0.8.6 changes in game mechanics –机制大改,翻译来源ST:庄稼精英

原文: [http://ftr-wot.blogspot.cz/2013/05/086-changes-in-game-mechanics.html]
翻译来源: [http://www.stwaracademy.com/thread-31385-1-1.html]

此文由ST:庄稼精英发帖, 中间由”骑猪看蛇”, “魔法老婆婆”-科学老婆婆, 等知名人士补充

0.8.6 changes in game mechanics
SS: Okay, I was AFK yesterday so I have no idea where this came from, I can’t find the original post, but it was apparently written by _Quasar_ (EU forums dev) based on Storm’s info in advance and people, who weren’t supposed to see it saw it over the developer post tracker mechanism (lol, fail). 

Anyway, thanks Trent and Ogogopogo, here goes:

Edit: original source where I got it from – http://forum.worldoftanks.eu/index.php?/topic/247547-changes-in-game-mechanics-086/
(上面是SS在解释消息来源)
(因为觉得一字字全翻 很麻烦 很不方便阅读,所以目前是把几段话总结翻成一段蓝字,如果有严重错漏请猛击差评。)

====正文====

Dear all,

In this article, we will explain the major changes coming to the game mechanics that our producer, Michael Jivetc (Storm) has shared with us.

Note: The statistical theory behind some of the explanations below has been simplified to make the article accessible to all. For those mathematicians in the audience – please do not judge us too severely.

Changes to gun accuracy
炮弹散布标准修改

In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0!

For those who might be interested, here is the statistical theory behind the mechanic. In game, we currently use the normal distribution  (Gauss (https://en.wikipedia.org/wiki/Normal_distribution))  to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple words, the limits for the most inaccurate gun would still be the limits of the aiming circle.

Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle.

There were good reasons which this limit was chosen back in 2010, but the game has developed since then and we are ready to move on.

For Version 8.6, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That’s nearly 4 times less than under the old model!

We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.

游戏里的炮弹散布使用正态分布来计算,8.5和以前的旧设定是 1.3 标准差,8.6后将会改为 2 标准差 (我是数学盲,正式讲解请看10楼的回复),这之间的分别是:旧设定下有19.4%的炮弹会落到瞄准圈的边缘区域,新设定下只有4.6%的炮弹会落到边缘区域。另外我们也决定不再搞那些像峰值般出现的边缘落弹分布,而是让炮弹从中心到边缘的分布更平均,以后准确地落到瞄准圈边上的炮弹将会大量减少。

How will it affect the gameplay?

It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle – in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.

These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you’ve already seen leaked information about Version 0.8.6 SPG characteristics, please do not worry. It’s not a nerf, just measures to avoid “over-buff”. The overall accuracy of SPGs will be pretty much the same, just more predictable.

对于游戏体验上的影响?

这改动意味着所有炮的精度(除了火炮,见下文)将会极大地提高,玩家会留意到炮弹飞到瞄准圈外缘的情况将会变得罕见。我们的这个修改降低了随机因素造成的影响,同时也相应地提升了玩家个人技术的价值。

这项改动只会应用到游戏里所有的坦克和TD上面,火炮(SPG)不会享受这项改动。因为进一步提高自走炮精度很可能会为游戏体验带来太大的潜在损害。
作为这一做法的补偿,会稍微提高 “炮弹散布” 。(这句和下面都是直接翻译,连起来的意思存在问题,我个人的理解请看最后的括号)
如果你们已经看过8.6自走炮修改的泄露消息,请不要担心,那些改动不是削弱,只是为了避免 “过分加强”。自走炮的精度实际上会跟原来差不多,只是 (炮弹落点) 会更容易预测。
(老实说这段的后面两大句原文表达得不怎么好,我只能尽量直翻,欢迎讨论)
(我的个人理解是,自走炮们不会得到其他车辆那么好的散布提升,实际的散布改动比其他车辆要差些,但依然比旧的自走炮散布要好,因此虽然8.6自走炮精度大削 —〉瞄准圈增大了,但因为散布改善了,所以炮弹落点分布会更靠近中心,因此最后才会说精度还是会跟原来差不多。)

