【WOWS Q&A】2016/06/08+WG官方QA

Source:https://thearmoredpatrol.com/2016/06/08/wows-qa-8th-june-2016/
Official WoWS Q&A – 8th June 2016
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1. Regarding Nagato, did you change anything (accuracy, dispersion)? It seems that after the patch, I have a harder time hitting enemies, and people seem to notice a decrease in accuracy on Kongo. Could you dispel our doubts ?
1.关于长门的话,你们有做出任何的改动吗(精准度或者是散布?)这个新的补丁上线以后我好像打不到人了,也有玩家指出金刚的精准度也被削弱了。可否辟谣?

A. Now that some times has passed since the release of the patch, we can look at statistics. Here they are.
答:现在补丁上线了一段时间,我们可以看看数据了。数据如下:

Kongo: average accuracy decrease by 0.5 and average damage decreased by 251.
金刚:平均命中率下降了0.5%,均伤下降了251

Nagato. average accuracy hasn’t changed and average damage increased by 483.
长门的话命中率倒是没有变化,均伤上升了483。

This represents normal fluctuation for such time frame. Considering we haven’t planned any changes for these ships and haven’t done any either, our statistics show that everything is in order.
这些数据的波动都是正常的。鉴于我们并没有计划要改动这些,而且我们也没改过这些船,数据上看一切都是正常的。

2.a. Why can’t we turn minimap circles for main battery and torpedoes off? Why can’t we hide the values on the minimap circles?
2.a.为什么不能吧小地图的主炮和鱼雷的圈关掉?为什么不能在小地图的圈上隐藏数值?

A. These questions were examined during public testing. We will continue collecting feedback and will plan on improving the interface accordingly.
答:这些问题在公开测试的时候就已经被检查过了。我们会继续收集玩家的反馈,并且相应地对我们的界面进行改善。

2.b. Can we expect our smokescreen borders to be visible in 5.7.?
2.b. 在0.5.7中会让烟幕的边界可视化吗?

A. Unfortunately, it won’t come in 0.5.7. However, we are working on fixing this issue in one of the following updates.
答:0.5.7不行,然而我们已经准备在接下来的一个补丁中解决这个问题了。

3. Did you change citadel penetration mechanics lately?
3. 你们最近有对核心区的击穿机制作出改动吗?

A. We haven’t changed anything regarding citadel penetration in 0.5.6.
答:0.5.6没有任何关于这方面的改动

4.a. Why did you launch team battles without having any rewards associated with this mode? Is it not clear enough that, without rewards, an amazing mode won’t get the popularity it deserves?
4.a. 你们究竟是为什么在没有任何奖励的情况下实装了组队战这个模式?还是说你们连“没有奖励的话,就算这模式再怎么好玩也没人会去玩”这个道理都不懂?

A. We don’t believe in the concept that “without rewards, an amazing mode won’t get the popularity it deserves”. Rewards can encourage people to play a mode which they weren’t interested in. The season of team battles that underwent showed us that the mode needs some improvements and changes. If we would have added amazing rewards from the get-go, some feedback may have never been brought up and because of this the project would have been worse. Don’t forget that ranked battles hadn’t big rewards in the beginning and that now you can win doubloons and premium time.
答:不是不懂,而是我们并不相信这个道理。一定的奖励的确是会鼓励玩家进行一些他们并不喜欢的模式。过去的这几季的组队战让我们意识到这个模式需要一些改进和改动。如果我们从一开始就加入这些奖励的话,部分反馈意见可能都不会被玩家提出来,因为这个项目(指组队战)可能会变得很烂。别忘了天梯战一开始也没什么好奖励,现在的话可以拿金币和高级账户。

4.b. Why aren’t there any tournaments being held?
4.b. 为什么从来就没有过大奖赛之类的东西?

A. We will soon announce a tournament for the best teams participating in team battles. We also plan to implement a tournament feature and considerably improve this aspect of the game. However, it’s included more in our long-term plans than our short-term ones.
答:我们很快就会公开一个组队战的顶级队伍才能参加的大奖赛。我们也有计划实装一个大奖赛机制并且继续强化游戏的这个方面。然而我们的长期计划列表上关于这方面的内容比短期列表上多多了。

4.c. Why cosmetic settings aren’t implemented into the game yet? Things like removing distance fog, choosing the sights color, changing AP HE shells colors, etc.
4.c. 为什么游戏中还没有关于外观的一些设置?比如移除掉远距离的雾,改变准星的颜色,AP弹和HE弹的颜色之类的

A. Certain mods, which have been approved for a long time and are suitable for the game, will be gradually implement in the client. However, implementing something in the client takes much more time than creating a mod for it. And it’s not really because of the complexity of the changes we need to make, we have to make sure it doesn’t impact in any way the performance of the game (on a great array of configurations). We also need to be sure that the feature in question is wanted by a large number of players. The responsibility level is not the same. So the question is not really whether the process is hard or not but rather how long it will take.
答:我们会逐步的把部分玩家所接受并且的确是符合游戏要求的mod实装进游戏中。然而实装进客户端比写mod要难多了。而且并不是因为我们需要做出多么复杂的改动,而是我们要保证这些功能不会影响到游戏的性能(起码在绝大部分主机配置上都不会影响)。而且还得保证的确是有很多玩家都需要这些mod的功能。我们所需要承担的责任和mod作者是不一样的。所以真正的问题并不是在于这么搞有多困难,而是在于这么搞到底需要多久。

4.d. Why isn’t there an observer mode for tournaments?
4.d. 为什么大奖赛里面没有观察者模式?

