Source:http://ftr.wot-news.com/2014/12/24/storm-qa-3/
来源↗
Hello everyone,
大家嚎,
what follows are the answers from Storm’s stream he made earlier today. I didn’t link it (obviously, no point since he was speaking Russian). I gave up after a while and translated Maiorboltach’s summary instead, thanks Mario 🙂
以下是Storm今天早些时候做的直播的各种回答。我没链接(反正他是说的毛子语)。我听了一会放弃了,直接翻译了Maiorboltach的总结帖。谢了,Mario:)
– the reason the British were implemented in 9.5 is the fact that WG had the most good materials (sources, like drawings and such) for this branch
英国线在9.5加入的原因是WG手里的材料中,这条线的最好(来源之类的,栗如图纸什么的)
– with other nations (French, Japanese MT’s), there are big problems with data collection
其它国家(法国,日本中坦)最大的问题是数据的收集
– in WG concept, a branch without tier 10 doesn’t count as a branch, that’s why FV4005 was decided to be implemented
在WG的概念中,没有10级车的线不能算作一条线,这就是为什么他们最终决定把FV4005加进游戏
– it took long to decide whether to implement FV4005 or not
他们用了很长时间决定到底要不要把FV4005加进去
– in the end WG decided to make one of the tier 10 British TD vehicles heavily armored (FV215b) and one less armored (FV4005) to differentiate them
最后WG决定把一个英国10级TD做成重装甲型的(FV215b),一个轻装甲型的(FV4005)加以区分
– FV4005 turret armor is historical, Stage 2 was implemented because Stage 1 had an autoloader and no turret
FV4005炮塔的装甲是史实的,他们选择二阶而不是一阶的原因是一阶有弹夹炮,而且没有炮塔
– the 9.5 branch is composed of only vehicles, that existed at least in prototype or even fought in the war
9.5的新线中只包含了那些至少存在原型的车辆,或者说至少参加过战争的车辆
– no plans to prolong the Firefly branch from Firefly with more medium tanks for now (as an alternative to the TD’s)
现在没有要把萤火虫这条线延长,做出更多中坦的计划(作为TD的区分替代)
– FV4202, FV215b switch is still planned – to Centurion Action X and Chieftain, they wanted to do it earlier, but much time was lost in communication with museums, much more than was planned (current ETA is first half of 2015)
把FV4202和FV215b换掉这件事还在计划当中—换成百夫长Action X以及酋长,他们本来是想早点弄的,但是他们在与博物馆进行交流的时候浪费了太多时间,比计划中要多得多(现在的计划是在2015上半年把这事搞定)
– 2015 new branches – no specific info yet, but there will be several, there will also be more tank switches (lowtier US TD’s, as some TD’s were in real life arty (T18) and T57 arty was actually a TD)
2015年的新线—现在没啥详细消息,但是会有一些(新线)。还会有更多的车被换掉(低级的美国TD,因为部分TD在现实生活中其实是火炮(T18)而T57火炮其实是TD)
– 9.5 minimap was based on XVM because various minimap mods were analysed and it was found out that tank names on minimap is the third most used mod from all the mods, it gives players some advantages, that’s why it was implemented (so players not using the mod have the same advantage as those who do)
9.5的小地图是基于XVM做的,因为他们分析了部分小地图的mod,他们发现地图上显示坦克名是所有mod中使用量第三位的mod,它会给玩家一些优势,于是他们就搞了这个(这样那些不用mod的玩家也就和那些使用mod的玩家有着同等的优势了)
– regarding implementing further mods (for example the viewrange circle on minimap), there are issues with performance. After the 9.0 failure (drops in performance), WG re-evaluated all its standards for performance requirements (when it comes to new feature release)
关于WG加入更多mod的事情(栗如加入小地图的视野指示圈),现在关于它们的性能上有一些问题。在WG在9.0的失败过后(性能骤降),WG重新评估了它对于性能需求的标准(和新机制上线有关的)
– Storm states that when it comes to various circles and such on minimap, it has to be made using vectors and vectors in Scaleform format cause lags and FPS drops. They tested these options, but it’s not viable for the entire playerbase use, because it “eats” FPS on very bad computers. It’s possible this will be reconsidered later on.
