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坦克世界开发者爆料:9.4将推新7V7模式

  Hello everyone,

  大家嚎,

  two Wargaming developers (whose names were unfortunately written in Korean and thus we are not sure how one of them is called), Aleksander Tarasevich (game designer, UI) and Aleksander Derkash (?, CW, Stronghold producer) recently gave an interview for the Korean Inven portal.

  两名WG的开发团队人员(两个人的名字是用韩语写的,因此我不确定他们其中一人的名字是啥),Aleksander Tarasevich(游戏设计师,UI)以及Aleksander Derkash(?,领土战和要塞模式的制作人)最近被韩国的Inven门户网站采访了。

  US player WpCrate was kind enough not only to link it, but also to provide proper translation. Thank you!

  美服玩家WpCrate很好心的提供了链接以及全文翻译。谢谢!

  Q:There is a lot of enthusiasm for the new light tanks in the 9.3 update. Even in WGL there is a decreased appearance of the previously common AMX 13 90. How does WG view the 9.3 update.

  对于9.3新加入的LT,玩家们的热情似乎挺高,就在WGL中以往热门的1390出场率都降低了。WG对于9.3版本是怎么看的?

  Tarasevich: We feel proud that there is a lot of good feedback for the 9.3 update. Not only the new light tank trees but also the mercenary feature for Strongholds and the new penalty systems for unmannered conduct were well-received. We are striving to make the upcoming path 9.4 to be met with the same enthusiasm.

  对于好评如潮的9.3版本我们感到很自豪,不仅仅是为了新LT,还有要塞模式的雇佣兵机制以及反挂机系统。我们正努力让9.4版本延续9.3的成功。

  Q:There have been continued patches, but there hasn’t been any changes in the core gameplay itself. Are there are plans for completely new content or other large-scale patches.

  版本在不断更新,但是核心的游戏玩法却没有任何变化。有计划引入某些全新的内容或者其它能弄出大资讯的版本吗?

  T: We have a lot of upcoming content for future updates, but we will introduce just a few here. First of all we plan to rework and add what has been considered lacking for Historical Battles to reintroduce the mode to the game. In addition we are working on a PvE mode. Players via battles against the AI experience a new type of fun. We cannot reveal detailed information at this place but we are also planning on reorganizing E-sports.

  我们在未来几个版本中有很多新内容,但在这我只会提其中几个。首先我们计划重制并添加历史战所缺乏的东西,并实现它的回归。除此之外我们还计划引入PvE模式,玩家对抗AI敌人肯定会有不同的乐趣。我么能不能泄露更多细节了,不过还可以告诉你们一点就是咱正计划重新组织电竞比赛。

  Can you explain a bit more on E-sports and Team Battles.

  你能更详细的解释下电竞和7V7吗?

  T: In 9.4 there will be a new team battle mode, where the defending team will have to protect two capture points. We hope that this will allieviate some of the imbalance that came with one team needing to defend only one base. Not only that we have reworked the maximum tier points to create the 7/54 mode. There will be even more changes in the future to give players previously unseen and inexperienced gameplay.

  在9.4中,会有一个新的7V7模式,在这个模式中防守方需要保卫2个旗圈,我们希望借此能够改善守方只需保护1个基地而造成的不平衡情况。除开放宽了最大总级别限制(从42级增加到54级),未来还将有一些玩家闻所未闻的新玩法。

  Are there plans to introduce more casual modes in the lines of “Karl mode”, “soccer mode”, and “Chaffee Ralley”.

  你们有计划引入更多的类似”卡尔”和“霞飞竞速赛”之类的休闲模式吗?

  T: We have received good receptions on these casual modes, but we are searching with all our attention for more feedback and are working on more development.

  这些模式的反响很好,我们也正在搜寻更多更全面的反馈,力求进一步改进。

  Don’t you feel that as developers wasteful that these special modes are playable for only a limited amount of time?

