【Developer Q&A 】2013/5/20, 5/21 – R2D2

来源:[http://ftr-wot.blogspot.cz/2013/05/2052013.html]

翻译:   [http://nga.178.com/read.php?tid=6243076]

20.5.2013

First, some more answers from Storm’s article mentioned in earlier posts:
(先是Storm在另一个地方的问答)

– Ruinberg streets will be made more flat in 0.8.6 (SS: this change was promised last 2 patches already)
鲁别克的街道又要在8.6变得更平整了。 (那么会不会又像上两个版本一样说了却来不及做呢?….)

– Marschig (another WG developer) explains the mechanics of the shell flight: “(SS: when calculating shell trajectory,) the game doesn’t take air resistance, Earth surface curvature or rotation and other ballistic details into account. Shells do fly according to the physics schoolbook, chapter “movement of an object, thrown horizontally under an angle”. Thus, for calculating the trajectory, you need only speed, elevation angle and gravity freefall acceleration. According to the same schoolbook, on flat surface you get maximum range when using the elevation angle of 45 degrees. The trajectory is symmetrical, eg. the elevation angle equals the impact angle.
For tank shells, the gravity freefall acceleration is 9,81. For arty shells, it works differently – the initial shell velocity (“speed”) and gravity freefall acceleration can be estimated independently. It is based on an abstract artillery vehicle with maximum range of 1000m under the 45 degrees angle and the shell flight time of 4 seconds. If you – when changing the speed/velocity – want to keep the range a constant, you have to change the gravity freefall acceleration.
In other words: with the unified maximum range, the trajectory of the shell doesn’t depend on muzzle velocity and is always the same.
另一个开发人员出来解释游戏里炮弹飞行的机制:简单来说,游戏里的炮弹飞行计算并没有涉及到现实物理中空气阻力、地球曲率以及滚转之类的弹道学细节。游戏里的炮弹飞行只是单纯根据炮弹速度、发射时的仰角以及炮弹的重力属性来计算的抛物线。
除了火炮以外的平射炮炮弹,重力设定都是9.81。至于火炮炮弹,因为游戏里要维持“相同射程的火炮其炮弹弹道相同”的设定,对于射程相同但炮弹飞行速度不同的火炮,分别设置了不同的重力数值。所以,游戏里火炮的弹道差别并不取决于炮弹速度的差别。
(换句话说,由于平射炮的重力设定不变,所以炮弹飞行速度越慢的炮,其弹道就明显比弹速快的炮要高抛)
(第二段我觉得SS的表达有点绕,所以按照自己的理解重新描述了,如发现有错,请大力纠正。)

– based on what Marschig wrote, Storm confirms that in the game, each shell has a gravity freefall acceleration parameter set independently. All tank shells have it as 9,81, with arty it varies.
Storm出来确认了上面的解释正确。

– in 0.8.6, maximum range of some weapons will be changed
8.6,某些炮的最大射击距离会改变。

– in 0.8.6, some sound effects will be changed, notably: increased the difference in impact sounds between AP and HE shells, sound of tank destruction, sound of AP shells hitting hard surfaces, sound of tank getting hit by HEAT shell and sounds of tanks being hit by AP and HE shells in general
8.6,某些声音效果会修改,例如:增大AP和HE打中东西时声音上的区别,AP打中硬地的声音,坦克被摧毁的声音,坦克被HEAT、AP、HE击中的声音等等。

– more info on 0.8.6 changes will come on Wednesday
更多的8.6改动会在星期三发布。

– the info on tier 10 reward tanks will come “later”
那些10级奖品坦克的消息会再晚一点公布。

Regular answers from the Q&A thread:
(下面是俄服论坛问答部分)

– the 5 arty hardcap won’t be removed in 0.8.6, because first the developers need to assess the impact of the patch on arty numbers
有人表示以前说过5火炮的限制会在火炮线扩10级后取消,Storm表示那要在评估过8.6版本对于火炮数量造成的实际影响后才会考虑。
(问问题的人显然断章取义了,以前就没说过火炮扩10级“的同时”取消限制,而是明确提到要等车辆数和分房得到平衡后才会考虑取消。)

