【WOWS Q&A】2016/04/26

Source:https://thearmoredpatrol.com/2016/04/26/big-wows-qa-26th-april-2016/
来源↗

Triple thanks to Carnotzet, EU.
感谢欧服的Carnotzet。

Here is Vallter_’s answer to a post about expectations and realities regarding the game. The original poster talks about game modes, tech trees, e-sports, clans, etc.
Vallter_回复了一个关于游戏中的各种理想和现实的帖子。帖子中讨论了游戏模式,科技树,电竞,军团等等内容。

Vallter_ responds that, if he had to sum up OP’s thoughts, it would be:
Vallter_回复说,如果把原帖里面的东西整合一下其实就是这样的:

-balanced tier 10 battles;
平衡的10级战斗

-more hardcore ranked battles and better team battles;
更加核心向的天梯战和更好的组队战

-e-sport;
电竞

-clans.
军团

He then explains that a lot of the content that was added during the last six months were targeted at hardcore players – ranked / team battles and high tier content. Moreover, coop battles (which represent about 30% of all battles fought) and mid-tier random battles had very few gameplay affecting content added to them.
他接下来解释说过去六个月中有很多面向核心玩家的内容被加入了—天梯/组队战和一些高阶的内容。还有人机模式(大概占了总战斗场次的30%)以及中阶的随机战斗和很少一些会影响到游戏性的内容也都有加入。

Of course, some polishing was done and fixes were implemented that made tier 1-8 slightly better and new ships were added. But the first notable change that those modes/tiers will experience will be weather effects, which will considerably change the gameplay during the battle. In 0.5.5., it will be implemented only on one map since developers don’t want to “ruin” the game by having it everywhere. It will be the first step toward more diverse gameplay in the most played game modes/tiers since the release of the game. Also, according to feedback, this feature seems to be successful for now.
当然了,他们也有做出一些调整,让1-8级战斗变得稍微好了一些,也加入了一些新船。但是这些等级上的战斗会遇到天气效果,会对战斗有所影响。在0.5.5中只有一张地图有了会影响游戏性的天气效果,因为他们不想因为这一个天气效果毁掉了整个游戏。这是他们想让这个游戏被最多人玩的等级/部分上变得多样化的第一步。另外根据各种反馈,这套机制现在看起来很成功。

From now on, developers want to invest time in improving aspects of the game needed by all players, and fix the aspects that weren’t touched for quite some time because they wanted to release team battles. That is why the development of clans is delayed since it’s not needed by all players.Theystill assure us that clans are not canceled. It’s just that the schedule was modified. Clans will definitely come, but a little later than expected. When they had to chose between working on the clan interface and improving the general battle interface (such as the minimap), they opted for the latter one.
开发团队现在想开始花时间在那些所有玩家都会用到的机制上面,修复那些因为想要赶着让组队战上线就好久没有碰了的东西。所以军团的开发被推后了,因为并不是所有玩家都需要这套系统。但是他们保证军团不会被取消掉,只不过是开发的顺序调整了一下而已。军团一定会出,但是比各位想象的要晚就是了。当他们在抉择究竟是做军团的界面呢还是战斗中的UI(小地图什么的),他们选择了去做UI。

In summary, there will be more hardcore content, but slightly later, and they want to make the game more varied/interesting to the majority of players, as well as fixing the issues that were piling up and that they didn’t have the time to fix.
总结一下就是会有更多核心向的内容,但是之后就会让游戏对于大部分玩家来说更有意思/更加多样了,顺便还会修复掉之前没有时间修复的各种问题。

1. When do you plan to fix the bug regarding shells not flying accurately when shooting over islands? You’ve said before it was difficult to reproduce and therefore to fix. Any news regarding it?
1. 你们什么时候才能修复炮弹在越过山头射击的时候打不准的问题?你们之前说想要重现这个现象就很难,所以想修复就很难。有什么全新的消息吗?

A. A fix regarding this issue will be released in 0.5.6. (it haven’t passed all the tests yet but we have high hopes it will solve the issue).
答:0.5.6就会修复的(还没有完全通过各种测试,但是我们觉得这套系统应该可以解决问题)。

2. What’s up with superintendant showing wrong quantity of consumables?
2. 加了监察者之后消耗品数量显示错误是怎么回事?

A. It’s an interface error we will fix in 0.5.5, which will be soon released.
答:0.5.5就修复,别急

3. When will the guns located on Nikolai’s and Ishizuchi’s turrets work? Would this mean that they’d get a considerable increase in AA defense?
3. 沙皇尼古拉一世和石槌的炮塔上面那些炮都是啥啊?这是不是意味着它们的AA会有可见程度的上涨?

