1 00:00:03,280 --> 00:00:07,040 In today’s episode, we will be  discussing the Sandbox remaster.   2 00:00:07,040 --> 00:00:12,080 We’ll also be showing the updates for drone  parameters and announcing the new Ultra Weekend. 3 00:00:15,680 --> 00:00:19,600 It’s time to choose the next Paladin winner! 4 00:00:35,600 --> 00:00:37,924 Tankers, let’s get straight to the latest news. 5 00:00:38,095 --> 00:00:42,136 After removing the Flash client we freed up a lot of resources; 6 00:00:42,136 --> 00:00:46,160 so we started working on skins  for not only hulls and turrets but also maps.   7 00:00:46,800 --> 00:00:49,357 You have asked us for this for a long time. 8 00:00:49,357 --> 00:00:53,547 Let’s talk to the head of the department Pasha, and the big boss Hazel. 9 00:00:53,547 --> 00:00:57,840 They will explain in detail how  the work on the sandbox remaster was done. 10 00:00:57,840 --> 00:01:00,160 Pasha: Mist spreads over the river. 11 00:01:01,400 --> 00:01:05,075 Hazel: Hazel's trees are coming out of the grass. 12 00:01:05,075 --> 00:01:08,304 Pasha: Oh yeah, a forest full of Hazel's trees 13 00:01:08,304 --> 00:01:09,760 Hazel: Let's try it on the Forest map 14 00:01:09,760 --> 00:01:10,560 Pasha: Definitely! 15 00:01:10,560 --> 00:01:14,480 Hazel: So even while working on Tanki  X, a bunch of things became clear. 16 00:01:14,480 --> 00:01:17,280 Hazel: We should decide on what  time everything takes place. 17 00:01:17,280 --> 00:01:20,641 Hazel: Otherwise it looks not logical  when at the same time very old technologies 18 00:01:20,641 --> 00:01:23,003 and very new technologies are present at the same time. 19 00:01:23,003 --> 00:01:27,340 Hazel: This way it looks like the environment is  not the real world but pieces of scenery. 20 00:01:27,340 --> 00:01:29,440 Well, just like it was in Tanki Online for a long time. 21 00:01:29,440 --> 00:01:34,560 Hazel: And another thing  is that it is not possible to make so  many modifications for the same tank. 22 00:01:34,560 --> 00:01:36,320 Pasha: Yeah, that's tons of work. 23 00:01:36,320 --> 00:01:38,000 Hazel: As far as I remember,   24 00:01:38,000 --> 00:01:42,800 we even haven't managed to make M3  skins in Tanki X, just M0, M1 and M2. 25 00:01:42,800 --> 00:01:44,880 Pasha: That's right. We didn't have enough time. 26 00:01:44,880 --> 00:01:46,860 Hazel: Well so as for Tanki Online. 27 00:01:46,860 --> 00:01:50,320 It got graphics downgrade when we  moved from Flash to HTML5. 28 00:01:50,320 --> 00:01:52,480 Hazel: Having all the experience we gained,   29 00:01:52,480 --> 00:01:55,920 we now see how we would like the game  to look and what we need to change. 30 00:01:55,920 --> 00:02:00,000 Hazel: Pasha, please tell us our players  what is our vision of graphics in the game   31 00:02:00,000 --> 00:02:01,360 and how we should improve its quality. 32 00:02:01,360 --> 00:02:03,280 Pasha: As I have previously said,   33 00:02:03,280 --> 00:02:06,240 Tanki X was more of a remaster than what we try to do now. 34 00:02:06,240 --> 00:02:10,400 Pasha: Because what we do now, is not  just changing the existing models,   35 00:02:10,400 --> 00:02:13,200 making them in higher resolution,  as we already did before. 36 00:02:13,200 --> 00:02:17,040 Hazel: It all started with the question,  which was never an issue in Tanki Online. 37 00:02:17,040 --> 00:02:19,200 Hazel: And the question is,  what about the game lore? 38 00:02:19,200 --> 00:02:22,080 Hazel: We have decided that we  won't have it like in Tanki X,   39 00:02:22,080 --> 00:02:24,080 no any faction wars, that's not about our game. 40 00:02:24,080 --> 00:02:26,720 Pasha: We won't tell them  about the game lore, will we? 41 00:02:26,720 --> 00:02:30,000 Hazel: We won't, we will just let players know that we have the game lore. 42 00:02:30,000 --> 00:02:32,640 Hazel: Actually, we have agreed  on key moments in the plot. 43 00:02:32,640 --> 00:02:35,360 Hazel: So why did we have  change how the game looks?   