A. We’re working on it.
答:在搞了。

5. In the 0.5.6. interface topic, many players asked if the total of damage inflicted could be moved before all the ribbons instead of after, but it was never done. Why ?
5. 在0.5.6的那个界面帖子中,有许多玩家在问能不能把造成的总伤害显示在相应的缎带出现之前,而不是之后。但是你们没这么改。为什么啊?

A. Not all changes can and need to be implemented between public testing and release. We constantly follow the public testing forums and, combined with other data (surveys, feedback, etc.), it helps us better understand players’ wishes. At the same time, we cannot answer and give a positive answer to each and every feedback we receive. However, it doesn’t mean that giving feedback and opinions is useless, on the contrary.
答:因为并不是每一项改动都能够在公开测试到补丁正式实装的这段时间之间能够完成的。我们一直在看公开测试服的论坛,并且结合其他的数据(调查问卷,玩家的反馈等等)来更好的理解玩家们的愿望。同时我们也不可能给每一条反馈意见一个正面的回答。然而这并不意味着反馈就是没有用的。

Regarding your issue with the interface, we’ve looked into it and decided to change it !
关于你对界面的这个提议,我们已经研究过并且决定就这么改!

6. Could you add a free-for-all mode? This would be limited to each type of ships with a +/-1 tier difference. No teamkills so you could add Kitakami to this mode !
6. 就不能加入一个各自为战的模式吗?每次只能有一个船型参加,还会有±1的MM。这个模式反正也是大家自己打自己的,也就不存在TK的问题,所以可以把北上加进这个模式啊!

A. Technically speaking, we could nearly do anything, however, not everything is needed to the game. World of Warships is and will remain a game focused on teams (flots) fighting each other and, even if it’s rather minimal in random mode, it is about coordination between players, and all the mechanics are created with this in mind. We have no plan to change this.
答:技术方面来说其实我们什么都能办得到。但是这并不意味着我们什么都会去做。WOWS会着重于两只队伍的战斗,而且尽管在随机战斗中很难看得出来,战斗其实是需要玩家进行一定的配合的,我们是在这个基础上开发了各种各样的机制的。我们并没有计划要改变我们的基础。

7. Yamato seems to sit a bit high in the water? Am I mistaken?
7. 大和好像比水线高了一点点啊?是我搞错了吗?

A. It seems you are. Everything is fine regarding Yamato.
答:对,是你搞错了。大和没问题。

8. Emden was equipped with torpedo tubes in reality. Why isn’t it so in the game? Moreover, AP damage on that ships is lower than on Dresden. Why is that?
8. 现实生活中的埃姆登是有鱼雷管的。为什么游戏里面没有?还有就是这艘船上的AP伤害比德累斯顿的要低,为什么啊?

A. Most of the ships in the game had torpedo tubes in reality. However, they couldn’t rotate and thus we decided not to implement them for balancing and gameplay reasons.
答:游戏中大部分船在现实生活中都有鱼雷管。然而这些鱼雷管都没法旋转,所以出于游戏体验和平衡性方面的原因我们就没做。

Regarding the difference in AP damage, it was done for balancing reasons.
关于AP伤害不同的问题,这个也是平衡方面的原因而已。

1. I know my question will make a lot of people facepalm but I wanted to have your opinion about it. Why have you decided not to add submarines to the game?
1. 我知道我的这个问题会让很多人变成[博丽灵梦扶额.jpg],但是我需要听到你们的意见。到底为什么不做潜艇?

A. Submarines don’t have a long history of taking part in fleet battles, which our game focuses on. Moreover, taking into consideration all of the concessions we’d have to make, their gameplay would be rather weird. Nevertheless, our position on this matter is “we currently don’t plan to add submarines”. We haven’t dismissed this idea for good. After all, our work on the project is evolving from one year to another. Theoretically, everything is possible….someday.
答:因为潜艇在舰队战中的历史并不是很长,而我们的游戏注重的恰恰就是舰队战。而且还要考虑到我们需要对潜艇做出各种让步,潜艇的游戏体验会很奇怪。然而我们对此的态度也只是“我们现在没计划要加潜艇”。我们并没有彻底放弃这个想法。毕竟这个游戏每年都在进化。理论上来说…一切皆有可能…吧。

2. Regarding Iwaki Alpha, do you plan to add it to the game without the suffix? On another topic, according to statistics, she seems a bit underpowered. Do you plan to improve her, maybe by improving her torpedo arcs of fire?
2. 关于Alpha版的岩木,你们是有计划把非Alpha版也加进游戏中吗?另外就是根据数据来看她好像稍微有点弱。你们是有计划Buff她一波吗,比如增强鱼类的射角什么的?

A. As with every other similar question, no comment. According to statistics, she’s doing just fine, but we’re taking into consideration that experienced players own her. On the other hand, we understand that some aspects could be improved to make her – and another Japanese ship, Yubari – more confortable to play. In patch 0.5.7., we plan to implement minor improvements to both of these ships in order to improve their gameplay.
答:和其他差不多的问题一样,我们不予置评。根据数据来看她的表现只能说是刚刚好,但是我们考虑到了只有经验丰富的玩家才拥有这艘船的这个问题。另一方面,我们也理解这艘船和另外一艘日本船—香取的游戏体验还有着可提升的空间。在0.5.7中,我们有计划要对这两艘船进行些微的增强以强化她们的游戏体验。

[Please be advised the following answer contains a lot of mathematical data and, since I’m neither an English native speaker, nor a specialist in math, there may be (and surely is) a lot of terms wrongly used. If you want them corrected, don’t hesitate to contact me]
[下列回答中有许多数学方面的数据,鉴于SeB的母语不是英语,也不是数学专业的(我也不是),翻译的时候难免会有错。如果有数学专业的想提出任何修改意见请不要害羞。]

3. In what way is rounded the probability of a plane being shot down with each tick from an AA aura? Do large caliber guns have a better probability of shooting down planes?
3. 飞机在防空圈内被击落的概率是怎么随着每一跳防空炮火计算的?大口径的炮击落飞机的几率更高吗?

