. There are FV304, leFH and similar arties. Will they cause at least some damage?
    A. Yes.
  • Q. Another question, with technical parameters don’t you want to add more stuff and more perks to rebalance crew and equipment?
    A. It’s a later plan. Otherwise we will work on several fields at a time.
  • Q. You already work on them instead of the obvious changes to matchmaker and maps.
    A. Matchmaker and maps will also get fixed.

Source: http://wot-news.com/main/postmsg/200698/38396/3/v-ozhidanii-pesochnicy-otvety-razrabotchikov


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Official Sandbox post

About Sandbox

Sandbox is a limited-access server for testing new balance prototypes in World of Tanks. With its help, we plan to test variants of new balance, and select the most effective implementation that meets all specified requirements and is approved by the game community. The primary goal is adjusting the balance for top-Tier vehicles. Only Tier X vehicles will be tested during the first iterations. Next, the approved solutions will be applied to vehicles of lower Tiers.

More details

Vehicles available to players are limited to Tier X, and also to Light Tanks of Tier VIII. Each vehicle will have a crew with 100% in Major Qualification and enough Crew XP to train 3 extra skills/ perks. At the beginning of testing, players will be given a one-time crediting of 5,000,000, and each day they will also get 500upon logging in. In addition, the credit acquisition rate will be increased 200% compared to the standard game server. Also, the possibility to purchase premium shells for credits will be switched off.

The list of available tanks:

Ru251, T49, Т-54 ltwt., Bat.-Châtillon 155 58, G.W. E 100, Conqueror Gun Carriage, T92, Object 261, 121, 113, TVP T 50/51, AMX 30 B, Bat.-Châtillon 25 t, AMX 50 B, E 100, Leopard 1, Grille 15, Jagdpanzer E 100, E 50 Ausf. M, Maus, STB-1, Type 5 Heavy, T110E4, T110E3, T110E5, M48A1, T57 Heavy Tank, FV4005 Stage II, FV215b (183), Centurion Action X, IS-7, Object 140, Object 268, IS-4, Т-62A, Object 430.

Important: The changes tested in this iteration are not final, and as such they are not bound to be applied to the standard game servers in their current form. The changes that will finally be implemented will depend on the information collected and analysed throughout all iterations.

New Vehicle Balance Goals
  • Increase the importance of armour in the game. Currently, armour is significantly less important than speed and firepower. We would like to make armour more relevant in battle.
  • Reduce the cost of mistakes made by players in battle. We are going to encourage players to fight actively in battle. Increasing the role of armour will allow players to fight, without being afraid of going to the Garage right after being spotted, as to penetrate the tank from a distance will be much harder.
  • Decrease the risk of being focused from afar. Increased armour importance should increase player survivability at far distances, even when focused by several enemies. Covering directions and focusing spotted vehicles will become less effective, because it’ll be harder to penetrate armour at long distances.
  • Decrease combat distance. Long-range clashes should not be the ultimate way to win battles for the majority of vehicles. Vehicles should perform certain roles: shielding allies, soaking fire, pushing through the defence, etc.
  • Increase the gameplay variety. Roles for different types of vehicles should be distinguishable and performing them should make the battles more diverse. When choosing a different class of vehicles, you should also be choosing a new distinct style of gameplay.
  • Improved gameplay experience. The changes to armour penetration at a distance will encourage players to put in more effort if victory is to be achieved.

 

First Iteration: Main Changes

Some of the main game mechanics will be changed on the Sandbox server, in order to achieve the balance goals listed above.

Distribution of hits within the aiming circle

The goal is to decrease the effective firing distance, in order to increase vehicle survivability when being focused from far distances. Players will now have to aim their shots more carefully. The distribution comparison between Update 9.15 and theSandbox is as follows:

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Sandbox Q & A 15. 6. 2016

  • Will Sandbox be permanent or only for the balance 2.0?
    It will appear each time we will need to make big changes.
  • How many players will take part in the sandbox? What are the plans in this regard?
    At this point we can not say exactly how many people will participate. But what we want to achieve is to have a limit of people online (about 5 000 people online). It will be more or less one patch a week, maybe a bit less in the beginning. We need to implement these changes very swiftly without large patches.
  • How do you plan to keep 5 000 people on the server all the time? You want them somehow to motivate?
    The first motivation is the same invitation to participate in the testing of new, better features. We don’t want to force players to farm as in the case of missions for T-22. The structure of players is based on the concept of charity, we believe that maintaining the 5 000 people from all over the world is no problem for us.
  • What is the purpose of such enormous changes? Is it just to get rid of the corridor maps and to balance the global game more?
    Yes, exactly. We also want to receive consistent information from the players, whether the changes are going in the right direction. We have a lot of ideas, but we want you to be verified on a regular basis and stopped if we go wrong.
  • When will the server appears? Will we be able to throw the contents that appear there on the internet? Are changes to MM for the purpose of testing? I’m afraid there will be trolls and problems to find concrete tanks in teams.
    We don’t know yet how it will look with streaming. On one hand we have a special client with limited access, on the other hand, however, this is a public server, so there shouldn’t be restrictions, but we have to ask the people above. We are not only focused on the tier 10 tanks. We want to focus on the game at high tiers first, on e-sport battles in the future. If we see that the game is good on high tiers, then we’ll descend to the lower tiers. It will be easier to balance vehicles, testing them in this way tier after tier.
  • How many tiers will initially be on the test server?
    In the first version there will be only tier 10, in the second tiers 8 – 10.
  • Will there be experiments, any spontaneous, risky ideas that won’t necessarily appear in the game? Will everything tested be planned to enter the game?
    We are trying to introduce about 70 % of changes from the sandbox to play. However, this work of our publishers should have people aware that this is an experiment, and everything could change.
  • Will arty be able to pierce paper tanks?
    Yes, you will pierce paper tanks and tanks without the roof, there will also be 10 caliber rule
  • Will the system of rewarding XP also change?
    We changed the system for rewarding XP, but first we need to focus on gameplay, and then we’ll work on XP. We are working to keep XP levels at a similar level as it is at the moment, despite the different results after the patch.
  • Will players be rewarded for playing in the sandbox?
    The mere invitation is the prize. You will have a rare opportunity to see it all “backstage”, is it not enough motivation?
  • What will be the criteria to enter the Sandbox?
    The main criterion is to have at least one tier 10 vehicle. The choice of players depends on various factors in various successive iterations (versions) of the test, so there will be different players invited.
  • So the people invited to the first iteration do not necessarily have to be invited to another?
    It may be so, but there is no specific reason to change players, unless there’s too many of them.
  • Will there be any attempt to experiment with+ -1 matchmakingi ?
    We will not be testing MM + -1. However we will improve the matchmaking system. We will, simulated MM draws, for which you don’t need to players. In any case, for the changes we need to find a balance between the wishes players and the fact that we are still here to do work.
  • How will players be able to leave their opinion on the sandbox?
    We will collect support in two ways: separate forum for participants (in English), divided into four regional sections. Each section will have a CM (Community Manager) who will be collecting the data. In addition, the WG support center will have a separate department for the sandbox, so you can report the matter with tickets. Then we will have direct information into the system, which will speed up the work. Besides, once a week we will send mailings to the players with questions regarding the sandbox, which you can answer. And of course a huge impact on the game will be statistical data, more accurate than ever before.
  • Why did you start from tier 10, not 1? It was overlooked the longest.
    It’s because we focus on the endgame, CW, electronic sports. We want to give players more opportunities to play after getting to the tier 10, perhaps a little remake of company battles. Low tiers are passed quickly and you forget about them.
  • Are you trying to test all the different changes on the principle of “what would it do, if we reduced the visual range to 200 m,” a little blindly, experimenting with effects and hoping for success?
    The answer can be broken down into two parts: Balance 2.0 is tested and is in the stage of pre-release (before launch), while the sandbox is another matter. It is designed to test a variety of possible solutions. Of course, we are a business and we have to act in accordance with it, so we will introduce a prepared, thoughtful messages to testing. Community expects and wants change, and this is the main reason to start the sandbox.
  • The first leaks are real or made up?
    Leaks and their source are unknown, but statistical data are from the very beginning, the first experiments with the sandbox. Developers themselves don’t quite remember how long ago – it is better to wait for official changes before entering the sandbox.
  • Balance will be mainly based on player feedback, on the overall statistics, or a mix between?
    The main objective is to verify the feedback of all the players without changing specific vehicles. When we manage to balance the game, we get positive feedback on its complete shape, then we will repeat it all with other vehicles and functions, if something goes wrong, it will return to an earlier stage to improve everything. It won’t fun as in buffing / debuffing single vehicles, but making the whole game appear.
  • Will all the changes be introduced at the time WoT 2.0, or gradually?
    Everything will be introduced at once, because there is no other possibility. If any of the options will be needed to adjust, we’ll do it on the fly.
  • Do you considerchanging the system of how  premium ammunition works in the Sandbox?
    All types of shells will be slightly altered to see how it affects the game. Each player will receive, for example, 500 Gold to his account to test the gold. We will limit the purchase of gold ammunition for silver to collect the most accurate statistics.
  • Can only statistics of tanks be changed, or something else as well? For example, some argue that the + -25 % RNG is way too much.
    We will change damage, maybe a few other things, but the concept and operation of the RNG surely won’t change in the sandbox. We have other mechanics to balance the game.
  • If I’m not mistaken, players’ progress will be synchronized with accounts from the main server, so all of their vehicles and credits will appear in the sandbox. Will you be able to earn credits and XP on the test server, and will these achievements  be transferred back to the main servers?
    Progress will not be synchronized with the server. We want the players not to focus on the economy, but on balance. We want to give players the opportunity to play freely, so as not to distract them.
  • What about about the team battles and e-sport.
    Players who play in these modes can easily cope with the changes, so I think this will have little effect on the game and the balance of power in the leagues. For WGL these changes may be good, some players really like change and adapting to them.
  • What about MM? Will there be any changes?
    Sandbox will not have any changes in MM, there will be other instruments that will take care of picking teams and vehicles. Nevertheless, some changes in the MM take place now and we can experiment with them.
  • Is the sandbox is ONLY for rebalancing vehicles, anything else?
    Sandbox was launched only for balancing vehicles, but if we want in the future, we can test different concepts, develop their functionality.
  • What is the workflow of the changes?
    If something seems good in the sandbox, it will be introduced on the server.
  • How long will testing in the sandbox take?
    There is no specific date of completion of the tests. We’ll be working on it for some indefinite time.
  • Will this return the characteristics of specific nations? Accurate Germans, alpha Russians? Today it’s difficult to say that accuracy is a big advantage, because there is gold and different distribution accuracy from before.
    We have a lot of tanks in the game, this project of “national characteristics” can no longer be continued, we prefer instead to adapt vehicles to their roles on the battlefield. We want to introduce the technical characteristics of the vehicle to the game so that scout is fast, but does not live long in the heat of close range battle, etc.

Source: http://rykoszet.info/2016/06/14/qa-i-konferencja-o-piaskownicy-i-mm-2-0-13-06-2016/