44 00:02:35,360 --> 00:02:38,320 Because now it all happens in a  particular place and at the same time. 45 00:02:38,320 --> 00:02:40,960 Hazel: It let us use the  same style for all models. 46 00:02:40,960 --> 00:02:44,960 Hazel: Another thing is that we again agreed  that there will be no human beings in the game. 47 00:02:44,960 --> 00:02:49,040 Hazel: You may ask, so why are there  buildings? You will find it out yourselves. 48 00:02:49,040 --> 00:02:52,320 Hazel: So we have started with these  fundamental facts of the game lore. 49 00:02:52,320 --> 00:02:57,040 Hazel: Just like it was in Tanki X, we  decided to start with the Sandbox map. 50 00:02:57,040 --> 00:02:59,200 Hazel: We used the agreements about the game lore   51 00:02:59,200 --> 00:03:01,840 to make something I wouldn't  call a remaster but a remake. 52 00:03:01,840 --> 00:03:07,120 Pasha: I would call it the evolution of this map,  a step up the evolutionary ladder for this map. 53 00:03:07,120 --> 00:03:12,400 Pasha: Players often ask if we have plans to take something from Tanki X and reuse it into Tanki Online. 54 00:03:12,400 --> 00:03:16,560 Pasha: We actually reuse some things  from Tanki X but just partially.   55 00:03:16,560 --> 00:03:21,600 We cannot just take the ready-to-be-used models, I would  even say that we can but we do not want to. 56 00:03:21,600 --> 00:03:25,936 Pasha: We do not want to take those finished models because when we add something to the game, 57 00:03:25,936 --> 00:03:30,040 it stays there for a long time and we  don't like to return to these things later. 58 00:03:30,040 --> 00:03:37,120 Hazel: As you have said, the quality of the Art department production does not stand still and what you thought was high-quality then is not that good now. 59 00:03:37,120 --> 00:03:42,640 Pasha: That's right but it may happen  that some part of Tanki X texture was cut out 60 00:03:43,280 --> 00:03:45,480 and reused in a new texture for Tanki Online. 61 00:03:45,480 --> 00:03:48,400 Hazel: I also wish to stress that it sounds weird   62 00:03:48,400 --> 00:03:52,320 when we say that we copy something from  Tanki X and paste it into Tanki Online.   63 00:03:53,440 --> 00:03:56,480 It sounds like we are stealing. But  it was us who have created the game. 64 00:03:58,510 --> 00:04:03,040 Pasha: It was us who have created  the game. Those guys and this guy. 65 00:04:03,040 --> 00:04:04,320 Hazel: Yeah and this guy too. 66 00:04:04,320 --> 00:04:07,800 Pasha: And these guys have also created Tanki 2.0 67 00:04:08,654 --> 00:04:10,110 Pasha: Sorry guys! 68 00:04:10,110 --> 00:04:12,480 Hazel: It is definitely  worth it to use these drafts 69 00:04:12,480 --> 00:04:15,801 Pasha: There is one asset that we have just  moved from Tanki X. 70 00:04:15,801 --> 00:04:16,742 Hazel: Go ahead 71 00:04:16,742 --> 00:04:18,519 Pasha: Barrels, they are very well-drawn. 72 00:04:18,519 --> 00:04:20,959 Hazel: I have no idea where you have placed them. 73 00:04:20,959 --> 00:04:23,040 Pasha: I haven't done it yet. 74 00:04:23,040 --> 00:04:23,920 Hazel: You are a sly one! 75 00:04:23,920 --> 00:04:27,520 Pasha: Well, they are not used for  gameplay, just for decorations.   76 00:04:27,520 --> 00:04:28,880 And that's what we should tell about. 77 00:04:28,880 --> 00:04:35,280 Pasha: So what is the main difference between this  remaster of the map and what we did in 2012? 