Source:https://thearmoredpatrol.com/2016/10/13/wows-qa-13th-october-2016/#more-34723
来源↗
Thanks to Babykim, EU
感谢欧服的Babykim
Q&A from RU dated Friday, 7 Oktober
毛服10月7日的QA
Source: http://worldofwarshi…question_dev_1/
Q: Will you limit the number of DDs to at least to 3 per side? The new economy rewards aggressive play, which is difficult with so many DDs around.
问:你们会把驱逐舰的数量限制到每边三艘吗?新的经济系统是鼓励进攻的,而每边DD这么多大家又不好进攻。
A: No.
答:不会。
1. Doing this will increase the average waiting time – a serious problem since nobody likes waiting.
1. 这么做的话会导致平均等待时间的上升—这个问题其实很严重,因为没有人喜欢排队。
2. Even if we assume that most players would wait, the excess destroyers will form a snowball that would lead to battles with incomplete teams, which is also bad.
2. 就算我们假设大多数玩家都愿意老老实实的去等,多出来这么多驱逐舰会像滚雪球一样越滚越大,然后就会导致不完整的队伍出现。而这样也不好。
The destroyers are popular, but so are the battleships. To address the issue we plan to make the cruisers more viable. The aggressive gameplay is still possible, just wait for the destroyers to begin skirmishing before attacking with capital ships.
驱逐舰人气很高,但是战列舰的人气也是很高的。为了解决这个问题,我们决定把巡洋舰弄的更受欢迎一些。这样的话还是可以进攻,你就在和大船一起出击之前等着驱逐舰过来攻击就行了。
Q: Will we able to sell unnecessary modules?
问:以后可以卖掉那些没有用的模块吗?
A: Yes, in a similar way you can sell upgrades. The automatic selling was introduced very early in the project, and appealed to the majority of players. But we understand that the player sometimes would want to sell them individually. We are currently working on this, so stay tuned for announcements.
答:可以,就像卖插件一样。自动出售系统很早就有了,而且很多玩家也接触到了。但是我们理解有的时候玩家想要单独出售这些东西。我们现在正在搞这套东西,请静候佳音。
Q: Will use change the karma system?
问:声望系统会改动吗?
A: The karma system needs an overhaul. We need to review the types of reports and commendations, and to protect against the misuse of reports. We plan to do this in a few versions.
答:声望系统需要重做。我们需要看到称赞和举报的类型,并且要防止瞎举报的情况的出现。我们希望在几个版本之内就能弄好。
Q: The recent patches have been met with criticism by players. Will you take this critique into account?
问:最近的几个补丁在玩家之间风评并不是很好。你们会接受教训吗?
A: The latest changes have been well-received by many players, but we cannot hope to suit all. Some positive changes can be met with criticism initially. We perfectly understand this. The criticism is important to us for obvious reasons. We want the audience to like the game, and would like to know of the problems. On the other hand, there is a difference between strong negative opinion by a relatively small part of the player base and real issues that diminish the enjoyment of all players. The first type of criticism is food for thought, the second type needs to be addressed immediately.
答:大多数玩家还是很喜欢这些改动的,但是也没办法让所有人高兴。部分积极的改动也有可能会受到批判。我们完全理解这个问题。批评对我们来说是至关重要的。我们理想中的玩家群体是喜欢我们的游戏,并且知道问题的所在才行。另一方面,那些只有一小部分人会极端讨厌的东西和会影响到所有玩家游戏体验的问题之间还是有很大的区别的。第一种的出现会引人深思,但是第二种的出现就需要我们立即去解决。
Q: Do you plan to add the ship name to the players nickname in chat.
问:你们打算给聊天中玩家姓名旁边加上船名吗?
A: We like this idea and plan something like this in the future. The challenge is how to fit the text in the chat window.
答:这个想法不错,未来可能会有类似于这样的东西。但是问题在于怎么把那么多文字塞在聊天框里。
Q: When a manually focused plane becomes unspotted, I need to reset the focus, whereas focus on a ship will remain after the target becomes spotted again.
问:在防空炮手动集火的飞机目标消失之后,我需要重新再选定一次目标,而锁定一艘船以后如果船只消失再出现的话就没有这个问题。
A: This mechanic was introduced very early in the project, but keeping focus sounds reasonable. We will think about the issue.
答:这个机制是在游戏的很早期就加入游戏的了,但是把锁定目标保留听上去好像合情合理。我们会考虑这个问题的。
Q: Is it possible to display the wrecks of sunk ships, depending on the depth?
问:有没有可能根据水深来显示沉掉的船只的残骸?
A: Yes, this is possible and would undoubtedly improve the visuals. The problem is that ship wracks as obstacles would increase the server load. Solving this is possible but not a priority in view of more pertinent issues. We are not working on it at the moment.
答:可以做到,而且肯定在视觉效果上很惊人。然而问题是作为障碍物的存在的沉船会增加服务器的荷载。解决这个问题也是可能的,但是现在由于有其他问题的存在所以并不是优先事项。我们现在暂时没有考虑要这么搞。
Q: Will the German pocket battleships appear in the game?
问:德国的口袋战舰会出现在游戏中吗?
A: Possibly. They are not in the game yet because it is difficult to balance them. They were designed for raiding, and have smaller caliber guns than most battleships and rather cruiser-like armor. They will appear when we find their niche in the game.
