The Panzer Battles Community Survey – 2018

Hi there, we have just closed the Panzer Battles survey that was started on March 14th, 2018.

The survey was run to allow us to understand the community a little better and to ensure that we are putting our energies where it will have the most impact. Overall, we have some interesting results and would like to share them with you.

(All images can be clicked for full size)

In total we had 636 people complete the survey in an 8-week period. Impressively, 452 (71%) completed the survey in the first week. The volumes tailed away after that, but the overall response numbers were statistically significant.

The first question was self-explanatory, allowing us to send the end results to those that requested it.

The importance of web sites and the reach out to Industry relevant players was shown with nearly 70% of people learning about John Tiller Software from news sites. There was an additional opportunity to provide further comments on this question, which if interested can be downloaded from here.  Link to Question 2 Comments

Question 3, asked how you gamed. A massive 79% play solo and this clearly had implications for feedback later in the survey. Play by email was next with (only) 15% of the total.

Game complexity was a bit of a surprise to us. Having 91% rate the games as the right mix of detail vs abstraction shows that we have the balance right – or you’re all fan bois!!! All in all though, this is a positive in that it confirms we have a solid balance to begin with.

The choice of settings for games was predictable. World War 2 came out as the most requested topics (the ratings are shown in red) with Korea 1950-53 and Hypothetical Warsaw Pact (1985) next. There was some confusion on how to do the one to ten ratings as shown by the comments at the end of the survey. For the record, it was intended for one to be best, ten to be worst. We will be clearer next time!

It’s great to see the number of people that tried out the Free Panzer Battles Demo. 73% of respondents exceeded our expectations. That said, it was free!

Question 7 was obviously related to question 6. The value of the Demo as a marketing tool was shown with 60% of respondents choosing to buy a JTS title subsequently. It’s open to question whether the Demo was the sole motivator, but overall, we believe the Demo has been an effective way to share the game system and get people talking about the various titles.

Question 8 was important for us, the development team to know what features mattered to people. Surprisingly, documentation came out on top. Documentation, is hard, but important to show the research and design decisions that have been made when creating a game. Many of our customers are armchair historians and sharing our rationale for various design decisions has stopped (and started!) many ‘discussions’. Multi battle titles was a near 2nd – thank heavens we’re covering multiple battles in North Africa! 3rd was medium length scenarios of 15 to 50 turns. This has been a bit of a sweet spot for Panzer Battles, as this is essentially a day to two days of action. Personally, I was surprised variable campaigns were rated as highly as shown. These take a lot of effort, but when considering the number of people playing solo, this result shows people are looking for a richer single player experience.

The importance of posting timely information on our websites was confirmed by the nearly 80% of respondents that want information from the John Tiller Software and Wargame Design Studio websites. We will look at how to continue to refresh content there and keep it relevant and fresh. The Wargame Design Studio site has just migrated to new hosting, which has improved performance and we’re looking at ways to get timely updates so there is a reason to visit regularly.

Question 10 was probably the most important of the survey. We were looking for feedback on where people saw a deficit in the existing games, ideally to guide our future efforts. A clear priority was Improving the AI. This is not surprising now that is clear so many of you confirmed in question 3 that you play the games solo. Of interest we have started this process with North Africa ’41, but this will be a long road as AI is a difficult area to master and rarely will the computer have the unpredictability of a human. That said there are areas we can see that can be improved. AI can also be influenced by some of the changes we’re making to victory calculations, so a number of these areas are inter-related.

Second was graphical changes. As evidenced by the first release of PzB Kursk to today, we continue to tweak graphics to improve function & clarity. This is one of those areas that I doubt we will please everyone, but the focus is on continual improvement.

A clear 3rd was user interface. As shown we have done a fair bit of work here, but there is potential to do more. The current UI requires a lot of clicks and there are things that could be done to reduce that or just the amount of physical mouse movement. Personally, I have a large PC monitor and I find that I’m always having to move to select units at the right when the action is in the middle of the screen. Reducing that amount of mouse movement would help.

The other choices were rated significantly lower than the initial three.

It was great to get so many comments from you all. The comments shared in the survey really provided the ‘meat’ of the respondent’s feedback. There were a vast range of comments and suggestions and not surprisingly, many were in opposition to each other. There was a broad range of feedback, but some themes came through.

For example, the ability to move or command units with less clicks were evident;

“It’s a solid game but there needs to be an option so that players can order a whole company up to a whole battalion to attack in a column, echelon, staggered or line formation with 2 or 3 clicks. There is just too many units to move 1 by 1..this would require a better visual representation of battalion sub units”

“Wish you had a way to give orders to higher level formations only (such as brigades or divisions) than the AI would deploy all the units attached to it. The units would deploy efficiently or poorly depending upon the historical abilities of the Div/Bde commander”

Related issues also with the User Interface;

“Pro: The scale is just right between individual small units and large formations… Con: The UI is clunky and dated (even after the recent toolbar revamp). Yes, there is much info to be provided and checked, but somehow a more sleek UI might provide an even better experience.”

Another zoom level came up quite a bit (we’re old too!);

“Maps need a zoom level for us blind old guys.”

