【Developer Q&A】2016/01/24

Source:http://ritastatusreport.blogspot.nl/2016/01/24012016-q.html
来源↗

Hello,
大家嚎,

Things are very quiet so took the day to rest, read a book (David Fletcher’s “The British Tanks 1915-19”) and compile a new Q&A which Slava was very kind to provide. I’ve also noticed your excitement over Swedish vehicles and have an article written by SP15 about some very interesting designs, I believe that will please you. 🙂
昨天没什么事,所以放假一天,看了本书(David Fletcher的“英国坦克 1915-19”)跟Slava弄了一期新的QA。我还注意到了各位对于瑞典坦克的莫名兴奋,所以后面会发布一篇SP15写的一些关于很有趣的坦克设计的文章,我想想这会让大家满意的。

Here it is:
如下:

The ingame report system came under criticism lately. Would it be possible to give other players compliment like in Warships? Also some kind of karma for your stats like in Warships would be nice. Just to add some positivity to the game and the community.
游戏内的举报机制最近被批评的很惨。现在有没有可能做出像WOWS一样可以赞扬其他玩家的系统?还有就是弄个像WOWS的评价值一样的系统也不错啊。给社群和游戏带来点正能量就好。

Good idea, why not. But that’s not going to solve the problem of negative comments ingame – the reason for those is mostly huge gap between good players and not so good.
想法不错,做就做呗。但是这并不能解决游戏内骂人的数量—这种情况出现的原因是因为好玩家和剩下那些人之间的差距太大造成的。

For MM improvement I’d like to see 2 things. Tier 3 and below never seeing a tier 5 tank and never seeing a battle more than 1 tier above or below.
关于分房的增强我想要看到两件事,就是3级和3级以下的车永远不会看到5级车,还有就是我想要±1的MM。

We plan to simplify 1-4 tier gameplay, this one will probably be included.
我们有计划要简化1~4级的游戏性,这个有可能会实装

Could you ask what will become of super high alpha tanks like jaegeroo, waffen and death star?
那种单发伤害超高的车,比如E-100,WT E-100和FV215b(183)会变成啥样?

Alpha damage will be reworked (less dmg per shot), WT100 needs a replacement badly. HESH shells should have their own separate game mechanics
单发伤害会被重制(会下调),WT E-100急需替换。HESH弹的话应该要有自己单独的机制才行。

“And no MM improvement?!”
-“Yes there would be MM improvement. What kind of Improvement are you asking for?”
“还没有MM的增强吗?!”
“会有的啦,你想看到什么样的改动?”(昨天QA内容)

Personally, I like to see the algorithm be optimized to better balance out tank types and tiers between teams.
我个人的话是想看到算法优化,然后可以更加好的平衡两队的坦克等级和种类

Far too often I see teams which either have: A) a huge numerical benefit in terms of the nr. of heavies they get assigned, thus creating an gulf of HP and firepower vs the other team. Or B) lack the above, due to mostly consisting of meds and turretless vehicles. Thus can be easily outplayed in terms of HP + firepower diff between the teams.
Players skill sometimes can make up for this, but that’s a random occurrence.
我之前的话看过太多这种队伍:1)一队重坦太多太多,导致火力和总血量比对面高出一大截或者是2)没有这么多重坦,全是中坦和无炮塔车辆,然后就被对面用血量优势翻盘了
有的时候玩家本身的水平也可以弥补一些差距,但是玩家水平也算是个随机事件而已

“How about just decreasing the damage of prem. ammo by 50% .<snip>”
“你看,要么直接把金币弹的伤害砍掉50%。”(昨天QA内容)

-No.  Rebalancing prem ammo is okay tho. Things like 420 pen HEAT will have to go away.
不能这么改。但是可以平衡金币弹这点是没错。像是420穿的HEAT弹必须从游戏中消失。

Can Slava explain on this? It is a bit contradicting to read ‘no’ followed by ‘re-balancing prem ammo is okay’. What did he have in mind, what direction?
In which direction should we, us players, be thinking in regards to your vision on how this is could be rebalanced?
Slava你解释一下上面这句成不?你前面先说了不行,然后后面说可以平衡金币弹。他到底什么意思啊?到底行不行啊?我们玩家到底要怎么去理解下面这句话才行?


