与Vyacheslav “Slava” Makarov的QA

Source:http://ritastatusreport.blogspot.nl/2015/11/interview-with-vyacheslav-slava-makarov.html
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Interview with Vyacheslav “Slava” Makarov, one of the people who invented World of Tanks. What he mentioned during his interview on Cyprus with some Russian streamers:
这次是与Vyacheslav “Slava” Makarov进行了一次采访,他是WOT的创始人之一。以下是他在赛普留斯与毛服的主播们采访中所提到的东西:

– World of Tanks really grew a lot. The ideas of how to develop WoT did not correspond to the expectations of players, and that’s where the huge number of issues from the past comes from
WOT成长了很多。用来开发WOT的那些想法和玩家们所想的不一样,这就是为什么过去的一段时间中出现了这么多的问题

– WoT currently doesn’t need development, it needs fixing and in some things returning to the roots, in other things it need an overhaul (artillery, perks, sound, vehicle classes)
WOT现在并不需要开发,它需要的是修复,或者是把一些东西还原到初始状态,其他东西则需要重制(火炮,技能,声效,车辆的车型)

– the problem with artillery is that it’s not how it used to be, it now has variety and is fast, this broke the game somewhat. Some individual vehicles do have issues + the tier 10 artillery appearance was problematic
火炮的问题在于现在的火炮和以前不一样了,现在多样性很丰富,而且速度很快,这的确导致了游戏的一些问题。部分车辆本身也有问题,而且10级火炮的出现也是个问题

– the connection of artillery and light tanks got broken – earlier, if a LT came to arty, the arty was dead, period. This is no longer true.
火炮和轻坦之间的联系也被切断了—以前的话,如果轻坦跑到了火炮身边,火炮肯定就死了。对,死了。然而现在不会是这样了

– early on, TD’s were designed differently: as a mix of turret-less vehicles with unique gameplay. Early TD’s played very differently, like inverted heavies with long range gun but without a chance to survive close combat. The solution would be the same as with artillery: take each class and give them unique features, because right now all the classes are mixed up. Currently there should be 10 classes in the game and that’s just the vehicles that were already implemented
早期TD和现在的设计思路不一样:以前设计思路是一批游戏性很独特的无炮塔坦克。早期的TD和现在很不一样,和重坦恰恰相反,可以在远距离进行打击,但是近战肯定就是死路一条。想解决TD的问题其实和火炮的解决办法是一样的:给每个车型独特的机制就行了,现在的话所有车型都混在一起像打在会一样。老实说现在光是已经实装了的坦克就应该分出10种车型才对。

– all classes should be rebalanced
所有的车型都应该进行重平衡

– arty fix would be only a part of such rebalance, it should be divided into two subclasses (mobile arty and slow arty) and separate each class by the task it should be doing, but that’s one hell of a job
修复火炮问题只是这种重平衡的一部分,火炮应该被继续划分成两个更小的子车型(机动性火炮和慢速火炮),并且把每个车型都按照它们的职责来进行划分,但是这工作量太他妈大了

– Slava Makarov is a huge opponent of removing artillery, because arty players would be really screwed
Slava Makarov是非常反对移除火炮的,因为这样的话要把火炮玩家置于何地

– Panzer V/IV Alpha should be reworked, it really sucks
IV-V号坦克应该要重制,这车实在太烂

– the danger of current development is that if you do too many things at once, the game could completely break down
现在的开发阶段的危险在于如果一次性搞太多东西的话,游戏可能会彻底崩掉

– how Slava Makarov would fix WoT: first step would be gaining massive feedback from the players. The first thing to be fixed would be random battles (that’s what everyone’s playing), specifically map and vehicle balance. New physics should be added soon. The developers should simply sit down and solve problems, starting from scratch from patch 8.0 state, then tell players about the plans, use the test server to test ideas, gather feedback. Balance, physics and maps in this order. Sound is needed as well.
Slava Makarov设想的修复WOT的办法:首先是从玩家那边收集来大量的反馈。首先要修复的是随机战斗(因为大家都在玩),尤其是地图和车辆的平衡。还有应该尽快加入新的物理系统。开发团队就应该坐下来然后解决问题,直接把版本滚回到8.0然后在此基础上从头再来,然后把他们的想法告诉玩家,用测试服来测试他们的想法,继续收集玩家的反馈意见。需要修复的东西的优先级是平衡,物理系统和地图。声效也是不可缺少的。

– the crew system should be completely reworked, the important part is not to deprive players of anything and to move to the WoWs crew system
乘员系统也应该彻底重制。重制的重点在于不从玩家手上剥夺什么,然后再套用WOWS的那一套乘员系统

– Viktor Kislyi is now getting involved in the WoT development, which should help WoT
Viktor Kislyi现在也参与到了WOT的开发中,应该会对WOT有帮助

– many people were changed in World of Tanks team, which accelerated some things considerably
WOT团队中换了很多人,这样的确是导致了很多东西的加速

– reworking the WoT controls for Xbox controllers was quite a quest, it took half a year and a lot of trials
把WOT的操作给适配到XBOX手柄上是个很具有挑战性的工作,他们花了半年时间,还有许许多多的实验

– Slava Makarov likes WoWs a lot
Slava Makarov很喜欢WOWS

– WoWs is intended for western market and it works really well
WOWS是给西方市场设计的,而且现在看来结果不错

– Slava Makarov didn’t believe Blitz would work, but it is working nicely, the development team has its own ideas
Slava Makarov一开始不相信闪电战这个概念可以成功,但是现在运作的也没问题,它们的开发团队有着自己的想法