A. The current model for determining the probability (for each tick – which happens every 2 s) is as follows:
答:当前的计算飞机被击落的概率的模型是(以下均为每2秒进行一次计算(一跳)):

1. It determines the current effectiveness of the aura;
1. 检测当前防空的性能

2. It determines the average lifetime of a plane in said aura;
2. 检测飞机在当前防空炮火下的平均生存时间

3. It determines the maximum number of ticks needed to destroy said plane (the last tick has a 100% to destroy the plane);
3. 检测摧毁这架飞机所需要的最大跳数(最后一跳保证会击毁飞机)

4. It determines the number of ticks remaining;
4. 检测剩余跳数

5. It then determines the probability.
5. 最后计算几率

1. The current effectiveness of an AA aura (Et) is calculated according to the following formula : Et = Eb * Ek * %
1. 当前防空炮火的效率(Et)是由以下公式得出的:Et = Eb * Ek * %

Eb = AA aura base effectiveness
Eb = 防空圈的基础效率

Ek = sum of all modifiers needed to calculate the current AA aura value
Ek = 所有影响防空圈内防空炮火效率的系数之和

% = percentage of effectiveness of said aura based on the number of AA armaments remaining or the number of planes present in the aura.
% = 该防空圈的实际防空效率,计算是基于剩余防空炮数量或者是防空圈内有多少飞机来的。

2. The average lifetime of a single plane in said aura is determined by taking the base parameter named “average lifetime” and dividing it by the current coefficient value under “Aura effectiveness”.
2. 每一架飞机的平均生存时间是拿一个不变“平均生存时间”,除以(防空炮效率/当前系数)

3. The maximum number of ticks needed to destroy a plane ™ is calculated by taking the time of destruction (by said aura) of the previously destroyed plane. This model allows us to define exactly the estimated total time needed to destroy a whole squadron in a particular aura and, thus, bring variety regarding the time needed for each plane to be destroyed. It means that if a plane is destroyed when t time = its average lifetime, then the maximum time for the next plane to be destroyed will remain the same, just like the previous plane. If a plan is destroyed sooner or later than its average lifetime, the time needed for the next plane to be destroyed will be adjusted by changing its maximum lifetime.
3. 击落飞机所需最大跳数是由这个防空圈击落上一架飞机所用的时间来计算的。这个模型可以让我们定义在这种防空炮火下摧毁整一队飞机需要多少时间,因此每一架飞机的摧毁时间都会有所不同。也就是说如果一架飞机在t这个时间节点被摧毁的话,那么t就是它的平均生存时长,但是接下来一架飞机的最大生存时间还是不会变的,和前面那个飞机一样。如果有飞机在t时间之前或者之后被击落的话,下一架飞机的被击落时间会由改动它的最大生存时间来进行调整。

So, for the first plane in the squadron that is destroyed by said aura, the maximum number of ticks (Tm1) = the average lifetime of said plane at the current aura effectiveness. For the following planes, le maximum number of ticks ™ is calculated with the following formula Tm = Tp – Kp + Tm 1/2
假设小队中的第一架飞机在某个防空圈内被击落,所需最大跳数(Tm1) = 该飞机在当前防空效率下的平均生存时间来决定的。在这之后的飞机的最大生存时间(跳数)的公式如下:Tm = Tp – Kp + Tm/2

Tp = value of Tm used for the previous plane;
Tp = 之前那个飞机的Tm值

Kp = tick number on which the previous plane was destroyed.
Kp = 之前那架飞机杯击落时的具体跳数

4. The number of ticks remaining (T) needed to destroy a plane is calculated as T = Tm – Tp (maximum number of ticks – number of ticks that have already passed).
4. 剩余跳数(T)的公式是T = Tm – Tp (最大跳数 – 已经过去了的跳数)

5. The probability (%) for a plane to be destroyed by the current tick (V) is calculated as follow, V = 100 / T (100%\number of ticks remaining).
5. 飞机在当前跳数(V)下被击落的几率(%)的计算公式是 V = 100/T(100%/剩余跳数)

The probability to destroy a plane for each tick depends on:
每个飞机被摧毁的几率和以下内容挂钩:

-the number of tick that have already passed. The less there are, the higher the probability (the probability of the last tick cannot exceed 90% if, after the calculations for the last tick were made, the squadron still has planes. Successive ticks will then always have a probability of 90%).
已经过去的跳数。跳数剩的越少,被击落的概率就越大(最后一跳的被击落几率不能超过90%,如果在最后一跳的所有计算都结束后小队还有飞机的话,接下来的每一跳都有90%的概率击落飞机)

-the current coefficient, which is the average lifetime of a plane.
当前系数,就是和飞机的平均生存时长有关。

Additional remarks:
另:

In order to reduce occurrences of extreme (high or low) values regarding the lifetime of a plane after each tick, normal distribution is used instead of uniform distribution. The parameters are: distribution interval is set between the time since the last plane was destroyed (or 0 in the case of the first plane) to the time at which the current plane is guaranteed to be destroyed ((plane number in the squadron + 1)*average time needed for a plane to be destroyed in a particular aura), variance (value of sigma in the distribution half-bounded interval). Outside of interval boundaries, the values are distributed uniformly following normal distribution (to reduce occurrences of extreme values)
为了降低极端情况(摧毁时间过长/过短),WG采用了正态分布,而不是线性分布。参数分别为:分布区间是从上一架飞机被摧毁的时间开始(如果是第一架飞机就从0开始)到这一架飞机一定会被击落的时间未知((小队中的飞机数量+1) * 在特定防空炮火下飞机被击落的平均时间),方差(半个分布区间的Σ值)。除了内部的边界以外,剩下的值就是常规的正态分布了(为了降低极端情况出现的几率)

4. What achievements are needed for the Legend of the Seas medal?
4. “海上传奇”这个勋章有哪些成就是计算在内的?

A. You need to receive honorable/heroic individual achievements such as Kraken UnleashedHigh CaliberDreadnoughtFirst BloodJust a Flesh Wound, etc.
答:部分成就是会进行计算的,比如海怪,无人能挡,大口径,死而无憾,第一滴血等等

5. Why haven’t you implemented shells ricocheting on the sea surface? Video showing the effect. Why such an oversight?
5. 为什么你们没有实装炮弹在水面上会发生跳弹这个情况?视频连接。是忘了弄吗?

A. It isn’t an oversight but a game convention. The game doesn’t need to have all the phenomenons regarding real sea physics.
答:不是忘了,只是游戏的惯例而已。游戏并不需要重现所有的真实海面的物理现象。

In this case, this mechanics would be very hard to control by players and would not add anything special to the gameplay.
你这个东西的话,玩家控制起来很难,而且也没法给游戏体验带来任何特殊的东西。

6. JamesWhite said in a stream that free xp won’t be unified between WG games. Why is that? This contradicts what you promised.
6. JamesWhite在之前的一个直播说WG游戏之间的全局经验不会打通。为什么啊?这个和你们之前说好的不一样。

A. In our plans for a unified economy, our first task is to introduce a common currency (gold).
答:我们对于整合经济模型的第一步是先要打通金币。

I can’t say anything else or comment on what my colleague said. The latest information will be given in an official announcement (when it will be published).
其他的就不能多说了,也不能对我同事的发言做出评论。你们还得等官方发布最新的消息才行。

7. Given battleships dispersion, and the importance of RNG, I feel like more and more cruisers sail broadside and pepper me with HE shells while my shells just splash water on their decks. I’m aware that you don’t want to turn this game into world of battleships, but I’d like to know if you have plans on reducing dispersion against ships that sail in the straight line for some time (for all ships, not only BB’s)? Or take some other measures?
7. 鉴于战舰本身的散布就大,而且随机值还占了很大的部分,我觉得现在越来越多的巡洋舰喜欢直接把船侧露给我然后拿HE糊我,而我的炮弹只能掀起一波水花。我知道你们不想把这个游戏变成战列舰直接,但是我想知道你们有没有计划降低船只笔直行进一段时间之后的散布(不止影响到BB,所有的船只都会被影响)》吗?还是说会有些其他的什么手段?

As far as I understood, citadels are only modeled “externally”. None of their internal parts are modeled. As a result, it is understandable from a gameplay standpoint, but not from a logical standpoint. It’s hard to understand that a citadel gets hits by a shell that only leaves “an air draft” and does minimal damage because of overpenetration. Do you plan to change anything in this regard?
如果我理解没错的话,装甲区都是在“外部”建模的。没有建模内部的部分。结果就是从游戏体验的角度上还是可以理解,但是从逻辑的角度上就理解不了了。因为炮弹打中装甲区之后“开了个洞”就由于过穿透的原因只会造成最低伤害。你们有计划要改动这方面的内容吗?

A. Despite the fact that you are slightly exaggerating (yes, sometimes all shells miss but BB’s love ships sailing broadside and they are ranked very high damage-wise), both parameters you raised (shell grouping and citadel penetration) can be completely changed in the future. We don’t think major changes regarding game mechanics are needed but we’re aware that they could need some tweaks and minor improvements. I can’t talk about anything concrete at the moment though.
答:尽管你稍微有点夸张(对,有的时候的确是会出现所有炮弹都没命中的情况,但是BB也很喜欢那些把船侧对着它们的船,因为伤害打中了就会很高),你所提出的两个参数(炮弹落点和装甲区命中)未来可能会彻底进行重制。我们现在并不认为游戏机制需要大改,但是我们也知道游戏中需要一些调整。但是现在不能透露什么确切的消息。

A lot of news coming from the 0.5.7. PT bulletin thread.
在0.5.7的测试服讨论串上有很多新闻:

  • Certain changes (in particular minimap changes) planned for 0.5.7. won’t be implemented until 0.5.8. since they sped up the working cycle and updates are being released faster than previously. As a result, problems found in one patch will rarely be fixed in the following update (For example, when 0.5.6. was released, 0.5.7. was nearly done and they were starting to work on 0.5.8.).
    部分计划在0.5.7就进行的改动(尤其是小地图方面的改动)要拖到0.5.8才能实装了,因为他们提高了工作循环的速度,现在补丁上线的频率比以前快了。结果就是在某个补丁中发现的问题很大可能不能在下一个补丁中进行修复(比如说在0.5.6上线的时候,0.5.7基本上就做好了,他们已经开始弄0.5.8的事情了)
  • Cyclone weather was generally well received by players, that is why they decided to expand the number of maps it can occur on. They will also try other weather experiments in the future. This feature will not happen in Ranked battles.
    飓风天气深受玩家欢迎,所以他们决定扩大飓风会影响到的地图数量。他们也会在未来测试其他的天气效果。然而天梯战的时候是不会受到天气效果的影响的。
  • Regarding module upgrades rework, players won’t lose anything (nor modules, nor credits or doubloons). If a module is replaced, players who had it installed will get the new one for free. If it is removed, players will be refunded in credits. They don’t plan to remove and refund all equipped modules.
    关于升级插件重制这个问题,玩家是不会损失什么东西的(不会损失插件,银币或者金币)。如果插件被替换掉了,以前有装过这个插件的玩家会免费拿到新的。如果这个插件被删了的话,玩家会获得全额银币退款。他们没有计划对所有已经装备的插件进行删除以及退款。
  • Regarding low-tier IJN cruisers buffs, in 0.5.7., a new module will be available for IJN premium ships with 140mm guns (for now, it concerns Yubari, Katori and Iwaki) called Gun fire control mod 0. It will increase turret and torpedo tubes rotation speed by 20%, secondary guns range by 20%, and reduce maximum dispersion of main and secondary batteries by 40%.
    关于低阶IJN巡洋舰的Buff,在0.5.7中,IJN那些用140mm炮的金币船会加上一个新的插件(现在只影响到夕张,香取和岩木),这个插件叫做火控系统0型。会提高主炮和鱼雷管转速20%,提高副炮射程20%,降低主炮和副炮的40%的散布
  • They are preparing PvE prototypes for internal testing (with fort bombardment, etc).
    现在已经在准备内部测试用的PVE原型了(有来自于基地的炮击等等)
  • Work on matchmaker 2.0 is completed and it has passed internal testing. If all goes according to plan, it should be released in the next update.
    MM2.0已经做好了,而且已经通过了内部测试。如果一切顺利的话,下一次补丁上线的时候就会加入这套新系统。
  • In 0.5.7., radar and HAS work at full range, regardless of cyclone.
    0.5.7中雷达和水听不会受到飓风影响了,一直会保持最大距离
  • No changes to Mikasa.
    没计划要改动三笠
  • First module slot will include (in addition to the special IJN module) AA/secondaries survivability, ammo magazine survivability, Main batteries / Torpedo armament survivability/protection. USN BB’s will also have a module for main/secondary batteries fire range and secondary guns accuracy in the second slot, and a module for main guns accuracy in the third slot (it will have a greater effect than now). No changes regarding the effect for the firing range.
    第一个插件槽中会包括(除了IJN专用的插件以外)AA/副炮生存性,弹药架生存性,主炮/鱼雷管生存性/防护。美国BB在第二个槽里面会有主炮/副炮的射程,副炮精准度,第三个槽里面会有主炮的精准度(比现在的效果要显著)。但是对射程就没影响了。
  • Main battery mod 2 increase in loading time is reduced from 10 to 5%.
    主炮改修型2对装填时间的影响从10%下调到了5%
  • Changes are planned for the map “Islands of Ice” and for the map rotation.
    有计划要改动“冰岛”这张图,还有会改动地图的选择

Well here is the first official announcement. Sadly, no details.
以下是官方对于MM2.0的第一次正式公布。但是没有具体消息。

Dear players, we would like to inform you that the lack of a topic dedicated to matchmaker feedback doesn’t mean we have decided to abandon this issue, close our eyes and do as if problems don’t exist. We are aware that the current matchmaker can make mistakes in some cases and create teams that are unequally weighted and unbalanced composition-wise.
亲爱的玩家们,我们想要跟各位说,现在关于MM的反馈的回应很少并不意味着我们不会去解决这个问题。我们知道当下的MM会在某些情况下出错,会创造出不平等,而且也不平衡的队伍。

We would like to thank you for the huge amount of feedback you sent us through various means.
我们要感谢各位玩家通过各种方式给我们发来的大量反馈意见。

Thanks to your feedback, we were able to identify all the weaknesses of the current matchmaker. That is why a new topic dedicated to matchmaker feedback will be created only after the new system is introduced.
基于玩家的反馈,我们得以辨认出当前MM的一些弱点。这也就是为什么只有在新的MM上线之后,我们才会再单独新开一贴收集新MM的问题。

After having analyzed the data we collected, we decided not to lose time and strength on fixing the problems of the current matchmaker but to create a new one from scratch.
在分析了我们所收集到的数据之后,我们决定就不在修复原来的MM上浪费时间和精力了,干脆从头再做一个好了。

A team was formed specifically to work on this project.
我们为了这个项目专门成立了一个团队。

Currently, matchmaker 2.0 is completed and has successfully passed internal testing.
现在,MM2.0已经完成了,并且通过了内部测试

The next phase will be to test it with supertesters and during public tests.
下一个阶段是在超测和公开测试服上进行测试。

Its release is scheduled for patch 0.5.8.
MM2.0预定在0.5.8的时候上线。

We will answer questions regarding the new matchmaker after it is officially released.
我们会在MM2.0正式上线以后回答和它有关的问题。

 

From Tuccy, WG Staff
以下是WG的员工,Tuccy的一些回答

Game Mechanics
游戏机制

•    How does the Preventative Maintenance skill work?
防护大师是怎么个意思?