A. Regarding Nikolai – no comment. A model will be made, just wait.
答:关于沙皇的话—无可奉告。正在做新的模型,等吧。

Regarding Ishizuchi, those aren’t AA guns but training guns.
石槌上的那些不是AA炮,而是训练用炮。

QCqhC1A

In the game, they will remain purely decorative.
游戏中就只是好看的,没什么用
4. If I understand it correctly, rudder shift time represents the time needed to shift the rudder from one end to the other. Correct?
4. 如果我理解正确的话,转舵时间指的是把船舵从一头扭到另一头所需要的时间对吧?

It is written that the turning radius is the smallest radius achievable. But there’s no indication on the speed at which the value is calculated. Could you give us more information?
另外就是转向半径上写的是最小的转向半径,但是没有说到底要在什么速度下才能够达到这个半径。请多透露些信息好吗?

A. That’s correct.
答:你理解的是对的。

It is calculated at full speed. However, some ships can achieve a smaller turning radius by sailing at half speed. The values shown on the characteristics screen always implies the ship going at full speed.
是在全速状态下计算的。然而部分船只在速度只有1/2的时候的转向半径的确会变小。在船只属性页面上显示的数据一直都是以船只全速前进时为基准的。

5. Do you plan to make the tier bracket +/-1 or give players the option to choose between +/-1 and +/-2?
5. 你们有考虑过要做±1的MM或者是给玩家一个可以选到底是±1还是±2的MM的选项吗?

A. No such plans are on our list.
答:没有这种计划。

6. It seems that 20mm Oerlikon / 20mm Flak 38 aren’t affected by Defensive fire. Is it right?
6. 20mm的Oerlikon机枪和20mm Flak 38机炮都不会被AA那个消耗品影响。你确定没问题吗?

A. Correct. Defensive fire only affects guns with 25mm caliber or above.
答:对,那东西只影响25mm口径以上的

7. High-tier games are a pain to play because of DD’s. Do you plan to limit their number?
7. 高阶战斗由于DD的存在导致很蛋疼。你们有计划要限制DD的数量吗?

A. In patch 0.5.5., high-tier IJN DD’s will have their long range torpedoes changed a bit. Moreover, we plan to implement further changes to those ships in 0.5.6.
答:0.5.5中,高阶的日本DD的长距离鱼雷会有所改动。另外我们准备在0.5.6中对这些船只进行进一步的改动。

We don’t think limiting the number of DD’s is a good solution since it won’t help us balance high tiers properly (and could even cause more problems in that regard). It would create an unpleasant situation for long range torpedoes users. After all, it’s not their fault, they just play the game and follow the path of least resistance. It’s absolutely normal. Our plan is to change how they play, to make them want to be more aggressive, which should improve the game for both players who like torpedo attacks and their opponents.
我们并不认为限制DD数量能解决什么问题,因为这并不能帮助我们好好的去平衡高阶战斗(甚至还有可能产生一些问题)。这会对那些喜欢在远距离上扔鱼雷的玩家造成一些不愉快。因为这并不是他们的问题,他们只是选择了那条走起来最没有阻力的路而已。这是十分正常的。我们的计划是改动他们的游戏方式,让他们更加的激进,这样的话鱼雷的使用方和受害方的游戏性都应该有所增强。

Another Q&A.
另一篇:

1. Mogami’s 155mm turrets had their rotation nerfed since she was considered too good with Expert Marksman. Since the skill was also nerfed, do you plan to revert her turret rotation to its old values?
1. 最上的155mm的炮塔的旋转时间由于在神射手这个技能的影响下过于OP导致被砍。现在这个技能 本身砍了,你们有计划把旋转时间改成原来的数值吗?

