【Developer Q&A 】2014/01/22

Source:http://ftr.wot-news.com/2014/01/22/22-1-2014/
来源↗

– new US medium branch (T25E1 – T42 – T54E2 – T95E6)? SerB: “No comment on leaks and rumors as usual” (SS: yea, it’s BS)
新的美国中坦线(T25E1—T42—T54E2—T95E6)?SerB:“对泄露的东西和传言一律不予置评”(SS:没错,这TM都在扯淡。)

– Q: “Will it be possible to appear with a Tiger in a national battle Soviet team?” A: “You consider us to be retards or something…”
问:“虎式在历史战中有可能会出现在苏联方中吗?”答:“你觉得我们是傻逼吧……”

– Q: “How come you nerfed arty instead of putting a hardcap on it?” A: “Idiotic solutions like a hardcap have no support in Wargaming – we try not to hire morons as employees”
问:“你们究竟是怎么得出砍火炮而不是限制火炮数量这个决定的?”答:“像限制数量这样的愚蠢的解决方法在WG内部是不受支持的—我们在招聘的时候也会不去招那些脑残的”

– Q: “Why don’t you implement the option to disable 2-3 maps you don’t want to play?” A: “For the same reason as before” (SS: the official reason if I remember correctly was the fact that it would mess with MM too much)
问:“你们为什么不加入可以屏蔽2~3个你不想玩的地图的设置?”答:“和以前的原因一样(SS:没记错的话,以前官方的原因是因为这套系统会大大增加MM的负担)”

继续阅读

自下而上的战力系统——4.个人贡献的计算

紧接着第3章我们这次来说说个人贡献,全队贡献总共有以下几类:

  1. 伤害贡献
  2. 生存贡献
  3. 占领贡献
  4. 护旗贡献

此外根据两队的实力比还存在一个实力修正值。

本章介绍各类贡献的分配方式。

1.伤害贡献
伤害贡献是全体队员对敌人进行攻击导致敌人战力损失的贡献。伤害贡献的基本公式是

个人伤害贡献 = 个人损失敌人的战力 / 敌人总损失战力 * 全队伤害贡献

也就是说
个人得到的贡献占全队的百分比等于个人造成敌人损失的百分比

有了基本公式后我们来看如何计算个人贡献的百分比,这里我们还是按照具体的战力来计算。

个人造成的总战力损失=∑个人对每个敌人造成的战力损失

继续阅读

【Developer Q&A 】2014/01/21

Source:http://ftr.wot-news.com/2014/01/21/21-1-2014/
来源↗

– SerB states that the algorithm of the automatic server selection (during login) works so that if the best server (ping-wise) is overloaded (SS: probably like has a queue), it moves you on to the next best (ping-wise) server
SerB表示自动连接服务器的算法(在登陆时候的)是这样的:如果Ping值最低的服务器超载了(SS:应该说需要排队的话),它就会把你移动到Ping值第二低的服务器那里

– there are no plans to switch tier 9 Object 430 II and tier 10 Object 430
没有要把⑨级的430工程V2和10级的430工程进行对调的计划
继续阅读

【Developer Q&A 】2014/01/20

Source:http://ftr.wot-news.com/2014/01/20/20-1-2014/
来源↗

Check out Listy’s new article about Secret Service boats between the wars
看看Listy的新的关于苏联在战斗期间的秘密服务艇的文章 

– Q: “Should we await fixes of the WoT lags?” A: “As much as necessery” (SS: SerB later states that lags are generally caused not by insufficiency of WoT servers, but by ISP’s – he advises you take the Pingplotter software and communicate with your ISP to fix the issue)
问:“我们要不要等待修复WOT老卡的问题?”答:“尽量等吧”(SS:SerB后来表示卡顿并不是由于WOT服务器效率不行而造成的,而是宽带服务提供商们的问题—他建议大家用Pingplotter这个软件并且与你的ISP进行交涉以解决这个问题)
继续阅读

历史战原型界面

Source:http://ftr.wot-news.com/2014/01/19/historical-battle-interface-prototype/
来源↗

Source: http://world-of-ru.livejournal.com/2963933.html
真·来源↗ 

Hello everyone,
大家好, 

Maiorboltach from the RU community posted about this nice little thing – in recent “Poka vse v tanke” video (sort of like videoblog with another popular Russian girl moderator), an interesting thing was shown: Historical battle mode interface prototype. Don’t be freaked out by the vehicles, it’s just a prototype with placeholders.
毛子社群的Maiorboltach把这个小东西发出来了—在最近的“Poka vse v tanke”视频中(一个毛服妹子版主主持的类似于视频博客一样的东西),视频中有一个很有意思的东西:历史战界面的原型版。对了,千万别被车辆的名字什么的吓到,那些都只是暂时占坑用的占位符。  继续阅读

【Developer Q&A 】2014/01/19

Source:http://ftr.wot-news.com/2014/01/19/19-1-2013/
来源↗

– apparently the 8.11 patch server engine upgrade has nothing to do with lags and their reduction
8.11补丁中对服务器引擎的升级对延迟和减少延迟毫无关系

– “teleporting” tanks mean “transfer of the client on another platform” (SS: hell if I know what that means), SerB adds “Are you sure this has anything to do with server overload?” (SS: a player was complaining about teleporting tanks he believes are caused by server overload)
“瞬移”坦克意思是“把客户端转移到另一个平台上”(SS:这TM都什么玩意),SerB后来表示“你确定这个和服务器过载有任何关系吗?”(SS:有玩家在抱怨说坦克在地图上瞬移是因为服务器过载造成的) 继续阅读