
In September 2025, Wargaming launched a massive update for World of Tanks called WoT 2.0. This significant overhaul, featuring many changes and new vehicles, attracted a large wave of returning players, including those who had played the game at any point over the past 15 years. I was one of them, and I enjoyed the experience, though a few things still bothered me.
As a long-time player, I had a lot of questions for the developers of World of Tanks. Fifteen years is a long time for any online game, and it creates unique challenges. I requested an honest interview with Wargaming, letting them know I’d be asking difficult questions – questions that might not have easy answers. They agreed, and I spoke with Artem Safronov, a Product Director, about issues like game balance, matchmaking, player toxicity, the use of premium ammunition, the skill gap between players, the impact of giving new players high-level tanks, and why they haven’t updated the game to include modern tanks. And, naturally, we talked about the controversial artillery feature.
The Holy Grail—never satisfying balance

Maciej Pawlikowski suggests that balancing World of Tanks was simpler a decade ago due to the smaller number of tanks and game features. He points out that now, with over 800 vehicles from 11 nations, the game has become incredibly complex. He wonders if this complexity has created a game that’s difficult for both the developers and players to manage and understand.
Someone asked if we, as developers, accidentally created something problematic with the game, and honestly, I don’t think we did. I mean, do you play World of Tanks? It’s a tough game, but we didn’t intentionally make a ‘monster’!
Yes.
It’s impossible to satisfy everyone, and we all have our own preferences. You’re right to point out that game balance is complicated, and you’ve noticed we’ve been making adjustments in that area for the past four years. The game’s mechanics have become much more complex recently, but we have a dedicated balance team working to address past issues and learn from them. They’ll inevitably make some mistakes, but they’re constantly improving. Looking at how much more complex things have become, we’ve actually avoided any major balance problems lately, and we’re getting better at preventing them.
Maintaining balance in the game is really challenging. Look at the new Tier XI vehicles, for instance. It’s not enough to just adjust their stats; we also need to balance the unique abilities each one has. It’s a complex task that requires careful consideration of both performance and player skill.
We plan to extend this to the team as well, which will add some complexity. However, we’re very experienced with this process and confident we can manage it.
Look, as a long-time World of Tanks player, the matchmaking is always a hot topic. Honestly, I wonder if a truly fair system is even possible? It feels like we’re constantly searching for the perfect solution, but maybe it’s just a myth – something we’ll always chase without ever catching.
We know perfect matchmaking isn’t realistic, but we still strive for it. With WoT 2.0, we completely rebuilt the matchmaking system based on player feedback. While we could have made small adjustments to the existing system, it was more efficient to start fresh due to its complexity and certain limitations.
We think we’ve made some good progress. You should notice a significant improvement in how it performs now compared to before. But we’re not stopping here – we have plenty more planned! Improving this is an ongoing effort, and we’ll continue to make it even better.

Some say that maybe the way to fix the problem is to set up matchmaking based on players’ skills.
The idea itself isn’t bad, but it probably wouldn’t improve the experience for players. In a larger game with lots of people, you get all kinds of players. Some want a challenge and want to learn from the best, while others just want to relax and have fun. Everyone enjoys the game in their own way, and it’s hard to please everyone with a single change.
Let’s say we launch skill-based matchmaking tomorrow. Highly skilled players will find the game much more challenging, while less experienced players will have a different experience. They might frequently find themselves quickly overwhelmed in maps like Malinovka, rushing into the open without realizing it’s a risky strategy.

