【WOWS Q&A】2016/03/22

Source:http://thearmoredpatrol.com/2016/03/21/wows-qa-12th-march-2016/
来源↗

Thanks to Carnotzet.
感谢Carnotzet。

Q. 1. Unfortunately (or maybe fortunately), I wasn’t playing at the time when Furutaka was really crappy. Now it’s an enjoyable ship, which needs some time to adapt to and a little bit of skill. After playing a few dozen battles with her and Omaha, and reaching a comfortable skill level, I’m quite enjoying both of them. But I wonder: after quite a lot of battles fought on both of these ships, my average stats are lower in my Furutaka than in my Omaha (including average damage). At first, I though I just needed more practice but then I saw some unofficial stats (I know you don’t like them) and noticed that Furutaka’s average damage, kills and win ratio are considerably lower than Omaha’s or other tier 5 ships.
问.1.不幸的是(或者该说是幸运的是)我在古鹰最烂的那段时间没有玩。现在古鹰玩起来还是挺开心的,虽说玩起来需要一些时间来适应,而且还得有一定的水平才行。在玩了古鹰和奥马哈几十场,并且自认为水平够了以后,我觉得玩这两个船还是很开心的。但是我很奇怪:在这两艘船上各打了这么多场之后,我的古鹰的平均数据比奥马哈的要低(包括平均伤害)。一开始我只认为我需要多加练习,但是我看到了一些非官方的数据(我知道你们不是很喜欢非官方的数据)并且注意到了古鹰的平均伤害,场均人头和胜率都比奥马哈要低,或者说比其他的5级船都要低。

It lead me to ask two questions: could you please provide official stats concerning Furutaka, and compare them with Omaha’s? If Furutaka’s stats are lower, do you plan to do anything with her?
所以我想问两个问题:请提供关于古鹰的官方数据,并且和奥马哈的进行对比。如果古鹰的数据真的比奥马哈低的话,你们有计划准备改动吗?

I like Furutaka a lot and I think it’s a very interesting ship at tier 5 but I find it hard to be in the top 3 at the end of a battle.
我还是很喜欢古鹰的,我觉得这是艘很有意思的5级船,但是我发现玩古鹰的时候想拿到全队的前3还是很难的。

A. At the moment, Furutaka’s average damage is 1170 less than Omaha’s. Win ratio is practically the same (0.4% less than Omaha). The reason for these disparities is in fact not because of each ship characteristics but because of the gameplay. Furutaka is the first heavy cruiser in the line, and thus requires different tactics and a change in habits. US cruisers have the same problem when going from Cleveland to Pensacola. The gameplay changes, players have to relearn the way they play, and thus their performance decreases a bit.
答:现在的话古鹰的场均伤害要比奥马哈低1170。胜率的话差不多一样(比奥马哈少0.4%)。数据上有这些差距的原因不仅是因为每艘船的数据不一样,还和游戏性有关。古鹰是整条线中的第一艘重巡,需要玩家采取和以往不同的战术和作战习惯。美国巡洋舰在从克利夫兰转换到彭萨科拉上有一样的问题。游戏性上的改动就意味着玩家需要重新学习各种玩法,所以玩家的数据就会低一些。

2. Most of the ship lines are well thought progression wise and allow new players to learn the ropes of the game and the role of their ships from at tier 1-4. Except BB’s. They really start to shine at tier 5 and new players have a really hard time crawling through tier 3-4. Could you please look at the statistics of players who started the BB line and stopped before tier 5? Are you happy with this situation?
2.大部分科技树从船只进度角度来说都有很好的计划性,可以让玩家在1~4级的时候就学习游戏的各种机制以及这种舰种所扮演的角色。然而BB是个例外。BB从5级开始才会大放异彩,玩家在打3~4级的时候是很吃力的。请看一眼开始玩BB但是在点出5级之前就放弃不玩了的玩家数据好吗?你们觉得这种情况没问题吗?

