【WOWS Q&A】2016/09/08

Source:https://thearmoredpatrol.com/2016/09/08/wows-qa-8th-september-2016/
来源↗

Thanks to Babykim, EU.
感谢欧服的Babykim。

The Q&A by Vessery dated September 5
Vessery在9月5日回答的QA

Q: Several patches ago, the Hatsuharu and the Kagero got Torpedo Reload Booster consumable instead of Smoke, whereas the Yubari and the Iwaki Alpha go the Aiming System Modification 0. Do you plan adding new and unique consumables and upgrades?
问:几个补丁之前,初春和阳炎有了鱼雷加速装填这个消耗品,而夕张和岩木A获得了瞄准系统修改型0。你们有计划加入更多独特的消耗品和插件吗?

A: Yes, but do not expect each new premium ship to have new and unique options.
答:有,但是别指望每艘新的金币船都有这些特殊的新东西。

Q: Rumors say that the Kitakami might never come back.
问:有谣言说北上再也不会回归了

A: We currently do not any plans for this ship.
答:现在的话对于这艘船没有任何计划。

Q: Did armor penetration of the Tirpitz guns have changed with the introduction of the German battleships.
问:提尔皮兹主炮的穿深在德国战列舰加入以后有变化吗?

A: Yes. The armor penetration of the 380 mm Spr.gr. L/4.6HE shell has been increased from 64 to 95mm.
答:有。380mm Spr.gr. L/4.6这个HE弹的穿深从64mm上升到了95mm。

Q: Ramming damage is the same no matter if you collide head-on or scrape the enemy.
问:现在无论是对头撞还是稍微蹭一下敌人的话,撞击伤害都是一样多的。

A: We have greatly simplified damage model for ramming because ramming is a rare event, and because it is quite difficult to implement a detailed damage model. Currently, the damage model only accounts for the speeds and the hit points of the ships.
答:我们大幅度的简化了撞击的伤害模型,因为撞击这件事发生的可能性很小,而且想弄一个细致的伤害模型也很难。现在的话撞击伤害只会考虑到船只的速度和血量。

Q: Do you plan to limit the number of torpedoes carried by the destroyers.
问:有计划对驱逐舰们所能携带的鱼雷数量做出限制吗。

A: No.
答:没有。

Q: What does the queue length on the loading screen of a game tell you?
问:载入画面上的那个队列长度意味着什么?

A: It tells you the number of players in the queue that have tiers comparable to yours. For example, you have a tier 10 ship, then it is the number of players with tier 8,9,10 ships in the queue.
答:那个数字指的是在队列中和你的船只等级可以进行比较的玩家数量。举个栗子,你开的是10级船,那么那个数字就代表的是队列中8,9和10级的船。

Q:  In this game, you are trying to balance things which cannot be balanced from a logical and a historical point of view. For example, a destroyer should be able to fight battleships, which is absurd. Hence, the torpedo soups and the HE spam. Would it not be better to get rid of destroyers at higher tiers by replacing them with light cruisers.
问:在游戏中,你们在试图平衡一些无法从逻辑和历史角度上平衡的东西。举个栗子,你们认为驱逐舰可以对抗战列舰,而这个观点很傻逼。于是就出现了鱼雷汤和HE弹洗加班的情况。我觉得在高阶战斗中把驱逐舰弄掉,全部换成轻巡会好一些。

A: No. We want all types of ships present at all tiers bar tier 1-3, and for all types to be competitive. Therefore we make concessions in realism in favor of gameplay and balance.
答:不。我们想让全部的船型出现在除了1~3级战斗之外的其他级别的战斗中,而且还想让所有船型都具有竞争力。于是我们就在真实性上做出了让步,而转去支持游戏体验和平衡。

Q: Do you plan changes to the economy?
问:有计划对经济做出改动吗?

A: Yes. For example, we plan awarding credits for spotting and tanking damage.
答:有啊,比如我们会对点亮以及抗伤害做出银币奖励。

Interesting information from Malik on the average sales per player in different regions, taken from a recent new digest by getfun:
Getfun的摘要中出现了一段由Malik公布的不同地区玩家的平均花销的数据:

https://www.youtube….h?v=hdf-vgmH2Ww

Take an average amount of money spent by a RU player over a given period of time.
设在某时段内,毛服玩家在游戏上的平均开销为1的话

Then,
那么,

an average Asian player spends 3.4 times this amount (an average Chinese player 3.3).
一名亚服玩家的平均花销是该数字的3.4呗(而国服玩家是3.3倍)

an average EU players spends 5 times this amount
欧服玩家平均是5倍

an average US player spends 7 times this amount.
美服玩家则是7倍。

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