  这些模式只能玩一段时间,你们不觉得对于你们开发者而言是一种浪费吗?

  T: the most important aspects of World of Tanks is Historical Accuracy and battles. As such we do not believe straying far from the main content by producing these casual modes. Even by statistics casual modes only show a flash popularity in the beginning and interest in these sharply drop with time. We believe what we have to do is instead of adding more and more modes, we must give a breath of fresh air to the game by making new modes continually.

  WOT最主要的部分是在历史还原性以及战斗上。我们并不想因为这些模式而太多的偏离主题。就算从数据上看,这些模式也只是在刚开始那段时间最受欢迎,随着时间推移很快就没多少人玩了。我们觉得比起不断添加更多的新模式,更重要的是时不时的添加新模式让游戏维持新鲜感。

  We want to know more about the progress of HD modeling and the new game engine that WG advertised passionately in early 2014.

  我们想知道更多关于HD建模的进程,以及WG在2014年早期大力宣传的所谓新游戏引擎。

  T: What we are developing is not a new game engine but adding particle effects and visual engines. A lot of manpower has been invested in order to switch all tank to HD textures, and we plan to complete this process by 2015.

  我们现在正在开发的不是游戏引擎,而是颗粒效果以及视觉引擎。为了将所有坦克重制为HD,WG也划拨了大量人手,计划在2015年结束前完成。

  We want to know about how you treat and are influenced by opinions on Clan Wars from all over the world.

  我们想知道你们是如何对待全服对于领土战的看法的,以及你们所受到的影响。

  D: Community managers gather and organize comments left by players in forums and in other communities and send them to the head office. All information are checked with the QA team and are reflected on the gameplay. There has been a case where a suggestion from the Korean community has influenced development directions. By this suggestion we have allowed Strongholds to be played in tier 6, 8 and 10 maximum matches, whereas the original plan was to allow for only tier 10 maximum matches.

  论坛的管理员收集整理玩家留下的意见并将它们交给总部。所有消息均由QA组检查,并会在游戏中体现出来。曾经,有一个来自韩国论坛的建议考虑对游戏的发展方向造成了影响。这条建议是只让10级车玩要塞模式,而开发者们经考虑后决定设立3个级别:6,8和10级。

  We are told that you are preparing a World Map 2.0 for Clan Wars. What will be the biggest change in the World Map 2.0.

  有人告诉我们说开发者们正在为领土战准备2.0版的世界地图。相比起现有版本它的最大改变是什么?

  D: the upcoming World Map 2.0 is divided into much more broken down into smaller parts. By the increase in the map’s resolution a lot more land is available in the same area. Not only that, a lot of rework will take place in the User Interface and the game rules. Clan Wars by itself is a very restricted content, as the only way to enjoy it is to take part in battles to capture land. As a result for easier access to more players we have introduced Strongholds. We hope to receive a lot of enthusiasm for Strongholds as well.

  即将出现的2.0版世界地图对于区域的划分更为细致。由于大幅增加了地图的分辨率,就算是在同一区域也会有更多的可占领地盘。不仅如此,用户界面和游戏规则也会有很多变动。领土战本身就是一个很受限制的模式,因为参与的唯一方式就是加入占领地的战斗。为了让更家有机会接触,我们引入了要塞模式。我们希望要塞模式能够大受欢迎。

  In 9.3, the mercenary system has been implemented for Strongholds. Are there any plans to introduce this feature for existing Clan Wars?

  9.3中,要塞模式增添了雇佣兵机制。有计划将这个机制引入领土战吗?

  D: It is not technically impossible to implement the feature into Clan Wars. However, right now we still need more time for everything to stabilize since the introduction of Strongholds. We may implement the feature depending on future feedback.

  从技术上说这一点并非不能实现,但是在要塞模式达到均衡状态之前还需要一段时间,我们会基于未来的反馈来决定是否添加。

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