WOWS官方QA

Source:https://thearmoredpatrol.com/2016/06/15/official-wows-qa/
来源↗

It’s a bit old (1 week), some questions were already answered, but a good few are new. Enjoy.
新闻有点过期了(一个礼拜了),而且很多问题已经被回答过了(译注:删除了一部分没什么营养的东西和以前回答过的东西),但是还是有一些很好的问题的。

General
一般向

Q: Are you pleased with how weather is implemented both as aesthetics and the game changer on North?
问:你们对于在北方群岛这张图上的天气效果从美学和游戏体验这两方面上都很满意吗?

A: Players seem to be mostly happy about the Cyclone effect so our first step is to increasing amount of cyclone maps in the game and continue testing. You will see several maps with Cyclone added with 0.5.7. For the future, we are looking into possibly expanding weather effect but it’s still in discussion at this time
答:玩家对于飓风这个效果的评价普遍还行,所以我们的第一步就是要增加游戏中会出现飓风天气效果的地图并且继续测试。0.5.7会有更多有飓风特效的地图。以后的话应该会扩张天气效果,但是现在依然还在讨论

Q: Is there any update on the in-port armor layout viewer?
问:母港内的装甲查看器有什么新消息吗?

A: Currently we are reworking our older models so the internals accurately show the armor. Some of our older models were not made with this viewer in mind so this is taking some time
答:现在的话在重制一些旧的模型,让它们的内部构造上能够反映出装甲的数值。游戏里的一些相对老一些的模型在制作的时候没有考虑到查看器的问题,所以可能要花些时间。

Q: Is there plans for players to be able to fly several of their flags, like ranked, special event, and AT/CBT/BW flags, and if so, do the devs. intend for any bonuses the flags provide to stack?
答:有没有可以让玩家同时启用很多信号旗的计划,比如天梯旗,特殊活动的,Alpha/Beta/Beta Weekend的旗之类的。如果真的有的话,那么开发团队的对于奖励叠加又是怎么考虑的?

A: No plans at the moment but we are thinking of what to do with this system
答:现在没有计划,但是还在考虑要怎么弄

Q: The Citadel Sound
问:被打中装甲区的声音

A:We follow the threads very closely on this issue. At first there was a very small amount of people complaining but then we saw it continue. 0.5.5 we did some tweaks to the sound to make it more low pass. In 0.5.8 we hope to have a redesign of the sound system
答:这个问题我们也很关心。一开始的时候只有一小撮人在抱怨,但是人数越来越多了。在0.5.5中我们把声音调整了下。0.5.8的时候我们想重新设计声效系统

Q: Kitakami
问:北上

A:Most likely going to be a high tier reward for experienced players
答:估计会作为经验丰富的玩家的高阶奖励

Q: Division Tier Spread Exploitation
问:利用组队分房的漏洞

A: We really want to address this as soon as possible. We want to add this feature after improving the matchmaker in 0.5.8
答:我们希望能够尽快解决这个问题。我们想在改进MM之后在0.5.8之中加入这个功能

Q: Follow Up on the 3 second SA “bug”
问:姿态感知那个三秒的“Bug”

A: To be clear, there were no changes to Situational Awareness in recent patches but players became more aware of how inaccurate the current system is. We plan improve the notification in future patches so it more accurately reflects when you are spotted and when you disappear from your enemy’s sight.
答:是这样,最近的补丁中我们没有对姿态感知做出任何改动,但是玩家对于现在这套系统有多烂倒是越来越清楚了。我们计划在未来的补丁中增强这套系统,以让它反映出你什么时候被点亮,什么时候从敌人的视野中消失。

Q: An In-Port Ship Comparison Tool
问:母港里加入一个船只对比的工具

A:Good idea but not currently in near plans
答:想法不错,可惜近期没有

Q: Will Co op or single or PVE ever get improved on, so that we can reenact Jutland for example
问:合作模式,单人模式和PVE模式会不会改进,这样的话我们就能够再现日德兰海战了

A:We have tons of plans for PvE for something interesting. Design has not been finalized
答:PVE有很多有意思的计划,但是现在要怎么整还没定

Q: ARP Takao and Maya
问:苍蓝高雄和摩耶

A:Takao model is ready but we are working on determining the final balance. We also want the historical Takao to be available first
答:高雄建模结束了,但是我们还在准备最终的平衡,我们还想先把史实的高雄做出来。

Q: Will we see a depot in the game like WoT where we can manage our spare equipment?
问:会像WOT一样有个可以管理我们闲置装备品的仓库吗?

A:Right now it’s not a top priority as it doesn’t add to gameplay or economic progress. It would be nice to have
答:现在这东西开发优先级不高,因为对于游戏体验或者是经济方面都没有什么特殊的贡献。但是要是有那就再好不过了。

Q: What is the reason that Wargaming has made the RNG so heavy in WoWS?
问:为什么WG把RNG的比重在WOWS中放的这么大?

A: Better question is, do we want the game to be this way? Right now we have a few ideas on how to make it more skill based but nothing to announce. In short, we are working on it
答:问题应该是,我们真的希望游戏变成这样吗?我们现在的确是有几个想让游戏变得更加依赖于玩家的水平的计划,但是不能透露太多。总之就是,我们在搞了。

Q: Will Radar be an exclusive VMF/USN ability or will you add it to other nations later on?
问:雷达是苏联和美国这两个国家才有的,还是说未来其他国家也会有?