– even though SU-26 will lose its 122mm, the XP spent for it won’t be reimbursed to players
即使SU-26会在8.6失去现在的122炮,已经用来研发这门炮的经验也不会退回给玩家。 (那门122炮SU-5也有用,显然不会退经验)

– patch numbers are selected “according to our internal wishes”
“为神马7.5补丁后面是8.0,现在却要排到8.6以后?” (要多无聊才能问出这种问题…)
“补丁的版本号并不总是按相同的规则出现,而是由开发组的内部意愿所选择。 ”

– in 0.8.6, accuracy will increase both when standing and when driving around
8.6的精度提升改动对于静止和移动射击的情况都有效。

– the chance for accuracy nerfs of already accurate guns post-0.8.6 is zero
对于现在就已经很准的炮(例如T-62A、E-50M),8.6会被砍精度的可能性是零。

– for now, Leopard prototype B will not be implemented into the game (as a premium vehicle), there isn’t enough info on it for now
“以后会把豹1原型车的B组方案做成金币中坦吗?”
“这车的资料太少了,目前还没确定会不会搞。”

– even if the 0.8.6 patch doesn’t solve the arty flood issue, stricter arty hardcap won’t be implemented
即使8.6补丁无法解决火炮泛滥的问题,也不会把每场战斗的火炮数上限调得更低。

– changes in Clanwars are not tied to patches, since they don’t need client updates and are made online, eg. introduction of CW Seasons is not tied to 0.8.6
领土战的改动不一定会跟补丁更新一起推出,因为领土战改动不需要更新客户端的东西。

– the shell velocity is constant throughout the whole time of its flight
炮弹的飞行速度在整个飞行过程中都是不变的。 (游戏里炮弹的飞行速度没有衰减)

– camo will work the following way from 0.8.6 (simplified):
Old: Camo = vehiclecamo*(camoskillcalculation)*1,25*1,05 (25 percent camo net, 5 percent bought visual camouflage)
New: Camo = vehiclecamo*(camoskillcalculation) + 0,25 + 0,05
8.6前后的隐蔽计算大致上的差别如下:
旧算法:车辆基础隐蔽值 x (隐蔽技能加成) x 1.25 x 1.05 <—- (最后两个是伪装网和车辆涂装的隐蔽加成计算,下面的最后也是这两个)
新算法:车辆基础隐蔽值 x (隐蔽技能加成) + 0.25 + 0.05 <—- (这里的数值只是举例,8.6里会对伪装网的加成做修改,并不一定还是25%)

SS: in other words – in the same situation, if we take for example vehicle camo factor of 0,5 (let’s disregard camo skill and the demasking while moving or shooting effect for purpose of demonstration),
Old: 0,5*1,25*1,05 = 0,65625
New: 0,5+0,25+0,5 = 0,8 (21 percent increase)
(SS自己算的例子就不翻了,有兴趣的同学可以自己算)

– 0.9.0 camouflage mechanism re-work confirmed (SS: apparently even Russian players now take FTR as a source, I am glad 🙂 either way, the mechanism change announced by SerB will take into account partial vehicle cover)
再次确认9.0补丁会重做隐蔽机制。

– camo coefficient bonuses given by camo nets, visual camo etc. will be reworked
伪装网提供的隐蔽加成,以及涂装隐蔽值,都会在8.6里进行调整。

– 0.8.6 map won’t be a city map, it’ll be a village map
8.6的新地图不是城市图,是个乡村图。

– at this moment (before 0.8.6) it’s not possible to simply change the XP and cred-earning coefficient for TD’s
目前不能把TD和火炮的经验收益改动单独拉出来提早完成,要等8.6补丁一起做。

– there will be no compensation for the difference between earlier and post-0.8.6 TD XP income
8.6之前因为TD和火炮的经验收益惩罚而减少的经验,不会在8.6后补回来。 (问得真奇葩,难道两年前买了个最新手机,两年后该手机一文不值了,还能去把差价讨回来?)

