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1109你问我答 WG对插件态度与R系车特点


1109你问我答 WG对插件态度与R系车特点

坦克世界你问我答
坦克世界你问我答

- SerB is not active on WoWp forums – he has no time for 2 forums – but in time he might move there

SerB现在在战机世界的论坛上并不活跃—他没空同时上俩论坛—但是过段时间他也许会转移到那边去。

- captured Soviet Panzer IV (T-4) will most likely have the L/48 gun

苏联缴获版的4号(T-4)很有可能用的是L/48炮。

- in time the same clans that exist in WoT will be enabled (ported into) WoWp

过段时间,WOT中的军团也会在战机世界中启用(其实是导入)。

- clans will be unified in all 3 WG games

WG的战争三部曲的军团是联合起来的(也就是变成账号绑定军团)。

- Rheinmetall Waffenträger drowning too easily? “How terrible…”

莱茵金属武器运载车太容易就淹死了?“How terrible…”

- (connected with the WoWp and WoT clans unification), maxmimum amount of people in clans will be increased, but the amount of tokens for CWs will remain the same – this increase is to allow clans to recruit WoWp players

(这条关于战机世界和坦克世界军团的联合),军团最大人数也会增加,但是领土战所获得的代币(不确定代币是什么——译注)还是一样多的—这个是为了让军团也招一批战机世界的玩家而改动的

- Captured tanks will not work as premium tanks: theoretically, a captured tank could be equal to a regular elite tank of its tier in quality (doesn’t have to be weaker like a premium tank), but in case of T-4, it will most likely not have Panzer IV’s top engine

缴获版的坦克和金币车还不一样:理论上来说,缴获版的坦克的质量与同级同车型的精英车的属性一样(并不像金币车一样比同级车弱),但是针对T-4来说的话,它不会有4号的顶级引擎。

There is a MM rule: “Vehicles are put into teams based on collected team statistics in last half hour” – a developer explains what it means – basically, MM works so that it watches “typical” setups in last half an hour (for example, that there are usually 3 heavies in almost every fight) and when there is such a trend, MM will “prepare in advance” 3 heavy tank slots and fill them outside of the queue, which improves the MM speed.

有这样一条分房的规则:“被分到队伍中的车辆都是基于过去半个小时所收集的队伍数据而定的”—一个开发人员出来解释了一向,基本上来说呢,MM会试图观察在过去半个小时内的“典型”队伍配置(举个栗子,假设几乎每场战斗都有三个重坦),并且当这种趋势(三重坦)存在时,MM会“提前准备”3个重坦的坑,然后在无视队列谁许的情况下把这三个坑填满,也就增加了分房速度。

This mechanism is used during arty hardcaps calculations: when using the “5 arty” hardcap (if there are enough arties, there used to be plenty before), extra arty is moved into the secondary queue, where it can stay for a long time. This happened when there were too many arties, now it is not actual anymore.

这个机制也在火炮数量限制时被使用过:当使用“5火炮”的限制时(假设有足够多的火炮,以前火炮还是很多的),多余的火炮会被移动到第二个队列中,在那个队列中,它可以呆的更久一些。 这个情况只发生在以前火炮特别多的时候,现在其实已经没那么多火炮了。

Q at 00:53. Patch 0.8.0 was really nice, why were the patches after that underwhelming.

8.0是个好版本,但为什么之后的版本都是风评被害不可避啊。


坦克世界你问我答
坦克世界你问我答

A. There were a lot of work in progress about better graphics, and models, and this work isn’t fully finished thus cannot be rolled into the patches. Perhaps we should have been more active in communicating what we are working on for players.

我们有很多工作要做————包括画质改良,模型制作,这些还没有完全做好,因此也不可能把他们全弄进各个补丁中。也许我们应该积极和玩家交流,看看他们到底要什么。

Q at 1:45. Are you happy with the SPG nerf, did you achieve what you wanted?

火炮被削,你是不是很高兴呢? 是不是达到了预期目标呢??

A. We cannot look at emotions, we have to look at stats. At top tiers there are 2 SPG per game, which is appropriate. At lower levels there are less, so we will gradually buff mid- and low-tier SPGs until there are more.

我们不能从感性的角度认识这个,要理性,要依靠数据。 10级房平均2门火炮————这是极好的。 低级房火炮更少,所以我们要Buff低级火炮以及中级火炮,让他们数量增加一点。

Q at 04:30: New tank branches are usually OP compared to old ones, so they are not balanced.

你们不厚道,新车总是比老车强,这不平衡

A. Not all. For example new Chinese lines aren’t OP. British line has very strange TD which shoots “nuclear shells” but it requires high player skill, and when you meet it in randoms, it isn’t clear what to expect from it.

So we agree th at some tanks will need to be rebalanced, but we cannot generalize that all new tanks are OP. You will see that Japanese line won’t be OP.

