While he's quick to note that they're still working with the numbers from a limited closed beta sample of roughly 410,000 people, Moroz says that the retention rate is up for North American players - indeed, it's reportedly better than it was for World of Tanks. Moroz believes they've solved the problems that plagued the original build and managed to stay true to the company's mission of delivering great gameplay seasoned with a hefty helping of historical accuracy. In the studio, however, the team seems positively exuberant. Alas, the ship itself turned out to be in dry dock for repairs, and we thus had to content ourselves with watching massive freighters lumber over the chilly Gulf of Finland. There was an ominous air about the whole affair at first, as we'd been told we'd get to walk the decks of the Aurora, the battleship that fired a blank shot at the Winter Palace in 1917 and thereby started the October Revolution. Petersburg, Russia, where they showcased these changes at their offices overlooking the Neva River. I caught up with Moroz and the rest of the World of Warships crew in St. It was a hard decision on Wargaming's part, he says, but one he's glad the company agreed to. As risky as it seemed, they'd have to "reinvent" their winning model. It was a dangerous pattern that Moroz had already seen hints of after the official launch of World of Warplanes, and he and the team were determined not to let it happen again. Players claimed they loved World of Warships, but after just 20 or 30 sessions they'd set it aside and never come back. But something happened during alpha testing just under two years ago.
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