答:有可能。现在没有出现在游戏中的原因是平衡起来太难了。它们本身设计是突袭用的,而且主炮口径相对于一般战列舰来说要更小。等我们找到适合它们的位置的时候会加入游戏的。
Q: Could we use free XP on captain?
问:就不能在舰长身上用全局经验吗?
A: We are considering this possibility among other changes to the skill progression. In addition to using free XP, we would like to change a number of skills whose value is dubious, increase the variability of choices, and lift the 18 (for some players 19) point cap. The new design is already finalized and the changes will appear in one of the next versions. Wait for announcements.
答:我们在准备对整个技能的获取进行调整的时候考虑到了这个。除了使用全局经验之外,我们还打算调整一部分没什么用的技能,增加玩家选择的多样性,并且提高舰长技能点数的上限。新的设计已经收尾了,并且会在接下来的某个版本中实装。请等待我们的公告。
Q: When will Russian battleships appear in the game?
问:苏联战列舰什么时候才会出现在游戏内?
A: Although we cannot announce a new tree here, we will not deny working on them either. The tree would look quite viable and interesting, provided it includes a high number of unreleased projects. But this is distant future. The RN cruisers and the new IJN destroyers are next.
答:虽然说我们在QA中没办法宣布任何新线,我们也不能对新线进行否认。苏联战列舰线看起来很有意思,尤其是线中包括了许多从来没有公开过的计划。然而这个要等很久以后才会有了。我们接下来要出的是英巡和日驱。
Q: Please tell us about the clans.
问:说说军团的事情吧。
A: We welcome the clans, and understand the desire of players to form clans for a shared gaming experience. We plan introducing clans in four stages, the work on the first stage is nearing completion, whereas the other three stages are at various stages of completion. The new content that will be sequentially added at each stages can be described as “basic”, “casual”, “medium” and “hardcore”.
答:我们欢迎军团这个概念,并且理解玩家想要组建军团的想法。我们计划是通过四个步骤来加入军团。第一步已经快完事了,剩下三个步骤的完成率还各不相同。这四个阶段分别叫做“基础”,“休闲”,“中等”和“核心向”,而且每个阶段都会有新的内容。
Stage 1: The possibility of forming a clan and recognizing clan members in game.
第一阶段:可以在游戏内组建军团,并且可以辨别玩家是否属于军团
Stage 2: Introducing motivation to enter a clan by adding new game content. This would still appeal to causal gamers, who will find participating attractive but without the level of competition what would require discipline and training.
第二阶段:通过加入新的游戏内容来刺激玩家加入军团。这样做会吸引那些休闲玩家,就是他们觉得很有兴趣参与到其中,而且并不需要过多的训练和竞争。
Stage 3: Introducing “medium” level content will be added, that would require a higher level of clan organization.
第三阶段:会加入“中等”的内容,会需求更高等级的军团管理。
Stage 4: Introducing “hardcore” level content that will benefit well-organized and strong clans, similar to the content in WoT.
第四阶段:加入“核心向”玩家的内容,就只会对那些管理有序和很强大的军团才会有益的内容,和WOT的差不多。
These changes are scheduled for the end of 2016 and the whole of 2017.
以上这些改动是准备在2016年年末开始,并且贯穿整个2017年。
Q: With each release, the ships become more the same. A kind of undistinguishable grey mass. Will you make ships of different nations sufficiently distinct, perhaps by adding nation-specific consumables? What are you ideas on personalizing ships?
问:每次有什么新补丁的时候,船就开始变的差不多了。就像是一坨灰色的东西一样。你们有没有考虑把船只区分的更加明显一些,比如说国家限定的消耗品之类的?你们对于自定义船只又有什么看法?
A: We do not share you impression of a “grey mass”. For example, the qualities of German battleships make them excellent brawlers. The forthcoming RN cruisers will not be bland either. Many existing ships have distinguishable national traits, and we plan to continue this tradition. Concerning consumables, we want to improve the general variability for all nations rather than giving nation-spefic options, although such options already exist and cannot be completely excluded in the future. The US battleships have a unique upgrade, as do the IJN Iwaki and Yubari. The high tier German battleships have Hydroacoustic Search. The RN cruisers will not have Defensive AA fire.
答:我们并没有这种“一坨灰色的”感觉。我举个栗子,德国战列舰的各种属性让它们打近战就很厉害。而接下来要出的英巡也不会很无聊。现在很多的船只都有着一定的国家特色,我们的计划是把这个传统继续延伸下去。关于消耗品的话,我们想要强化所有国家都可以选用的消耗品的可选性,而不是说搞出国家特色的消耗品,但是这个想法现在已经有了,我们也不能说未来就一定不会出。美国的战舰有特殊的模块,夕张和岩木也有。高阶德战有水听。英巡就没有防空消耗品。
Q: Do you plan to change the way AA works? At the moment, the AA of ships in close proximity does no multiply, with little incentives for team play.
问:你们有计划要改动防空相关的东西吗?现在的话船只的防空大概算一下就知道并不是乘算的,所以也没什么人原因进行团队合作。
A: We do not plan such changes. We are working on other AA-related issues that pertain to low tier games, with many unexperienced players and ships with weak AA. A solution is forthcoming. Overall, we see the AA mechanics as adequate, but cannot exclude changes in the future, including buffing the ships with weak AA.
答:没有。我们现在正在搞低级船的防空方面的问题,因为许多新人玩家的船只的防空很差。我们就快要弄出一套解决办法了。我们认为现在的AA机制已经可以了,但是我们并不排除以后做出改动的可能,包括Buff那些防空很弱的船只。