【Developer Q&A 】2014/12/05

Source:http://ftr.wot-news.com/2014/12/05/5-12-2014/
来源↗

Apparently, Russians are reporting FPS losses in 9.5.
毛子有在说9.5有掉帧的情况。

– SerB on “anti-bot” system: “The system takes into account that various things happen in life. You have to go to the toilet urgently, your mom called you to eat or your wife needed to turn your attention to her and not to pixel tanks. So if you don’t go AFK regularily (what does “regularily” mean I will not tell, sorry), then an AFKer can be forgiven.”
SerB对于“反BOT”系统的说法:“这个系统其实是算进了生活中会发生的很多事情。比如你急着去上厕所,你妈叫你回家吃饭,或者是你老婆要让你的注意力集中到她身上,而不是像素点组成的坦克上。所以你要是不经常性的AFK(我不能说“经常性”是怎么个意思的,抱歉),那你还是可以被原谅的”

– SerB states that the radius of the render circle be cca 500 meters
SerB表示渲染圈的半径大约在500m左右

– the fact that WoWp planes are displayed much further than tanks in WoT doesn’t mean much, as the scale is different for WoWp
战机世界的飞机能在比WOT更远的距离上被发现并不能意味着什么,因为战机世界的尺寸比例就不一样

– apparently, the “XP for tanking” was scrapped? (Q: “How is XP for tanking doing” A (SerB): “About the same as XP for looking badly at the enemy.”)
“抗伤害的经验”被砍掉了?(问:“抗伤害的经验做的怎么样了”答(SerB):“就像你使劲瞪人就能拿到经验一样”) 

– SerB explains that the upcoming viewrange nerf is not caused by technical limits of BigWorld, the real reason is that currently, high viewrange makes flanking maneuvers much more difficult and the game as a result turned to be too linear. It cannot be however implemented fast, there have to be many calculations and a lot of internal testing.
SerB解释了马上要进行的视野削弱并不是因为BigWorld引擎的技术限制所引起的,真正的原因是现在过高的视野会导致包抄等等机动变得更加困难,导致游戏变得过于线性。然而这次削弱也不能快速的进行,因为在实装之前要完成很多计算和内部测试

– SerB on possible stronk klanu invidivdual mission rigging (rigged battles): “We record all the proceedings now. Many comrades, considering themselves to be really smart have already felt that on their accounts. I will not share any details. I simply do not recommend trying it.”
SerB对于有可能会出现的大公会对独立任务进行暗箱操作的问题(对刷):“我们对所有的过程都有了记录。许多自己觉得自己聪明过人的军团指挥官已经在账号上感觉到了一些什么。我不会公布太多细节。我反正就是劝你们试都不要试。”

– Panther 88 will defintely not have limited MM, Storm states that it doesn’t have worse parameters than the regular vehicle – the mobility is worse, but the gun is better
88豹不会有分房保护的,Storm表示说它并不比常规车的数据差—机动性是差了点,但是炮好

– Storm states that 75 percent of players have no idea what battletiers are anyway
Storm表示75%的玩家对战斗等级这个概念一无所知

– Storm states that compared to FCM, Panther 88 is doing fine
Storm表示跟FCM比起来,88豹的表现还好

– the Panther 88 on supertest was bugged, it burned too much – it was fixed
超测服的88豹有Bug,着火过于频繁—已经被修复了

– Storm confirms that the tanks were released for test with placeholder stats
Storm肯定说现在测试服上的坦克的数据的确还有一些是占位符

– it’s possible that the “tank twitching” of vehicles bug is present, but only in replays. In replays, it’s impossible to fix. Storm will however investigate nonetheless.
“坦克抽动”的Bug有可能还是存在,但是仅限于录像中。在录像里的话那就没办法修复了。Storm表示无论如何他都会去调查一下

– Storm commenting on players using the “public opinion” and “a lot of people thinks” pseudo argument: “German vehicles were very reliable! China produces only shitty stuff! In WW2, Germans were buried under corpses! Yea… public opinion…”
Storm对于玩家使用“群众的意见”以及“许多人认为”这样的伪君子的说法评论:“德国车非常可靠!中国盛产破烂!二战中,德国人都被埋在了尸体下面!恩,没错,群众的意见……”

– individual missions in 9.5 test are still placeholders, they will almost certainly change
9.5测试中的独立任务依然还是占位符,有非常大的可能性会被改

