【WOWS Q&A】2016/08/01 Part II + 08/03

Source:https://thearmoredpatrol.com/2016/08/05/wows-qa-5th-august-2016/
来源↗

Thanks to Carnotzet.
感谢Carnotzet。

Note: the first part of the q&a is a continuation of the previous one.
注:QA的第一部分其实是上一篇QA的延续

Here is the rest of the text.
以下为延续部分:

[Disclaimer: please be reminded that the following information comes from the Russian-speaking community and thus certain information may not apply to other clusters.]
[请注意,以下内容均为毛服相关,部分信息可能不适用于其他服务器]



Economy
经济

Even though it is easier and faster to get credits in our game than in other companies’ games, there are often complaints about the economy. The situation improved through the whole year with us balancing ships’ incomes after the release, beginning with the addition of credits and xp for capping points. From Spring until now, there is a special discount on repairs. We are thinking about implementing it permanently or keep it until we introduce other changes that would increase the amount of credits earned.
尽管在WOWS中打钱比WG其他游戏要简单一些,还是有玩家在抱怨经济系统的问题。我们通过船只实装后进行平衡,还加入了占点的经验与银币收益。从春天开始还一直有修理费的折扣。我们在考虑要不要把修理费的折扣变为永驻,或者是在我们弄出其他可以提高玩家银币收益的手段之间就让他一直保留下来。

However, we still must examine this issue carefully. We want the economy to be accommodating enough for the game to be comfortable at every tier with a premium account and for players without a premium account to have to farm credits at lower tiers from time to time.
然而我们必须要小心的对待这个问题。我们想让这个游戏的经济系统变成在有高级账户的情况下,玩哪一级的船都会很舒服(经济方面),而那些没有高级账户的玩家就必须要时不时的开低级船打钱。


Secondary batteries
副炮

We received complaints that secondary batteries are slightly too weak and are acting weirdly. We have added several upgrades, flags and captain skills that improve the secondary guns situation and makes them more deadly against enemies. And in cases where you just did not killed you enemy, these batteries can help you. There is still room for improvement but we have to do it right or we will end up with “World of Battleships”.
我们有收到关于副炮稍微有点弱,以及表现有点诡异的抱怨。我们加入了一些可以强化副炮的插件,信号旗和舰长技能,以让副炮对于敌人来说更加具有威胁。这样的话就算你真的没能一波带走敌人,这些副炮也会帮你补刀。现在依然还有可以进行改善的空间,但是必须要小心谨慎才行,不然最后真的会变成“‘战舰’世界”


Customer service
客服

[Since this concerns only the Russian server, I have decided to skip it]
[反正只和毛服有关,直接下一个话题]


Chat moderation
聊天管制

译注:该部分并不适用于国服,略过


Site moderation
网站的管制

同上


Karma system
声望系统

It now has been quite a long time since we first introduced the karma system on the forums and in the game. And if it meet our expectations on the forums (good posts receive positive karma and bad ones, negative), this system needs improvement in the game. It was supposed to be some kind of an indicator of social adequateness but in its current state, it does not fully fulfill its tasks. Especially in those cases where players report the top three players on the opposite team. We will have to fix this.
自从我们在论坛和游戏中实装这个声望系统已经过去了很久了。它在论坛上的确是和我们当初的预期相符(好的帖子声望就是正的,坏的就是负的),但是游戏内的这套系统依然需要改进,它本来是用来代表一种社会地位的,然而现在的话却做不到这一点。尤其是很多玩家会举报另一队的前三名。我们需要修复这一点。


Unreleased features
未实装的机制

There are two things that players often ask to be added into the game: replays and module depot. What is being done? At the moment, we have added a “technical” version of replays into the game. What needs to be done? Implement the replay functionality at a proper level of quality. We have already started working on this. We need to allow players to manage their upgrades. Achieving this by adding a depot or by another more convenient feature, that is the question.
有两个玩家一直很想加入游戏内的东西:录像回放,模块仓库。我们都做了些什么?现在的话已经把一个“技术验证”版的录像功能加进了游戏当中。还需要做的?就是把这套系统提升到一个可以用的质量上。我们已经开始弄这个东西了。还有就是我们要让玩家能够管理他们的升级品,无论是通过加入仓库还是其他便利的功能来达成这一点。


