What do you get for playing in the sandbox wot. FAQ "Sandboxes" World of Tanks

  • Date of: 21.12.2021

Levels in WoT from 1st to 6th. How do they differ from the older ones, how best to play at these levels. What

When a player reaches level 10, many questions arise. For example, what is the best level to play at? A lot of people don't like the top levels for some reason. Namely:

Chaos is often created in top battles.
Lots of unbalanced cars.
The speed of battle is much higher due to the very high characteristics of the equipment.
Level 10 is very expensive without a premium account.

These or other reasons for some players raises the question: what to play? You can just go to the playlook site and play a simple online game, but I would like to dismantle the tanks in the WOT sandbox. Let's start with the sandbox.

Tiers 1-3 in WoT

This is the sandbox standard. These levels have a lot of imbalanced tanks that have been there for years. I would like to highlight the first level. Although these tanks are not imbs, they feel quite good in battle. But you should not download them first, further branches need to be pumped when you already have experience playing on other vehicles.

T1 Cunningham- has a cassette that can destroy any classmate with proper skill.
Renault Otsu- Elevation angles and armored turret do their job when used correctly. The picture is overshadowed only by low armor penetration.

At the next levels there are several sand titans, namely T18, Pz.Kphw. II Ausf. J, Pz.Kphw. 38H 735(f). Why are they good? At lower levels, there is such a thing as armor, which is not at the older ones. This indicator at all three levels rolls over.

Conclusion: it is possible to play in the sandbox, but do not forget that it is very difficult to predict the actions of allies and opponents. If you have the “sixth sense” perk pumped out, then you are the king and God of the sandbox.

Tiers 4-6 in WoT

This is an older sandbox. There are more experienced players here than in the younger one. The most important advantage of the sandbox is the presence of armor, it continues to work. At these levels, artillery is much weaker than at the top ones.

Here, too, there are many imbalanced machines. We all know about the legendary KV-1S and M18 Hallcat. These 2 tanks are the standard of imbalance in WoT. They'll be nerfed soon. What, then, will sandbox supremacists play? But now is not about that. At level 5, there are also many interesting tanks, but not all of them are unbalanced:

KV-1
T49
T-34
AT2

Each of these machines is special. And all have unique gameplay. If you want to look into the sand, relax and play with inexperienced players, forget about it once and for all. There is no relaxation in the sandbox, chaos reigns there. You will need to constantly expect something completely illogical from other players. But on these tanks in the top you will feel just fine. A big advantage in the sandbox will give you a couple of crew perks, additional equipment and gear. Most players at these levels do not use the above.

This information will help you understand the sandbox and decide if small levels are right for you.

Updated (4-04-2018, 22:29): test stopped


In addition to the traditional test server in World of Tansk, there is also "Sandbox"- a similar test server, but with some features that we will talk about. Anyone can enter the "Sandbox" after filling out an application.

Test stopped.

What is Sandbox in WOT

"Sandbox"- a separate one where players can influence the developers' opinions regarding changes in the game. Players submit an application, developers approve (or not) and send a link to download the Sandbox client.

What is being tested in the Sandbox?




Wargaming released PUBG, a new mode "Battle Royale"(Battle Royale) in WOT.

What is PUBG Battle Royale in WOT?

PUBG- PlayerUnknown's BattleGrounds, survival mode.

Random tank for 1 battle played


At the beginning of the year, a video of the new game mode has already appeared.

PUBG Mode Features:

  • A new visibility system, you can see the enemy (basic information about him) only by pointing the sight at the enemy.
  • The narrowing goes in squares, 5 pcs.
  • April Fool's test, where new mechanics are tested;
  • The mode was made by a separate group of initiators from the development of World of Tanks, the idea was born in the fall at an internal hackathon;
  • In the new map mode, more precisely the reworked "Epic Normandy" (BF Epic Normandy) from the Front Line, it was transferred to HD;
  • 40 players, you are one against all;
  • You can "loot" opponents;
  • There are airdrops;
  • Initially, you spawn almost empty, shells, equipment, perks need to be collected. You can collect and find other tanks;
  • The map is shrinking;
  • Access goes for everyone to the entrance, to the server;
  • Art is not in the mode;
  • Separate atmospheric soundtrack for the mode;
  • There are platoons for 2 people and only for 2. In this option, the game is played only in the DUO, it turns out 20 platoons;
  • There is a kind of inventory.

