The test client will be available in English and Russian. Any support will be available in Russian, English and other European languages.
Sometimes we deploy updates to the server. When this happens, it has the “Unavailable” status, and you will be unable to log in. You can try to log in again in an hour or two. If Sandbox is still not available, please check the test forum. There you can find notifications about the temporary unavailability of the server.
The Sandbox server is located in Frankfurt (Germany) and has a lower bandwidth than live game servers. Depending on where you log in, it is likely that your ping may be higher than usual.
We expect some excitement after releasing updates. If the number of input requests exceeds the maximum supported number of concurrent authorizations, you will have to wait in a queue.
The number of players in Sandbox is smaller than on live servers, so the matchmaking may take longer than usual.
With the 2nd iteration, we are looking for a way to create more fun, active gameplay for well-armored, slow vehicles by raising the role of armor, reducing combat distance, cutting the excessively high alpha damage of high-caliber guns and increasing alpha damage of underpowered 120 mm guns. Head over to Home page for more details.
The 1st phase begins January 19. Its duration will directly depend on the results and feedback we get. As soon as we are done with it, we’ll proceed with the 2nd phase. Stay tuned to the blog, official portal, and our groups in social networks for news and announcements.
We analyze large amounts of stats (combat, etc.), as well as feedback on changes that you share with us. If both are positive, a change is considered successful.
The 2nd iteration will be based on 9.17.
There is no guarantee that the “final” version on the Sandbox will be implemented in the live game. Final implementation will depend on the analysis of the data we collect from the tests.
We’ll start testing with Tier X vehicles. As soon as we, together with players, agree that the changes improve the overall experience, we’ll proceed with other tiers.
We’ll work on arty during the 2nd phase.
The game balance settings for Tier IX–X light tanks are still a work in progress. We won’t introduce them until they are properly balanced.
Yes, the price won’t change.
You only pay once: the first time you activate it—no matter how many times you use it during a battle.
Repair Kits and Fire Extinguishers work just the way they do on live servers, but now you can use them multiple times.
First Aid Kits reduce the stun effect by 20% by default and remove it completely after you use them, even if your Crew weren’t hurt. And you can use them multiple times, too.
The series of changes we are testing in the Sandbox are designed to stress its role as long-range support fire. The reduction of alpha damage and penetration values, the less abrupt blast damage falloff, and the bigger splash radius should force artillery to change their play style and aim to hit multiple targets, letting their teammates finish the job. That’s why the stun effect is visible to them. As for the other team, it’s critical they see it to adjust their tactics accordingly.
Yes, they are, but only when a direct hit from an SPG shell causes an ammo rack explosion.
Yes, SPGs can use Premium shells. They have a bigger splash radius than regular shells.
How resistant a vehicle is to arty damage has nothing to do with its type. Armor, on the other hand, matters as it helps partially absorb the damage. Heavy and superheavy tanks can further reduce arty damage with Spall Liners: A Heavy Spall Liner reduces its effect by 10%, Superheavy—by 30%. So, the better armored the vehicle is, the less it suffers from being stunned. Those who lack armor, can reduce the stun effect with First Aid Kits.
Yes, nothing will change here.
No, these changes only apply to SPGs.
Nope. The general rule applies here: All vehicles in the splash radius are stunned for 30% of the maximum stun time of the arty shell that hit them, plus a certain amount of the remaining 70%, depending on the damage they receive. The stun duration also depends on the area within the splash radius.
No. This is a new testing phase. All progressed achieved during previous stages will be wiped. When testing starts, you’ll receive a one-time payment of 5,000,000 Credits and 1,000,000 Free Experience points to your Sandbox account. Following that, you will be given 500,000 Credits every day for your 1st battle, an additional 50,000 Credits to regular earnings per battle, as well as 40 Gold for each battle where you contributed to its outcome.
Important: You have a separate Sandbox account, and earnings in it do not affect the number of Credits, Gold, and XP you have on regular servers.
Yes, we’ll set the limit to no more than 3 SPGs per team in a battle.
No, arty is the only item on the 2nd phase’s agenda. We wouldn’t want any other changes to dilute the experience.
The test server and the Sandbox forum adhere to the same rules as regular game servers. Our goal is to maintain a constructive and positive atmosphere during testing. Testers that demonstrate toxic behavior towards other participants will have their access to Sandbox revoked without a further right of appeal.
We’re monitoring the behaviour of players in Sandbox, the same as the live server. If you notice that someone in the game is behaving inappropriately, please use the reporting system. Testers that demonstrate toxic behavior towards other participants will have their access to Sandbox revoked without a further right of appeal.
Sandbox is a small and fast-paced environment where developers can work together with targeted groups of players on the new balance and experiment with new gameplay elements. This environment should be a positive and constructive ecosystem, in which developers and testers can collaborate effectively. We are looking for positive and involved tankers, and are inviting new participants every few weeks so that Sandbox can remain active.
Yes, players who actively participated in the test last year (played at least one battle on the test server), will be granted access to the 2nd iteration. Those that didn’t can apply to join the 2nd iteration.
Each tanker can apply to participate in testing. Visit the appropriate page to submit your application or to inquire about the status of your application. If you are granted access, you’ll be notified via email and in the game client.
Yes, we are working to increase the overall performance, which should improve for all players, regardless of their PC setup.
