Source:https://thearmoredpatrol.com/2016/05/08/wows-qa-8th-may-2016/
来源↗
Thanks to Carnotzet!
感谢Carnotzet!
1. You said before you would give Atago her historical AA configuration(without giving a specific timeline). In the latest patch, nothing was done in that regard, and Atago is still equipped with non-historical 25mm Type 96 AA guns. Could you please explain why is it so difficult to give her the proper guns? You already modeled triple and double batteries a long time ago, so where lies the problem in swapping some single gun batteries with double and triple ones? It would take about 20 minutes. Moreover, it wouldn’t make Atago‘s AA defense much more powerful. In addition, when will we see Atago with her historical model (original camouflage, radar type 22, original floatplane, original bridge and superstructure)?
1. 你们之前说过要把爱宕的史实AA配置还给她(但是没说到底是什么时候的史实配置)。在最新一次补丁中,我也没有看到相关的改动,而且爱宕现在还是装配着非史实的九六式25毫米高射机炮。你们解释一下到底给她史实防空配置有什么难的?你们早就建模好了双联和三联的机枪,那你说说把这个单发机炮换成其他双联机炮到底有什么做不了的?20分钟我看就差不多了吧,而且这么改也不会让爱宕的AA强到哪里去啊。顺便再一问,我们什么时候才能看到史实配置的爱宕(原来的迷彩,22型对水上电探,原版的水上机,原来的舰桥和上层建筑?)
A. We’re planning to go over the AA configuration of several ships, including Atago. These changes should come in patch 0.5.6., but Atago will remain as it is for now. The problem doesn’t lie in the difficulty of the whole process since changing the AA configuration on one ship isn’t indeed a highly complex task. However, in the current meta, Atago is performing to the limits of being “overpowered”, and a new AA configuration would make her even more powerful. If we’d do that, we would have to make balancing changes, and you know very well how players would react to the rebalance of a tier 8 premium ship. In brief, Atago will remain as it is for now.
答:我们有计划要重新检查部分船只的AA配置,包括爱宕的。这些改动应该会在0.5.6实装,然而爱宕的不会有任何变动。爱宕的问题不是建模方面的困难,因为改动一艘船的AA配置的确也不是什么难事。然而现在的情况是爱宕离“OP”就差一点点了,而新的AA配置会让她更加凶猛。如果我们真的要改动AA配置的话,我们就得进行其他的平衡性改动,当然了你也知道玩家对于8级金币船的平衡是个什么态度。长话短说,爱宕不会改。
Regarding your other considerations, they were transmitted to the 3D department as soon as they were found out about. I haven’t heard about them since, but I’ll ask again at the next meeting.
关于你的其他建议在当初被发现的时候就已经转交给了3D部门了。但是从那以后就渺无音讯,下次开会的时候我再问问他们。
2. What do you think about this? LINK [it’s a poll about the tier spread players would like to see. As of now (8 May), out of about 210 voting players, 55% prefer a +/-1 spread (instead of a +/-2).]
2. 你对这个怎么看?链接中是一个投票,关于玩家想看到怎么样的分房。在现在(5月8日)的情况下,在210次投票中有55%的玩家想看到±1的分房(而不是±2)
A. I see what 175 players on the official forum think. [At the time of his answer, only 175 players had voted, thus the discrepancy between the two numbers.]
答:我只看到了官网论坛上的175名玩家的想法。[在他回答的时候只有175个玩家投票了,所以数据才有不同]
3. I’ve been interested in questions regarding illegal mods, particularly aim assist. How many players have been punished for using this mod? Moreover, could you create a topic showing the name of all the players that have been found using illegal mods?
3. 我对于违禁mod一直很感兴趣,尤其是预瞄插件。现在有多少玩家因为使用了这个插件被惩罚了?你们能不能单开一个帖子,把所有因为使用违禁mod受罚的玩家名字列进去?
A. Currently, that mod is flagged as “undesirable”, which implies that:
答:现在这个mod被标记为“不良的”,也就是说:
- we are still fighting it on a client level, which means that, every update, the game client is better protected. According to our plans, after some time, making such mod will become so complex that it will stop being profitable, thus the mod will lose its meaning (those mods are created first of all to make money);
我们还在从客户端的层面上对抗它,换句话说就是每一次更新,游戏的保护措施就会更上一层。根据我们的计划,在一段时间以后,制作这种mod会变得十分复杂,已经赚不到钱了,所以这个mod的存在意义也就没了(这些mod一开始的本来目的都是为了赚钱) - we do not punish players on the sole fact they use it, and we do not organise “public repression” (by disclosing the name of those who were punished);
我们不会因为玩家使用了违禁mod就会惩罚他们,我们也不会有“公开处刑”(公布那些被惩罚了的玩家的名字) - we do not support this mod and the discussions held on official resources (forums, webpages, etc.).