完全不是啊。天朝车,一般般啦。 英国有着使用“核弹”(GTX690)的奇葩TD,但这些车对玩家的技术要求很高,在还有,当你在野队碰上这些时,你总是不清楚接下来会发生什么;当然,我承认,有些车是要进行再平衡。但我们不能简简单单就得出“新车是Bug”的说法,你看,马上要出的日系车就很一般;

Q at 05:25. About penetration and damage

穿深与伤害的碎碎念

Yes, many people say the random distribution range of penetration and damage is too wide. But the random distribution of accuracy has much higher impact, and we already lowered that.

是的,很多人都说这个穿深和伤害的浮动范围太宽了;但是,这个精度的分布对游戏的冲击更大————而且我们已经降低这个了

Q at 06:25. About premium shells bought for credits.

银币买金币弹的碎碎念

Yes, this is a critical question, and this has both pros and cons. We are discussion and may make changes, or perhaps won’t. For now this ability to buy premium shells for credits will stay.One option we consider is to limit the number of how many [premium shells / premium shells bought for silver?] you can carry into one battle.[Jove suggests lower penetration of premium shells] No, we don’t consider lowering premium shell penetration. We were considering lower damage for higher-penetration shells though.

是的,这是一个关键的问题,这个东西,大家褒贬不一,我们也就它的存废问题进行过讨论。不过,这个功能还是会保留的。 我们也考虑过是否要限制金币弹的携带上限。

某玩家建议降低金币弹穿深——————不行,我们不会降低金币弹穿深,但我们考虑是不是要降低金币弹的伤害


坦克世界你问我答
坦克世界你问我答

Q at 07:30. Do you use other parameters than % wins on each side for deciding whether to re-balance a map?

除了每边胜率之外,你们在决定地图平衡的时候还参考别的数据么??

A. Yes. First one is the average duration of battle in the battle. There are others, such as player surveys. We will re-work problem maps, as considering the change in SPG numbers have really changed map characteristics.

当然,比如每场战斗的平均持续时间就是一个参考数据。还有其他诸如玩家意见调查这样的数据,也是很重要的。 我们将重制一些有问题的地图,因为火炮数量变了,有些图的数据也变了

Q at 08:30: What will Japanese tanks be like?

话说本子车有啥特点?

A. There will be some interesting characteristics. For example, good angles of vertical gun depression. Tanks will be like Leopard – fast, thin armor, guns like A7. But much can change during rebalancing yet to come.$ X% J R5 D( ?* W) b

很多有趣的特点啊,比如,优良的俯仰角。车子和豹1类似————飞快的果奔车,用一门和A7很像的炮。不过具体数据可能有变动:

Q at 09:20: What about lack of atmosphere (burning tanks, smoke, aviation) in many maps?

毛子,你不觉得每张地图缺点什么呢?

A. Yes, it is missing. Some people have suggested to add moose running out of forests, but we won’t go so far. But overall we agree that we need more details added to maps.

是啊,是缺点什么。有玩家建议我们增加“一群驼鹿从森林冲出”的细节,不过我们不打算这样。不过,必须承认的是,我们需要在地图上添加细节

Q at 10:00. Can you tell us about HD client?

谈谈你对画质改良的说法吧

A. Yes, graphical improvements both of tanks and maps scenery. These are two separate parts. Tanks will have improvements in number of polygons, to avoid square gun barrels. We will make it so that polygons cannot be seen. We will also increase number of textures, and add new shaders so that tanks look better in different lightning.

嗯,画质改良包括车辆和地图场景。这是两个独立部分,我们将会增加车辆模型的多边形数目,这样你就不会看见方炮管了。我们也会尽量让那些多边形看不出(棱角)来。我们也会增强材质,改良著色器,这样车辆在不同光源下的效果会更好

Q at 12:00 what about garage battles.

说说车库战吧

A. They will come later, they will not be ” simply garage battles”, but I cannot say more. There are different problems with it, for example, we need maps of larger size, need multiple spawns points which player can pick from to avoid camping near spawn points. There are also performance issues with lots of wrecks. But we are finding solutions and all be fine.

马上就会出,但不是一个简简单单的“车库战”,我不能透露具体细节。 我们遇到了不少麻烦,比如说,我们要大地图,多个重生点————这样玩家可以自由选择重生点而不要蹲在最近的点边上。问题很多,但我们能找到解决办法,一切都会好的

Q at 14:40. What do you think about mods and modders?

你是怎么看待插件和插件制作者的?

A. We will be actively involved. We want to help players have less problems with using mods, for example so that XVM doesn’t break upon each patch. We will make resources which are approved by WarGaming where a player can easily install a particular mod, so that players avoid trojans or other issues.

We believe mods overall help the game.

There are some negative mods, but most are positive.

我们是以积极的态度参与其中,我们希望帮助玩家,让他们在使用插件的时候不会遇上麻烦,比如,无论是哪个版本,XVM插件总是可用的。我们将提供资源,方便玩家安装插件,这样玩家不会碰上木马,病毒或者其他的麻烦。

我们坚信,插件有利于游戏 插件有好有坏,但好插件总是占多数的。

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