Team communication
队伍中的交流

There have been a lot of requests for better team communication tools. What have we done? We have added quick chat commands, and voice chat in the latest update. What needs to be done? We need to improve and expand communication functionalities while taking your feedback into account.
一直有玩家的呼声,让我们弄更好的交流工具。我们都做了些什么?我们加入了快速喊话,在最新的补丁中还加入了语音聊天。那还需要做什么?需要进一步的改进并且扩张交流系统的实用性,同时还要考虑到玩家的各种反馈意见。


Teamkillers
TK玩家

There were a lot of complaints about teamkills and that the current system do not work. How it was. For quite a long time, players could teamkill extensively (they had to sink three or four teammates or deal an extremely high amount of damage to them) before the mirrored damage system would kick in.
曾经有许多关于TK的抱怨,以及当前这套系统不管用的声音。很长时间以来,玩家可以使劲TK(要弄死三~四个队友,或者是造成很高的伤害)才会让伤害反射系统启动。

What has changed? Now, the mirrored damage system kicks in nearly instantaneously – after a players sinks his first teammate or if he inflicts a low amount of damage. Moreover, teamkillers receive x10 mirrored damage and only inflicts 10% damage against teammates (those numbers are not entirely accurate, unfortunately, since I do not have all the data before me but they are about right). That means that teamkillers become nearly instantaneously harmless to their teammates.
那我们做了些什么改动?现在的话反射系统几乎是瞬间就会启动—在玩家击杀了第一个队友,或者是造成了少量的伤害以后。而且现在TK玩家会受到10倍的反射伤害,而对队友造成的伤害会降低到10%(数字记不清了)。这意味着TK玩家对于整个队伍的威胁直接降到了最低。

What still needs to be done? Add an automatic ban to serious offenders. There is already a punishment system but it is operated by hand and only once a week. We would like it to be instantaneous, but, in any case, it is always minus one player for one team, which is bad.
还需要做什么?要做一个针对那些重犯进行的自动封号系统。现在的话的确是有一个惩罚系统,但是每周才跑一次,而且是人工进行的。我们希望这套系统能变成即时的,但是无论怎么说,TK玩家就代表这一队比另一边少了一个人,其实并不是好事。


Bots and AFK players
脚本和挂机玩家

There are some complaints about this issue as well. We already manually punish players that display such anti fair-play behaviour. However, we would like to improve the system, making it faster and automatic.
也有一些关于这方面的抱怨。我们已经手动惩罚了这些没有公平竞争精神的玩家。然而我们想要进一步改进这套系统,让它变成自动的,而且反应速度要更快。


Updates size
补丁大小

Our updates are quite heavy. Taking into account that they are release about every three weeks, many players are starting to get annoyed. We have started to work actively on reducing the size of our updates and hope that in time, it will make the life of our players easier.
我们的补丁还是挺大的。考虑到我们每三个礼拜就要更新一次,许多玩家已经开始有点烦躁了。我们已经开始积极的想办法降低补丁的大小,并且希望在将来让玩家更新的时候好受一点。


Gold and doubloons unification
打通金币

For now, we cannot implement this feature because of technical limitations. However, we believe that we will make some progress in this matter and, hopefully, this year. At the minimum, we would like to give players the possibility to transfer their currencies from one game to another, in the case of players who have stopped playing one of our games and would like to play another one.
现在由于技术上的原因做不到这一点。然而我相信今年我们会在这方面有所进展。起码今年的话,我们想让那些不再玩WG旗下某一个游戏的玩家能够把金币转移到另外一个他们还想玩的游戏里面。


Too few ships and nations
船和国家太少

There are complaints that the game have too few ships and nations. This issue can only be solved slowly. The reason for this is the work needed to create high quality models. Since the release of the game, we have added German and Soviet ships and are about to release German battleships. We will also add British ships this year. We will then gradually add ships we think are interesting to play and beautiful to look at.
一直都有关于游戏内船只和国家太少的抱怨。这个只能慢慢解决。这个问题背后的原因是我们需要创建高质量的模型。自从游戏上线以来,我们实装了德国和苏联船,马上要推出德国的战舰。今年还会加入英国船。之后的话我们会慢慢加入那些我们认为玩起来很有意思,而且看上去也很漂亮的船。


