Storm大量QA分享:WG正在关注PVE模式
- the reason the British were implemented in 9.5 is the fact that WG had the most good materials (sources, like drawings and such) for this branch 在9.5添加英国线的原因是WG拥有这条线的最全面的资料 - with other nations (French, Japanese MT’s), there are big problems with data collection 关于其它国家的线(法国,日本的MT),在数据的收集上的有较大的问题 - in WG concept, a branch without tier 10 doesn’t count as a branch, that’s why FV4005 was decided to be implemented 在WG的概念中,如果没有10级车那就不算是一条线,所以WG决定添加FV4005 - it took long to decide whether to implement FV4005 or not WG花了很长时间决定是否添加FV4005 - in the end WG decided to make one of the tier 10 British TD vehicles heavily armored (FV215b) and one less armored (FV4005) to differentiate them 最后WG决定让装甲厚度成为区别英国10级TD的特征 - FV4005 turret armor is historical, Stage 2 was implemented because Stage 1 had an autoloader and no turret FV4005-2的装甲是符合历史的,添加第二阶段的原因是第一阶段有自动装弹机而且没有炮塔 - the 9.5 branch is composed of only vehicles, that existed at least in prototype or even fought in the war 9.5新线中的每部车都至少存在于原型车阶段,甚至参战过 - no plans to prolong the Firefly branch from Firefly with more medium tanks for now (as an alternative to the TD’s) 没有计划用更多的中坦来补全英国新MT线(接在萤火虫后) - FV4202, FV215b switch is still planned – to Centurion Action X and Chieftain, they wanted to do it earlier, but much time was lost in communication with museums, much more than was planned (current ETA is first half of 2015) FV4202和FV215b的替换仍在日程上(分别替换为百夫长X和酋长),他们原想早些弄好的,但是大部分时间(超乎预期)都浪费在了和博物馆的接洽上(目前的替换时间是2015年上半年) - 2015 new branches – no specific info yet, but there will be several, there will also be more tank switches (lowtier US TD’s, as some TD’s were in real life arty (T18) and T57 arty was actually a TD) 2015年的新线?没有具体消息,但是会有好几条,还会有更多的坦克替换(低级美国的TD,因为T18在历史上是SPG而T57是TD) - 9.5 minimap was based on XVM because various minimap mods were analysed and it was found out that tank names on minimap is the third most used mod from all the mods, it gives players some advantages, that’s why it was implemented (so players not using the mod have the same advantage as those who do) 9.5的小地图是基于XVM的,因为WG在分析过其它多种小地图插件后发现在小地图上显示坦克名字的插件是第三受欢迎的,能够给以玩家些许优势,这就是它被添加的原因(不用的玩家也不会有什么劣势) - regarding implementing further mods (for example the viewrange circle on minimap), there are issues with performance. After the 9.0 failure (drops in performance), WG re-evaluated all its standards for performance requirements (when it comes to new feature release) 关于添加更多的插件(比如说小地图上的观察范围圈),这会造成掉帧。在9.0那个帧数创造了新低的版本后,WG重新确定了对性能需求的标准(关于添加新功能的事上) - Storm states that when it comes to various circles and such on minimap, it has to be made using vectors and vectors in Scaleform format cause lags and FPS drops. They tested these options, but it’s not viable for the entire playerbase use, because it “eats” FPS on very bad computers. It’s possible this will be reconsidered later on. Storm称关于小地图上各种圈之类的东西,这必须要用函数来实现,而Scaleform下的函数会导致延迟和掉帧。他们测试过,但是发现并不是所有玩家都需要,因为会在小霸王上导致明显的掉帧。不过将来可能会重新考虑此事 - Storm states that when it comes to various circles and such on minimap, it has to be made using vectors and vectors in Scaleform format cause lags and FPS drops. They tested these options, but it’s not viable for the entire playerbase use, because it “eats” FPS on very bad computers. It’s possible this will be reconsidered later on. Storm称关于小地图上各种圈之类的东西,这必须要用函数来实现,而Scaleform下的函数会导致延迟和掉帧。