“Personally, I like to see the algorithm be optimized to better balance out tank types and tiers between teams.”
“我个人的话是想看到算法优化,然后可以更加好的平衡两队的坦克等级和种类”

Not types, tank roles, yes – e.g. every team needs a scout, check or – every team needs an ambush TD on that map, check, things like that are planned but there is another idea that would work together with better role MM – there should be several ways to win a map. On bad maps we have a single spot that basically defines the outcome of the game, so if you need to defend it – heavier team has an advantage, if you need to capture it – faster team wins. That’s bad map design, you shouldn’t win by default just because your team has more meds and the map is decided by capturing certain hill and that’s it, no other way to win, we need to avoid such a mistake.
不是说种类啦,应该是坦克的角色—每个队伍都需要眼车,需要一个蹲坑的TD,这些东西都是提前弄好的,但是假如有了坦克角色分房的话应该还有另外一种想法就是—每张图有好几种可以赢的方式。有一些很差的图上有的时候一个点就可以决定整场游戏的胜负,如果你要防守这一侧的话—重坦更多的那一方就有了优势。如果你要攻占的话—机动性更高的那一队就能赢。这就属于地图设计不当,不可能因为你的队伍中坦多你把那个山头拿下来你就能赢,除此以外别无他法,我们需要避免出现这样的情况。

On rebalancing gold – gold ammo should be better, but that doesn’t always mean better penetration. How about more damage per gold shot? or super powerful HE shell? Let’s say you have a JPE100 with 299mm pen, superpowerful gold HE would be useful so you can kinda cosplay FV183mm. 420mm HEAT? Well, that’s certainly nice unless you’re on a receiving end of said HEAT.
关于平衡金币弹的话—金币弹应该要比常规弹药更好,但是这并不意味着穿深就要更高。比如说金币弹伤害提高?或者是超强力的HE弹怎么样?比方说你有个299穿的百突,超强力版HE可以用来把你伪装成FV215b 183.但是至于420mm的HEAT嘛,你打起来肯定很爽,但是被打的人就……

Another example – some kind of a sniper tank that has regular ammo and gold HEAT.
What about replacing HEAT with subcaliber shell with a lot better speed? Say, exchange 330mm pen HEAT with 310mm subcaliber that flies at 1500m/s? So you still have a better gold ammo yet it allows you to snipe better for the price of less pen compared to old HEAT
再举个栗子好了—某种远程黑枪车有常规弹药和金币HEAT弹。把HEAT换成速度高的次口径弹怎么样?比如说把330穿的HEAT换成弹速1500m/s的次口径弹呢?这样的话依然可以在远处更好的黑枪,但是代价就是相对于HEAT来说穿深降低了。

On the smoke screen subject:
关于烟雾弹:

Apparently even KV-1 had smoke emitters installed (not the version working with exhaust, just a smoke grenade attached to the tank)
KV-1都有装备烟雾发射器(不是通过尾气制造烟雾的,就是在车上绑了个烟雾弹而已)

I also promised one of you, “Hans vonLuck” that would ask a clarification to Slava on the Crew Skill idea that we talked on the Cyprus Meeting:
我还跟大家承诺过说要跟Slava去澄清一下在赛普留斯会议时讨论过的乘员技能到底是怎么一回事

Well there will be grindable skills such as repair or camo and active skills such as clutch braking for example. Grindable skills work passively, sixth sense for example you do nothing to use it but active skills you need to manually activate, they would work for a short period and there will be a cooldown. Let’s say you can use clutch braking skill to gain gun stabilization for 20 seconds, next time you can use it is in say 5 minutes so you have to pick the right moment, let’s say some kind of engine overload, 20%+ acceleration for 20 seconds – if you need to get close to a TD or if you need to climb an important hill, etc, use it.
是这样的,到时候会有可以肝的技能,比如说修理和伪装,也有主动技能,比如可以手动开启的快速转弯。那些可以肝的技能都是被动的,比如第六感,什么都不用按就可以自动生效。那些手动技能需要按键,会在短时间内起作用,然后会进入公共CD。比如说你为了转头打个人开启了快速转弯,生效20秒,然后进入了5分钟的CD,接下来要用的话就要找准时机。假如你还有一个可以让发动机出力在20秒之内提高20%的技能—你需要快速逼近一个TD或者是抢个山头什么的,就用吧。

Things like master of ramming will go there as well so at some point we plan to convert the skills and crews, there will be just one entity called the captain or commander or leader, something like that.
还有那个撞击的技能也会改,还有就是我们计划在某个时间点转换技能和乘员,到时候只会有一个叫做车长也好,队长也罢的人。就像WOWS的舰长那种感觉一样。

8 thoughts on “【Developer Q&A】2016/01/24

  1. 德国车长加视野但是容易受伤、精度暂时提高的buff,就像他们经常把头探出观察塔。但是同时隐蔽系数增加一个到行进状态的debuff(行进状态的话再加一个debuff)。

  2. 突然想起之前不是有人说想回到以前每个系别的坦克都有特色的时候吗?那就把不同系别的成员也弄成有不同技能的呗,当然通用技能也得有,就比如给德国车长加个加视野但是容易受伤的buff,就像他们经常把头探出观察塔那样……可是总感觉有cd什么的……我们玩的还是一个游戏吗……

  3. AW 有个叫commander的.然而技能都是PERK.,经验够了就能学.而不是你要那么多经验才能.
    AW 5级乘员就满了,能学2个技能.一共才5万经验. 而你可以让乘员学5个或是花钱冲.导致技能差距大严重影响平衡.

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