Communication between developers and players
开发团队与玩家之间的交流

和国服没啥关系,略过

First series (2 August).
八月二日QA,第一批

1. The current economy (how credits and xp are earned) encourages passive gameplay for BB’s, especially in Ranked battles where passiveness helps to keep a star on a defeat. Are you happy with this situation?
1. 当前的经济(银币和经验收入)鼓励战舰采取一种被动的游戏方式,尤其是在天梯站中,被动的打可以在打输的情况下保住一颗星。你们对这个情况满意吗?

A. No, we are not, it is not an enjoyable situation. We do not like it as well. That is why in the next few updates we plan to rework the economy system by rewarding more teamplay actions.
答:并不满意。我们并不愿意看到这个情况。这就是为什么我们准备在接下来的几个补丁中对具有团队精神的行为作出奖励。


2. Are there any plans to introduce flags, upgrades or skills that increase radar (duration, distance)?
2. 你们有计划要加入一些可以强化雷达(持续时间,最大范围)的信号旗,插件或者是舰长技能吗?

A. We do not plan to but the idea is interesting. I will send it to my colleagues.
答:没有,但是这想法不错。我跟我的同事讲一声。


3. Will you give players the possibility to add cosmetic decorations on their ships?
3. 以后会不会让玩家自己往船上加一些纯外观性质的装饰品?

A. We are actively examining the topic. We would really like to. We plan to complete work on patch 0.5.11 and then quietly start working on prototypes of decorations.
答:我们在积极的讨论这个话题。我们真的很想做这个东西。我们的计划是在0.5.11的时候完工,然后悄悄的开始弄装饰品的原型。


Second series (2 August).
八月二日QA,第二批

1. Why do CV’s torpedoes not change when going up tiers? After all, DD’s see their torpedoes improve, but not CV’s?
1. 为什么航母的鱼雷不会随着船只等级变化而变化?你看驱逐舰的鱼雷会慢慢的变强,那航母的为啥不变啊?

A. Because CV progressions is about planes, in this case TB’s that carry torpedoes to their objective. They become faster and stronger. If their torpedoes characteristics improved as well, they would create an absolute hell.
答:因为航母的升级其实是和飞机有关的,而鱼雷其实是由舰攻挂着带出去的。是舰攻飞得更快,变得更强。如果鱼雷的相关属性也有强化的话,那真的是要完蛋了。


2. Why is Tirpitz’s secondary batteries range only 4.5 km and Scharnhorst’s, 5 km? (and other tier 7-8 BB’s, 5 km as well).
2. 为什么提尔皮兹的副炮射程只有4.5km,而沙恩霍斯特的是5km?(其他7~8级的BB的副炮射程都是5km)

A. For balancing reasons. You have not seen Bismarck’s secondaries yet.
答:平衡方面的原因。你还没看见俾斯麦的副炮呢。


Third series (2 August).
八月二日,第三批


1. Do you plan to add the fire resistance to ships info cards?
1. 你们有计划在母港的船只信息卡上加入点火抗性的数据吗?

A. It is planned, yes. I very much hope we can add this useful improvement into one of the updates.
答:是,的确是有计划。我们希望在接下来的某个补丁中加入这个对玩家很有用的信息。


2. I saw on the forums that British cruisers are coming this year. I take this opportunity to ask you if, per chance, you haven’t discussed about adding HMS Ulysses? Is there any hope?
2. 我之前在论坛上看见说今年会出英国巡洋舰。趁这个机会我问一下,你们有没有曾经讨论过英国的尤利西斯号?这船有希望出吗?