他们测试过,但是发现并不是所有玩家都需要,因为会在小霸王上导致明显的掉帧。不过将来可能会重新考虑此事 - regarding the XVM solution of minimap icons (multiple layers), Storms states that this eats a LOT of FPS on weak computers and that’s why it was not implemented. The price for making the game work for everybody is that WG cannot implement some functions they’d like to. 关于XVM解决小地图图标的方法(多层显示),Storm表示这会导致小霸王掉帧掉到爆。所以没有添加。因为WG秉承着为所有玩家做游戏的原则,所以不会依据他们的喜好来添加新功能 - there will be some additional fixes later on based on 0.9.5 feedback 依据9.5的反馈会有后续的修复 - support of special color mode for people with weak sight is in the development queue 有计划为色盲/色弱玩家群体开发特殊颜色模式 - future mods implemented to WoT will include better filters in hangar and crew operations functions (this is all from the mods planned for near future) 未来加入WOT的插件将包括更好的坦克筛选器(车库中)以及对乘员进行操作的选项(最近计划添加的插件就这2个) - Individual Missions will not be limited by time at all. Only from time to time, there will be a new set of missions (and a new vehicle) in addition to the old one. These new ones will come roughly each half a year. 个人任务绝对没有时限,只是随着时间的变动会有新的任务集以及新的奖励坦克以替换旧的,轮换的周期大约是半年 - it’s possible the IM’s will be changed based on player statistics, if Wargaming finds out they are too difficult and such 个人任务可能会随着玩家的数据有变动(如果WG发现它们太难的时候就会变) - developers decided to remove the IM’s that would mess up the gameplay for other players, many missions (several dozen) will also be reviewed (and reworked) WG会移除那些扰乱其它玩家游戏的个人任务,也会重新审查其它大量任务 - the developers do like the Object 260, everybody likes it 每个开发者很喜欢260工程 - many players reported FPS increase in 9.5, this is due to the optimizations made in the patch. Storm states that constant low FPS (like 30) is much more comfortable to play with than various FPS drops (even from much higher FPS). Statistics, collected on player computers by Wargaming indicate FPS increas in 9.5 as well and the optimization doesn’t stop there, more is in progress. 许家称9.5的帧数有提升,这是因为这个版本中的优化工作导致的。Storm称就算是游戏一直维持在30左右的较低帧数,也至少比帧数从40到100来回跳玩起来要舒服。WG记录的玩家电脑帧数在9.5有提升,但是他们表示优化工作还会继续进行 - WG is working on render overhaul (DirectX 11 and multicore support) WG在重制渲染(支持DX11和多核) - in one of the future patches, World of Tanks will transfer to newer Bigworld version, this will be practically unnoticeable to players (the changes are internal) 在将来的某个版本中,WOT的引擎可能会被换为新版的Bigworld,不过玩家可能注意不到 - it’s possible that the new TB map Lost City will appear in random battles as well. It wasn’t made straight away because the setting doesn’t correspond to WW2, but it’s possible this decision will be revisited. The map is based on abandoned military towns in Kazakhstan. 新的7V7图“失落之城”可能会出现在随机战斗中。现在没有加入野队的原因是场景设定不符合二战环境,不过这个决定可能会变。这个地图是基于哈萨克斯坦一个废弃的军事区域。 - developers decided to stop working on making the maps more “atmospheric” – in this stage, Ruinberg overhaul is the last one 开发者们决心停止让地图“更具战场气氛”的工作,也就是说冰镇鲁别克会是此类地图的最后一张(可不想看见烈焰马利诺夫卡) - currently, developers are working on one historical maps (coast of France, Summer 1944) 目前,开发者们在弄一张历史地图(法国海岸,1944年夏) - Severogorsk was removed from the game for good. Previous rework of the map proved to be insufficient and a complete overhaul, that would be required, would practially equal creating a new map. 