PUBG WOT video

Now you can test it yourself! Download sand test.

How to enter the "sandbox"?

Submit an application for participation in the test. After you send it, you need to wait a while for the Sandbox moderators to check it and approve it. You will find out that everything is OK by opening the email to which the game account is linked. Follow the instructions in the letter. If necessary, change the password (it will be indicated in the letter) and of course, download the Sandbox client.

If you participated in the first iteration of the Sandbox, you do not need to create a new password. Simply download the Sandbox client and log in with your password for the first iteration of the Sandbox.

What are the criteria for selecting testers?

The developers do not disclose specific criteria, but they convince the players that they are interested in giving the opportunity to test new "features" to the largest number of players. Although, the number of players on the test depends on the goals of testing.
  • http://sandbox.worldoftanks.ru/ru/faq/ - FAQ;
  • http://sandbox.worldoftanks.ru/ru/arhiv/ news archive.

Updated

What is "Sandbox"?

The Sandbox is a separate test server where developers and players will work on a new balance of World of Tanks vehicles.

How to get into the "Sandbox"?

To get started, submit your application by clicking the button below. You will be redirected to a special page where you can complete the application in a couple of steps.

What are the selection criteria?

Not everyone will get access to the test server. The criteria for selecting participants depend on the tasks of a particular stage of testing, but the goal remains the same - to invite players who are not indifferent to the fate of their favorite game and are interested in close cooperation.

How do I know if my application has been approved?

Tankers who have gained access to the test server will find out about this from several sources:

  • Letter to the mailbox associated with the account.
  • Notification in the game client.

We will need time to process applications and determine the number of invited test participants. It is planned that the first wave of invitations will take place at the end of May - beginning of June.

2. Details

Updated

The Sandbox is a special server for testing prototypes of the new World of Tanks balance. Here we plan to test various balance options and choose the most suitable one that will solve the tasks we need and will please the players. The primary task is to set up a new balance of vehicles for the "top" levels. First, testing will be carried out on Tier X vehicles and Tier VIII light tanks, then the approved solutions will be applied to lower tiers of vehicles.

We do not promise that the tested prototypes will be released on the main server in their current form. Their final implementation will depend on the collected and analyzed information.

The goals of the new vehicle balance

  • Increasing the role of armor in the game. Now the game value of such an important part of the tank as armor is much lower than that of mobility and combat power. We hope to increase the impact of armor in the game.
  • Reducing the price of a mistake in battle . We are going to reward players for being active in battles. Increasing the role of armor will allow you to act actively, without fear of leaving for the Hangar at the first sight, because it will become much more difficult to break through a tank at a long distance. Risk is a noble cause, and the payoff for it in battle should not be excessive.
  • Reducing the danger of focused fire at long ranges. Increasing the role of armor increases the tank's survivability at long distances, including under fire from several opponents. Collective control of directions and firing at an enemy tank when it is “lit” will become less effective, since it will be more difficult to break through armor at a long distance.
  • Combat distance reduction. Artillery duels at long distances should not be the main tool for achieving victory. Combat vehicles must fulfill the roles originally laid down in them: “tank”, push through directions, and much more.
  • Increasing variety in gameplay. If different types of vehicles have different roles and the ability to play them effectively, the battles will become more diverse. Choosing a different class, you will choose new gameplay, new game tasks and ways to solve them.
  • A smooth increase in the dynamics of the battle. Changing armor penetration with distance will encourage players to take more active actions in battle to achieve victory.

Major changes

To achieve the goals of the new balance in the Sandbox, several core game mechanics will be changed.

The distribution of projectiles in the circle of information

In order to reduce the effective range of fire, the distribution of projectiles in the aiming circle will be changed so that the need to fully converge will increase. Thus, survival under fire at long distances will increase.