Storm表示当小地图上要弄圆圈什么的,它们必须要用向量来做,而Scaleform格式下的向量会导致卡顿和掉帧。它们尝试过这些选项,但是并不是整个玩家群体都能用到这些设置,因为它会在那些差机上“吃掉”帧数。他们有可能会在之后重新考虑做这个。
– regarding the XVM solution of minimap icons (multiple layers), Storms states that this eats a LOT of FPS on weak computers and that’s why it was not implemented. The price for making the game work for everybody is that WG cannot implement some functions they’d like to.
关于XVM用来解决小地图图标问题的办法(分多层),Storm表示说这个会在老爷机上吃掉很多帧数,这就是为什么他们没有做的原因。让大家都能玩上游戏的代价就是WG没法做一些他们自己想做的东西
– there will be some additional fixes later on based on 0.9.5 feedback
后面基于0.9.5的反馈会有其它的修复
– support of special color mode for people with weak sight is in the development queue
给弱视的人用的特殊的颜色模式已经在开发队列中了
– future mods implemented to WoT will include better filters in hangar and crew operations functions (this is all from the mods planned for near future)
以后加入WOT的mod还会有车库的筛选器增强,还有乘员操作功能(这些都是近期mod的发展)
– Individual Missions will not be limited by time at all. Only from time to time, there will be a new set of missions (and a new vehicle) in addition to the old one. These new ones will come roughly each half a year.
独立任务不会被时间所限制。随着时间流逝,这套系统只会在旧的任务的基础上出新的任务(还有新车)。这些新任务大概半年就出一次。
– it’s possible the IM’s will be changed based on player statistics, if Wargaming finds out they are too difficult and such
独立任务有可能也会随着玩家数据变动而变化,前提是WG发现任务太难完成这样
– developers decided to remove the IM’s that would mess up the gameplay for other players, many missions (several dozen) will also be reviewed (and reworked)
开发团队决定移除那些会干扰到其他玩家游戏的那些独立任务,许多任务(很多)会被重新审核(还会重制)
– the developers do like the Object 260, everybody likes it
开发团队的确很喜欢260工程,大家都很喜欢它
– many players reported FPS increase in 9.5, this is due to the optimizations made in the patch. Storm states that constant low FPS (like 30) is much more comfortable to play with than various FPS drops (even from much higher FPS). Statistics, collected on player computers by Wargaming indicate FPS increas in 9.5 as well and the optimization doesn’t stop there, more is in progress
很多玩家上报说9.5有帧数上升的情况,这个是由于补丁中对于游戏的优化造成的。Storm表示稳定一点的低帧数(平均30帧)也比老是掉帧(就算平均帧数比较高)强。由WG在玩家电脑上收集的数据表明9.5的确有帧数上涨的情况,而对于游戏的优化不会就此停手,他们会继续进行这个工作。
– WG is working on render overhaul (DirectX 11 and multicore support)
WG在搞渲染重制(DX11以及多核的支持)
– in one of the future patches, World of Tanks will transfer to newer Bigworld version, this will be practically unnoticeable to players (the changes are internal)
在接下来的一个补丁中,WOT会被转移到一个新版本的BigWorld引擎上,玩家是几乎注意不到的(改动都是内部改动)
– it’s possible that the new TB map Lost City will appear in random battles as well. It wasn’t made straight away because the setting doesn’t correspond to WW2, but it’s possible this decision will be revisited. The map is based on abandoned military towns in Kazakhstan.
新的7/54地图,失落之城有可能也会出现在随机战斗中。这图没有直接进入地图池的原因是它的设定并不符合二战的设定,但是他们有可能会重新作出一次决定。这张图是基于哈萨克斯坦一个被废弃的军事小镇而做的。
– developers decided to stop working on making the maps more “atmospheric” – in this stage, Ruinberg overhaul is the last one
开发团队决定不继续做那些更加有“气氛”的地图了—现阶段,重制的鲁别克是最后一张(这样的图)
– currently, developers are working on one historical maps (coast of France, Summer 1944)
现在开发团队在搞一张历史地图(法国的海岸,1944年夏)
– Severogorsk was removed from the game for good. Previous rework of the map proved to be insufficient and a complete overhaul, that would be required, would practially equal creating a new map.
别洛伐尔斯克是从游戏中永久的移除了。之前对这张图进行的重制被证明是没有用的,而一次彻底的重制差不多就相当于做一张新图了。
– when it comes to maps, Wargaming is now focusing on removing bad maps and improving the other maps and bugs on them. There is already a list of maps to be removed, the speed will be roughly one map per patch.