– developers don’t have a “special” version of the game with detailed graphics
并不存在一个画面更细致的“开发人员特别版”游戏客户端。

 

21.5.2013
First, some more info from developers Zlobny and Marschig:
(先是一些来自明斯克开发人员Zlobny和Marschig的消息)

– Birch gun will be tier 4 and will have a rotary turret with 360 degree rotation
英系的“桦木炮” (Birch Gun:[ 维基 ]) 确认会是4级火炮,并且有可以360度旋转的炮座。

– the best gun for the Birch gun will be a tier 4 87mm gun
桦木炮的顶级炮会是一门4级的87mm炮。 (多半是25磅炮)

– tier 4 German arty won’t have a fully traversable turret (35 degrees on each side apparently), it will be this vehicle (SS: yes, I know we all know that already, it’s just a confirmation)
德系4级新火炮Pz Sf IVb的炮塔并不能360度旋转,只能左右转动各35度。

《Encyclopedia of German Tanks of World War Two》上的介绍:
[ http://i.imgur.com/Zhrhk7L.png ]

– Zlobny is hopeful to increase the vehicle drawing distance
Zlobny希望这次能提升车辆模型在地图上的显示距离。

– Zlobny doesn’t know, whether the arty hardcap will be removed altogether in 8.6 or later (SS: confirmed by SerB to happen later), but the arty nerf is a preparation for its removal
Zlobny不清楚8.6是否会一起移除每场火炮上限。 ——(其实俄服论坛上SerB和Storm都说过了,要等评估过8.6的火炮改动是否能有效解决问题才会考虑移除限制。Zlobny目前是负责超测和英国火炮方面的工作,所以不清楚8.6的东西。)

Now, regular Q&A:
(然后是俄服论坛的问答)

– according to Storm, guns getting accurate will make life a bit more difficult for heavy vehicles such as Tortoise and T95, but not that much, since even accurate guns won’t make players less nooby
Storm表示8.6所有炮的炮弹散布精度提升会让那些重型车辆例如土龟和T95比较难过,但也没那么糟,因为就算炮准了,丧尸们还是丧尸水平。

– player statistics will not be updated retroactively with the 33/50 percent XP buff in mind
“8.6会移除TD和火炮上的经验收益惩罚 (目前是-33%和-50%),那么8.6以后,能不能在玩家数据统计上把旧的TD和火炮场均经验补偿到正常水平?否则的话新玩TD火炮的人很容易就能超越老玩家的排名了。”
“不能。”

– ramming crew casualities are influenced by armor and spaced armor screens, not by the part of the vehicle that gets rammed by itself
(注:经过仔细研究上下文,我认为SS这条理解错了,俄服原文并不是在说撞击车组受伤几率和装甲的事情,只是解释关于车辆撞击伤害量和装甲的关系。)
(原因在于原文的“повреждений ”虽然也用在人体创伤上,但我找到的俄服WOT相关内容里这个词都用在车辆或零件伤害上,没找到用在车组受伤上面的例子。而且问题后半的“урона”是更加常见用在车辆伤害上的词。)

问:“撞击时,撞击车辆正面、侧面和后面的伤害会有不同吗?是撞击者,还是被撞击者受到的伤害大?侧面撞击的时候履带是否能吸收掉一部分伤害?一辆车跳崖撞到另一辆相同重量的车上,谁受到的伤害大?”
答:“(撞击伤害)取决于撞击点的装甲厚度,间隙装甲和履带可能也会计算在内,重量相同时撞击点装甲更厚的那边受到的伤害较少。”

(由于问题的条件比较简单,而且其中有假设车重相等,所以回答中并没有提到车辆重量比对方高出越多,受到的伤害比例也会越少,另外相对速度、内衬配件和驾驶员的撞击技能也会影响双方受到的伤害。)
英文维基上的撞击伤害解释:[http://wiki.worldoftanks.com/Battle_Mechanics#Ramming_Damage]

增加一条老手们应该会关心的东西,前两天开发人员Zlobny写的一些关于8.6精度、隐蔽、交战距离方面的评论:
[http://ftr-wot.blogspot.cz/2013/05/accuracy-explained-wg-dev-on-086.html]
[http://world-of-kwg.livejournal.com/195759.html]

其中提到草丛隐蔽修改时有这么一句:
“ Furthermore, the exploit of firing thru the “non-transparent bushes” (skilled players will know about this and others don’t really need to know) will be fixed completely.”
– 通过“不透明草丛”射击的漏洞会被完全修复。 (看起来8.6后15米草丛黑枪的技巧要破功了….)

 

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