You can learn more about how projectiles are currently distributed in the circle of intelligence on the main game servers in

Reduced armor penetration of shells with distance

FROM increasing distance b armor penetration will drop more noticeably - this is done to increase the role of tank armor in the game. It will become more difficult to fire at a long distance, and in order to increase the likelihood of damaging an enemy tank, players will have to take more active actions: get close to the enemy or take up positions to fire at his weak spots.

In addition, it will become more difficult to penetrate a tank at a long distance into the most protected frontal projection - in this way, heavily armored vehicles will have more opportunities to push through directions.

Changes in the degree to which armor penetration decreases with distance will not affect close-range firefights - the specifics of its conduct will remain the same.

Systematization of projectile damage

At the moment, World of Tanks has a lot more large-caliber guns than it was at the initial stages of the game's development, and there is a need to recalculate the damage of guns. As part of the Sandbox, a new system for distributing one-time damage from various weapons will be tested. The system under test should reduce the number of shots that deal critical damage and increase the value of the damage per minute indicator compared to the one-time projectile damage.

Changing the maneuverability of cars

Along with increasing the survivability and lifespan of a well-armored tank in battle, it was decided to add game features for weakly armored, but mobile vehicles. The class or role ratios of the speed of rotation of the chassis and the tower will be determined. As a result, more maneuverable vehicles should be able to actively maneuver, "twist" slower, but better armored vehicles.

Role models for various types of equipment

At the moment, almost any class of vehicle performs most of the game tasks equally well, with the exception of self-propelled guns and some light tanks. This situation reduces the variety of gameplay, because the effective actions taken by the player in battle are practically the same for most classes.

The gameplay changes listed above are designed to separate vehicles by roles. Based on an expert assessment, 7 main game roles were identified, and through the game parameters, we emphasized the game functions that the machine should perform. Please note: role names are not finalized.

In general, among the system changes, one can single out a general change in the maneuverability of vehicles, due to which it became possible to identify some game roles, as well as a noticeable decrease in visibility indicators.

It is important to understand that the changes made are not final and will be changed repeatedly, both taking into account the feedback of the gaming community participating in the testing, and taking into account the analysis of statistical data.

SPG class rebalancing

As part of the SPG rebalance, it is planned to change their main task in battle. In the new role, self-propelled guns will be refocused on supporting allies by stunning enemy vehicles, and causing damage for this class will fade into the background. In addition to changing the role in battle, the SPG class will receive several new features to increase efficiency and ease of use.

New ACS features:
  1. Blast / shock wave, stun. Spreads along with the "splash" after the projectile breaks. Tanks that fall within the range of the blast wave will temporarily suffer a reduction in performance characteristics. Damage dealt to stunned tanks counts as damage dealt with your help.
  2. Allied Artillery Marker - displaying an approximate area on the map where the allied self-propelled guns are reduced. Appears when you press the “Attack” key (by default, the T button), provided that the central marker of the sight is not on an enemy vehicle (in this case, a notification will appear about a possible attack by this tank). Allies will see a graphical representation of an approximate circle on the mini-map and directly on the location, a message will also be displayed on whether the SPG is loaded. This is intended to improve team communication.
  3. Alternative sight for self-propelled guns. The new sight changes the type of aiming on the SPG, making it similar to sniper mode on other types of vehicles and more user friendly.

The changes will also affect high-explosive shells: the amount of damage inflicted in most cases will decrease, the dispersion of high-explosive shell fragments will increase (splash radius). We can say that the self-propelled guns will switch from dealing damage to a specific player to dealing damage to clusters of enemy tanks.

Access to the test server can be terminated or limited at any time for non-compliance with the provisions of the User Agreement and.

In particular, according to clause 9.2 "Beta Testing" of the User Agreement, "any information received by the User during beta testing is confidential and not subject to disclosure." Any distribution of information from the Sandbox server (live broadcasts, video reports, etc.) without the consent of Wargaming representatives is prohibited. You can agree on the publication of such materials in a special topic on the forum of the Sandbox server. Only those players who have access to testing can leave applications.

3. Answers to questions

Updated

Answers to questions from players

Anton Pankov and Daniil Murazor Parashchin answer questions from Jove and players about the Sandbox server.

Why was the stabilization "cut" in the "Sandbox", although the dispersion within the circle of information was already increased?