当说到地图的时候,WG现在正在专注于把那些差图弄掉,并且增强其它地图以及它们的bug。现在已经有了要移除掉的地图的列表了,移除的速度大概是一个补丁一张图
– work on HD models continues. Developers will start implement several dozen HD models per patch, but this number has to be limited with the size of the patch in mind, Storm doesn’t want huge 40-50GB patches
高清模型的工作还在继续。开发团队会开始每个版本加入一堆高清模型,但是要记住,这个数量是受到补丁大小的限制的,Storm并不想看到那种40~50GB大的补丁
– it was considered to allow players to select their hangar within the game, but this increases the size of the client and there is also a considerable amount of work keeping all the hangars up to date, specifially when it comes to global graphics and game settings changes
他们曾经考虑过可以让玩家自行选择游戏中的车库,但是这么做会导致客户端变大,还会增加要让这些车库继续都能用的工作量,尤其是有整体画面改动和游戏设置变动的时候。
– the “Winter standoff” mode will be introduced after (Russian) holidays
“冬季决战”模式会在假日(毛子的)过了之后再上线
– the “Confrontation” mode (AKA “national battles”) is still being discussed. It all depends on the new MM, which is being developed (this requires a lot of time). Currently, Wargaming is working on “Matchmaker 3.0″ – an entirely new concept. It’s a very complicated task, concerning all the modes, a lot of work to do.
“交锋”模式(也就是“国别战”)还在讨论中。一切都取决于新的还在开发中的MM(需要一些时间)。现在WG在搞“MM3.0”—一个全新的概念。这是个很复杂的任务,要考虑到所有的模式的话,其实工作量还是很大的。
– currently, WG is focusing on new modes, a lot of work is being done on PvE mode
现在WG在搞新的模式,在PVE模式上已经下了很大功夫了
– developers are working on new motion physics as well. The biggest issue is not to screw up the gameplay. Most likely for regular players it will look “the way it is now” (even though the motion system gets a complete overhaul), only with physics bug fixes, removing various temporary measures and with some new features (handbrake, it will be possible to do a “U-turn”)
开发团队还在做新的动态物理系统了。最大的问题是别把游戏性整个搞烂了。对于一般玩家来说,(新的动态物理),看上去“和现在差不多”(就算整个系统重制了也是一样),只有修复那些物理系统的bug,移除掉现在一些暂时的对应手段以及加入一些新机制(手刹,这样就可以“180°漂移”了)(才能让玩家感觉到)
– new render range is in work, instead of a 1000 meter rectangle, there will be a circle with 565 meter radius. The 1000 meter rectangle is an old Bigworld workaround to be fixed
新的渲染距离还在搞,以后的渲染距离会是个半径565m的圆圈,而不是像现在一样的1000m边长的正方形。正方形这办法是因为以前BigWorld的限制而搞的一个临时的方案
– developers are also working on fixing the “tanks disappear in the middle of empty field” spotting issue. Currently, following mechanism is used: a tank is driving on the field, it has camo X, it stops, camo X drops to Y, it disappears. The mechanism that is proposed is that when a tank enters the field and is in direct (unobstructed) field of view and stops (or shoots), it will have no camo coefficient at all (eg. can’t disappear)
开发团队还在搞“坦克原地消失”的点亮机制的问题。我们现在用的是以下的机制:坦克在溜达,隐蔽系数是X,它停车,隐蔽系数变成了Y,它就消失了。现在计划要搞的系统是这样的,有一辆车在溜达了,它的位置是在你的视野中(视野没有被障碍物阻挡)而且停下了(或者开火了),它不会拥有任何的隐蔽系数(换句话说就是没办法消失了)
– developers are working on fixing the “shooting bush” issue as well. The mechanism, that is currently planned is that when shooting, an additional spotting point will be generated at the end of the barrel. If the gun sticks out of the bush, the tank will be spotted. There will be no “helping mechanism” to indicate this, the player will have to rely on his own eyes.
开发团队也有在想办法解决“会开火的草丛”的问题。现在计划要做的机制是在开火的时候会在炮管末端再增加一个新的点亮检测点。如果炮管伸出了草丛,这辆车就会被点亮。不会有“辅助机制”来指出这一点,玩家必须要依靠自己的眼睛(来点亮)才行
– developers are working on optimization of the visibility algorithms, as they are the most processing-heavy part of the serverside of the game. This will not influence the visibility parameters, but the current system is that the closer the tank is to you, the faster the spotting checks are. In the future, all the distances will have the frequency of the spotting checks unified. This will remove the situations that tanks can pass a road where you would normally see them within the “tick” time of your spotting checks and you won’t notice them.