The skill affects all modules. It decreases the chance that a module will receive a critical hit by 50% – However the chance of critical hits depends on the module’s health; the lower the health of the module the higher the chance of critical damage.
这个技能会影响到所有的模块,它会使得模块被彻底打坏的几率下降50%——然而被打坏的几率是由模块血量决定的;模块血量越低,被打坏的几率就越大。

•    What is planned with regards to the unbalanced matchmaking and „Fail Divisions“ – dragging low tier ships into high tier battles?
你们对于不平衡的MM以及大带小的组队有什么计划吗?

While fail divisions are annoying, they are not that common – though of course when they happen, they do hurt. However the priority for matchmaking is getting rid of matches unbalanced for other reasons than this. In one of the updates following 0.5.7 we plan on introducing an improved matchmaker that would make sure that top tiers in each category are well balanced, to avoid situations such as 3 Tier X battleships on one side, one on the other. This is however still in development and we will inform you about details when they get closer. Once this is up and running, the devs will have a look at other annoying things including the fail divisions.
大带小的确是很烦人,但是并不常见—当然了,真要是碰上大带小那还是很蛋疼的。然而MM的主要任务是解决除了这个原因之外的比赛的不平衡性。在0.5.7之后的其中一个补丁中,我们有计划要加入一个新的MM,会保证房间中每队每种顶级船的数量都相等,避免出现一队有3个10级战舰,而另一队只有一个的问题。然而这套系统还在开发中,等快上线的时候会公布更多细节。等这套系统弄好了以后,开发团队就会去解决其他很烦人的事情,包括大带小组队。

•    Smoke screens and Situational Awareness
烟雾弹和姿态感知

Currently smoke does not look that great and it is very unclear for player where it is and if you are in smoke or outside. We are working both on reworking the smoke and on implementing in game clear indicator of smoke extent.
现在的话烟雾弹的视觉效果不是很好,而且玩家也没办法判断出自己到底是不是在烟里面。我们会重制烟雾弹的视觉效果,并且给客户端中加入烟雾弹的边界显示。

As for situational awareness, as most people here probably noticed, there was a major Forum storm after 0.5.5 that unveiled a so far unknown property of the Situational Awareness skill. The team repeatedly checked the skill to see if there are any other issues connected, but the skill itself is working without change since early Alpha. Now that this was shown to be an issue, though, the entire SA system will be reworked to more accurately reflect when you are spotted and when you aren’t – and to get more intuitive (and most of all, with proper descriptions).
关于姿态感知的话,大家也都注意到了,在0.5.5上线之后论坛上到处都是在说姿态感知这个技能有问题。开发团队迅速的检查了这个技能是否还有其他问题,但是这个技能本身从Alpha早期开始就没变过。现在这个技能出现了问题,意味着整个技能的机制就需要重制,以便更加精确的反映出你有没有被点亮—还得更直观才行(最重要的是描述要明确)

Note: We have forwarded the devs your findings about the smoke generation intervals/rules – we are currently waiting for reply.
另:我们已经把玩家们关于烟雾生成的周期/规律转达给开发团队了—现在还在等他们的回复。

•    Why do Secondaries have such terrible accuracy?
副炮的精准度为什么这么烂啊?

We feel that they are very powerful as is and if they are too effective then we aren’t encouraging skillful play
我们觉得现在这样就已经很强了,如果副炮太强的话那大家打架完全不需要看玩家本身的水平

•    Anti-aliasing. Currently it does not look too appealing, any plans to improve it?
抗锯齿。现在的效果不是很明显,有计划要改动吗?

We are working on improving it at the moment. It’s not actually a change to video tech, but actual changes in model. We are thinking on how we can do this quickly and with high quality. 0.5.8 there will two ships with these improvements – and if they work well, more will follow.
我们现在正在解决这个问题。这其实并不是要对游戏的显示方面做出什么改动,而是要对船只的模型做出改动。我们在考虑到底要怎么样才能又快又好的把这件事搞定。0.5.8回有两艘船上先行实装这些改动—如果效果不错的话,后续会有更多船只加入。

•    Will we be able to compare ships in port?
什么时候能在母港里对船只进行对比?

Not soon, but thinking about it. First we plan to show more details in port – some cool changes will hopefully come within next updates, among others  things we plan to let you see better how your ship(s armor works. We cannot tell yet when exactly, as the tool is still in development, but for sure it will come this year.
近期不行,但是我们有在考虑了。首先我们计划要在母港中显示更多的细节—希望接下来的几个补丁中会加入一些很COOOOOOL的改动,包括其他一些可以让玩家更好的观察船只的东西(装甲观察器)。现在还不能透露到底什么时候实装,因为这东西现在还在开发中,但是今年年底之前肯定能上线就是了。

•    Could we see a rework of the Captain Skills or Upgrades?
舰长技能会不会重制,插件呢?

Captain skills: Currently we are not too satisfied with them. Many players are using lower tier skills and not really the more expensive ones – we will work on making the skills overall more accessible and more useful, so that all have their uses. One of the goals will be getting rid of “must have” setups and introduce more choice and tradeoffs.
Upgrades: There is a similar situation here – you can check changes to upgrade system in public test of 0.5.7 and obviously the development will continue.
舰长技能:现在的话我们对于它并不是很满意。很多玩家在用低级的技能,而不是去选用高级的—我们会让技能变得易于近人,而且更加有用,争取让每个技能都有使用的价值。我们的其中一个目的是要摆脱那些“肯定要学”的技能,要加入更多选项和取舍。

•    More ship customization?
更多的船只自定义?