“Would really like to see increased hex and counter size beyond what currently is used. I use a 32 inch monitor, and am 51 years old, so I want a bigger visual layout so I do not have to squint. Please scale map to yet another level of closer zoom in. Thanks!!!”


Specific game issues were called out;

“Why are HQ units like little rocks of Gibraltar and basically impervious to attack? This make no sense.”

“Like the most: Game rewards combined arms/realistic tactics. Dislike: AI weak in many areas, tends to use HQ units as regular units to hold ground. Also, isolated HQ units are far too hard to disrupt and assault.”

And suggestions for improvements;

“I’d like fixed units to have a “turn number” on them that I can see on a map for the turn they are released. I’d love progress markers on Bridging units. I know its a dice roll for success, but I’d actually prefer to know if bridge X will take only 4 turns (approximately) to finish , whereas poor progress is being made at bridge Y, then I can adjust my plans accordingly.”

“IMO Need more disruption, games become attritional. Artillery needs to be easier to match batteries to supported units. Company support weapons need to be made more effective somehow to make them relevant.”

“I like the playability while detail is still there, but I would like to see more transparency in the calculations of combat in particular, at least as an option.”

Graphics, 3D or otherwise came up a fair bit;

“Graphics would really like a 3D view for this series. 2)Game scale 3) Would like to see the graphics overhaul for other JTS series. The upgrade to Panzers has renewed my interest in purchasing and playing more.”

“Most: realistic warfare and sounds At least: nothing please graphical improvements like 3d encounters”

“Fun games–could use a graphics update to the engine though. Most board war games look better.”

 “Don´t like the no 3d maps or unit’s options. the zoom level is too far from action (but much better than in older games) i like the much, the clear and pretty 2d maps, units, etc.”

“I like the looks of the game. However, I would love to see a 3D-view just like in most of the squad battle-, Napoleonic, Civil War, Renaissance and Early American series of games. Preferably of the same quality in Campaign Petersburg!” There you go – we are setting the bar too high!!

The above comments are just a few examples of feedback in the first ten pages of replies. In total we received forty pages of comments and are diligently going through them to see what we can do to improve our game titles. A number of the suggestions can actually already be done within the game system and it might be time to either publish a FAQ or update our game manuals. Something for us to consider.

If you would like to read all the comments submitted (it is worth it!), you can download a complete PDF from here; Link to Question 11 Comments

In closing, we would like to thank all that submitted their feedback. Your suggestions and commentary will help guide us on what needs further work and what interests the community most. Based upon the response to the survey we will look to do this on a fairly regular basis, probably varying the questions as required.

Thanks again from all of us here at Wargame Design Studio and John Tiller Software.

8 thoughts on “The Panzer Battles Community Survey – 2018

  • Thank you to emailing the results of your Survey. I think 3D graphics on 3D maps are a must. The gorgeous 3D maps of Panzer Campaigns look really ugly with those silly 3D blocks stacked on top of one another. I guess they’re a left over from board games and were used to attract that type of gamer but these are computer games which are more veratile. We always have a AI to play against, even if it does need a little more work in some areas. More scenarios and more and bigger maps that don’t take up a whole room in the house. Hell, we get just about everything bigger than a board game except the price, ours are mostly cheaper. Keep up the good work.

  • Hi,
    Surprised but also relieved to see that the suggestion for WEGO is taken seriously. I was one of those who suggested it as a forlorn hope. The extraordinarily high quality of your games, Kharkov’43 too, means I do buy them. But they only just make the cut due to not having moved the core engine on to WEGO. The documentation/notes and such to your games is stunning. But for me, one day, IGOUGO will seem too clunky. All the best, Kip.

  • Why is the Hex Info Box smaller in PanzerBattles than in Panzer Campaigns? With a 4k monitor it’s too small.

    • Hi Chris,

      They are actually the same size (I just went and checked). That said, we are thinking of alternative ways to show that information as the size is static in the JTS games and the larger, high resolutions screens are causing issues.


      • I can’t upload a picture but could email one too you. The PanzerBattles info box is much smaller than Panzer Campaigns. I’ts on a 32″ 4k monitor.

        • Chris,
          Is it all the screen graphics or just the info box? We have seen something similar in the past and it was due to the scale settings under display settings in Windows 10. Panzer Battles uses later Microsoft DX executables and we have seen that have an impact.

          Alternatively, see the following to what another user did to fix it;

          “I run Windows 10 at 3840×2160 in an LCD TV in my livingroom. In display settings I set scaling to 175% for a good size of fonts and window menus, etc. Both PzB Kursk and Normandy worked well for me in this setup, but PzB Demo zoom levels look considerably smaller, menu fonts and buttons are smaller and harder to see, etc.
          I’ve found an easy way to make PzB Demo look the same as PzB Kursk and Normandy for me: on pbdemo.exe right click, select “Properties”, click en the “Compatibility” tab, Check “Override high DPI Scaling behavior.”, in the pull down menu below this checkbox select “System (Enhanced)”.
          With that setting PzB Kursk, Normandy and the Demo all look the same (which is my preference for size at this resolution).
          Sharing in case this helps somebody else. I don’t like having to mess with the overall display scaling every time I want to start an application, so this worked well for me.”


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