Solution for Profitability and Provisions
Last week we promised you that we would consider the circumstances and make the final decision concerning these issues. So we would like to tell you about our further actions.
We have gathered the statistics for earning and spending credits on high-tier vehicles and discovered that part of the profitability coefficients were incorrect. Due to this, some distorted final parameters were included in 2.8 Update. We looked through these coefficients, fixed them and decided to make the following changes:
- Е 75: +10% to profitability
- E 100: +10% to profitability
- ST-1: +10% to profitability
- Maus: +10% to profitability
- IS-7 and M48A1 Patton: +5% to profitability
Provisions and Consumables
Our aim, when we introduced Provisions, was to diversify gameplay by providing you with the ability to change your tactics depending on whether you chose Provisions or Consumables.
And this goal has been achieved: most players already tried Provisions and they are actively using them in battles. The new types of Consumables are irreplaceable in battles, but cause some extra expenses: you have less and less credits after each battle.
We looked into the statistics on spending credits and came to the conclusion that the price for some of the Provisions is actually higher than it should be, which, to a certain extent, deprived you of a comfortable experience.
Making the game less comfortable was not part of our plan, which is why we decided to lower the prices for the following Provisions:
Standard Fuel: 300 – 2,000 instead of 500 – 3,000
Protective Kit: 800 – 5,000 instead of 1,000 – 6,000
Improved Fuel: 2,400 – 5,000 instead of 4,200 – 8,400
And this isn’t all: after introducing Provisions and analyzing the data we gathered, we found some statistical bugs related to Multi-Purpose Restoration Pack and Engine Power Boost; we fixed them as well:
Multi-Purpose Restoration Pack: 800 – 5,000 instead of 1,000 – 6,000
Engine Power Boost: 800 – 5,000 instead of 1,000 – 6,000
Adrenaline and Engine Power Boost
The right apprehension to the changes in Adrenaline mechanics is very important for us. Everyone had moments when Adrenaline was wasted or when an enemy waited until those dangerous 30 seconds, with the highest rate of fire, were over. Wouldn’t it be great to have a second chance to deal more damage? We think that most, if not all, players have the same idea.
The problem is that a lot of players, including the developers, use Adrenaline the old-fashioned way: we wait for a good opportunity to use the full potential of this Consumable and get the most out of it. But now it is better to use Adrenaline right when you encounter an enemy and then use it again after the cooldown. This way you can use the Consumable two or even three times per battle and expect higher battle results.
We hope that together we will learn how to use this Consumable as effectively as possible.
However, 90 seconds is a fair amount of time, especially for dynamic battles where everything happens in just a few minutes. That’s why we changed the cooldown time for Adrenaline and Engine Power Boost.
The cooldown time for Adrenaline is now 75 seconds instead of 90.
The cooldown time for Engine Power Boost is now 75 seconds instead of 90.
More Good News
You may recall that clans are very profitable due to the Clan Supply system, which provides various bonuses and discounts depending on the clan’s efforts. New discounts for Provisions will be presented in future updates for the Clan Supply system. We are sure it will be a nice bonus for those who play a lot.
In conclusion we want to thank you all for the immediate reaction and constructive feedback about 2.8 Update. We highly appreciate your sincere interest in the further progress of World of Tanks Blitz, and we are happy to improve the game with your active involvement!
World of Tanks Blitz Team