78 00:04:35,280 --> 00:04:37,120 Hazel: Yeah, it was in 2012. 79 00:04:37,120 --> 00:04:39,200 Pasha: Yeah, 2012. 80 00:04:39,200 --> 00:04:44,240 Pasha: So the main difference is that we are not just replacing texture files with new high-quality ones. 81 00:04:44,240 --> 00:04:46,720 Pasha: We are rebuilding  these assets from scratch.   82 00:04:47,760 --> 00:04:49,680 They are technically done in  a completely different way. 83 00:04:49,680 --> 00:04:51,360 Pasha: In addition to gameplay assets... 84 00:04:51,360 --> 00:04:55,840 Pasha: In the original version of Tanki  Online, we only had gameplay assets on maps. 85 00:04:55,840 --> 00:04:57,760 Pasha: So if you see a box somewhere,   86 00:04:57,760 --> 00:05:00,560 from a gameplay standpoint, it  makes sense why it is there. 87 00:05:00,560 --> 00:05:02,640 Pasha: You can hide behind it and shoot back. 88 00:05:02,640 --> 00:05:05,004 Hazel: As the one who was building these maps 89 00:05:05,004 --> 00:05:08,080 I can say that there were no models  that could be used as decorations. 90 00:05:08,080 --> 00:05:09,600 Pasha: Just trees and bushes. 91 00:05:09,600 --> 00:05:11,280 Hazel: Oh, yeah, just trees and bushes. 92 00:05:11,280 --> 00:05:13,280 Pasha: I guess we also had flowers... 93 00:05:13,280 --> 00:05:16,000 Hazel: They were so small, players  even didn't notice them usually. 94 00:05:16,000 --> 00:05:21,760 Pasha: So we haven't just remade huge assets,  we also have added small and medium-size assets. 95 00:05:22,320 --> 00:05:24,800 Pasha: Last two do not affect the gameplay at all,   96 00:05:24,800 --> 00:05:28,480 only huge assets do and these two  are just for decoration usage. 97 00:05:28,480 --> 00:05:31,127 Hazel: Do you mean things like  small stones, bricks 98 00:05:31,127 --> 00:05:32,491 Pasha: Concrete slabs... 99 00:05:32,491 --> 00:05:33,323 Hazel: Grass 100 00:05:33,323 --> 00:05:35,440 Hazel: Trees in the background...  That's something new. 101 00:05:35,440 --> 00:05:40,880 Pasha: Rocks in the background are also not  used for gameplay, they are just decorations. 102 00:05:40,880 --> 00:05:45,120 Hazel: One more important thing is that we are  no more limited to using the square mesh system. 103 00:05:45,120 --> 00:05:47,120 Hazel: It means that maps can be not only square. 104 00:05:47,120 --> 00:05:51,280 Pasha: However, it is worth mentioning  that the square mesh system itself   105 00:05:51,280 --> 00:05:53,840 over time has become a part  of the visual aesthetics. 106 00:05:53,840 --> 00:05:56,880 Hazel: Players also got used to this  kind of gameplay with square maps. 107 00:05:56,880 --> 00:06:01,360 Pasha: These aesthetics of square maps  has become a part of our design code   108 00:06:01,360 --> 00:06:03,120 and we should somehow keep following it. 109 00:06:03,120 --> 00:06:05,200 Pasha: Thus, we try to keep following it   110 00:06:05,760 --> 00:06:10,400 and also add some new decorative elements  placing them at an angle and so on. 111 00:06:10,400 --> 00:06:12,880 Pasha: And we can do it as  nowadays we use Unity... 112 00:06:12,880 --> 00:06:16,320 Hazel: Yeah, we use Unity to build  the new remastered version of the map. 113 00:06:16,484 --> 00:06:20,416 Hazel: So jokes about us stealing everything  from Tanki X makes more sense now. 114 00:06:20,416 --> 00:06:23,920 Hazel: So it looks like playing with  Legos, but we even can rotate every block.   115 00:06:23,920 --> 00:06:27,360 We still use the mesh system because  you are used to these aesthetics 116 00:06:27,360 --> 00:06:31,280 Hazel: One of the essential differences is  that in the old version of Tanki Online,   117 00:06:31,280 --> 00:06:33,556 a map surface is made of square  blocks. 