A. We’re keeping an eye on that kind of stats and we’re fine with it. There are two points I need to raise. First: BB’s are the ships that benefited the most from gunnery research and development in the first half of the 20th century. Their gun performance improved a lot. Secondly: tier 3-4 BB’s were created specifically in such a way as to make them harder to sail than CL’s and DD’s. Bigger ship, bigger responsibility. In fact, not every player can play BB’s efficiently and enjoy their gameplay. We prefer most players choose the cruiser lines (and DD’s, but they’re slightly harder to play).
答:我们有在监控这种情况的数据,但是我们觉得没什么问题。我需要提出两点。第一:BB是从19世纪早期对于射击学的研究和开发中获益最大的。它们主炮的表现提升了很多。第二点:3~4级的BB是刻意做成比CL和DD开起来要吃力的。你船比人家大,责任就比人家大。并不是每个玩家都能够发挥BB的全部实力,并且喜欢这种游戏体验的。我们是希望看到大部分玩家选择巡洋舰(和驱逐舰们,但是驱逐舰开起来比巡洋舰稍微吃力一些)

3. I come from WoT and there’s a very interesting premium light tank – AMX Chaffee. I’d like to know if there’s a similar ship in WoWs.
3.我以前玩WOT的,WOT有个很有趣的金币轻坦—AMX 霞飞*。我想知道WOWS里面有没有这样的船。
译注:*这辆车仅仅在XBOX版中出现,PC版本是没有这辆车的。我重复一次……PC版本没有。

A. There’s a ship that plays a bit like that (Atlanta). However, at the moment, we want to release balanced [as in opposed to niche] ships that every player can enjoy. “Singularity” is difficult to explain to players and, most often than not, leads to negative feedback and misunderstanding.
答:有一艘玩起来感觉差不多的(亚特兰大)就是了。但是我们现在想要推出的是平衡的,而且大家都可以玩的[而不是为了迎合一小撮玩家的爱好推出一个只有一小批人会去玩的]船。“特异点”这种东西想解释给玩家还是很难的,而且大多数时候都会导致负面的评价以及各种误解。

Q. Have you changed something with the detonation chance from air dropped torpedoes on BB’s? It seems I get detonated much more often (about once in ten battles).
问:你们有改过航空鱼雷导致BB殉爆的几率吗?我现在好像被殉爆的几率变高了(大概10场就会被爆一次)

A. We haven’t done anything regarding this matter. I will still check though.
答:没改过啦。我会再去检查下的。

Q. When will you release the next part of the Arpeggio event?
问:啥时候再放出一波苍蓝活动?

A. Not this month, but there will certainly be another one.
答:反正不是这个月,但是肯定还会有苍蓝活动的。

We first need to analyse how it was perceived by players. In general, players on the RU server gave neutral or positive feedback. Since new content is ready to be released, we decided to start working on the next stage of this event.
我们要收集并且分析玩家认为这些(活动)怎么样。普遍来说毛服的玩家给出的反馈都是中性或者是比较负面的。鉴于我们已经准备好放出新的内容了,我们决定要再搞一个阶段的活动。

Q.  Do you plan to add a second airplane on ships with two catapults? Do you plan to add visual effects to AA guns when they fire (or at least to some of them)? Current tracers rounds are not really impressive and don’t give the impression of working properly.
问:你们有计划给那些有两个弹射器的船加入一个可以同时起飞两架飞机(水上机)的计划吗?你们有计划加入AA炮开火时的特效吗(或者就加一部分也好啊)?现在光是有这种曳光弹的效果没啥感觉,而且看起来也不像在好好对空的样子。

A. No. Currently, only one takes off. And no. At the moment, we need to be very careful with performance issues. Maybe later.
答:并没有。现在的话只有一架水上机能够起飞。现在的话我们对于游戏的性能上还是很谨慎的。大概以后会做吧。

Q.  Don’t you think that, after the buff to torp focused DD’s, the game is broken in random mode? It’s not unusual to see 5 or 6 DD’s on each team and the number of BB’s is steadily decreasing. Now, it’s a rare sight to see more than 2 BB’s on each team. BB’s are “food” for all the classes and the less BB’s there is, the worse it gets for everybody. CV’s and DD’s torp them, CA/CL’s burn them, other BB’s citadel them. So, here’s my question:
问:你们不觉得在你们Buff了那些重鱼雷的DD以后,随机战斗就没法玩了吗?现在看到每队有个5~6个DD都很正常了,而且BB的数量还在一直下降。现在每队超过两个BB的情况已经很少见了。BB算是其他人的“肉”,而BB的数量越少大家玩起来就越不开心。CV和DD会去雷他们,CA/CL就点火,其他BB就穿核心区。我的问题是这样的:

What is your ideal class representation?
你们理想中的队伍配置是什么样的?

For me, it’s something like this:
我觉得这样比较好:

1 CV, 4 BB’s, 5 CA/CL’s, 2 DD’s (3 DD’s if there’s no CV)
一个CV,四个BB,5和CA/CL,两个DD(如果没有CV的情况下就3DD)

If everyone has a favorite target, they are all happy.
如果大家都有喜欢先下手的目标的话,大家玩起来就都很开心。

And another question, how will you balance the number of DD’s in random and will you do anything about it?
另一个问题,你们到底要怎么平衡随机战斗中DD的数据,而且你们到底有没有打算要改?