Not all tanks have worsened stabilization, on some vehicles it has become better. Stabilization is made so that the player can easily hit the silhouette at close range. I can't say that it's perfect now, but that's why we need to collect statistics, thanks to which the balance will improve. In addition to this, the turret and hull maneuverability was nerfed for all heavy tanks, now it is possible to spin the heavy tanks - these are all parts of the new role-playing system and balance.

Do you plan to add new people to the Sandbox?

Of course, every week we try to add new players, and absolutely all levels of the game - not just extras. It is now summer time, and many of those whom we invited are not playing yet, but we believe that interest in the Sandbox will be high, because it depends on the people who play there how everything will turn out.

Artillery has too good accuracy, is it not superfluous?

Well, the artillery can't one-shot anyone now, so the decision was made to raise the accuracy so that it can hit predictably. Stun is still a new mechanic, this was not in the game and this feature has not yet been configured. The ability to reduce the duration and strength of the stun will be given. Yes, it is annoying, but you can safely drive, push the direction and be sure that you will not be suddenly killed.

One of the new features that we will test is a ban or restriction for artillery to play in a platoon.

What about the tanking bonus?

It is being done slowly. At the moment when we were ready to release it, it was absolutely unrealistic, it gave too much bonus, and it did not work out right. Approximately this also includes a bonus for assisting from artillery - these are mechanics that will allow you to earn money without causing damage.

Why does the T110E3 have 120 mm?

Because we have too many tanks with a very good alpha. There can be no super armor and super "alpha", but I don't really like T110E3, it will still be "upped". Consider that in the new balance there will not be a large number of "tens" in one battle, and how to fight against the "tens" with excellent armor and guns on the "eights"?

Is there something interesting planned in terms of maps?

We will also add some problematic maps to the Sandbox, just for now we want to deal with the performance characteristics, and then other changes will appear here.

Some of the problems with the maps will be resolved by themselves with the release of the new balance, because thanks to the new role model and changes in artillery, players on old maps will behave in a new way.

Is stun the only feature arta will have?

Yes, there will be no smoke projectiles, illuminating projectiles, etc. We have discussed this more than once, and this will not happen precisely because if esportsmen can use it at the highest level, then an ordinary team will not be able to use it. Smokes will fly at allies and interfere with them, "lights" will be thrown in the wrong place, or no one will shoot there, and as a result we will get a very toxic thing.

Why is it forbidden to stream "Sandbox"?

We are not ready to allow streams yet, because we are not ready to shout to the whole world that everything is fine, everything is working fine, the changes there are still very tough, and broadcasts can scare many players who are not familiar with the Sandbox. This is a very responsible project for us, and in the future, of course, there will be both official and non-official videos from there.

Arta now often deals more damage to allies than to enemies due to the large splash. Will you do something about it?

Damage to allies from artillery will lead to penalties, no one will be able to shoot at a bunch of allies to stun one player. But this system is still under development. If the artillery beaconed that it was shooting at a certain point, and then an ally drove there, it is, of course, wrong to fine for this.

I read that the balance will be done for “tens”, and then go down, but there was also an opinion that level VI and below would hardly change - is that so?

The fact that they will not change at all is not true, but there will be less changes at the lower levels. The role model is more really about the top-level technique. The changes below will be to make it comfortable to play at these levels, without such serious alterations.

G8 platoons are always at the bottom of the list, do you know about this problem?

We know that this is done because now the balancer is trying to determine platoons by platoons, and when it does not find a platoon of "eights", it looks in "nines" and "tens". We will try to fix this in the new balancer. We want to create a 30/30/30 system where 30% of the fights are in the top, 30% in the middle and 30% at the bottom.

Are there any plans to change the situation from +/-25%?

So far we think it's OK. There are no serious problems with this even in eSports.

How long will you be testing this?

For us, this activity is new and very risky. The team will work until the players who play in the Sandbox (and at the end all players will be added there) say that the game has become better, that they like the technique more. If it turns out that we tested and tested, but in the end the players say that the balance on the main server is not so bad and there is no need to change anything, we will not release balance 2.0. But we hope that this will not happen.

Forbidden mods, "cheats" - what's with them?