移除别洛戈尔斯克是最好的选择,之前对这图的重制力度显然不够,而再次重制所需工作量无异于做一张新图 - when it comes to maps, Wargaming is now focusing on removing bad maps and improving the other maps and bugs on them. There is already a list of maps to be removed, the speed will be roughly one map per patch. 关于地图:WG在着眼于移除那些糟糕的地图,修复其它地图上的bug,并改进地图的可玩性。已经有一批地图确定要被移除了,速率大约是每个版本移一张 - work on HD models continues. Developers will start implement several dozen HD models per patch, but this number has to be limited with the size of the patch in mind, Storm doesn’t want huge 40-50GB patches 在高清模型上的工作还在进行。开发者们将在将来的每个版本添加数十个高清模型,但是得考虑到客户端的总大小,Storm可不想看见40-50G的客户端 - it was considered to allow players to select their hangar within the game, but this increases the size of the client and there is also a considerable amount of work keeping all the hangars up to date, specifially when it comes to global graphics and game settings changes 有考虑过让玩家可以自行选择喜欢的车库,但这会增加客户端大小,而且让所有车库保持更新需要很多工作,尤其是在游戏的画质和设定有重大更新时更麻烦 - the “Winter standoff” mode will be introduced after (Russian) holidays 圣诞红白机模式会在(毛子)节日后推出 - the “Confrontation” mode (AKA “national battles”) is still being discussed. It all depends on the new MM, which is being developed (this requires a lot of time). Currently, Wargaming is working on “Matchmaker 3.0〃 – an entirely new concept. It’s a very complicated task, concerning all the modes, a lot of work to do. 国战模式还在讨论中。能否添加取决于还在开发中的新分房系统(需要很多时间)。目前,WG在弄3.0版分房,这是一个全新的概念,也是一个非常复杂的任务,能够适用于所有模式,有很多工作要做 - currently, WG is focusing on new modes, a lot of work is being done on PvE mode 目前WG在关注新模式,关于PvE模式已经进行了大量工作了 - developers are working on new motion physics as well. The biggest issue is not to screw up the gameplay. Most likely for regular players it will look “the way it is now” (even though the motion system gets a complete overhaul), only with physics bug fixes, removing various temporary measures and with some new features (handbrake, it will be possible to do a “U-turn”) 开发者们同样在搞新的运动引擎。最大的问题是在于保证不会颠覆游戏玩法。对于大众玩家而言和现在没啥区别(实际上运动系统得到了完全重制),看上去改变的只有运动效果上bug的修复,移除一些临时措施,添加了一些新特征(手刹,可能会有U型弯机动) - new render range is in work, instead of a 1000 meter rectangle, there will be a circle with 565 meter radius. The 1000 meter rectangle is an old Bigworld workaround to be fixed 新的渲染距离(范围)的工作还在进行中,将从现有的边长1000m的矩形变为半径565m的圆。边长1000m的矩形渲染范围是旧版Bigword引擎的产物,会得到修正 - developers are also working on fixing the “tanks disappear in the middle of empty field” spotting issue. Currently, following mechanism is used: a tank is driving on the field, it has camo X, it stops, camo X drops to Y, it disappears. The mechanism that is proposed is that when a tank enters the field and is in direct (unobstructed) field of view and stops (or shoots), it will have no camo coefficient at all (eg. can’t disappear) 开发者们还在解决坦克在空地上凭空消失的问题。目前计划采用下列方法:坦克在行进间的有X的隐蔽,当停下时降到Y,然后就会消失。而且坦克在进入一片没有掩体或者灌木的开阔地中停下时,隐蔽系数为0(不会凭空消失) - developers are working on fixing the “shooting bush” issue as well. The mechanism, that is currently planned is that when shooting, an additional spotting point will be generated at the end of the barrel. If the gun sticks out of the bush, the tank will be spotted. There will be no “helping mechanism” to indicate this, the player will have to rely on his own eyes. 