Frontline is an all-new combat scenario with its own maps that aren’t available in other modes, and vice versa: you won’t see 9km2 Frontline maps anywhere else.
As of today, World of Tanks features over 30 maps. At the moment our top priority is updating them. As soon as we are done, we’ll start working on new locations.
We might consider this option at a later point. Our primary goal with the 1st round of the Frontline test is to gather feedback and stats on gameplay, new mechanics, map structure, etc., and define how we should tweak them going forward.
Yes, we are and that’s why we test the mode in the Sandbox: to track down and fix all possible issues.
Tier X light tanks haven’t been balanced yet. That’s why we are starting with Tier VIII LTs. It’s a temporary restriction. Eventually, the mode will switch to Tier X vehicles of all classes.
Yes, we’re limiting them to 6 at most for each team.
It’s too soon to talk about it.
Right now we are focused on gameplay and mechanics for Tier X vehicles.
Neither. It is going to be a completely standalone game mode, integrated in player progression and goals.
We only have these two winning conditions for the 1st round of the Frontline test.
Yes, you lose all collected cap points if you leave a cap zone that hasn’t been captured.
If your vehicle is destroyed, all capturing points it collected are lost.
Yes, it will for the current test stage. However, it’s not a final setup. The economic system is still a work in progress.
Right now, they work merely as an additional visualization of your success. However, it’s not a final setup. We’ll focus on growing this feature at a later point.
Battle duration isn’t fixed. Initially, attackers are given 12 minutes to break through and destroy pillboxes. Each successful base capture on the 1st defensive front grants you an additional 2 minutes to complete the mission, while capturing a base on the 3rd defensive front gives you 2.5 minutes. If the defending team stifles an offensive right away, the game ends in the first round. So, the minimum duration is something around 5 mins (if the defending team stifle the attack right away); the maximum—up to 40 minutes.
No, they won’t. We introduced dynamic respawn points to fix this issue.
There’s no need for such an option as destroyed vehicle disappear from the map automatically.
We’ll try to keep the wait time similar to that on live servers.
The new maps are designed to eliminate these unfortunate scenarios. The very map layout draws players to fight over several areas that are of tactical importance to the forces controlling them. This should prevent players from spreading all over the map. Finally, the base capture mechanic further reduces the chances of a match ending in a draw.
There’s no need for extra scenarios. The map layout prevents base camping: the team that stays put and does little to cap the base is destined to lose, which in itself encourages movement and active engagements.
No, the cap time and the cap point sizes are just the same as in Random Battles.
You can invite arty into Platoons on the test server. However, if the mode works well in Sandbox and makes its way to production servers, it’ll get the same rules and limitations concerning SPG platoons that apply to Random Battles.
Exactly. We increased map sizes, doubled the number of players per team, and combined this with victory conditions applicable to Standard and Encounter Battles, to check how these changes would affect the overall flow of battle.
No, you are to capture a single enemy base in Standard mode, or the neutral one in Encounter battles. We considered introducing several cap points along the way, but agreed against it as it would have made capture the gameplay centerpiece. We want it to remain a means to quickly end a match after the main battle has ended and it’s pretty obvious which team has the upper hand.
Unlike the original Frontline, in this scenario the entire map opens up immediately and is available for both teams until the end of battle.
To provide each of the 60 players with enough space for maneuvers, we increased map sizes to 1.2×1.2 km for Grand Canyon and 1.4×1.4 km for Sunny Valley.
It’s three max.
If your application was approved, you will receive the link for the test server in your notification email.
Once you have been granted access to the test server, you will receive an email to the mailbox linked to your account and a notification in the game client.
When granted access, download the special Sandbox game client by following the link in the email notification.
Then, head to the “Password Reset” page (the link will be in the email as well) and follow the instructions to create a separate password for Sandbox. It won’t affect the password you use for the game’s live servers in any way.
In the popup window: enter the email address linked to your Wargaming.net ID and text from the picture (CAPTCHA).
Then click “Continue” to an email with the link for creating a new password.
Open the link and press “Create Password.”
Finally, log in to the Sandbox client using your new password to join the test.
No. If you participated in the 1st iteration of Sandbox, you don’t have to create a new password. Just download the Sandbox client and log in with the password you used for the 1st iteration of testing.
The main source of information about Sandbox is this blog. Here, we’ll inform you about the testing process and publish detailed information about each phase’s agenda.
Players who participate in the tests can also browse the Sandbox forum.
Please note that the gameplay features in Sandbox are not finalized and some may never appear in the game.
To meet other testers, join the chat in the game client.
You can share your opinion about the test server on the Sandbox forum.
Yes. When testing begins, you are given a one-time credit of 5,000,000 Credits and 1,000,000 Free Experience points to your Sandbox account. Following that, you will be given 500,000 Credits every day for your 1st battle, an additional 50,000 Credits to regular earnings per battle, as well as 15 Gold for each battle where you contributed to its outcome.
Important: You have a separate Sandbox account and earnings in it do not affect the number of Credits, Gold, and XP you have on regular servers
They can only be purchased using Gold.
Fighting enemies with a full load of Premium rounds would disturb the test’s aim to reproduce normal situations in Random Battles. To avoid this from happening, Premium shells will be available for Gold and the amount of HEAT shells per battle will be restricted to the maximum amount on the main game servers.
Equipment can be purchased with Credits and will cost just as much as it does on regular servers.
It can be done only for Gold.