Honestly, I’m glad to hear they’re not going for a system where everyone’s supposed to win – that never really feels right. It sounds like they agree, and they’re focusing on making the game better in smaller ways, like really fine-tuning the balance. They’re trying to stop those super quick matches where one team just gets crushed, whether it’s from a bad team or just a poor matchmaking setup. They’re already seeing some progress with this approach, which is awesome, and they’re going to keep working on improving things this way instead of trying to reinvent the wheel. As a player, that feels much more promising!
Isn’t it hard to create fair matches when players can buy advantages with premium ammunition? Shouldn’t the entire ammunition system be redesigned to address this?
You know, a lot of people have been asking about this, and it’s something we’re really digging into. Getting players matched up well is a huge priority for us. Things like ammo and gear definitely play a part too, even if they aren’t the main focus. We’re throwing around a lot of ideas to improve it, but honestly, we haven’t landed on something that feels right yet. It’s proving to be a tricky problem, and we’re still working through it.
Arty, kill yourself
Alright, let’s talk about my favorite vehicle… artillery.
OK, I’m hanging up. [laughter]
Artillery has always been a controversial part of the game, with many players finding it frustrating. While it used to be incredibly strong – dealing massive damage with quick reloads – it’s significantly weaker now. Some players feel its continued presence shows a lack of consideration for the community’s concerns. For example, many want the stun effect from artillery strikes reduced. This raises the question: what’s the current purpose of artillery in the game, and how should it be adjusted? Are there plans for any major overhauls to this vehicle?
I think the issue with artillery used to be its ability to instantly eliminate opponents. Now, it’s more about strategy – making the enemy move and preventing a stalemate where players just stay put. Without artillery, the game could easily become static.
We’re exploring ways to improve artillery, focusing on making it a better support unit rather than a frustrating one – though, let’s be honest, every unit has its drawbacks. The biggest issue with artillery is its distance from the action, making it hard to respond to direct attacks, which adds to the frustration. We don’t anticipate major overhauls, but we’re planning some adjustments to emphasize its support role. These changes are likely a bit further down the line, not something happening immediately.
A difficult-to-please community
It’s tough navigating the Reddit community. No matter what Wargaming does, it seems like people find something to criticize. I realize this is common for established companies, but it’s frustrating – give someone something nice, and they’ll either complain it’s not enough or too much. How do you manage such a large, critical, and demanding player base? It must be challenging, because you’re human and can’t please everyone, and simply dismissing criticism isn’t an option.
Reddit is unique, but many might be surprised to learn we genuinely value and appreciate our community. This isn’t just something we say – it’s a core belief. It can be difficult to demonstrate this perfectly, as there will always be some people who aren’t satisfied. Ultimately, we believe showing respect to our players is the most important thing, and that’s what we strive to do.
We always consider how players will react to our choices, but ultimately, it comes down to doing what’s best for the game’s future. Sometimes that means making unpopular decisions – things players might initially dislike – but they’re necessary for long-term success. Luckily, those situations don’t happen often. Beyond that, a lot depends on player expectations, which vary so much that it’s impossible to please everyone. We have to focus on what’s right for the game and trust that players will understand.
Look, making a game is a marathon, not a sprint. We really try to deliver on what we promise players. It’s a constant balancing act, honestly. But at the end of the day, what I’ve learned is that respect goes a long way. Even when players are critical or give us tough feedback, I think deep down they still care about the game and respect what we’re trying to build.
Is a 15th-anniversary gift for beginners over the top?

Okay, so a lot of us are talking about this, and it’s a big one. They’ve been giving new players access to the really high-level stuff – Tier X and XI – right off the bat. Honestly, it’s kinda throwing beginners into the deep end with the most experienced players. I’m not sure it’s a great idea, because it can really ruin the game for those of us who’ve put in the time to learn the ropes. It just feels unfair and unbalanced when a newbie jumps straight into endgame fights.
This is a tricky situation. We launched the giveaway to celebrate the release of version 2.0 and wanted to do something fun for everyone. Players are right to point out that giving high-tier access to new players wasn’t ideal. However, many of those new players aren’t actually playing at that high level – everyone enjoys the game at their own pace, and some are really taking the time to learn the ropes.
There were some disagreements, but we still celebrated our 15th anniversary, and our data shows no major long-term impact. Last December, during the holidays, we offered Tier IX items, which caused some temporary issues that resolved quickly. The same is true for this recent 15th-anniversary giveaway. While some worried it might negatively affect the game, the effects were short-lived. Players soon realized it’s best to develop their skills at lower tiers before moving to higher ones.
How to help tomatoes? WoT will get map guides
New players in World of Tanks are often jokingly called names like “tomatoes” and “monkeys.” I was wondering if the developers are considering ways to help them learn the game. I had a somewhat silly idea: what if the game gave new players helpful tips during matches? For example, if someone in a powerful tank was just hiding at their base, a message could pop up saying something like, “That’s not a very effective strategy!”
It’s actually a good idea. World of Tanks isn’t just a casual game – it really requires careful strategy. We’ve spent the last three years preparing players for this, and we’ve made a lot of improvements that we’re happy with.