A. We’re considering limiting the number of DD’s on each team. We’re also considering changing high tier IJN DD’s stats.
答:我们在考虑要不要堆每队的DD数量进行限制。我们也有在考虑要改动IJN高级DD的数据。

Q. How did Kawanishi N1K turn up on Shokaku? It’s quite obvious that Kyofu’s were the sea fighters, N1K were land fighters. And where did you find the N1K5?
问:紫电到底是怎么跑上翔鹤的?你看,强风是舰战,而紫电是陆基战斗机。还有你们是在哪找到NIK5(紫电改5)的?

A. It’s a very difficult question for me to answer. I’ll have to ask my colleagues.
答:这个问题我要回答太难了。我得去问问同事。

Q. When will you improve the detailed statistics screen? And make the achievement screen more convenient?
问:你们会不会对数据的细节展示窗口进行改进?能不能把成就窗口弄的更加方便一些?

A. We plan to change some things. Regarding the statistics screens, our priority is to improve the post battle screen.
答:我们是有计划要改动一些什么东西。关于数据窗口的话,我们现在的首要任务是改进战后数据那个地方。

Q. On Ishizuchi, lifeboats prevent the middle turret to fire at some angles, it can barely fire at all. Do you plan to fix the models of ships like this one that have a lower performance because of visual elements?
问:石锤中间那个炮塔有的时候会被救生艇挡住不能开火,导致它基本就没什么开火的机会。你们有计划针对这种由于部分视觉元素影响了整艘船的表现的问题进行修复吗?

A. We’ll make sure to look at problems with lifeboats. It was already fixed on several ships: if they impede the ability to fire, we’ll remove them.
答:我们会调查救生艇导致的这种问题的。不少船上已经修复了这个问题:如果的确是救生艇导致不能开火的话,我们把救生艇拿掉就行了。

Q. Suggestion regarding captain retraining. We all know how long it takes to retrain a captain with a lot of skill points. Why aren’t the skills gradually unlocked? At the rate at which they first unlocked them?
问:关于舰长的重新训练。我们都知道重新训练舰长需要很长时间,还需要花费很多的经验才行。为什么不能做成阶段性启用技能的形式?就像最开始解锁技能点点技能那个速度就可以啊?

A. Instant retraining is a paid service. Paid services are needed for the game to continue to run and for developing new features. Thus, it’s very unlikely the retraining feature will change considerably.
答:立即重训是要花钱的。而这些付费项目对于游戏的运营和开发来说都是必要的。所以想要对重新训练这套机制进行彻底的改动是不太可能的。

Q. Today, I found myself in the following situation. My rudder was destroyed and I sailed right against an island and sunk….on the beach, my ship clipping through the land texture. Could you make ships remain on land when destroyed? For realism and the beauty of it?
问:今天我碰上了这种情况。我的船舵被击毁了,我直接开出了一个右满舵然后撞上了小岛……然后就沉在了沙滩上。我的船穿过了地形贴图。你们能不能搞一个让船只在地面上被摧毁时就那么留在地上的机制?起码看起来真实点,而且也比船直接穿过贴图强啊。

A. We plan to add something like that but it’s not high on the priority list. It’s quite possible that, someday, we’ll be able to admire the charred remains of a destroyed warship lying on a golden beach while wondering about the meaning of life.
答:我们是有计划啦,但是开发的优先级并不是很高。也许有一天你能一边看着你自己船的残骸就那么静静的躺在沙滩上一边寻找人生的真谛。面朝大海,鱼雷花开。从明天起做一个幸福的提督。

Q. Do you consider lowering the requirements for the “Clear Sky” ribbon?
问:你们有计划降低“战机杀手”这个成就的需求吗?

Currently, it’s nearly impossible to earn it without playing with an air superiority CV. For instance, 2 IJN CV’s (tier 6 and 7) = 120 planes + 5-6 on cruisers and BB’s. I can’t think of a way an AA oriented cruiser can shoot down 64 planes. Maybe if they all fly above it but it still will have to wait for defensive fire to recharge.
现在的话想拿到这个成就除非是开制空权配置的CV以外是不可能的。举个栗子好了,两个日本的CV(6级和7级的)就是120架飞机+BB和巡洋舰的5~6个水上机。我觉得就算是防空巡洋舰想打下来64个飞机都还是挺有难度的。如果所有得飞机都排队让巡洋舰打的话还好说,但是也得等AA炮火装填完成不是。