A:We limit it right now but we may expand it to all cruisers potentially
答:现在是限定美苏,但是理论上来说所有巡洋舰都有可能会有

QWill there be more premium aircraft carriers?
问:会有更多金币航母吗?

A: Yes, Saipan didn’t destroy the game
答:会,塞班也没把游戏怎么样

Q: Royal Navy
问:英国海军

A: The team is correctly working on this ship and they will be soon in the game. – Cruiser tech tree will be the first
答:开发团队在搞了,很快就会在游戏中出现—先测试的是巡洋舰线

Q: Do you plan to add minor naval powers?
问:有计划加入小国的海军吗?

A:It is possible that we will see ship from such powers in the future but the development takes time and for the moment completing the major powers has a higher priority
答:未来的话是有的,但是开发需要时间,现在的话大国海军的优先度更高一些

Q: Will we see more Halloween events and possibility of the introduction of PvE Boss fight mode?
问:会不会有更多的万圣节活动,会不会有PVE的Boss战?

A:They are some plans in how such modes could work but nothing concrete yet. There is a chance that we will see such a mode in the not so distant future.
答:有计划,但是还没定。而且PVE的Boss战会在中短期之内就出现

Balance
平衡

Q: Do you feel fire mechanics as they are stand fine? or are there plans to rework then?
问:你们觉得现在着火的机制还行?还是说有计划要重制?

A: Fire mechanics are something we are paying close attention to. Right now we don’t have any significant changes to announce, but as for all mechanics, they can change and will change as our game grows. This is not necessarily because we did something wrong but our gameplay is constantly evolving and we prefer to validate our concepts
答:我们一直在关注着火机制。现在的话并没有要宣布什么特别特殊的东西,但是游戏中的所有机制都可能会随着游戏的发展而又改动。这并不意味着我们一开始做了什么不对的东西,而是说我们的游戏体验一直在进化,我们也喜欢验证我们的概念而已。

CV Related
和航母有关的

 

Q: Why is Fubuki’s potential damage greater than Kagero’s?
问:为什么吹吹的潜在伤害比阳炎高?

A: Our tech trees generally follow the trend of increasing damage potential corresponding with the higher a ship’s tier but you have to take into account all parts of the ship. The main caliber is better on the Kagero and the torp spread is tighter, making it easier to land more on your target
答:科技树的趋势的确是高级船的伤害就会更高,但是你要把船作为一个整体来考虑。阳炎的主炮口径更好,而且鱼雷的散布也更好,使得命中目标更加容易

Q: Is there any special reason for 45s for Myoko’s turrets traverse speed?
问:妙高的炮塔旋转时间是45秒这点是有什么特殊的理由吗?

A: I believe this should be set by historical specification
答:我相信这个是历史数据

Q: Are there plans to remove the CV limit from Divisions?
问:有计划从组队中剔除航母吗?

A:No, at the moment we plan to keep limiting them to 1
答:没有,现在计划是把组队中的航母限制在1艘

Tech
技术方面

Q: Introducing New Wave Mechanics
问:加入新的波浪机制

A:Waves are technically very challenging and it would add too much complexity to firing mechanics – maybe hardcore mode one day
答;波浪机制很麻烦,而且这样的话开火的机制就会变得很复杂—也许等哪天我们做出了专家模式再说吧

About The Team
关于开发团队

Q: What are developers top 3 concerns with gameplay? (From a few different developers)
问:开发团队对于游戏体验方面最担心的三个点是什么?(不同的开发人员来回答)

Ev1n: 

1. Too much influence of RNG on gameplay
1. RNG对于游戏体验影响太大

2. Too much influence of Carriers on battles results – due to lack of RNG of Torp bombers
2. CV对于战斗结果影响过大—因为舰攻是不受RNG影响的

3. Carrier Gameplay is “boring as shit”
3. 航母的游戏体验“无聊到血崩”

Lead Content and Balance Game Designer – My day to day is obviously focused around balancing new and existing content so my top concerns are:
游戏内容/平衡首席设计师—我的日常就是围绕着平衡新的和已经存在的内容展开的,所以我最担心的是:

1. It’s difficult to balance adding new nations and not create huge issues such as needing to rebalancing all other ships
1. 很难在加入新国家以及需要平衡其他所有船只之间找到平衡点

2. Also want to creating unique content that’s not as simple as balancing the numbers
2. 还想创造出一些除了平衡数值之外的特殊的内容

3. Overall my goal is to weigh balance vs attractive
3. 我的任务是权衡游戏的平衡性和游戏的魅力

Performance QA Lead:
性能保障组的老大:

1. Battle performance – User interface is laggy and a big point of pain but it’s something we are working on it! Right now some actions need server response
1. 战斗中的性能——用户的UI有点卡,而且这个问题有点严重,但是我们已经在搞了!现在的情况是部分动作需要服务器端的回应

2. FPS drops – There are occasional drops in performance on some hardware during a battle and we are working to even out the workload
2. 掉帧—在战斗的时候,部分硬件配置的玩家可能会有掉帧的情况出现,我们在努力平摊工作量

3. Server performance – We are always focused on maintaining the stability and performance of our battle servers. This is the key place where we need to ensure there are no hiccups otherwise the player experience really suffers.
3. 服务器端的稳定性— 我们一直注重战斗服务器的稳定和性能。这其实是保证不会出现卡顿的关键任务,不然玩家的战斗体验会很烂。

WOWS官方QA》上有2个想法

发表回复

您的电子邮箱地址不会被公开。 必填项已用*标注