【WOWS Q&A】2016/05/25

Source:https://thearmoredpatrol.com/2016/05/25/wows-qa-25th-may-2016-cheats-still-work/
来源↗

!!!IMPORTANT!!!
—–重要消息—–

To be clear, top tier IJN DDs will not lose any torpedo modules in patch 0.5.6 – Quemapueblos, WG NA Producer
澄清一下,日本顶级DD的鱼雷不会在在0.5.6中被删除——Quemapueblos,WG北美出品人

Thanks to Carnotzet, LilJumpa, Sharana, Babykim, Takeda92
感谢Carnotzet, LilJumpa, Sharana, Babykim, Takeda92

1. Please explain why Situation Awareness is not working as before patch 0.5.5.? (link to the video showing the issue)
1. 请解释为什么姿态感知在0.5.5版本里不起效了,而以前都是好用的(此处为视频链接

A. We haven’t changed detection mechanics so that such an effect shouldn’t have appeared. We currently think that these issues are linked to the client repackaging and the changes we made to loading process of objects. We will continue to monitor the situation and, if necessary, we will implement a fix in one of the next updates.
答:我们没有改动点亮机制,所以理论上是不会出现技能不生效的问题的。我们现在认为的是这个问题是由于客户端的重新打包以及客户端内的物体载入顺序导致的。我们会继续监视这个情况,如果有必要的话我们会在接下来的某个补丁中对这个问题进行修复。

2. I love tier 2 battles the most: small tier gap, no torpedoes, no CV’s. Battles focused purely on ships. However, there is a serious problem, that is players skill level. There aren’t any problem with the number of players at that tier since I can find a battle within 10 seconds. This means that many players with 2000 or 3000 battles play at that rank. At the end of the battle, I look the best players (those with 5-6 ships destroyed) profiles and they usually have 600-800 battles played at tier 2. In two months, I haven’t even reached 600 battles and here is a “sealclubber” killing half a team.
2. 我最喜欢的是2级的战斗:等级之间差距低,没有鱼雷,没有CV。战斗的重心全部在船上。然而有一个很严重的问题,就是玩家的水平。这个等级上的玩家数量肯定没问题,因为我一般可以在10秒之内就完成匹配进入战斗。这也意味着有很多场次2000~3000的玩家依然在这个等级上玩。在战斗结束之后我会去观察那些最好的玩家(击杀5~6人的)的数据,他们一般都打过600~800场的2级房。我玩了两个月了都没能打到600场,而这个屠幼的玩家可以一个人就干翻对面半个队伍。

Moreover, this situation is quite demoralizing for new players who will just leave the game out of frustration.
而且这个情况对于新玩家来说还是很令他们伤心的,他们被这么一搞可能会直接离开游戏。

Couldn’t you implement some sort of brackets taking into account the number of games played by players (one bracket every 500 battles or so)?
你们就不能考虑弄出一个根据玩家场次分房的系统吗?以500场为一档给玩家分开?

A. You can play at whatever tier you like, however, I must emphasize the fact that the game assumes players go up tiers.
答:你玩什么等级的船是你的自由,然而我必须要强调我们的游戏是假设玩家所游玩的等级是会向上升的。

New players already have a dedicated matchmaking system (sandbox) which only new players take part in for their first 30 battles. We will think about a way to introduce new players to the game more smoothly.
现在已经有了一个专用的MM(沙盒)系统,只有新玩家的前30场战斗会使用这套系统来分房。我们会考虑一个更加圆滑的让新玩家融入到游戏中的办法的。

For the rest (the players who deliberately play a lot of battles a low tiers), well, that’s life.
对于剩下那些(很喜欢玩低级房的玩家)……世事难料,懂吗。

3.a. Teamkillers aren’t punished hard enough. Do you plan to do something about that?
3.a. 现在对于TK玩家的惩罚力度不够。你们有计划要改动什么吗?

A. More severe measures will be introduced in patch 0.5.6.
答:0.5.6会有更加严厉的措施的。

3.b. When can we expect new tier 5-6 maps?
3.b. 啥时候会有新的5~6级地图啊?

A. Likely in 0.5.7. or 0.5.8. After that, we’ll see.
答:要么0.5.7或者0.5.8吧。在那之后的事再说吧。

4. Wouldn’t it be possible to implement quick messages to inform teammates of our consumables reload time? For example, by pressing Ctrl + the number of a consumable or armament (torpedoes, smoke, etc), it would tell the team how long till the consumable is available.
4. 能不能实装一个可以跟队友通告消耗品的剩余CD的快速喊话,比如按Ctrl+消耗品的数字键,或者是武器(鱼雷,烟雾弹等等)可以在队伍内通告距离CD结束还有多长时间。

A. This is very interesting idea. In fact, it has been brought up internally but it was abandoned for various reasons. We will try to “revive” it.
答:这个想法很有意思。其实这件事内部也说过好几次,但是由于各种原因后来都放弃了。我们会试图“复活”这个想法的。