– Storm on the requirement of some IM’s to do them in platoons: “look for a platoon or don’t do them”
Storm对于部分独立任务需求组队完成的情况:“要么找人组队,要么趁早滚蛋”

– platoons were specifically impelemented into the IM’s to “improve socializing” (SS: fucking retards, seriously, as if socializing was a cornerstone of this game)
组队是特意加入了独立任务中的,为了“增强游戏的社交性”(SS:一群傻逼,真的吗,这游戏从哪能找出半毛钱的社交性)

– Q: “Why did you buff FV215b 183?” A: “FV215b 183 players don’t think it was a buff.”
问:“你们为什么Buff了FV215b 183?”答:“那些开FV215b 183的玩家不觉得这次是个Buff”

– Storm confirms that all the tanks (including mid-tier ones) will have the transmission split from the engine
Storm肯定说所有的车(包括中级的坦克)的传动装置都会和发动机进行分离

– apparently, the gun list for 9.5 is final (no 20pdr for Challenger)
9.5测试服上坦克能用的主炮就这样了(挑战者没有20磅炮)

– it’s possible that the minimap tank name color will change before 9.5 release
小地图的坦克名的颜色在9.5正式上线之前有可能会改

– the individual mission token solution (5*4+1, 20 needed) is final
独立任务的坦克的兑换物的获取方式(5*(4+1),一共需要20个)就这样了,不改了

– some people are angry about the token system, Storm replies that you don’t have to play the arty missions (SS: IF you fulfill all the secondary objectives)
有玩家对于这个兑换物系统很生气,Storm表示你不用去玩火炮的(SS:仅限于你完成了所有次要目标的情况下)

– Storm states that the placeholder tank stats solution was an unfortunate necessity, as other things than just tanks have to be tested in 9.5
Storm表示说坦克数据还是占位符这事也是不得已而为之的,因为9.5除了坦克之外还有许多要测试的东西

– FV4005 will be rebalanced before release
FV4005在上线之前会被重新平衡的

– apparently it will NOT be possible to test the premium tier 8 Panther 88
现在不能测试金币的8级88豹

– Veider states that the render range is not displayed on the new improved minimap since it will be changed to a circle anyway
Veider表示新的改进版小地图上不显示渲染距离的原因是它反正都要改成圈了

Storm is also commenting on ramming system: the situation where E-50 rams IS-3 and loses as many hp’s as the IS is correct, because it can be explained by lower frontal plate of E-50 ramming upper frontal plate of IS-3, which is thick – so this makes up for the weight difference. Earlier, there were issues with ramming, it was bugged a lot and incorrect armor group was often chosen, when it came to ramming calculations. Very common were the situations where the ramming tank was for some reason ramming with the bottom armor and as a result, it was damaged much more than it was supposed to be.
Storm还对撞击系统做出了评论:E-50撞了一个IS-3,掉血量和IS-3是一样的这种情况是对的,因为可以通过E-50的首下撞击了IS-3的首上来解释—IS-3更厚,这样就造成了重量上的差距。早些时候关于撞击的问题是有很多bug,有的时候会选择错误的装甲组进行计算。以前有一个情况很普遍就是撞人的坦克是通过自己的底盘去撞的,结果就是它掉血比自己预计的还要多。 

At this moment, this was fixed and the armor groups for ramming purposes are selected more correctly, but there are cases of incorrect armor group selections, resulting in strange cases. As a result of the ramming calculation not using the thin bottom armor but more thick armor, the amount of damage by ramming was somewhat reduced.
现在这个问题已经得到了修复,撞击时用于计算的装甲组的选择也更加的正确—但是依然还是有装甲组选择错误导致奇异事件发生的情况。在用更加厚的装甲去计算撞击伤害,而不是用薄装甲去计算的时候,撞击伤害就会很奇妙的减少一些。 

In order to fix ramming completely, developers will most likely simplify the ramming system – instead of actual armor groups, it will use 3 special armour groups (front/side/rear) and the ramming mechanism will only check from which side the ramming is coming from and use these groups with nominal armor. Without this step, strange cases of ramming with a very small but thin part into a thicker armor part will still happen.
想要彻底修复撞击系统,开发团队很有可能会直接简化撞击系统——用三组特殊的装甲组(正面/侧面/后面)来替代现有的实际的装甲组,这样撞击系统就只会检查撞击是从哪一侧发起的,然后就用这一组数据作为纸面装甲数据。如果没有这一步的话,出现奇怪的撞击的情况会少很多,但是还是会发生薄装甲撞击厚装甲的问题。 

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