118 00:06:33,556 --> 00:06:39,120 But for the remastered map, we can just use the brush tool to draw  it just like in other modern games. 119 00:06:39,120 --> 00:06:42,299 Hazel: Same applies to grass, stones,  and rocks. 120 00:06:42,299 --> 00:06:46,720 Even many mountains are not just ready-to-use assets placed on  the map but a drawn smooth terrain. 121 00:06:46,720 --> 00:06:52,080 Pasha: Yes, and all of this is done by hand.  All the grass, every flower is planted by hand. 122 00:06:52,080 --> 00:06:54,720 Pasha: We cannot just push one button   123 00:06:54,720 --> 00:06:58,960 and have all the bushes and flowers be placed  gracefully and automatically at the same time. 124 00:06:58,960 --> 00:07:03,680 Pasha: We need to do it by hand for every  map. So this process will take a long time. 125 00:07:03,680 --> 00:07:07,840 Hazel: So we will be updating the maps  gradually and Sandbox will be the first.   126 00:07:07,840 --> 00:07:09,120 Others will be updated later. 127 00:07:09,120 --> 00:07:13,200 Hazel: For other maps, we will be reusing  assets that we have already created,   128 00:07:13,200 --> 00:07:16,800 just like we were doing for the original  version of the game. If we already have a road,   129 00:07:16,800 --> 00:07:19,440 we just reuse it. If we already  have a wall, we just reuse it. 130 00:07:19,440 --> 00:07:23,440 Pasha: That's right. After we created small  buildings and roads for the Sandbox map,   131 00:07:23,440 --> 00:07:26,960 we won't need to create new ones  for Kungur as we already have them. 132 00:07:26,960 --> 00:07:29,840 Hazel: But with each new map we  will be coming up with its style. 133 00:07:29,840 --> 00:07:33,680 Hazel: For the original version of Tanki  Online, we just had the props library   134 00:07:33,680 --> 00:07:35,280 and were using only it to create maps. 135 00:07:35,280 --> 00:07:39,120 Hazel: And now it will be this way,  we decide what should be on this map,   136 00:07:39,120 --> 00:07:42,480 we check what assets we already have,  and what assets should be created. 137 00:07:42,480 --> 00:07:46,240 Pasha: So about how it is gonna be. It will  start with preparing a concept-art of a map. 138 00:07:46,240 --> 00:07:48,800 Pasha: How it should look and  what its atmosphere should be like. 139 00:07:48,800 --> 00:07:51,280 Hazel: Let's take the Chernobyl map as an example 140 00:07:51,280 --> 00:07:51,840 Pasha: Yeah 141 00:07:51,840 --> 00:07:56,080 Pasha: So this concept-art helps us to  understand which new assets we need to create. 142 00:07:56,080 --> 00:07:58,960 Pasha: So we create these  missing assets and build the map. 143 00:07:58,960 --> 00:08:00,480 Pasha: And it goes hand in hand 144 00:08:01,014 --> 00:08:05,010 Pasha: And as soon as we get everything ready, built and tested, we release it. 145 00:08:05,760 --> 00:08:08,517 The map will appear in an event mode next week  on October 15th, 146 00:08:08,517 --> 00:08:13,585 so that everyone can take a look at and experience the map for themselves.  You are welcome. But beware! 147 00:08:13,585 --> 00:08:18,400 Playing on the new Sandbox map won't be easy; because the  map hasn’t been optimized yet. Don't panic.   148 00:08:18,400 --> 00:08:22,400 That's how it's supposed to be. We ask you to  be patient and play on this version of the map.   149 00:08:23,040 --> 00:08:26,578 As long as you stay on the map, we can collect  all the necessary performance metrics. 150 00:08:26,578 --> 00:08:30,480 It will let us identify all the problems and achieve  better performance with the map in the future.   