5. What do you think about this matter?
5. 你对这个问题怎么看?

[In this post, a player talks about citadel overpens and if they should inflict more damage than the current 1/10 of max damage. At the current time (8pm CET, 20 May), the poll results are as follows:
[帖子中有玩家在讨论装甲区上的过穿透的问题,认为在这些部位上的过穿透应该造成更多的伤害,而不是现在的最大伤害的1/10.现在的话(欧洲中部时间五月20日晚上8点),投票结果如下:]

  • like right now – 10% : 12%
    和现在一样—10%的伤害:12%
  • 25% max damage : 36%
    最大伤害的25%:36%
  • 50% max damage : 35%
    最大伤害的一半:35%
  • full damage : 17% ]
    全伤:17%

A. Distinguishing the different types of overpens is an interesting, although not new, idea.
答:区分不同种类的过穿透的确是一个很有意思,但是也是老生常谈的想法了。

I already said that we plan to make some game mechanics clearer. This matter is also included in that.
我说过,我们的计划是让部分游戏的机制更加清晰易懂。这个问题也包含在其中。 

Sharana:

There were 5 different aim assist “cheats” – 1 free and 4 paid ones. Their hacker forums says that as of 0.5.5 the free one is history, but 3 of the paid ones are working. Now after the russian “brown” and ban wave they say that 1 is detected and players using it were banned (for a week), another (the warpack one) is detected only on the players who had the lead point for CVs enabled (yes they actually made such cheat to allow potato CVs to use the manual drop and actually land good hits), while another one was used after the warnings, but so far no one got caught.
现在有5种预瞄的“外挂”—一种免费的,四种付费的。外挂论坛上说0.5.5的更新使得免费的那个外挂不能继续用了,但是还有3个付费的可以正常用。在毛服的“棕色”系统(外挂玩家)实装已经封禁了外挂用户以后,他们说现在有一款外挂已经被检测出来了,使用外挂的玩家都被封禁了(一个礼拜),另外一个(warpack的)只有在玩家启用了航母版预瞄点的情况下才会被检测出来(对,他们特意弄了这么个外挂,让那些菜逼航母也能够用手动投弹然后打出高伤),而另外一个外挂在这次警告行为(棕色ID,封禁)后有玩家依然在使用,而且没有被抓。

According to SubOctavian, prohibited mods and cheats are a lot more widespread on the RU server than in the other regions.
根据SubOctavian的说法,毛服上使用违禁mod的玩家比例比其他服务器要高很多。

DisclaimerPlease reminded that the following informations comes from the Russian-speaking community and, as such, offers and specific projects may not apply to other clusters. Especially regarding question 6.
译注:以下信息都是毛服的,所以针对一些毛服限定的活动/内容做出了删节。

1. Thank you for adding AA guns on top of main turrets. However, do you plan to do the same with catapults? For example, Texas seems to be missing her main turret catapult.
1. 谢谢你们把主炮塔顶上那些防空炮加回来了。那水上机的弹射器呢?你看,德克萨斯的主炮塔上的弹射器好像被吃掉了啊。

A. They will be added, but much later.
答:会有的,但是要等到很久以后了。

2. If I understood it correctly, detonation ribbons are given to the victim as a consolation prize. Correct?
2. 如果我没理解错的话,殉爆勋章是作为一种安慰奖会发给那些被殉爆的玩家的,对吧?

On another topic, how are credits/xp calculated when detonating another player? We know that received credits/xp are equal to the percentage of hit points we inflicted to ennemy ships (in addition to ships destroyed). So, how does that work for detonations?For example, if I inflict 20% of a ship’s health in damage before detonating it, does it mean I am rewarded only for those 20%?
换个话题,把别人殉爆了以后的经验和银币收益是怎么计算的?我们都知道经验/银币收益是等同于对敌人船只造成的伤害的百分比(除了把别人打沉以外)。所以殉爆的时候是怎么算的?举个栗子,我在把别人打爆之前对他造成了总血量的20%的伤害,是不是说我只会获得这20%的奖励?

A. Correct. Regarding xp/credits rewards, all damage inflicted is taken into account. In other words, you will be rewarded for having inflicted 100% of the damage – 20% from normal damage and 80% from detonation.
答:对。关于银币和经验这个的话,以任何形式造成的伤害都会进行收益的计算。换句话说,在你这个情况中你是会获得100%的伤害收益的—20%的普通伤害,80%的殉爆伤害。

3. In patch 0.5.6., you’re adding AA guns on top of the main batteries of many ships. However, it seems that Imperator Nikolai hasn’t received the same treatment. Why is that?
3. 在0.5.6中,你们在很多船的主炮塔上都加了防空炮。然而沙皇尼古拉三世好像就没加啊,为什么?

A. Her new hull is in development. However, even if she will have AA guns on top of her turrets, it doesn’t mean they will have much effect on her AA defense. This ship is already performing very well. We don’t want to make it better.
答:新的船身还在开发中。然而就算给炮塔上加了防空炮也不意味着能对她的防空性能造成多大的有影响。这艘船已经表现很好了,我们并不想进一步强化她。

4. From tier 5 onward, US DD’s are all equipped with dual purpose main guns. However, on the ships characteristics page, main and AA guns seem to have different names. As you can see on the screenshot below, main guns are 38mk21 mod.0 and AA guns are 38Mk21 mod.1, except for the Lo Yang, which has the same gun for both functions. Is it a bug?
4. 从5级开始,美国的DD们都有了高平两用炮。然而在船只的属性页面中,主炮和防空炮的名字是不一样的。截图中的主炮名字是38mk21 mod.0,而防空炮是38Mk21 mod.1,而洛阳是个例外,名字是一致的。这是Bug吗?