 

New mechanics for HEAT shells:
HEAT弹在8.6的新机制

Currently the way the mechanics work means that the effect of HEAT shells is barely different to normal Armour-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in Version 0.8.6 to make them more realistic:

• HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. (please note that every shell can have slightly different settings). The armour penetration after ricochet will remain the same.
• After penetration, a HEAT shell cannot ricochet inside the tank (as the shell is transformed into a continuous stream.)
• After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance
• After penetration, the force with which the HEAT shell continues to travel through the armour will take into account the angle of impact between the armour and penetration spot

– HEAT弹会在角度大于80度的时候发生跳弹(以往游戏里的HEAT是不会跳弹的),跳弹以后不会损失穿深。(AP弹会损失穿深)
– 击穿后,HEAT弹不会在坦克内部跳弹 。(或者说折射,因为AP击穿后有可能还会改变行进路线,所以有时玩家会在诡异的击穿位置打坏诡异的零件)
– 击穿后,HEAT弹(射流)每多前进10厘米的距离会损失5%的穿深值。(也就是说,间隙装甲离车辆主装甲越远或者履带越宽,HEAT弹穿深被削弱得越厉害)
– 击穿后,HEAT弹的穿深计算,会把装甲和穿透点之间的角度计算进去。(这应该也是指击穿间隙装甲后是否能击穿主装甲的计算)


Overall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armour penetration values when it meets spaced armor (Maus drivers will love this change).

Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.

总体上,这些改动意味着HEAT弹现在会跳弹而不是击穿无伤害,还有面对间隙装甲的时候穿深会减低不少。(另外,履带也是作为间隙装甲计算的。)

New mechanics for camouflage:
隐蔽机制的改动

Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero.

We have decided to change this. From now on, the values for vehicles and camo devices will be cumulative.  This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD’s will receive the highest bonus).

To avoid side-effects with having nearly invisible TD’s, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.

目前的涂装和伪装网提供的奖励隐蔽值是乘法计算,所以对于那些本身隐蔽值很低的车辆几乎没有效果。
所以我们决定在8.6把涂装和伪装网的隐蔽值改为加法计算,这两个东西会提供固定的隐蔽值提升,但不同种类的车辆从中获得的隐蔽值提升还是有差别。(例如TD们从涂装和网得到的隐蔽值最高)

另外为了避免出现 “几乎隐形的TD”,我们也决定降低草丛和倒下树木所提供的隐蔽值加成。

Changes to amount of credits and experience points received for battles:
对于战斗中银币与经验收益的改动

Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle – TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks.

In Version 0.8.6, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle

目前TD和自走炮每场获得的经验值有惩罚,比起一般坦克来,TD经验少33%,自走炮经验少50%。
于是我们决定在8.6里废除这些经验惩罚,所以TD和自走炮们能够获得比现在更多的经验了。

We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.

我们也会增加一项助攻奖励给那些负责断敌人履带的队友 —— 如果你断了敌人的履带,然后你的队友击伤甚至击毁了这个被断履带的目标,你可以由此获得一份银币和经验的额外奖励。这个奖励机制与目前点亮敌人让队友攻击的奖励机制类似。(就是说奖励取决于队友对断履带目标的伤害,也有可能两个人各断一边履带,需要平分奖励?)

Changes to gun accuracy——精度的改动.

[In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0!
我觉得这应该算是自打8.0以来意义最深远的改动了. y/ B0 [” T’ B% L7 o
For those who might be interested, here is the statistical theory behind the mechanic. In game, we currently use the normal  distribution to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple words, the limits for the most inaccurate gun would still be the limits of the aiming circle.
首先是大家可能感兴趣的,我们先说说精度机制背后的统计学理论。在游戏中,我们使用正态分布来计算炮弹散布。然而,炮弹散布是存在极限的——也就是瞄准环的边缘,换句话说,就算是最不精准的炮也存在一个散布极限
!
Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle.
现在——也就是8.5版中,炮弹散布的极限是1.3σ(这个我不多解释了)————也就是说,每次射击时,炮弹出现在瞄准环边缘的概率为19.4%