We’ve noticed that navigating the map can be tricky in the late game, and we’re working on improvements. While the changes won’t be exactly what you’ve suggested, they should be really useful. Let me give you a quick example: I often play medium tanks, and recently I tried out the old FV215b tank destroyer. I was surprised by how much damage it could do – around 2,000 points! But then I found myself thinking, “Okay, now what? Where am I supposed to go at the start of the match? Is hiding in a bush the best strategy?” It’s not always clear what the best approach is.
Currently, the rules for effectively using different tanks aren’t always clear. To address this, we’re planning to add in-game assistance next year. This will likely take the form of hints and suggested tactics displayed on the mini-map, tailored to each tank type. We think this will be beneficial for all players, even experienced ones. For example, when I first started playing World of Tanks, I mistakenly tried to ram an enemy tank with an artillery piece because I didn’t understand the basics! We believe this kind of guidance will ultimately improve the player experience.
I definitely agree. When I came back to the game before the 2.0 update, it was confusing. The maps I remembered were different, and there were a lot of new ones too. I kept getting lost, and it was hard to count on my teammates sometimes – they’d often make risky moves, like running straight into the enemy base, and get eliminated quickly.
The “economic” gap between pros and noobs
I’ve noticed a widening difference in ability between new players and dedicated, experienced ones. New players often face negativity and struggle to get started, while the experienced players form an elite group who are confident in their skills. A major issue is that newcomers can’t easily acquire the best tanks and equipment, while the better players have everything they need to succeed. I’m wondering if there’s a way to address this imbalance, or at least lessen the gap between these two groups.
The skill gap in World of Tanks isn’t as huge as people think. I once watched the streamer Dakillzor, and even if you gave me the best possible tank and all the advantages imaginable, I still wouldn’t be able to play as well as him. His understanding of the game and how he actually plays are just on a different level.
Throughout the history of World of Tanks, player skill has always been the most important factor. Naturally, those who play frequently and strive to improve will become better than others. While we can’t eliminate the skill gap entirely, we are working on ways to lessen it. For instance, in update 2.0, we introduced the ‘armor flashlight’ – a feature that highlights weak points on enemy tanks when you’re close and stationary. This helps many players improve their shots. We’re constantly trying to balance the game and minimize the difference in skill levels, but completely removing that difference isn’t realistic.

I get what you’re saying, and I can explain with an example. We recently had a timed event for Wolfenstein with a battle pass. To really get the most out of it, you couldn’t just play – you had to play well, or be prepared to spend a huge amount of time grinding. That meant only skilled players or those with a lot of free time could unlock the rewards, like the new tank and extra items, because the event was time-limited. Basically, those who are already ahead get even further ahead. To be honest, I don’t see how I can participate. I’m not very good at the game, I have a job, and I just don’t have the time to dedicate to it, nor am I a high spender.
You’re absolutely right, and we plan to work on that soon. Also, are you joining us for our Halloween event?
Yes.
As you’ve probably seen, we offer different difficulty levels. Building a similar system for all our events would be challenging, but we’re exploring the possibility because it has a lot of potential.
We aim to make our events, like the recent Wolfenstein event, enjoyable for as many players as possible. We know that dedicated players often have an advantage, and it’s tough to create events that satisfy everyone. If we simplified things too much, the players who invest a lot of time in the game might feel it wasn’t challenging enough.
We have exciting plans for future in-game events and activities that will affect gameplay and character progression. Your rewards will depend on how much time you invest – the more you play, the greater your gains. Even if you only have limited time, you’ll still receive benefits. Ultimately, everyone will be rewarded, but the extent of those rewards will be tied to your dedication.
Why change the hangar and interface if they worked?

Look, this game’s been around for fifteen years, so naturally there’s a massive player base. We’ve talked about this before, but any time you tweak things, you risk upsetting people. Seriously, even small changes – like updating the hangar, the interface, or the scoreboard – can cause a huge uproar. The immediate reaction is always, ‘Why fix what isn’t broken?’ They’re right, you know? Why mess with the hangar, the interface, or the scoreboard if everyone was happy with it?
When we were building version 2.0, we realized some parts of the user interface, like the hangar, were starting to look old-fashioned. While our systems generally hold up well over time, we wanted to update these outdated elements and improve the overall experience.
Our aim was to create a user-friendly experience with a fresh, modern design and a more helpful interface. We focused on more than just how things look – we also improved features and made everything work much faster and smoother.
Given the project’s large scope, we inevitably encountered some issues during the process. With the release of version 2.0, it’s natural to experience a bit of resistance to change – people generally don’t like things being different, even if the changes are positive.
We launched version 2.0 and received initial feedback that many didn’t like the new user interface, and we understood their concerns. However, over the next few weeks, players adapted and started to appreciate the benefits of the changes. We’re willing to accept short-term criticism if we believe a feature will ultimately improve the player experience.
Let me share my perhaps unpopular opinion: I think the changes made in the 2.0 update to World of Tanks were a good thing. When I came back to the game after a long break, I found the old interface and hangar incredibly confusing and cluttered. There was just too much information on the screen. So, for someone like me – a returning player – the update was necessary to make the game accessible again after so many changes.
So, we agree.
How I met your mother? Toxicity in World of Tanks
Let’s address the issue of toxic behavior within the game community. Is Wargaming aware of the problem, and what steps are they taking to fix it? It’s frustrating to still see players using offensive language – insulting others’ nationalities, ethnicities, or families – in the game chat even now, in 2025.
When it comes to negativity, it comes in different forms. Sometimes players get upset because of the game itself, what they expected, or decisions we make. But often, this shows they’re really passionate about the game – they care a lot and just get frustrated. We understand this happens and don’t necessarily see it as a negative thing; it’s just something that naturally occurs when people are invested.
There’s a deeper level of negativity that actually comes from the negativity itself. Even with the best game technology and AI, people will always find ways to express themselves, sometimes negatively. We actively use tools to moderate and block toxic players, and we’ve even taken steps like disabling chat between opposing teams. We’ve done what we can to reduce it, but given the diverse European player base and different languages, completely eliminating toxicity is impossible. We continue to work on limiting it, but full eradication isn’t realistic.