We are working on it. More ships are getting permanent camouflages, we are introducing new commemorative flags and special event camos (note: For us it is for example the MGT-20 events camouflage and flag for our large offline events this year). We know that many players would love to hoist more than one commemorative flag on their ship – we are thinking about system, that would allow just that.
在搞了。更多的船会有永久涂装,我们会加入更多的纪念性信号旗和特殊的活动迷彩。我们知道许多玩家想在船上挂多于一个的纪念性信号旗—我们在考虑要不要专门搞一个可以多挂纪念性旗的系统。

Ships and Nations
船只和国家

•    What was the weirdest thing you encountered in ship design?
在设计船只的时候遇到的最奇怪的事情是什么?

Emden’s fake smoke stack, initially everyone thought it was wooden, then they found it was more like cocertina top hat – folding, canvas on skeleton. Note: While at some time in the future we will see Admiral Graf Spee in game, she will most likely not have a fake turret – at least not initially. After all, unlike Emden, this disguise was rather short-lived.
埃姆登的假烟囱,大家一开始都以为这烟囱是木头的,后来才知道是那种像管风琴帽子的东西—可折叠凳,在骨架上盖了一层帆布。注:以后我们会在游戏中看到施佩伯爵,但是她可能不会有假炮塔——起码一开始不会有。因为不像埃姆登的烟囱,她的那个伪装并没有持续很久。

•    Pan European tree – will we see it any time soon?
泛欧洲线—近期会有吗?

Not in plans in the short run – we first want to introduce bigger navies.
短期内没计划—我们想先加入更大的海军。

•    Will we see ARP Takao?
会有苍蓝高雄吗?

While we want to do as many ARP ships as possible and we have Takao model (after all, her sistership Atago is in game already), we would like to introduce the historical Takao first. (Seb: the Kancolle one of course)
我们的确是想加入尽可能多的苍蓝舰,而且高雄的模型也做好了(反正游戏里已经有爱宕了嘛),我们也想先加入那个史实的高雄就是了(Seb:是舰娘的那个)

•    For Mikasa Appreciation Society: Are there any changes planned for the Mikasa and will we see more classic era battleships or armored cruisers for her to play with? Why not simply improve her secondaries?
这个问题是替那些喜欢三笠的人问的:你们有计划改动三笠,或者是加入更加古典的战舰或者是装甲巡洋舰吗?你们为什么不Buff她的副炮呢?

Currently we have no plans to change Mikasa. She was an experiment and her play style does not really suit our game. The system does not allow currently things like manual control of secondaries and simply improving the secondary battery would make her overpowered and, worse, an ideal tool for botting. This is also why we do not plan to introduce any more ships of this kind for now.
现在没有计划要改动三笠。她是我们的一个实验,而且她的游戏风格并不能融入到我们的游戏中。我们当前的系统不能允许手动操控副炮,而直接Buff她的副炮会让她变得OP,而且很可能会成为bot的温床。这也就是为什么我们没计划加入更多和她差不多的船。

•    What is the situation of Royal Navy?
英国海军现在是个什么情况?

Resources are collected, now we are working on models of the first branch to come – should happen this year.
在收集信息了,现在在搞第一条线的模型—今年应该就会出。

What will be their „thing“? Depends on how the development and balancing goes, but for sure they will be beautiful.
她们的“特殊”之处?要看开发的和平衡那边怎么搞了,但是起码肯定都很漂亮。

•    And what will be the leitmotif of German battleships, to come this summer?
那今年夏天的德国BB的特色又是什么?

Think Tirpitz, but without torpedoes – relatively smaller guns, with flat trajectory, pretty decent armor and speed.
就是不带鱼雷的提尔皮兹—相对小口径的主炮,弹道比较平,很好的装甲和速度

•    What are the plans to address carrier gameplay, especially various loadout and US carriers?
现在针对航母的游戏体验有什么计划,尤其是关于不同的配置和美国航母?

There are no ground-shattering plans for now, but one of the main things in the close future is making the support carriers – fighter/dive bomber loadouts – more useful to the team, giving fighters other things to do than just shooting down planes.
现在没什么特别大的计划,近期的一个主要目标是让那些支援型的航母—舰战/爆混编的—对于队伍更加有用。而且要让舰战在除了打对面的飞机以外有其他的事情可做。

As for US carriers, the lines are not intended to be equal, so the game style will always be different. For now the US are less affected by defensive fire, for the future see above. Once fighters will have more things to do, US support loadouts may be far more interesting than now.
美航的话是这样的,本来各个船线就不是对等的,所以游戏风格也会是不对等的。现在的话美航受到自卫火力的影响小一些,至于以后的发展看上面那段。等我们扩张了舰战的职能以后,美国航母的支援型配载会比现在有意思很多。

•    Some older ships in game have relatively simple armor models – while in reality they were more complex. When will they be upgraded?
一些游戏中相对老的船的装甲模型都很简单—现实生活中的模型要更加复杂。什么时候改?

