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坦克世界卫星盘点 将推出竞速类趣味模式

  - Sturmtiger will likely not be implemented (or, almost certainly according to what Storm said) because of the issues with the line. The biggest issue is the balance – at one point, developers considered implementing it as an artillery vehicle, but they are afraid of the massive, massive whine. During the tests, the Sturmtiger could oneshot even hightier tanks and developers don’t want “oneshot derp” on high tiers. Another issue is – strangely enough – the fact that the line has some issues on lower tiers, specifically around tier 3-5. There was a thought of separating StuH 42 from StuG Ausf.G (effectively removing the StuG 105mm derp and making it another separate vehicle), but that was not judged a good idea (for undisclosed reasons).

  突击虎基本上是没戏了(或者就像Storm说的那样肯定不会加入),原因是这条线上的问题。最大的问题是平衡方面的---以前,开发者们计划将它们作为火炮加入,但他们担心的是炮玩家无穷无尽的抱怨---在测试中,突击虎能够一发秒掉高级车,而开发者们并不想添加高级的秒人喷子炮。奇怪的是,另一个问题在于这条线的低级(3-5级)也存在一些问题。曾经有考虑过将StuH 42从5级的StuG III G型中分离出来(也就是移除5级三突的105mm炮,把这炮给StuH 42并成为其专用炮),但后来还是发现这个注意并不好(原因未知)

  - Sturmtiger might appear in the game still… as a consumable. Developers are working on an “artillery fire mission” consumable for Stronghold mode. Basically what you’ve seen earlier – you aim the fire barrage at some sector or something and off-map artillery battery starts shelling it. The idea is, this consumable would be available in several tiers and the Sturmtiger fire mission would be the highest one.

  虽说如此,突击虎还是可能出现在游戏中的...作为消耗品。开发者们在为要塞模式添加一个“炮兵火力覆盖”的消耗品---也就是先前提到的那样,你选择一个区域(A3,J7...)进行弹幕射击,然后在地图外的某个炮兵阵地就会开始射击。开发者的想法是,这种消耗品可以分为几个级别,突击虎的火力将作为最高级的

  - the “fun mode” will be indeed a Chaffee race, actually something like Mario Kart – a wacky race on the Port map with various boosts and obstacles and such

  “趣味模式”将会包含霞飞竞速赛,类似于马里奥赛车---一个基于“钢铁丛林”地图的奇怪比赛,会有加速,也会有障碍之类的东西

  - Minsk (WG RU) actually listens a significant deal to the feedback from American server, especially some employees such as the Chieftain. They mostly ignore Europe to the point of just ignoring some allegedly really good ideas. It’s mostly pointless to propose any changes or suggestions on European server.

  实际上,明斯克听取来大量来自美服的反馈,尤其是一些雇员的(比如说Chieftain),但他们经常无视欧服的意见,哪怕是那些据称很好的点子。所以说在欧服给WG提意见一般是没用的。

  - weather was developed, but it was put on hold with no current ETA, due to the fact it messes with the gameplay balance

  开发出了天气系统,但是被推迟了,也不知道多久有,因为会干扰游戏的平衡

  - a year and a half or so ago, the developers created a system, where players could select whichever garage they wanted (could even “collect” them), it was even tested, but it was scrapped for unknown reasons.

  一年半以前,开发者们弄出了一个系统,玩家可以自由选择自己想要的车库(甚至可以“收集”车库),甚至还经过了测试,但是处于不明的原因被废弃

  - at one point, hardcapping gold ammunition was considered. The developers however in the end decided not to do it (so this idea is closed), specifically – and I am not quite sure I understood this a hundred percent, but I think I did – to preserve the economy (eg. gold ammo is an important money-maker for Wargaming and also a credit/gold sink).

  有个时候,开发者们考虑过给金币弹数量设上限,但是开发者们最后还是决定不添加这个功能---作者认为,是为了维持游戏收入(金币弹是WG重要的赚钱方式)

  - KV-1S split was delayed a lot for a several reasons, the first one was the gun – developers didn’t want to mess with the 122mm, but they wanted to keep it on the vehicle. Another reason was this tank’s massive popularity.

  KV-1S的分家被推后了很多次,有很多原因---其中之一就是主炮的问题:开发者们不想把122炮平衡得一无是处,但他们想在1S上保留这门炮(也就谁说不能单单的把这炮拿掉)。另一个原因是这车极高的人气

  - a lot of things depends on Havok. Right now, many developers are actually learning to work with Havok, specifically regarding the environment (maps and such) and tank behavior. That’s like the center point of development. Month or so ago, Havok was scheduled for 9.5, but it’s completely possible it will be delayed further, as it was in the past. Developers also do not want to add many more vehicles before Havok and HD models come.

  很多东西都要依靠Havok,目前一些开发者正在学习运用Havok进行工作,尤其是在环境(地图之类的)以及坦克运动形态方面。这似乎就是开发工作的重心。约一个月以前,计划将Havok于9.5引入,但是很有可能这个计划被进一步的推迟。开发者们也不想在引入Havok之前添加更多的坦克和HD模型

  - currently, Havok increases the game net traffic by 45 percent. The goal is to reduce it to 18 percent. One of the most difficult parts is synchronizing the engine so that all players see the exactly same effect.

  目前来看,Havok会使网络流量增加45%左右,目标是将这个数值减少至18%。其中最困难的地方就是实现游戏引擎的同步化,使得所有玩家在同一时间看到的效果都是相同的

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