151 00:08:31,040 --> 00:08:34,010 Leave your comments in the comments section of  this video or in the forum; 152 00:08:34,010 --> 00:08:40,000 We need your feedback about the map. The more feedback you leave,  the sooner it can appear in regular matchmaking   153 00:08:40,000 --> 00:08:42,122 and the higher its quality will be. 154 00:08:43,360 --> 00:08:47,680 The first adjustments in the drone changes  will be implemented in this release.   155 00:08:47,680 --> 00:08:52,800 In episode 310 of the V-LOG, we talked  about the availability of drones by rank.   156 00:08:52,800 --> 00:08:57,280 Today we will focus more on some of them in  more detail. So let's start with Booster! 157 00:08:58,000 --> 00:09:03,631 Now its bonus damage is decreased to  + 50% instead of the usual + 200%. 158 00:09:03,631 --> 00:09:07,797 But the duration of the bonus is increased to 30  seconds. 159 00:09:07,797 --> 00:09:13,840 Each subsequent Supply activated reduces Boosted Damage's  cooldown by 3 seconds instead of 10.   160 00:09:13,840 --> 00:09:16,759 We have already told you about the reasons for  such changes. 161 00:09:16,759 --> 00:09:23,760 This drone was so effective that there was no chance for the other drones. We even  had to boost Defender for it to counter Booster. 162 00:09:24,480 --> 00:09:26,158 Next Drone - Miner. 163 00:09:26,158 --> 00:09:29,997 We have increased the maximum number of saved mines to 100. 164 00:09:29,997 --> 00:09:34,040 The cooldown decrease  for mines is now -15 seconds instead of -10, 165 00:09:34,080 --> 00:09:37,920 but the Drone’s recharge duration is increased to 30 seconds. 166 00:09:37,920 --> 00:09:40,480 And the last one in our review will be Assault. 167 00:09:40,480 --> 00:09:43,776 The supply cooldown decrease is now -15  seconds. 168 00:09:43,776 --> 00:09:49,840 Since this update, it will also be consuming an additional unit of boosted  damage supply when the drone is activated. 169 00:09:50,400 --> 00:09:54,320 All these changes serve to balance the  combined effect of different mechanics   170 00:09:54,320 --> 00:09:56,919 and to make the game more interesting and varied. 171 00:09:56,919 --> 00:09:59,480 More changes are coming in the next release. 172 00:09:59,520 --> 00:10:03,840 As soon as the whole rework is completed, we  will tell you about the rest of the drones. 173 00:10:05,520 --> 00:10:09,760 And here's what's going to happen this  week. The new Ultra Weekend is here!   174 00:10:09,760 --> 00:10:14,035 Special bundles in the shop, special missions, and  a new event mode — 175 00:10:14,035 --> 00:10:16,412 everything is ready and is just waiting for you! 176 00:10:16,412 --> 00:10:20,600 This time, for the event game mode, we have Deathmatch on the following maps: 177 00:10:21,280 --> 00:10:23,820 Sandal, Highland, and Cross. 178 00:10:23,820 --> 00:10:29,280 Defeat your opponents, complete missions, and be left with  a good feeling from this weekend! 179 00:10:31,520 --> 00:10:34,411 We read your comments from the last episode of the  V-LOG 180 00:10:34,411 --> 00:10:38,147 and are glad to hear that you understood how the Nuclear energy supply works. 181 00:10:38,147 --> 00:10:41,080 So now, we will keep answering popular questions from the forum. 182 00:10:41,782 --> 00:10:44,807 Will you add a special sound when a  container is dropped 183 00:10:44,807 --> 00:10:47,851 so we know it's either gold or a container? 184 00:10:47,851 --> 00:10:52,720 No, we would like to keep on using the sound of the gold boxes for containers as well;   185 00:10:52,720 --> 00:10:57,280 because it's very important in the game. If  players only wait for the special container sound,   186 00:10:57,280 --> 00:11:01,920 they will start ignoring gold boxes. It  will ruin the whole magic of gold boxes. 