我们并不支持这个mod以及在官方渠道上对这个mod进行的讨论(论坛,网页等等)
In the case our actions were not effective, we reserve the right to enforce harsher policies. However, we are happy with the current situation for now.
假如我们的措施无效的话,我们保留可以实施更加严格的政策的权利。然而我们对当前的情况表示满意。
4. When will we see ships wake added in game? At the moment, it looks like ships are “flying” across the water.
4. 啥时候才能把船只航行后留下的波浪痕迹加紧游戏啊?现在看起来船都是在水上漂。
A. We have a lot of room for improving the effects of ships interacting with the water surface, but we’re primarily limited by the game performance, especially on low end configurations. We will try to make improvements in the aspect of the game you’ve mentioned, but I can’t give you a specific timeline.
答:我们对船只和水面进行交互的效果还有很大的可提升空间,但是现在由于游戏本身的性能问题,尤其是在低端配置上的性能问题,我们没办法施展拳脚。我们会试图强化你所提到的游戏中的这个方面,但是我也不知道什么时候才能弄好。
5. What are the first results regarding the changes made to counter the torpedo soup? How much did the overall damage inflicted by torpedoes drop? Did the number of DD’s in random battles drop as well?
5. 关于你们为了反制鱼雷汤所作出的改动的第一批结果是什么?鱼雷所造成的总伤害下降了多少?随机战斗中的DD数量也有下降吗?
A. I recently looked at the different types of damage inflicted to high tier BB’s. Tier 10 BB’s receive about 5% less damage from ship launched torpedoes. Truth be told, the soup problem is bigger than what we can see from the damage done by torpedoes. You have to remember that the changes we’ve made are rather minor (despite the horrors described by IJN DD’s owners) and thus their effects are rather minor as well. We will now evaluate the results of these changes and then work on thinning the soup further with similar or new methods. As I have already said several times, we now perfer to make balance changes little by little with precise and small steps, instead of what we did in 0.5.3.
答:我最近去看了一下对于高阶BB所造成的伤害的占比。10级BB由于船只发射的鱼雷所受的伤害比以前下降了5%。说老实话吧,鱼雷汤的问题比我们从伤害这一项上所能看到的要大得多。你要记住我们所作出的改动其实不是什么大改动(尽管那些日本的DD玩家叫的跟个什么一样),所以带来的结果也不是很大。我们现在会评估这些改动所带来的结果,然后进一步的通过相似的,或者是其他手段来解决鱼雷汤的问题。就像我说过很多次,我们现在是想一点一点的来进行平衡性的改动,而不是像0.5.3那样去改。
Second series.
第二篇:
1. The map Mountain range is supposed to be played only at tier 9-10, but tier 8 and 7 ships are drafted into this map as well. Is it working as intended?
1. 山脉这张地图(0.5.5的新图)理应是只有9~10级才能碰到,但是有的时候8级和7级的船也会被拽进这张图。没问题吗?
A. I believe there is a confusion in the terms used. The battle tier always imply a +2 range (the tier of a battle determines the maximum tier of ships you will be able to meet in battle, not including divisions). Consequently, for tier 7 ships, the maximum tier is 9. Tier 9 ships can play on Mountain range, which thus means that tier 7 ships can play on that map as well. On the other hand, tier 6-8 battles cannot be played on that map.
答:我们可能用词上有些不当。战斗等级一直都是有+2的范围存在的(战斗等级的意思是你能在战斗中所遇见的最高的船只的等级,不包含组队的情况下)。因此,7级船的战斗等级就是9级。9级船可以去山脉图上,也就意味着7级船也可以进这张图。另一方面,6~8级的战斗是不会发生在这张地图上的。
2. a) How does Target acquisition system mod.1 work with Vigilance?
2. a) 目标捕获系统修改型1和战场直觉是怎么叠加的?
b) If I understand it correctly, Target acquisition system increases vision during the cyclone?
b) 如果我理解正确的话,目标捕获系统会在飓风的时候也增加你的视野?
c) With the addition of shell initial velocity values in port, how does it help us determine shell arc, penetration, etc.?
c) 现在母港内有了炮弹的弹药初速,那我们怎么才能知道炮弹的弧度啊,穿深之类的?