And since you mentioned AI – do you see a place for AI implementation in World of Tanks?
Yes, I do. We’re really using artificial intelligence in our PvE events, like the Halloween one. Our team is very skilled at creating these events, and they do a fantastic job. If you try the Halloween event on ‘nightmare’ difficulty, you’ll find it’s quite difficult – that’s where we’re really putting our AI expertise.
What conclusions were drawn after Steel Hunters?
Okay, so let me share my thoughts. As someone involved with World of Tanks, I want to talk about Steel Hunters. Honestly, making games is way more complicated than people realize. You can pour your heart into something and make it really good, but that doesn’t guarantee people will play it. There are just a lot of factors at play. But if you’ve tried Steel Hunters, I think you’ll agree the team did a fantastic job. It looks and plays really well. Of course, not everything went perfectly, and we need to be honest about what worked and what didn’t.
Will Wargaming make a WoT with modern tanks?
Every fan of World of Tanks has wondered: why doesn’t the game feature modern tanks and battlefields? It’s true that dealing with things like modern drones and advanced combat systems would be a challenge, but the question remains a popular one.
We generally agree with the players – when we think about the game’s future, say over the next 5 to 10 years, adding modern vehicles seems like the most logical step. It’s pretty straightforward. We’re exploring this, but we want to do it thoughtfully. We definitely don’t want to create a separate game; we’d like to integrate everything seamlessly. However, that’s a real challenge because modern military equipment is vastly different from what’s currently in the game – modern tanks, for example, are a completely different beast.

I’m curious about World of Tanks: Heat. I’m actually excited to play it – I enjoy tank games and it looks promising. However, having worked in the gaming industry for a while, I’ve noticed a trend where developers try to replicate the success of games like Overwatch or Fortnite by adding hero shooter elements. I wonder if World of Tanks fans, who generally appreciate a more realistic experience, will embrace this change. Heat feels less realistic with its bright colors and hero-focused design.
It’s less about the game itself and more about how we think about it. When you play World of Tanks, it feels like a game focused on tactics and strategy, and it generally unfolds at a slower speed.
Thinking about realistic modern combat leads you right to what you see in movies like Heat. Everyone has different ideas about what makes a good war story. Have you tried the latest Battlefield game?
Yes.
This game is moving too fast for me – it’s just too chaotic and I can’t keep up! But it’s clearly popular, which makes me think everyone has different tastes. Maybe something isn’t for me, but that doesn’t mean it’s not perfect for someone else. It’s a good reminder that we all enjoy different things.
These games are quite different, but I have a lot of confidence in the team making this one – they’re doing excellent work.
In summary, what should we expect in the future regarding both WoT and Wargaming?
I’m very optimistic about the future of World of Tanks. The direction we’re taking with version 2.0 will significantly improve the game. We’re planning to enhance gameplay with new features and make maps a key focus, particularly when it comes to matchmaking and ensuring fair, balanced battles.
This is a long-term project that we’ll be working on for years to come, and it’s crucial because it’s what our players enjoy most about the game. The team did fantastic work on updates like WoT 2.0 and the new tier XI tanks, introducing exciting new gameplay elements. I’m confident they’ll continue to innovate and improve the overall experience. With so much talent and dedication, I’m certain Wargaming has a very promising future ahead with all of our games.
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2025-12-22 13:08