【WOWS Q&A】2016/03/31

Source:http://thearmoredpatrol.com/2016/03/31/qa-31th-march-2016/
来源↗

Thanks to Carnotzet.
感谢Carnotzet。

Between the 28th and 29th of March, sanctions were issued to 2159 accounts (probably Russian server only). [In comparison, between the 21th and 27th, 92 accounts received sanctions]
在三月28~29日这两天中,有2159个账号受到了各种惩罚(估计只包括毛服)。[作为对比,在三月21~27日这几天中一共只有92个账号受罚。]

It’s probably linked to the recently discovered CV bot. Well at least, it seems WG is doing something against cheaters and such.
这个可能是和最近才发现的CV挂机脚本有关。至少WG看起来在对这些非法玩家下手。

Q. How long is the delay between activating Damage Control Party and the fire being extinguished?
问:用了损管以后要过多长时间火才会被扑灭?

A. Not even a second. Nearly instantaneously.
答:都用不上一秒。几乎是瞬间扑灭的。

Q. Before it is implemented in the game, I would like to know the values regarding the fire power of all the planes in the game. Especially as these values were changed with the 0.5.3.x update.
问:在(这个功能)实装进游戏之前,我想知道游戏内所有飞机的火力数据。尤其是那些在0.5.3.X这个版本中有所改动的飞机数据。

A. Let us wait until it is implemented in the client, all the more so that we plan to do it soon.
答:等它实装进游戏再说吧,而且我们近期就会把它做进游戏。

Q. Could you tell me what is the current shell normalization for the different nations? I also would like to see in game different values regarding shells and guns, such as shell velocity, shell mass, shell price, underwater penetration, underwater velocity, etc.
问:你能告诉我现在不同国家的炮弹转正都是多少吗?还有我想在游戏中看到关于炮弹和主炮的各种数据,比如炮弹速度,炮弹质量,炮弹的价格,水下穿深和水下速度等等。

A. It is between 4-8.5 degrees. We will soon add shell velocity in the ship details. However, we won’t add too much information in order not to clutter the interface.
答:都在4~8.5度之间。我们很快就会在船只细节那里加上炮弹速度的数据的。然而为了不让界面显得过于臃肿,我们不会加入过多的信息。

Q. Do you intend to add the report/compliment functionality to the chat in port?
问:你们有计划要给母港中的那个聊天界面也加入举报/赞扬功能吗?

A. We’re examining the idea.
答:在考虑这个想法。

Q. Does Vigilance increase planes torpedo detection range?
问:战场直觉这个技能会增加飞机点亮鱼雷的距离吗?

A. No, it doesn’t.
答:不会。

Q. Why haven’t you released the RN tree yet?
问:为啥还不放出英国啊?

A. Because it’s still in development. But, it will be added for certain.
答:因为还在开发。但是肯定会有就是了。

Q. I recently learned that reporting for Plays badly doesn’t reduce karma. What about the other reports? Do you plan to improve the system?
问:我最近才知道举报玩家玩的不好是不会影响他们的声望值的。那其它的举报会吗?你们有计划要改进这套系统吗?

A. Misbehaviour in chat and Bot reduce karma. All compliments increase it. We plan to improve the system.
答:聊天中的不当行为(喷人)以及挂机行为会导致声望值下降。但是所有的赞扬都会使声望值上升。我们有要改进这套系统的计划。

Q. Do you plan to make the game support NVIDIA 3D Vision?
问:你们有计划让这个游戏支持NVIDIA 3D Vision吗?

A. We conducted a study on a test version. For now, the game doesn’t support this technology.
答:我们之前对一个测试版进行了研究。现在的话这游戏是不支持的。

There are some minor technical limitations regarding processed textures in shaders we could overcome.
现在的话关于在着色器中所处理过的贴图还有一些小的技术上的问题,但是我们可以搞定。

However, we don’t intend to officially support the technology since we’re uncertain about the priority of such feature.
然而我们并没有打算官方的对这个技术进行支持,因为我们对于这种功能在我们的开发列表上占有多高的优先级还是没谱。

Q. Do you plan to add the cruiser Krasny Kavkaz?
问:你们有计划加入“Krasny Kavkaz(Красный Кавказ,暂译赤色高加索)这艘巡洋舰吗?”

A. We don’t plan to since she would probably be underpowered.
答:没有,因为可能会太弱了。

Q. Do you plan to do something regarding the balance between high tier DD’s and BB’s ?
问:你们对于高阶的DD和BB之间的平衡有计划要做些什么吗?

A. We will take appropriate measures; they are currently planned for update 0.5.5. We understand the problems high tier DD’s cause and would like to quickly solve them.
答:会采取适当的措施的;现在的计划是在0.5.5中就进行实装。我们知道高阶DD带来的各种问题,也想快速的解决这些问题。

Q. Why do Arkansas, Imperator and Ishizuchi not have any (or very few) AA defense? Since at that tier, there are nearly always 2 enemy CV’s, do you consider this to be normal?
问:为什么阿堪萨斯,沙皇尼古拉一世和石槌没有任何(或者说很少)的对空自卫火力?你看在这个等级上基本每场都有两条敌人的CV,你们觉得这是正常的吗?

A. These ships are indeed defenseless against planes, however they have exceptional fire power. The exception is Ishizuchi, which will be buffed. If they had good AA, they would be extremely imbalanced.
答:没错,这些船在面对飞机的时候是没有一点反抗能力的,然而它们的火力都十分的出众。呃,石槌是个例外,但是我们会Buff就是了。如果它们的对空火力也很好的话,那这些船会变得十分的Imba。

Q. High tier DD’s seem to get detonated more frequently since patch 0.5.3.2. Did you change anything?
问:高阶DD好像从0.5.3.2这个版本开始被殉爆的次数变多了啊。你们改了什么吗?

A. This feature wasn’t touched at all. We wouldn’t want to add even more RNG to a random feature.
答:根本没有改过。我们不想在一个已经是相对随机的机制上在加入另外一堆随机数来让它更加不可预测了。

Q. Do you plan to implement fully player controlled secondary guns?
问:你们有计划要实装可以让玩家手操全部副炮的功能吗?

A. Technically, we could, but we have no intention to.
答:理论上来说是可能的,但是我们并不想这么搞。

Q. It’s rather infuriating that even when I do well in a battle, I lose because my team is bad. It’s not uncommon that I end in first place, having 1.5 or 2 times the exp of the second player. I think it’s quite unfair I should be penalized by the randomness of which team I’m on. Wouldn’t it be more interesting to award players depending on their place on the final screen? For instance, the top player receives credits and xp equal to 100% of what a victory would give him. The second player receives 92%, third, 84%, and so on until the last player receives 8%. Players then would be encouraged to do well in the battle and not be carried by their team. What do you think?
问:有的时候就算我在战斗中表现良好也会由于队友太坑而输掉。而且我拿第一,经验还是第二名的1.5甚至是2倍的情况也很常见。我觉得由于我所在的队伍这件我不可控制的事情上收到惩罚是很不公平的。那用战斗结算时候的排名来奖励玩家怎么样?比如说第一名可以获得和胜利时同样多的经验和银币,第二名拿到92%,而第三名拿到84%这样,最后一名玩家只能拿到8%。这样玩家就更加有动力在战斗中活跃的表现,而不是准备躺赢。你们怎么看?

A. The idea seems interesting and I passed it on to the developers in charge of profiles and statistics. Thank you!
答:这想法很有意思,我已经把它传达给管理数据和档案的开发团队了。谢谢你!

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