For Version 8.6, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That’s nearly 4 times less than under the old model!2
而在8.6中,我们决定修改精度计算是的散布模型,散布极限变为2σ——也就是说,每次射击时,炮弹出现在瞄准环边缘的概率仅为4.6%。几乎是现有模型的1/4!!!
We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.
同时,我们决定,取消散布边缘中的某些特殊点(Spkie意为“长钉”,姑且这么翻译),换句话说,从中心到边缘,炮弹的散布都是均等的。这意味整个瞄准环中的几个特殊炮弹落点会减少————也就是说,炮弹将等可能的在瞄准环中散布
How will it affect the gameplay?
那么,这对我们撸炮有何影响?
It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle – in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.
这说明,所有炮的精度将会提高。玩家将会发现————炮弹飞到圈边上的概率降低了——事实上,“炮弹飞到边上”成了小概率事件。毛子在减少随机参数对游戏性的影响,也就是说,玩家技术的价值将会提升/
These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you’ve already seen leaked information about Version 0.8.6 SPG characteristics, please do not worry. It’s not a nerf, just measures to avoid “over-buff”. The overall accuracy of SPGs will be pretty much the same, just more predictable., D1 t1 p6 O& k8 i3 g* Y: s
以上变动对所有坦克,TD都适用。但是火炮并不享受这项待遇——因为这会损害游戏性。这项改动将会通过略微提高炮弹散布来得到补偿。相比各位看过超测服的火炮资料了吧,别担心,这是不是Nerf,毛子只是为了防止所谓的‘过度Buff“,所有的火炮精度和原来差不多,只是炮弹散布没有原来那么诡异了

New mechanics for HEAT shells:————Heat的新运作机制
Currently the way the mechanics work means that the effect of HEAT shells is barely different to normal Armour-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in Version 0.8.6 to make them more realistic:
现有的Heat运作机制和普通Ap相差不大。为了提高二者之间的区别,降低Heat对游戏性的影响。我们决定修改Heat的运作机制,让他变得更真实一些。
• HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. . The armour penetration after ricochet will remain the same.
  如果入射角大于80度的话,Heat将会跳弹,不过跳弹并不影响Heat的穿深(这点和Ap不同)
) ?/ A- W( W, ^. J# K
• After penetration, a HEAT shell cannot ricochet inside the tank  
/ f# c8 h& @) ~9 _5 w- k
   Heat在穿透装甲之后,金属溅射流并不会在车体内跳弹
• After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance
5
   Heat穿透装甲之后,金属溅射流每前进10CM,降低5%穿深-
• After penetration, the force with which the HEAT shell continues to travel through the armour will take into account the angle of impact between the armour and penetration spot 

    Heat穿透装甲之后,系统计算金属溅射流的穿透力时,会将装甲和穿透点之间的夹角带来的影响计算在内 y  O
Overall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armour penetration values when it meets spaced armor (Maus drivers will love this change)
总而言之,这意味着Heat也会跳弹,而不是什么击穿不掉血,而且碰上间隙装甲时,Heat的效果将会大大折扣(老鼠驾驶员一定爱死这个变化了).

Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.
l还有,用Heat打履带就相当于用Heat打间隙装甲
New mechanics for camouflage:新伪装机制

Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero
目前,系统在计算隐蔽时,金币涂装和伪装网仅仅只是一个系数。所以说,如果一辆车的基本隐蔽性特别差的话,那伪装网和涂装带来的那点加成并不多!
We have decided to change this. From now on, the values for vehicles and camo devices will be cumulative.  This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD’s will receive the highest bonus).
不过,我们打算改变这一切,从8.6开始,车辆的隐蔽值是累加的,也就是说,伪装网,涂装将会提供修正加成———这取决于你开的是什么车(比如TD就会有最高的加成)(估计猎虎,白兔也能避免400M被亮的局面了)
To avoid side-effects with having nearly invisible TD’s, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.
不过,为了避免过多”几乎隐形的“TD对游戏的副作用,毛子决定削弱草丛,倒下的树木提供的隐蔽加成
Changes to amount of credits and experience points received for battles:银币和经验收益的改动
Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle – TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks
现在的TD与火炮是有收益惩罚的,和LT MT HT相比,TD获得的经验减少了33%,火炮更是只有一半
8 u) C1 m( n5 a% `
In Version 0.8.6, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle
不过,8.6就不存在这样的事情了,也就是说,TD和火炮在战斗中获得的经验要变多了2 a% \’ K2 Z- ?1 d8 ~’ C* D
We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.
还有,打断敌军履带也会有额外奖励。如果你打断敌人履带,而让队友输出或者将其击毁,你会获得经验和银币的收益————就像点亮——友军输出那样

本帖最后由 meltyMAP –魔法老婆婆 于 2013-5-18 19:03 编辑炮弹更接近准心中心(毛子好像没提到两倍瞄准环的bug,另外这对被砍成傻逼的火炮来说是个利好消息)
HEA不是很明白的改动,打间隙装甲变渣渣了,不知道打履带怎么算。
伪装网和涂装的隐蔽值由叠乘改为叠加,环境隐蔽值降低;
TD和SPG的经验不打折了(好TD,不砍吗?) 

efreeti: 发表于 前天 19:14 |只看该作者
从原理上解释一下大意现在的炮弹散步是服从正态分布的,学过概率论或统计学的知道,正态分布是从正无穷到负无穷的,也就是说,有极小概率你打的炮弹,会打到你炮口的正左(右)方,甚至炮弹完全从完全相反的角度打出来。。。也就是打到你自己

显然游戏是不能这样设计的,所以以前,这些少数极端歪的离谱情况,被修正为,炮弹打到了圈的边缘。而现在,wg增大了正态分布的标准差的允许范围,就是说,原来所有超过1.3倍标准差的、所谓歪的离谱的情况会被修正到落弹圈的边缘,而现在,这个值是两倍标准差。

这将增加所有炮的精度,原因你可以这样想,假设你的这次开炮的RP是0.65倍标准差,原来1.3倍标准差就是圈边缘了,也就是你的炮歪到了刚好准心和圈边缘一半的位置。而现在,你的炮只歪到了距离准心差不多1/3远,离边缘2/3远的地方。

我认为这对于黑枪车来说是个增强,因为像e50m黑枪时,500米的距离炮弹差一点点,就能是打到履带和打到车体的区别。而对于在100m内肉搏的重坦来说,只是打到首上正中,和打到首上偏左的区别

继续解释

所有车的射击分布在8.6中都改了,毛子说了我们可以让所有车都打得更准,但是不能让火炮打得更准了。。。

所以火炮的精度数值削弱了。但是实际上,火炮整体的精确度,其实和8.5是差不多的。。。结论就是,你们之前嚷嚷8.6火炮末日重坦春天,是扯淡的。。。

其他的变化主要还有,伪装网和金币涂装今后不再以百分比相乘形式提供伪装,而是以相加的方式。这样就避免了e100没有人买金币伪装的情况。改了之后,伪装差的车同样有必要买金币伪装或上伪装网。

这个相加的固定值,在不同车上面是不一样的。毛子说了td奖励最高,我估计重坦是最低的。进一步,毛子为了避免像268这种本来伪装就nb的车,改了之后变成完全隐性的情况,于是改低了草丛提供的伪装系数。

结论,8.6所有车蹲草丛的效果都会下降,草丛意义变小

结论二,8.6中如果你购买金币涂装,可以使你的高福帅车的隐蔽劣势略为减小。

伪装是这么改的
以前是基于车辆本身的伪装
比如0.3就是0.3×115%x105%=0.36225
现在是0.3+15%+5%=0.5

但是呢  又降低了环境的隐蔽值
比如  现在的好一点的草丛是0.6
砍了之后比如到0.4

也就相当于你带了伪装后和以前一样

所以这是一个伪装普降的修改。

发表回复

您的电子邮箱地址不会被公开。 必填项已用*标注