A. Was it you who told me about Ulysses quite some time ago? Thank you very much since it motivated me to read that wonderful book.
答:之前是不是你跟我讲这艘船的?谢谢你让我有了动力去读了这么一本很好的书。
译注:有一本同名小说叫HMS Ulysses,国内译为《唯一的幸存者》,台版则译为《铁血军魂》

We discussed this question with my colleagues. They like the idea in principle but it will be not subject to a fast development. We will tray to find a way to make it work. There is hope, even though it is small.
这个问题我和同事讨论过,他们的确是喜欢这个想法,但是开发的速度可能不会很快。我们会想办法弄的。这船肯定是有希望出,但是希望不大。


3. How many Super league battles (Rank 1, tier 10 battles) were fought during last season?
3. 全明星赛(天梯1级,10级船限定)在上个赛季一共打了几场?

A. Only few dozens on the RU server.
答:毛服上就几十场。

The experiment paid off: we will not bring the Super league in its current form. It will come back in another form, we will try to make it more popular.
实验的确是有成效的:全明星赛的模式肯定还得改。以后会以另一种形式回归的。我们会试图让这个模式变得更加具有人气。


4. You have already released and will release tier 6-7 premium BB’s from the British, USA, German and France nations. Couldn’t you think about adding a tier 6-7 premium soviet BB before the end of this year?
你们之前已经实装,并且接下来还会继续实装英国,美国,德国和法国的6~7级金币战舰。你们有想法要在年内实装6~7级的金币苏联战舰吗?

A. Before the end of the year, unlikely, but, generally speaking, it is planned.
答:年内的话估计是不行了,但是肯定是会出。


Fourth series (3 August).
八月三日,第四批QA


1. Do you plan to change cyclones in the near future?
1. 近期有计划对飓风进行改动吗?

A. Cyclones will be improved and further developed. You can expect a small set of changes as soon as patch 0.5.10.
答:会继续增强并且开发飓风这套系统。最早可以在0.5.10的时候看到一小批改动。


2. Regarding invis-fire, do developers think this kind of mechanics is adequate in a game about warships from the first half of the 20th century? If not, can you share some info on what you plan to change?
2. 关于隐身炮,开发团队认为这种机制对于20世纪前半的战舰来说合适吗?如果觉得不合适的话,请说说你们要怎么改好吗?

A. Yes, such mechanic has its place in a game about warships. It became more easy to do since improvements were made to the minimap. But generally speaking, it is a useful feature.
答:是,这种机制在一个关于战舰的游戏中的确是占有一席之地。而且现在要搞起来也变简单了,因为我们对小地图做了改动。但是总的来说,这是个很有用的机制。

On the other hand, we are not happy with the state of certain ships. For example, there may be changes coming to Zao and other high-tier cruisers. Some of them needs some improvements, others are just too strong.
另一方面,我们对于现在部分船只所处的状况不是很满意。举个栗子,我们可能会对藏王和其他高阶巡洋舰做出改动。部分船只需要加强,而另一些船太强了。


3. [Question about spotting, tanking, etc.]
3. [一个关于点亮,抗伤害的问题]

A. We are currently working on earnings for spotting, damage done to spotted ships and tanking, it is planned to be available in one of the next few updates.
答:现在在弄点亮的奖励,对点亮船只造成的伤害以及抗伤害的奖励。计划是在接下来的某个补丁中就实装相关机制。

Moreover, in patch 0.5.10, you will already be able to see those figures in your statistics.
而且在0.5.10中就可以在你的数据中看到这些项目了。


4. Do you plan to make that torpedoes have a chance to bounce off the armour, just like it is the case with shells?
4. 你们有计划给鱼雷加入一个可能会从装甲上弹开的几率吗?就像炮弹那种?

A. Technically speaking, it could be done, but such mechanic is not needed in the game for now.
答:严格意义上来说是能做到的,但是现在游戏中并不需要这种机制。


5. Since CV’s dominated high-tier games, you decided to limit their numbers to one per team. However, you didn’t touch the limit set for tier 3-5, where ships have practically no AA to speak of. This also raises the entry level for BB’s, who are rusty buckets at lower-tiers and just food for CV’s.
5. 鉴于现在是航母掌控着高阶战斗,你们决定要限制每队中航母的数量。然而你们没有对3~5级的航母数量进行限制,而3~5级船基本是没有防空这种东西的。这也拉高了BB的入门门槛,因为低级的战舰对于航母来说就是一款大肉。