Pankov :

Before the start of the football tournament, we banned and suspended a large number of people with a “vango sight”. We found a way to track them down and punish them. This is how we will continue to do so. We are creating a tool that will calculate all forbidden mods 100%, we are currently working on this very closely.

Do you plan to do something on the Global Map to attract more people there?

We are planning, but our main priority is “randomness” and balance in “randomness”, first it, then everything else.

We consider them colleagues, not competitors. We really closely follow the development of these projects, but it would be dishonest and wrong to take something from there and blindly copy it.

Personal combat missions?

We know that people want LBZ, we think about how to make them compare favorably with the current ones (we don’t plan to turn off the current ones) and how to make it so that more people can complete them.

Light tanks are not very comfortable to play now, what are you planning to do with them next? In addition to dynamics and review?

The role of “light” will be returned to them, this is understandable, they will become the best scouts, but the problem is that LTs now do not deal damage in many ways, because LT-8s are hard to play with “nines” and “tens” in the new balance. I won’t promise anything yet, we tested different options, and no one knows what will happen in the end.

Will the client be completed for the MacBook?

This is important to us, we ran into some serious problems with the release of 9.15. And we are thinking about making a client for Mac ourselves, and not using a third-party version.

Will you add new perks to Balance 2.0?

Of course, we will, while this is the stage of concepts, but we understand that the current "perks" are not enough.

The topic of "perks" has been raised many times, but first we want to make a balance for the role model, and then "perks" for the same roles.

What is planned to do with the "gold"?

We want to reduce its toxicity. Our goal is to increase the lifetime of tanks, and there may be different options, all this will be tested in the Sandbox.

About setups and balance. Will you manually adjust the setups so that there are not 7 tank destroyers in one team and none in the other?

Now there are very dense work on the balancer. Ideally, it will take into account all these problems. What the balancer will do exactly is an equal number of tens, nines and eights in each of the teams.

Are the developers going to remove the "15 m from the bush" feature?

At the moment, this mechanic suits us. When we reach a more precise balance, we will see how this parameter fits into the new rules, but for now we do not plan to remove it.

Are you afraid that players will get confused in role models?

I'm afraid. We will work to make it as clear as possible: information in the client, etc. We will switch to the role model very gradually so that this causes as little discomfort as possible for the players. The role model is additional information to the player about what strengths and weaknesses his tank has, because classes are more of a historical concept, and heavy tanks often play as medium, and medium as heavy, in the role model this will be described as accurately as possible.

Why are you afraid to balance +/-1 like in Blitz?

We are not so much afraid as we do not believe that this will work now. Now we are doing the balance for +/-2, we don’t want to introduce these artificial frames, because then the “tens” will only play with the “tens”, and now the “eight” can create problems for them, this is not a win-win option when you are on “ eight" against "ten". It will be boring to fight +/-1.

4. Participation in testing

Updated

What are the selection criteria for the test server?

Player selection criteria may change from time to time. Now we are interested in players who have at least one Tier X tank in their Garage.

Why didn't I get on the test server even though I meet the criteria?

At certain points in time, we invite different segments of players to participate. It is possible that at the moment the number of players we need has already been invited and the recruitment has ended. Do not be discouraged, all applications are saved in the system, and you do not need to re-submit it.

My friend and I meet the selection criteria, he passed, I did not. Why?

The system considers eligible players on a first-come, first-served basis within our referral limits for the current testing period. It's likely that your friend is within the invite limits and you are not.

How Wargamingdetermines who becomes a tester?

Since our main goal is to get the highest quality feedback, we are interested in tankers who are passionate about the game. Sometimes we are interested in certain types of players, depending on what we are testing in a particular case. For example, if we want to test the changes for a heavy tank, then we will select experienced players on heavy vehicles.

How often are test requests processed?

We invite members every few weeks to give them a fresh look at the changes. Our selection is based on criteria based on the current stage of testing, not the order in which applicants applied.

Why not give everyone access to testing?

The Sandbox is a small, fast-paced environment where developers can work with targeted groups of players on Balance 2.0 and experiment with new gameplay elements. This environment should be a positive and constructive ecosystem where testers and developers can collaborate effectively. We are looking for positive and engaged tankers and invite new members every few weeks to keep the Sandbox active.