A. The requirements are not easy to meet but if a player has an oriented AA ship and there’s only one CV, the requirements can be met. In addition, not all achievements should be easily “farmed”. We currently don’t plan to change it.
答:条件的确是不好做,但是如果玩家有一艘防空特化的船而且只有一个CV的话还是有可能做到的。另外就是并不是所有的成就都应该可以被“量产”。我们现在没有要改动的计划。

Q. Do you plan to give New York its famous AA setup back? Or should I sell the ship?
问:你们有计划给纽约加上它那著名的防空配置吗?还是说我把这船卖了算了?

A. In the following month and a half, we plan to improve the AA on some ships, including New York. Stay tuned.
答:在接下来的一个半月中,我们有计划提高部分船上的防空属性。请静候佳音。

Q. In 0.5.3.2 patch notes, Benson was supposed to receive a permanent cammo. Where is it?
问:0.5.3.2的补丁信息中,本森应该是可以拿到一个永久迷彩的。迷彩哪去了?

A. It is currently in “reserve”. It’s an oversight.
答:现在憋着没放出来。我们说漏了。

Q. Please explain how will personal offer work?
问:请解释一下个人折扣是怎么回事?

A. The concept behind personal offers is the following:
答:个人折扣的概念是这样的:

1. They will appear after the player has done a certain action.
1.在玩家执行了特定操作后才会出现

2. We don’t plan to “spam” offers.
2.我们并不想让玩家感觉被个人折扣给“刷屏”了

3. They will include things like unique ships, invitations to private test drives, or training lessons.
3. 个人折扣包括特殊的船只,或者是让你自己试驾部分船只,亦或是是某些训练任务

4. Naturally, we will not disclose technical details on how these offers appear (to whom or in what circumstances).
4. 当然了,我们并不想公布这些折扣出现时背后的这些技术性细节(对谁提供,或者是在什么情况下提供)

Q. We’re often told that regular TKers are banned. But, in my experience, the TK system barely works. Sometimes, a player damages a teammate for 50k damage and he doesn’t even turn pink. What is taken into account in flagging somebody as a TK (damage, kills, etc)?
问:你们一直都跟我们说TK的玩家会被Ban。但是我个人的经验是这套系统常年不管事。有的时候会出现有意TK的玩家对队友造成了5W的伤害,但是他的名字都不会变分数的情况。那到底怎么样才会把一名玩家判定为TK玩家(伤害数量,击杀还是说其他条件?)

A. It’s determined by unsporting behaviour, which means no other statistics are taken into account.
答:是由“非正当”的行为决定的。换句话说就是其他怎么怎么样都不算。

Here are the details: the current system is rather permissive. When we implemented it, it was intended for new players who committed all sorts of bad things because of their inexperience. And it worked quite well on them; it wasn’t excessively punishing. Now, we’re experiencing another phenomenon – “professional” trolls. Whether they get a 3 day or 30 day ban, they don’t care.
细节是这样的:现在的这套系统其实是很被动的。我们当初做这套系统的时候是为那些会干出各种蠢事的经验不足的新玩家准备的。而当时的效果还行;而且我们也并不是在“惩罚”这些玩家。现在的话我们要面对另外一个现象—“专业的”小学生。对他们来说到底是被封3天还是30天都没什么区别。

That is why we plan to modify the system as to separate this kind of people from the normal players. When we’ll receive the “go” to release the final version, we’ll tell you more about it.
这也是为什么我们准备改造这套系统,把这些职业小学生从普通玩家中分离出来。当我们收到这套系统可以上线的信号的时候会再跟你说的。

Q. 1. Why have you decided to cancel the test drive for new lines (for instance Soviet DD’s)?
问:1.你们为什么取消了对于新线的试玩的机会(说的就是苏联DD)

2. Did the event not meet your expectations?
2.这个活动的结果和你们的预计有落差吗?

3. Do you plan to do it again for Soviet cruisers?
3. 对于苏联巡洋舰你们有计划再搞一次这活动吗?

A. We decided to cancel test drives because of the negative feedback we received from players. Players had mixed feelings for not being able to have upgraded ships and had the feeling that, in the end, we were “taking their ships away”. Thus the effort is not worth the negative reaction it gets. We don’t plan to bring back public test drives in the near future. We may add individual test drives though.
答:我们决定取消这个试玩机会的原因是我们收到了玩家的负面评价。玩家对于没办法开完全体的船而且最后我们会把这艘船“收走”的情况表示很困惑。因此我们决定就不去好心办坏事了。我们近期也没计划重新上线原来的那种公开试玩模式。但是有可能会加入独立的试玩机会。

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