开发团队在搞针对可视性算法的优化,因为它是整个游戏中对服务器端运算压力最大的部分。这个对于可视性的参数不会有什么影响,但是现在的系统是这样的,坦克离你越近,点亮检测就越快。以后所有距离上的点亮检测的频率都会是一致的。这样做会使得坦克可以在你一般能看到的情况下通过一条小路,但是你由于点亮频率的原因看不到他的情况彻底消失
– another thing that is being worked on is the increase of role of armor in the game. There is no consensus on this issue yet, but it will come soon. This issue concerns mostly only high tiers. The current solution WG is working with is a penetration nerf for guns with too high penetration
另一个在搞的事情就是游戏中的装甲所扮演的角色的比重上升。现在关于这个问题他们还没达成一致,但是快了。这个问题关系到的大部分都是高级车。WG现在的解决办法是要砍掉那些穿深过高的主炮的穿深
– accuracy will be changed again, specifically the shot distribution within the aim circle. This does NOT mean nerfing the accuracy to the old standard, it means more like “calibration” to separate accurate guns from inaccurate guns, so you don’t get accurate snapshots when moving by a KV-2
精准会再改一次,说明白点就是圈内的散布。这并不意味着把精准度砍回到之前那个样子,而更像是一个把精度高的主炮和精度不高的主炮所分开的那么一个“标准”,这样你就不会在做机动的时候被KV-2一转头喷死了
– the special female crew perk (“sisters in arms”) will not be transferrable to a regular crew, it’s a special perk made to make the girl crews popular
女性乘员的特殊技能(“姐妹连”)是不能转移给一般的乘员的,这是个让女性乘员(在玩家中)人气上涨的特殊技能
– the perk overhaul is in progress, documents are ready by now, all that’s left is to implement the agreed changes. As announced earlier, the “lightbulb” (sixth sense) will be a base skill for the radioman. It will be activated when the skill reaches 100 percent. When a radioman is missing, the crewman who fulfills radioman’s role will have it instead.
技能重制已经在搞了,现在的文档啥的已经搞定了,剩下的就是实装这些改动了。如同早前说过的一样,“灯泡”(第六感)会成为通讯兵的基础技能,当通讯兵的基础技能达到100%之后就会声效。当没有通讯兵的时候,谁兼职谁负责。
– in one of the upcoming patches, you will be able to retrain your crewmembers to different role (radioman to driver for example)
在之后的一个补丁中,玩家可以把一个乘员训练成另一个不同职责的乘员(栗如把通讯兵训练成驾驶员)
– one of the upcoming patches will also bring bonus for “tanking” (for blocking shells with your armor)
接下来的一个补丁还会带来“抗伤害”的奖励(用装甲去抗炮弹的奖励)
– of all tier 10 MT’s, T-62A is the best in blocking shells with its armor
所有的10级中坦中,T-62A的用装甲抗炮(的能力/效果,此处未说明)是最好的
– ISU-130 will be given only to moderators
ISU-130只会发给版主
– training room interface will be completely reworked soon
近期,训练房的界面会被彻底重制
– Havok is ready, but it has one big issue – it drops FPS a lot when the engine is active on too many objects (SS: as in, with too many destroyed buildings for example). Developers are working on it. To implement it only on some maps would be bad, developers want to implement it as complete
Havok已经搞定了,但是有一个大问题—引擎如果应用在过多物体上的时候会导致大量的掉帧(SS:换句话说就是被摧毁的房子太多的话)。开发团队正在研究这个问题。把它只应用在部分地图上的话不太好,开发团队想要把它完全的应用进游戏。
虽说Scaleform效率不能算特别高,但至少也真心没挫到要画个圆都能掉帧的程度。Autodesk赶紧派个人过去指导一下吧,别再让WG往自己脸上抹黑了……
另,坚决支持点亮算法改良,锡城我在北边C3窗户那端着152管子收过路费经常是收不到的,因为快点的车运气好点被点亮的时候已经只露半个屁股了。
姐妹连,是不是还有男女搭配干活不累连?
车震连……额,不对……坦震连
斯…斯国一 ….
里……厉害……