与开发团队在韩国的访谈

Source:http://ftr.wot-news.com/2014/10/17/korean-interview-with-developers/
来源↗

Source: http://www.inven.co.kr/webzine/news/?news=119971&site=wot
真·来源↗

Hello everyone,
大家嚎,

two Wargaming developers (whose names were unfortunately written in Korean and thus we are not sure how one of them is called), Aleksander Tarasevich (game designer, UI) and Aleksander Derkash (?, CW, Stronghold producer) recently gave an interview for the Korean Inven portal.
两名WG的开发团队人员(两个人的名字是用韩语写的,因此我不确定他们其中一人的名字是啥),Aleksander Tarasevich(游戏设计师,UI)以及Aleksander Derkash(?,领土战和要塞模式的制作人)最近被韩国的Inven门户网站采访了。 

US player WpCrate was kind enough not only to link it, but also to provide proper translation. Thank you!
美服玩家WpCrate很好心的提供了链接以及全文翻译。谢谢!

There is a lot of enthusiasm for the new light tanks in the 9.3 update. Even in WGL there is a decreased appearance of the previously common AMX 13 90. How does WG view the 9.3 update.
问:对于9.3新加入的轻坦群众都有很高的热情,就算在WGL中连以前的常客AMX 1390出现的频率也降低了。WG对于9.3是怎么看的呢

Tarasevich: We feel proud that there is a lot of good feedback for the 9.3 update. Not only the new light tank trees but also the mercenary feature for Strongholds and the new penalty systems for unmannered conduct were well-received. We are striving to make the upcoming path 9.4 to be met with the same enthusiasm.
Tarasevich:我们对于9.3带来的一大堆正面反响表示很自豪。不仅仅是关于新的轻坦的,同时还有关于要塞模式的雇佣兵机制以及新的反挂机惩罚系统的反响都很好。我们会努力把9.4也弄成同样水平的。
We are told that in 9.4 and future patches features such as individual missions or reworked team battle are planned, can you tell us more details on this subject?
有消息说9.4以及后续补丁会包含类似于独立任务以及重制的7/42模式等等内容,能不能多说点?

T: In 9.4  there will be Sieges, a new mode for Stronghold as well as individual mission, the first of its kind. We are considering via these missions implementing female tankers. By 9.4 we are planning to implement the map Stalingrad, which like Karkov was designed based on real life images.
T:在9.4中会有攻城战,一个要塞模式的新模式。同时还会有独立任务,首创的东西。我们在考虑通过这些任务来实装女性坦克乘员。9.4我们还会加入新的地图,斯大林格勒,和哈尔科夫一样是基于现实生活中的图片来设计的。 

There have been continued patches, but there hasn’t been any changes in the core gameplay itself. Are there are plans for completely new content or other large-scale patches.
一直有新的补丁,但是核心游戏性部分一直没有改动。有没有什么全新的内容或者是其他大规模的补丁呢

T: We have a lot of upcoming content for future updates, but we will introduce just a few here. First of all we plan to rework and add what has been considered lacking for Historical Battles to reintroduce the mode to the game. In addition we are working on a PvE mode. Players via battles against the AI experience a new type of fun. We cannot reveal detailed information at this place but we are also planning on reorganizing E-sports.
T:我们对后续补丁有许多可以搞的内容,但是我们这里就简单说说。首先我们会重制并加入历史战中所缺少的东西,然后把它再度放回游戏中。我们同时还在搞PVE模式。玩家对抗AI又是另一种乐趣。我们现在还不能说的太细,但是我们有计划要重新搞一下我们的电竞。 

Can you explain a bit more on E-sports and Team Battles.
多说点关于电竞和7/42的内容吧

T: In 9.4 there will be a new team battle mode, where the defending team will have to protect two capture points. We hope that this will allieviate some of the imbalance that came with one team needing to defend only one base. Not only that we have reworked the maximum tier points to create the 7/54 mode. There will be even more changes in the future to give players previously unseen and inexperienced gameplay.
T:在9.4中会有新的类7/42的模式,防守方必须要看好两个旗才行。我们希望这样可以减轻由于一个队伍只需要防守一个旗所带来的不平衡性。我们还把7/42的上限分数重制到了54点。以后还会有更多向玩家展示前所未闻和前所未见的游戏性的改动。 

Are there plans to introduce more casual modes in the lines of “Karl mode”, “soccer mode”, and “Chaffee Ralley”.
以后还有计划加入更多类似于“卡尔火炮”,“足球模式”以及“霞飞竞速”这样的娱乐模式吗

T: We have received good receptions on these casual modes, but we are searching with all our attention for more feedback and are working on more development.
T:我们收到的关于这些娱乐模式的反响都不错,但是我们还在搜寻更多的反馈意见,并且继续进行开发 

Don’t you feel that as developers wasteful that these special modes are playable for only a limited amount of time?
你不觉得开发团队把这些模式拿出来让大家只能玩一小段时间是个浪费吗?