关于“开火的灌木”问题:目前计划的是在坦克开火时,会在炮管末端产生一个点亮点。如果此时炮口在灌木外,坦克就会被发现。此种改变不会有什么帮助提示(提示你炮口是否完全在灌木中),玩家得自己观察 - developers are working on optimization of the visibility algorithms, as they are the most processing-heavy part of the serverside of the game. This will not influence the visibility parameters, but the current system is that the closer the tank is to you, the faster the spotting checks are. In the future, all the distances will have the frequency of the spotting checks unified. This will remove the situations that tanks can pass a road where you would normally see them within the “tick” time of your spotting checks and you won’t notice them. 开发者们在弄视野算法的优化,因为这是游戏在服务器端最占资源的进程。这并不会影响坦克的视野,目前的机制是坦克离你越近,点亮检测越频繁。未来,所有距离上的点亮检测速率都将是一致的。这会消除“敌方坦克在你视野内经过,但是因为在点亮检测的间隙所以你看不见它”的情况 - another thing that is being worked on is the increase of role of armor in the game. There is no consensus on this issue yet, but it will come soon. This issue concerns mostly only high tiers. The current solution WG is working with is a penetration nerf for guns with too high penetration 另一项在弄的重要工作是增加装甲在游戏中的存在感。关于这点要怎么弄还没达成共识,但是相信不久就会有了。它主要关注的是高级车的装甲。WG目前的解决方案是砍穿深(对穿深过高的车) - accuracy will be changed again, specifically the shot distribution within the aim circle. This does NOT mean nerfing the accuracy to the old standard, it means more like “calibration” to separate accurate guns from inaccurate guns, so you don’t get accurate snapshots when moving by a KV-2 精度会改的,尤其是炮弹在圈内的散布。这并不意味着将精度砍到加强前那样,而是让精度高的炮和精度不高的炮有明显区分。这样你就不能用KV-2在行进间准确命中敌人了 - the special female crew perk (“sisters in arms”) will not be transferrable to a regular crew, it’s a special perk made to make the girl crews popular 女性车组会有一项特殊的技能(姬友连),基佬车组不能学习。这是一项让女性车组受欢迎的举措 - the perk overhaul is in progress, documents are ready by now, all that’s left is to implement the agreed changes. As announced earlier, the “lightbulb” (sixth sense) will be a base skill for the radioman. It will be activated when the skill reaches 100 percent. When a radioman is missing, the crewman who fulfills radioman’s role will have it instead. 技能重制在进行中,文档已经准备好了,剩下的就只有添加那些开发者达成共识的变化了。如同先前提到的那样,灯泡基恩那个将成为通讯兵的基础技能,在数量都达到100%之后自动生效。当通讯兵挂掉之后,学习了通讯兵技能的其它车组可以代替他继续使用灯泡技能 - in one of the upcoming patches, you will be able to retrain your crewmembers to different role (radioman to driver for example) 在即将来临的某一个版本中,你可以对乘员进行转职训练(如通讯兵到驾驶员) - one of the upcoming patches will also bring bonus for “tanking” (for blocking shells with your armor) 在将来一个版本同样会引入扛炮弹的奖励机制 - of all tier 10 MT’s, T-62A is the best in blocking shells with its armor 在所有的10级MT中,T-62A是最能扛炮弹的 - ISU-130 will be given only to moderators ISU-130只会给版主(?)媒体帐号(?) - training room interface will be completely reworked soon 训练房的界面很快会被完全重制 - Havok is ready, but it has one big issue – it drops FPS a lot when the engine is active on too many objects (SS: as in, with too many destroyed buildings for example). Developers are working on it. To implement it only on some maps would be bad, developers want to implement it as complete Havok实际上已经弄好了,但是存在一个问题:当该引擎在多个物件上同时生效时会导致明显的掉帧(SS:比如说大量建筑被同时摧毁)。开发者们正在着力解决这问题。仅在一些地图上添加Havok的做法无疑是很糟糕的,开发者们想要添加就所有地图都添加 [编辑:不详]
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