BB’s rudder shift time was nerfed a few patches ago. This was before the infamous “torpedo soup”. Wouldn’t you consider reverting those values back? It would help BB’s dodge a bit more torpedoes.
几个版本之前还砍了BB的转舵时间。这个是在“鱼雷汤”出现之前就砍了的。你们为什么不把这些数值也回滚成以前那样?这样的话应该可以让BB多躲几个鱼雷才是。

A. No plans in this regard.
答:并没有这种计划。

Rudder shift time isn’t only connected to the ability to dodge torpedoes. On the other hand, we have several changed planned in 0.5.5 and 0.5.6 to counter the “torpedo soup”.
转舵时间并不仅仅是和躲避鱼雷的能力有关的。另一方面我们在0.5.5和0.5.6中也做出了一些要反制“鱼雷汤”的改动。

2. Why does damage from main guns show up in game and not damage from secondary guns?
2. 为什么游戏中只显示其他人的主炮造成的伤害,副炮的就不显示?

A. In the battle interface? Because we consider such information doesn’t need to be seen directly in game.
答:战斗界面中?以为我们认为这种数据并不需要在游戏中可以被直接看到。

3. When will we be able to test drive premium ships before we buy them (since we can’t sell or exchange premium ships)?
3. 什么时候能在买金币船之前试驾两把(因为没办法把船卖成金币或者是退换货)?

A. Unfortunately, I can’t give you the answer you were waiting for. The feature we can rapidly implement that comes the closest to what you wish for is to allow “test-drives” during public testing. But I can’t give you any guarantee.
答:不能说。最接近你这个想法的事就是在测试服上“试驾”,但是也仅此而已了。不能做出什么其他的保证。

4. I saw that you plan to increase the fire chance on Soviet DD’s by 1%. Why won’t this affect Anshan as well?
4. 我之前看到你们说有计划要把苏联DD的点火率提高1%。为什么这个对鞍山没有影响?

A. They use different types of shells. Anshan uses Chinese shells whereas Soviet DD’s use Soviet shells.
答:用的炮弹不一样。鞍山用的是中国的炮弹,而苏联DD用的就是苏联的炮弹。

[The following question has already been answered in a previous Q&A but since the answer has new elements, I included it]
[下列问题在以前的QA中出现过,但是这个问题有了些新的内容所以就加进来了]

5. Why 203mm German cruisers are equipped with Spgr L/4,7 Bdz semi-AP ammo instead of HE ammo?
5. 为什么德国巡洋舰的203mm炮用的是Spgr L/4,7 Bdz这种半AP弹而不是HE弹?

A. Several German cruisers will receive proper HE shells (203mm Spr.gr L/4,7 Kz), along with slightly better HE ammo characteristics, in one of the next updates. However, we don’t plan to implement semi-AP ammo (along with specific mechanics).
答:部分德国巡洋舰会在接下来的某个补丁中获得正常的HE弹的(203mm Spr.gr L/4,7 Kz)以及会Buff下HE弹的属性。然而我们并没有计划要加入半AP弹(和半AP弹专用的机制)

6. Do you plan to implement any changes to the port interface (except the changes planned for 0.5.5. and the armor visualisation)? For example, you could add a preview of hull and modules upgrades that change the look of our ship before buying them; allow players to sell unneeded upgrades without selling the ship and other improvements.
6. 你们有没有计划对母港的界面做出任何改动(除了0.5.5这些改动和装甲查看器之外的)?比如说你们可以加入一个在购买模块/船身之前就可以看到外观上的改动的功能;可以让玩家在不出售船只和其他插件的情况下卖掉那些不想要了模块之类的。

A. We have some plans regarding port interface but it’s too early to speak about them. Regarding armor visualisation, it will be added in 0.5.7 at the earliest.
答:有计划要改,但是现在要说还太早。关于装甲查看器的话,最早也要0.5.7才能上线。

7. Will there be a unique launcher for all WG games?
7. 会有一个WG游戏通用的联合启动器吗?

A. I believe so, since it’s already in development. However, I don’t know how far in the development it is.
答:应该会的,已经在开发了。但是我不知道开发现在进行到什么程度了。

8. Will you add weather effects to the port?
8. 母港会有天气效果吗?

A. Not in the near future.
答:近期是不会有的。

9. Do you plan to give players the possibility to reset their stats (for doubloons)?
9. 有计划要提供重置数据(花费金币)的功能吗?

A. We don’t plan to offer such service.
答:没有要提供这种服务的计划。

10. Do you plan to increase tier 7 and above US BB’s accuracy? Incidentally, tier 7-9 fire less shells in a single salvo than tier 6 and below.
10. 你们有计划要增强7级及以上的美国BB的精准度吗?因为7~9级一轮齐射打出的炮弹是没有6级以下多的。

A. Yes, we plan to increase accuracy on North Carolina, Iowa and Montana. Stay tuned.
答:对,有计划要增强北卡,衣阿华和蒙大拿的精准度。再等等吧。

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