68099e82fe77

A. There’s a mistake in the text. From a gameplay standpoint, those guns are working as intended.
答:这个是文本的问题。从游戏性的角度上来说,这些炮都正常运作。

5. Would you consider selling additional captain skills (after the 18th point) for silvers or doubloons, similarly to port slots?
5. 你们有计划通过银币或者是金币可以让玩家购买额外的舰长技能(在第18技能之后)吗,和母港船位差不多的感觉?

A. No, we don’t plan to sell skill points.
答:没计划要出售舰长技能。

From the two recent videos by getfun:
以下信息截取自getfun的最近两个视频:

视频地址: https://www.youtube….h?v=5pdghRkVmkw

He talks about brown players having been sighted on the RU server.
他在说毛服上面已经可以看到那些变成棕色的玩家了。

The only new information pertains to the possible awards for the forthcoming ranked games seasons, which have been recovered from the client. These include flags, sets of flags and, for the first time, amounts of doubloons. The developers have not countered the rumor, but said that additions to the client may or may not be activated in future.
唯一的新消息是关于即将推出的新一季天梯赛的奖励,这些东西已经从客户端里面挖出来了。奖励包括信号旗,一堆信号旗,还有首次出现的金币奖励。开发团队并没有正面辟谣,而是说在客户端内的东西在未来存在启用的可能,当然也不排除干脆就不启用的可能性。

另一个视频地址: https://www.youtube….h?v=oDIcxxFtEAo

A developer WellDone gave an interview on a fan site, in which he mentioned many interesting technical details about the game. Note that the majority of these has been voiced by other developers before.
一名开发人员,WellDon在一个玩家的网站上接受了一次采访,他在采访中提了很多关于游戏的技术层面的信息。请注意大部分信息其实都已经被别人说过了

1. Resolution of penetrations is currently done server side. They are working on a client-based solution for resolving damage.
1. 击穿判定是在服务器端进行的。他们在想办法弄一个客户端侧的伤害判定。

2. They don’t plan to add aiming bloom that would increase accuracy when continuously holding aim on target as in tanks. They are, however, discussing dynamic accuracy concepts for battleships.
2. 他们没有计划加入像坦克世界那种如果一直按住瞄准可以增加精准度的机制。然而他们在讨论要不要给战舰加入动态精准度这个概念。

3. They are thinking of new randomization concepts for penetrations, fires and AA plane kills.
3. 他们在考虑给穿深,开火和防空的飞机击坠加入新的随机数的概念

4. The nerf of Japanese destroyers has had a positive effect on gameplay.
4. 对日本驱逐舰进行的削弱对于游戏体验来说有着正面的影响。

5. In the near future the developers will be focusing on improving higher tiers gameplay. Considerable repair cost reductions are very likely.
5. 近期的话开发团队会着重于加强高级房的游戏体验。很有可能把修理费降一降。

6. The introduction of premium (gold) ammunition such as in tanks is very unlikely.
6. 加入像坦克世界那种的金币弹的可能性很低

7. The Imperator Nikolai will never come back due to being over powered. They are also reluctant to reintroduce the Kitakami. The most successful premium ship in terms of the balance is the Tirpitz, which can show good results even in the hands of novice players.
7. 沙皇尼古拉三世由于过于OP的问题,以后再也不会拿出来卖了。他们也并不是很像实装北上。从平衡性角度上来说最成功的金币船是提尔皮兹,因为这艘船在那些新人玩家的手中也能打出很漂亮的结果。

8. The issue of an equipment stash is still open.
8. 关于装备存放的问题依然待解决(不用的船体,主炮等等)

9. A redesign of captains is forthcoming. There will be progress beyond the 19th skill point.
9. 很快会对舰长进行重新设计。舰长系统会被扩张至第19技能点之后。

10. The issue of fail divisions is being looked in. A solution for higher tiers may be coming soon.
10. 现在正在调查大带小组队的问题。很快可能会有一个针对高级房制作的解决方案。

11. The new match-making engine is almost finished. No details.
11. 新的MM引擎马上要搞定了。但是不会公布具体细节。

12. Future ranked battles will have better match-making, voice over facility and specific achievements.
12. 以后的天梯战会有更好的MM,旁白和天梯战专有的成就。

It takes approximately 3-4 teamkilled planes to get the teamkiller status (they mean when you strafe fighters and kill your teammate’s planes). Apparently, many players are not happy about this change.
如果TK队友的飞机的话,大概需要打下3~4架就会变粉(用BZ去扫队友的飞机的话)。很多玩家对这个改动表示不爽。

发表回复

您的电子邮箱地址不会被公开。 必填项已用*标注