187 00:11:02,646 --> 00:11:07,527 How do you choose which hull or turret will be the next one to get HD textures? 188 00:11:07,527 --> 00:11:12,109 Answer: The order is formed in accordance with the equipment usage frequency in the game. 189 00:11:12,109 --> 00:11:18,704 Usually, designers follow this order; but we cannot force them to follow it as  you never know when a muse will come to you. 190 00:11:18,704 --> 00:11:24,182 Will you add engine sounds to drones, because  drones are strange not having any sounds? 191 00:11:24,182 --> 00:11:30,269 In the real life, drones have loud propellers so it  makes sense to add sounds to drones. 192 00:11:30,269 --> 00:11:37,132 *Loud sound of the drone* I'm not sure if this is a good idea. 193 00:11:37,133 --> 00:11:43,099 Why does healing teammates with Ares's  or Paladin's OD not earn you battle points?  194 00:11:43,099 --> 00:11:46,326 Both of these overdrives have long effect durations, 195 00:11:46,326 --> 00:11:49,181 and it’s hard to set the rules of how points should be counted. 196 00:11:49,181 --> 00:11:53,840 Moreover, the fact that one teammate can be healed  multiple times makes it only harder.   197 00:11:54,480 --> 00:11:59,360 We came to the conclusion that, to make how  overdrives work simple and easily understandable,   198 00:11:59,360 --> 00:12:03,240 the best option is to not give experience  points for healing in this case. 199 00:12:03,240 --> 00:12:08,000 Will you ever plan to change the  way spawning of juggernaut works?   200 00:12:08,000 --> 00:12:13,408 Its making it easy for abusers and making the  mode less fun for most of the people. 201 00:12:14,582 --> 00:12:17,680 Yes, we have plans to change  the way you become the Juggernaut.   202 00:12:17,680 --> 00:12:22,623 We're considering making it this way: the first  to destroy an opponent becomes the Juggernaut. 203 00:12:25,200 --> 00:12:27,440 Welcome back to YouTuber Digest,   204 00:12:27,440 --> 00:12:30,960 our weekly selection of the best  TO videos created by players. 205 00:12:31,520 --> 00:12:35,280 So, what do you think of the new  supply? Haven’t formed an opinion yet?   206 00:12:35,280 --> 00:12:37,339 Watch Quirky’s review and find  out 207 00:12:37,339 --> 00:12:41,840 whether it is worth it to complete the Challenges to get some  units of the Nuclear Energy supply. 208 00:12:53,520 --> 00:12:57,899 There are not so many players who have already  managed to acquire the new Paladin hull. 209 00:12:57,899 --> 00:13:03,200 During this Ultra Weekend, you can get ultra containers  and be the next one to obtain this novelty.   210 00:13:03,920 --> 00:13:08,000 By the way, Oufa Gold has already  gotten Paladin on his main account!   211 00:13:08,000 --> 00:13:11,840 Watch his gameplay video  if you are not that lucky. 212 00:13:37,520 --> 00:13:42,000 Last time, you had to guess which tank  would do more backflips than the others?  213 00:13:42,000 --> 00:13:44,240 The correct answer is A. 214 00:13:44,240 --> 00:13:47,624 Many players were right, but here are the fastest ten. 215 00:13:47,624 --> 00:13:49,360 And here is the next question: 216 00:13:56,160 --> 00:13:57,261 How high will Hopper fly? 217 00:14:00,320 --> 00:14:06,000 That’s all for this week. We chose  the Paladin winner, prepared the map, and talked about drones. 218 00:14:06,000 --> 00:14:08,560 Sounds like a great job done for this week!   219 00:14:08,560 --> 00:14:12,297 Don’t forget to subscribe to our YouTube channel  and smash the like button, 220 00:14:12,297 --> 00:14:15,682 hit the notification bell, and follow us on social media. 221 00:14:15,810 --> 00:14:16,310 Bye![]