T: the most important aspects of World of Tanks is Historical Accuracy and battles. As such we do not believe straying far from the main content by producing these casual modes. Even by statistics casual modes only show a flash popularity in the beginning and interest in these sharply drop with time. We believe what we have to do is instead of adding more and more modes, we must give a breath of fresh air to the game by making new modes continually.
T:WOT的最重要的方面就是史实度和战斗了。同样我们认为放出这些娱乐模式也不是什么跑题了的事情。数据也显示这些娱乐模式在一开始的人气很高,但是随着时间的流逝,玩家的人数就会突降。我们觉得我们要做的是不停的开发新模式,给玩家一个喘气的机会。

We want to know more about the progress of HD modeling and the new game engine that WG advertised passionately in early 2014.
我们想知道关于高清模型的进展以及WG在2014年前期一直在宣传的新游戏引擎

T: What we are developing is not a new game engine but adding particle effects and visual engines. A lot of manpower has been invested in order to switch all tank to HD textures, and we plan to complete this process by 2015.
T:我们在开发的不是新的游戏引擎,而是给游戏加入粒子效果以及视觉引擎。把坦克弄到高清这事已经投入了大量人力了,我们希望能在2015年搞定。 

We want to know about how you treat and are influenced by opinions on Clan Wars from all over the world.
我们想知道各位对于全世界范围中的领土战的意见回馈是如何处理,是如何被影响的

D: Community managers gather and organize comments left by players in forums and in other communities and send them to the head office. All information are checked with the QA team and are reflected on the gameplay. There has been a case where a suggestion from the Korean community has influenced development directions. By this suggestion we have allowed Strongholds to be played in tier 6, 8 and 10 maximum matches, whereas the original plan was to allow for only tier 10 maximum matches.
D:社群的鹳狸猿会收集并且整理玩家留言在论坛中的评论,然后把他们发到总部来。所有的信息都是由QA组来检查并且反映在游戏性上的。曾经有过一次韩国的建议直接影响了我们的开发方向。这条建议使得我们允许要塞模式可以用6,8或者10级车来玩,而我们原来的想法是只能用10级车来玩。 

We are told that you are preparing a World Map 2.0 for Clan Wars. What will be the biggest change in the World Map 2.0.
我们现在知道领土战要有2.0版的地图了,2.0的地图的最大的改动是什么?

D: the upcoming World Map 2.0 is divided into much more broken down into smaller parts. By the increase in the map’s resolution a lot more land is available in the same area. Not only that, a lot of rework will take place in the User Interface and the game rules. Clan Wars by itself is a very restricted content, as the only way to enjoy it is to take part in battles to capture land. As a result for easier access to more players we have introduced Strongholds. We hope to receive a lot of enthusiasm for Strongholds as well.
D:即将实装的2.0地图被分成了更小的部分。通过提高地图的分辨率,现在一片土地上就有更多的地区存在了。不仅如此,游戏规则和UI方面也有大幅度的重制。领土战本身是个非常受限的内容,因为想要享受领土战的乐趣就需要不停的占地。为了让更多玩家接触到这个,我们就实装了要塞模式。我们同样感受到许多关于要塞模式的热情

In 9.3, the mercenary system has been implemented for Strongholds. Are there any plans to introduce this feature for existing Clan Wars?
9.3中,雇佣兵系统正式实装给要塞模式了。有没有要把这个机制实装给现有的领土战的计划?

D: It is not technically impossible to implement the feature into Clan Wars. However, right now we still need more time for everything to stabilize since the introduction of Strongholds. We may implement the feature depending on future feedback.
D:技术手段上来讲不是不可能,然而由于要塞模式的实装,现在我们需要更多时间来让一切都稳定下来。我们有可能会基于反馈在未来加入这个功能。 

Can you tell us something about plans for the next campaign.
说说下个大奖赛的计划吧

D: New Clan Wars campaign will be implemented to the Korean server soon. We will reveal greater details in a November newsletter.
D:新的领土战大奖赛很快会被实装到韩国服务器。我们会在11月的文章中发布更多细节。 

A word for all the Korean players out there.
跟韩国玩家说两句

T: We hope the Korean players will play and love our game very much. In the Korean server there are plans for more exceptional benefits for internet cafes.
T:我们希望韩国玩家继续玩我们的游戏。我们有计划对韩服的网吧收益进一步提高 

D: We thank you for enjoying our game. There will soon be a lot of changes in Clan Wars. We hope you will play our game with great enjoyment.
D:谢谢各位玩我们的游戏。领土战很快会有许多改动。希望各位享受我们的游戏。 

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