Soon. We are currently working on a comprehensive reworking of armor models. First examples are the new top hulls for German cruisers introduced in previous updates, in 0.5.7 we bring all destroyers to the new standard and more ship classes will come in the following updates – the goal is to make all armor models as accurate, as possible. Overall more complex shapes of newer models tend to slightly improve overall effects of the armor.
SOON™。我们现在在进行装甲模型的一次综合重制。第一批栗子就是之前更新的时候实装的德国巡洋舰的新的船体,0.5.7的话会把驱逐舰的模型拉到新的标准上,之后的补丁中会加入更多船型—我们的目标是让所有的装甲模型都尽可能的准确。稍微新一些的模型由于形状变复杂了的原因的确是会稍微增强一些装甲的有效性。

Development
开发

•    Are there any plans to do more with PvE modes?
有计划扩张PVE模式吗?

Answer: Yes, there definitely are. PvE allows getting away with unbalanced battles and focus on interesting ships. We cannot share much more, but currently we are working on adding PvE elements to maps (such as coastal guns) – and we will expand on it.
答:那当然必须得有啊。PVE可以让玩家不用考虑不平衡的战斗,可以更加把注意力集中在有趣的船上。其他就不能多说了,我们现在正在把PVE元素加入到地图上(比如说岸防炮)—而且会在此基础上进行扩张。

•    What does it take to add a ship into game?
要把船加进游戏需要什么东西?

All in all roughly half a year of work. The process works like this:
总之每艘船大概都需要一年左右的时间吧。具体是这样的:

o    Decision to include ship and how/where has to be taken (devs/publishing)
决定要加新船,然后决定要怎么弄(开发方面/推广方面)

o    Archive digging – the more plans the better – British archives usually have 5 basic plans of ships, often with less details, German plans are usually very detailed – in some cases plans do not agree with each other etc.
翻文献—能翻到的计划越多越好—英国的文献一般每艘船有5种不同的计划,但是细节部分就少一些。德国的船只计划的细节就很好—有的时候会出现两个计划互相冲突的情况

o    Main model is built – including small technical details; these can be shared among ships (boats, guns…)
先建出主要模型—包括小的技术方面的细节;船只之间互通的那些东西(救生艇啊,主炮什么的)

o    Textures – first the technical part, then the art part
贴图—先是技术方面,然后才是美术方面

o    Engine – Magic happens in the Game Design department; Armor models, balance, weapon stats…
引擎—游戏设计部门就妈咪妈咪哄的一下之后就有了装甲模型,平衡,火炮的数据……

o    QA – internal tests, Supertest; Public test / live balancing
质量保证—内部测试,超测,公开测试/实时调整

o    Ship is ready to sail!
可以上线了!

•    Bonus: Same with maps:
另:地图的话是这样:

Currently it takes us 6 weeks to build a map – first comes the gameplay design (plan), then the basic modeling (creating everything out of few basic shapes), then details and atmosphere, including weather and skybox – the designers try to go for interesting real life details. On map inspired by Hawaii there are several interesting vintage cars; one of upcoming maps will have a well known landmark from French coast
现在每张地图大概需要六周的时间—首先要有一个游戏体验方面的设计(计划),然后是基础的建模(先用几个比较基础的形状弄个大概的样子),然后是加入细节和气氛渲染,包括天气和skybox—开发团队试图要还原现实生活中的有趣的部分。有一张由夏威夷所启发的地图上有一些老爷车;接下来要出的地图中有一张上面有一个比较出名的法国海岸的地标

•    Clans – what is the future?
军团—未来发展如何?

Working on them, likely to come this year but we do not want to disclose more details until they are settled – we are gathering experience from clan system on all our platforms. We will also work on clan-related “end game” content for them.
在搞,估计今年就会出,但是在一切尘埃落定之前不想说太多—现在在各种平台上都在手机关于军团系统的体验。我们也在搞和军团有关的“游戏终期”的内容。

•    Weather – when will it come to more maps, what about physics effects of waves?
天气效果—现在会影响到更多的地图了,那波浪产生的物理效果呢?

The cyclone is currently in stock for more maps – again, this happens already in 0.5.7. More changes will come this year.
飓风会影响到更多的地图—这个在0.5.7就会实装。今年会有更多的改动。

Waves are hard to do;
波浪很难做:

o    It means adding 3rd dimension movement along all axis (pitch, roll, yaw);
这就意味着在所有轴上都要加入三维的移动

o    It also makes mess of minimal ranges of guns – harder to get used to it, might make hitting ships at close range harder;
还会影响到炮的最小射程—很难习惯,可能会使得在近距离的炮击变得很困难

o    It also means making mess of armor – with ship rolling, armor penetration would get less predictable as there would always be more random factors involved. It would work both ways.
同时意味着会影响到装甲—在船只上下动的时候,装甲击穿会变得更加难以预测,而且会有更多随机的因素在里面。这个会影响到攻击方和被攻击方。

•    Sound – recently there is a lot of complaints about the citadel damage sound – are any changes planned?
音效—有很多关于装甲区被击中的音效的抱怨—有计划改动其他的吗?

As the citadel hit sound (and some others) is rather unpopular and could cause issues to people, reworking. Generally following feedback very closely.
装甲区被击中的声效(和其他的一些玩意)很不受大家欢迎,而且会对玩家产生影响,我们会进行重制。应该说大家有提出的问题都有改。

Other
其它

•    Will it be possible to look around from the crow’s nest?
什么时候能从瞭望台上往四周看?

A new camera system is planned for a future update that will allow the player to look around freely. First steps – new post-mortem observer mode in 0.5.7!
未来有计划加入一个新的镜头系统,可以让玩家四处随便看看。第一步就是在0.5.7中加入的新的死后视角!

【WOWS Q&A】2016/06/08+WG官方QA》上有2个想法

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