A. a)[torpedo detection range]*1.25*1.2= *1.5.
a) 鱼雷的点亮距离*1.25*1.2=1.5
b) No. The cyclone decreases the maximum vision range, regardless of bonuses. Regarding the assured acquisition range, it is increased in any case, cyclone or not.
b) 不。飓风降低的是最大视野,和你的加成无关。关于绝对捕获范围的话是无论有没有飓风都会增加的。
c) They are several other parameters to take into consideration. For example, shell velocity drops significantly the closer it is to the maximum firing range. In addition to that, shell weight is also very important. As you very well know, battles aren’t always fought at point blank range. Generally speaking, high shell velocity (coupled with high shell mass) is better. Heavy shells fired at high velocity have better penetrating power and shell arc. Moreover, they lose less velocity in flight compared to lighter shells.
c) 还有其他一些需要考虑的参数。例如在极限射程下炮弹的速度会大幅度的下降。除此之外,炮弹的重量也是非常重要的。正如你所知的一样,战斗并不是一直在射程的极限距离上发生的。一般来说炮弹速度越高(而且炮弹质量越大)是好的。炮弹越重,初速越大,穿深越高,抛物线就越好。还有就是和轻一些的炮弹相比,它们在飞行中所损失的速度较少。
3. a) At the moment, there isn’t any skill improving cruisers and BB’s main guns, whereas there are 3 for DD’s (BFT, TAE, AFT). Will you add new skills or change current ones?
3. a) 现在的话没有什么技能可以强化巡洋舰和BB的主炮,而DD已经有了四个技能(基础射击训练,鱼雷专家,进阶射击训练)。你们会加入新的技能还是会增强现在的技能?
b) I thought that Fire prevention reduced the risk of fires by 7% but then I learnt from the forums that is is much less. Would you consider making adjustments to this skill?
b) 我以为消防员这个技能是会降低7%被起火几率,但是我从论坛上看来说其实降低的没有这么多。你们会考虑调整这个技能吗?
A. a) Not in the near future. On a side note, I’d like to add that:
答:a) 近期不会。另外我得说下:
- BFT works on AA and secondary guns and that, besides DD’s, it is also very useful on most BB’s and cruisers, as well as CV’s in some situations.
基础射击训练对AA和副炮都有效,所以除了DD以外对大部分的BB和巡洋舰都很有用,在某些情况下对于CV也是很有用的。 - TAE works on all ships equipped with torpedoes (all DD’s, many cruisers, and Tirpitz) and on CV’s TB’s.
鱼雷专家对于那些有鱼雷的船才是有用的(所有的DD,很多巡洋舰以及提尔皮兹),还有CV的舰攻们。 - AFT, just look at my first point.
进阶设计训练的话看我上面第一条 - Where’s the fourth skill?
第四个技能叫你吃了?
b) Regarding Fire prevention, I agree with you entirely. The explanation is not accurate and mechanics regarding the fire chance reduction aren’t explained in the interface. This is bad but the mechanic itself is working as intended. We will work on making it clearer without having to explain it on several pages.
b) 关于消防员的话,这点我十分同意。那个解释其实一点也不准确,关于降低起火几率的原理也没有在页面上进行解释。这一点很糟糕,但是降低起火几率的机制的确是正常的。我们会试图让它变得更加透明,而不是需要在另花几页来解释。
4. How does Repair Party work in the following situation: I’m burning / flooding and activate Repair Party. Will it heal only the grey part of the damage that was shown prior to its activation or will it also heal the accumulating damage done by the DoT during the consumable active time?
4. 修理在这种情况会怎么样:我着火/进水了,启用了损管。那这样到底是会修复在启用损管之前就显示的那些灰色的伤害的一部分呢,还是说它也会修复在损管启用期间造成的DOT伤害?
A. If Repair Party is active, any new damage received follow the same rules. It can be seen on the ship profile (which shows the ship hit points) and sometimes it’s even possible to survive on the last remaining hit points long enough for Damage control party to be available again.
答:如果修理启用了的话,任何新造成的伤害都会按照一样的规则来进行(修复)。在船只的属性(就是有血量的那个页面上)可以看到,有的时候甚至可以靠着最后剩下的那点血苟延残喘到损管CD结束然后再用一波。