What do you think about CV’s at tier 3-5, about the AA ships have at those tiers when facing two CV’s, and about the high entry level for BB’s in general?
你们对于3~5级的航母怎么看,关于在这些等级上的船面对两艘航母又怎么看,还有关于战舰的入门门槛的看法。

A. We are aware of both problems you speak of (CV’s at low tiers and BB’s at lower tiers). We will take measures to fix them. Regarding CV’s, limiting their numbers will not necessarily help. The limit we set for high tiers was done so as to not have CV’s of different tiers fighting each other. The fact that it also helped other classes is an additional benefit. However, we would still like a better distribution of CV’s across battles. Generally speaking, I mean.
答:你说的这俩问题我们都知道(低级的航母和低级的战舰)。我们会进行修复的。关于航母的话,限制数量其实并不能改变什么。我们对高阶战斗中的航母数量进行限制的原因是为了不让不同等级的航母互相打而设置的。至于这么一改导致其他船型收益完全是锦上添花。然而我们也想看到航母在各种战斗中都有出场的机会。

Regarding BB’s, first and foremost, the problem arises because new players are confronted with the controversial comfort of tier 3-4 battles. Especially when it comes to the shooting. We are not just thinking about these issues, but working on concrete solutions. It is important to remember that these issues cannot be easily solved by, for example, adding +20% to a characteristic. In this case, we need to tread carefully.
关于战舰的话,最首要的问题是新玩家在3~4级的战斗中玩的并不开心,尤其是炮击这个问题。我们并不只是在考虑这些问题,而是在想办法彻底解决它。请记住这些问题没办法通过给某个参数乘以一个1.2就能解决。我们要慎重的对待这个问题。

Latest Q&A (4 August).
八月四日,最新的QA

1. Lately, it is not rare to see team compositions such as this:
1. 最近的话这种队伍配置很常见:

1-2 CV

4-5 BB

1-3 CA/CL

3-5 DD

Are you happy with such differences between classes? Can we expect any buffs to cruisers?
你们对于这种船型间的差异感到满意吗?巡洋舰会被Buff吗?

A. Well, this is not entirely the real tendency. However, it is true that BB’s have become more popular lately.
答:你这个其实并不是真正的队伍配置的走向。然而BB们最近变得活跃了倒是真的。

It is also true that certain cruisers need some balance tweaks. Although I cannot share any details, they are planned for the next few updates, that is, after 0.5.10 though.
部分巡洋舰的确是需要平衡上的调整。这个问题会在0.5.10之后的几个补丁中就会进行修复,但是我没办法透露太多细节。


2. Do you plan to add new alternative branches to already fully released trees, such as different types of IJN DD’s or BBV’s?
2. 你们有计划对那些已经彻底搞好了的科技树啊加入第二条线吗,比如不同种类的日本驱逐舰或者是航战?

A. We have plans for several alternative branches. This way there still will be more diversity for certain nations/classes.
答:有这么做的计划。这样的话可以给部分国家/船型带来很多的多样性。


3. Is it true that developers have abandonned the concept of rock-paper-scissors?
3. 开发团队是真的放弃了船型之间相生相克的这个概念吗?

A. As I have already written more than once, we have not abandoned the concept, even though it is not 100% followed. If we followed it to the letter, for example, rock would always beat scissors, without compromises. However, in the game, a BB can stand up to a DD, a DD to a cruiser and a cruiser to a BB. Even if it is quite hard. So, when we are talking about this concept, we are not talking about applying it to the letter, but more like which class is at an advantage against another one.
答:这个问题回答过很多次了,没有,但是并不是所有时候都遵循这个概念了。如果我们真的抠字眼的话,比如被克的永远会被克到死,没有还手的机会。然而在游戏中,BB是可以打掉DD的,而DD也可以打巡洋舰,巡洋舰也可以打BB。尽管做起来很难,但是是有可能的。所以当我们在讨论到这个概念的时候,我们并不是说把这东西做死了,而只是做成部分船型在面对另一种船型的时候有优势而已。

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