What rules of conduct will be on the server?

On the test server and on the testing forum, the same rules apply as on the game servers. Our goal is to maintain a constructive and positive working environment during testing. Therefore, testers who exhibit toxic behavior towards other participants will be denied access to testing without the right to appeal.

Does Wargaming monitor what is happening on the test server in regards to mate, etc.?

We monitor the behavior of players in the Sandbox in the same way as on a regular server. If you notice that someone in the game is behaving inappropriately, please use the report function. Testers found to be engaging in inappropriate behavior will be denied access to the Sandbox without the right to appeal.

How to apply to become a tester?

Any tanker can apply to participate in testing. Visit to submit your application or to check the status of your application. If you have gained access to testing, a notification will be sent to your email and to the game client.

When applying, I did not provide any information. What do you know about my account?

After you clicked on the "Submit Application" button, your account was submitted for review. We already know the basic information about your account: preferred vehicles, nations, number of battles, percentage of wins, whether you have violations, and so on. The application process simply tells us that you are interested in testing.

Where can I download the test server client?

If your application is approved, you will be able to download the test client at . You can apply for access to the Sandbox there.

Will my account be empty?

After your application has been approved, you need to wait 48 hours, during which we will prepare the vehicles, gold and credits for testing. There will be no changes to your main account.

How will I receive information about new tests, the start of a test?

The main source of information about the Sandbox is the list of pinned topics on the Sandbox forum that will be created to discuss this or that change. Please note that gameplay features in the Sandbox are not finalized, and some may never appear in the game. Unfortunately, we are not ready to talk in detail about all the changes that will be rolled out on the test.

How can I find other participants for the test?

To connect with other testers, join the general chat in the game client.

Where can I provide feedback on test server content?

You can express your opinion about what you saw on the test server on the Sandbox forum, in a special section.

Why is the test server unavailable?

Sometimes we install updates on the server. At these moments, it has the status "Unavailable" and you will not be able to log in. When this happens, try logging in again in an hour or two. If the Sandbox is still not available, please check the test forum there are published announcements about the temporary unavailability of the server.

Why is my ping so high?

The Sandbox server is located in Frankfurt (Germany) and has less bandwidth than regular game servers. If you don't usually play on a RU3 server, it's likely that your ping may be higher than normal.

Is there a login queue on the server?

We expect some hype after the updates are installed. If the number of login requests exceeds the maximum number of simultaneous authorizations supported, then you will have to wait in the queue.

Why can't I find opponents to play for so long?

The number of players in the Sandbox is somewhat smaller than on the game servers, so the search for a match may take longer than usual.

What language is supported?

The test client will be available in Russian and English. Staff support will also be provided in Russian, English and other European languages.

Do you need feedback or can you just play?

We are very interested in your feedback, because it is thanks to them (together with statistics) that we will make certain changes in the Sandbox.

(how to apply is described in the link), designed to test a new balance of WoT vehicles.

Then, download and update the client.

It looks exactly the same, only without the various promotions of the game about discounts and offers from the premium store.

We enter the game, as usual under our personal data.

Hangar "Sandbox" WoT

The hangar provides all tier 10 tanks available in the hangar, as well as all tier 8 light tanks (three nations), fully researched. Each tank has its own crew, where players can choose from three skills.

Very strange, but there is no tier 8 French light tank - AMX 13-90.

In the hangar there are initial stocks:

Available in the game one thousand game gold, and five million silver. Inventories are updated daily by deducting the remaining funds and adding the original number of currency units.

The distinctive features of the sandbox can be observed already in the hangar. For example, there is no concept of buying gold shells (cumulative, sub-caliber) for silver, it is possible to purchase them only for in-game gold (from 10 units of in-game gold per shell).

Buying equipment for in-game silver remains.

Performance comparison RU 251

The characteristics of all tanks have been changed. The picture shows a comparison of the usual and tested characteristics of a light tank. Where the green rectangle indicates the increase in the value of characteristics in the tested sample, and the red rectangle indicates the deterioration in characteristics.

There is no crew on the tanks, but the following modules are installed: Coated optics, vertical aiming stabilizer and improved ventilation.