– if you don’t like arty, play Blitz
如果你不喜欢火炮的话,去玩闪电战就可以了

– when it comes to cybersports, Wargaming took things too fast. The cybersports is supposed to develop along with the game but they rushed and tried to bring a huge tournament and when that happened, the game was not ready yet. Currently the developers are considering what to do with it.¨
说到电竞的话,WG冲的太快了。电竞应该是和游戏一起发展的才对,但是他们快马加鞭的搞出了电竞并且弄了一次很大的大奖赛,然而那个时候游戏还没有准备好。现在的话开发团队在考虑到底要怎么办才好

– WG is working on an interesting project in Seattle
WG正在西雅图那边搞一个很有意思的项目

– apart from that, WG is working on two yet to be announced projects, one of which could turn into a beginning of a long story – they will be announced in 2016
除此之外,WG还有两个尚未公布的项目。其中一个项目会成为另一个庞大旅程的开端—等2016年的时候会公布的

– Slava Makarov thinks he actually has an idea for a game more interesting than WoT
Slava Makarov自认为有一个比WOT更有意思的游戏的想法

与Vyacheslav “Slava” Makarov的QA》上有10个想法

  1. 以目前的SPG生存和收益来讲,SPG的输出一般只有在僵持不下的局面才可以得到最大发挥。长瞄准,长装填是SPG的代表。我认为,FV-304是SPG界的一朵奇葩,也可以说是一门非常优秀的机动型SPG。它可以称作移动中的迫击炮,近战支援异常优秀。可也面临一个巨大的问题,射程。纵观SPG,修改是必须的,但要看游戏的节奏是什么样。或者说,有些地图对于某些SPG来说应该是不会被排入的。列举,西城,鲁别克,斯大林格勒,钢铁长城,SPG的发挥变得非常局限。我们换一个思路,是否可以有一种SPG伤害比较小,但是弹着散步不均匀,装填时间很快,炮弹抛物线完美呢?在我看来,应该有一种火炮可以打90度。这就从根本上要求了,没有绝对的防火炮位,也直接的改变了深蹲变为不可能这一事实。然后我们再来说说重炮,应该就是有一炮让对方减员的能力,不然要我重炮何用。至少AP单发带走。

  2. 对于SPG,就应该是以支援为主,确实应该分出不同,低精度高伤害,高精度低伤害,例如美系法系,这俩个系在一个房间多对手的话我宁愿法系。分房上应该把高速车和低速车根据去他车型分在不同房间,例如美系这种低速高伤害车分在以高速HTMT的房间你让spg打灰机?把法系这种高速低伤害的车分到皮糙肉厚的MTTD的房间你让spg只是发挥RPG断带的效果?虽然spg不止这两系,但这两系最可以代表spg的类别。期望以后的规划就是要再提高spg的入门门槛,少些无脑水炮,还我spg真正的空间~~

  3. 说说TD,这个分类可不好办。我的猜想是类似于263那种的高速支援性TD,(高DPM,高急速,高炮控或者精度,正面装甲可以),慢速重炮TD(急速慢,转向差,有一门高伤害的主炮,白兔和183,E3这种),中庸型TD(E4,可以当HT卡线,也可以黑枪,各种属性都在TD中中庸),268这种和白云这种还有蟋蟀15,算是异类。最后我总结下就是黑枪型TD,没有什么共同点。

  4. 老实说现在光是已经实装了的坦克就应该分出10种车型才对。高速火炮(高精准低伤害低穿深),慢速火炮(低精度高伤害高穿深),静默型LT(隐蔽高,视野高,但急速慢些,车体大),游走性LT(中隐蔽,中上视野,高急速,高履带适应性,车体小),输出型MT(代表是豹一,但需要改进。主炮精准,中等隐蔽,合适的DPM和DPS),点亮型MT(代表查狄伦25T,主炮精度中下,中上视野,中隐蔽,低DPM和高DPS,这里的DPS指的是:像查狄伦那样的瞬间爆发),中庸型MT(装甲在所有MT中硬,隐蔽中,视野中,其他属性都是中,突出中庸就行),高速HT(50B和113这种HT,极速高,爆发高,装甲在HT中是中下),中速HT(E5,IS-7,215B这种,-7的履带适用性不好只比E5快点,不算下坡。中等速度,中上的装甲,DPM在HT中是中上。类似于MT的中庸型),重甲HT(代表就是老鼠,-4,E100,7201这种,重装甲,低速度)

  5. 玩过1w多场,对wot整体的体验还是比较满意的。我就把它当个1V29的Roguelike,队友实在坑爹就卖队友打黑枪,队友靠谱就一起冲锋抢点争取赢下来,不同的局有不同的玩法,没必要老强求队友有智商。这一点来讲我还是非常感谢XVM的,因为要是老被稀里糊涂地坑我就不高兴了。
    SPG确实是值得改进,这东西初衷应该是克制大铁头还有HT平推,结果副作用是给脆皮车增加了太多的不确定性。现在通过削精度削装弹来强行削弱其对战局的影响,结果也是火炮玩家打得窝火,被打中的脆皮鸡也死得不服气,大家都不开心。

      • 想SPG死的人没有遇到过必须换血才能拿下来的情况么,如果有火炮,会相对轻松一点,SPG是必不可少的,我坚信这一点,取消HE,spg活着还有什么意义!SPG吃的就是溅射的和断腿。游戏机制也要改!

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