Source:https://thearmoredpatrol.com/2016/10/16/wows-qa-16th-october-2016/
来源↗
Thanks to Babykim, EU.
感谢欧服的Babykim
Q&A from RU dated Friday, 14 October
毛服10月14日的QA
Q: Do you plan to display the status of AA and secondaries of a target?
问:你们有计划显示一个目标的AA和副炮属性吗?
A: This information would be of limited use in battle. General information on the AA and secondaries is already available and can be displayed by pressing the H-key in battle.
答:这个信息在战斗中的用处很小。关于AA和副炮的信息在战斗中按H就已经可以显示了。
Q: Do you plan to allow the fighters to continue fighting once the carrier is sunk?
问:你们有计划允许航母的舰战在航母沉没后继续战斗吗?
A: Only if they have been instructed before the loss. We try to strike balance between the realism and gameplay. You should not have an influence on the battle after having lost the ship. Of course, you can sink the enemy by fire or flooding after having died, but these are consequences of your actions while alive. Simply raising the fighters before dying requires no skill.
答:如果是在沉没前就放出指令的话是可以的。我们试图在真实和游戏体验中寻找一个平衡点。你在沉没后应该不会对战斗产生任何影响才对。当然了,你说你死前把敌人打着火或者是进水导致他们死亡那就是另一回事了,但是那些依然也还是你死前进行的一系列行为的结果而已。
Q: Do you plan to improve the cruisers. The popularity of German battleships ensures that we regularly see 5-6 of battleships each game.
问:你们有计划提高巡洋舰的人气吗。现在德国战列舰人气这么高,每盘都能看见5~6个战列舰。
A: We added the Steering Gear Mod 3 in 5.12. We will improve the turret rotation angles of the IJN Mogami and improve the armor of the USS New Orleans in 5.13. The cruisers as a class are still viable and popular. No matter how versatile the German battleships might be, they need cruiser support against determined carrier and destroyer attacks.
答:我们在5.12Y已经实装了转舵系统修改型3.我们会在5.13中增强最上的炮塔旋转角度以及新奥尔良的装甲。巡洋舰作为一个船型还是人气很高,而且具有一定可玩度的。无论德国战列舰有多么万能,她们还是需要巡洋舰的辅助来抵抗航母和驱逐舰的攻击。
Q: Do you work on the optimization of the client. The game regularly crashes on a minimal-requirement computer. High tier games are practically unplayable.
问:你们有计划优化客户端吗。这游戏在一个最低配置的电脑上老是崩溃。高级房基本就玩不了。
A: When discussing minimal requirements, you need to account for other programs that might be running in addition to the game. Even if no other programs are open, the operating system may run resource-intensive processes in the background.
答:你说最低配置的话,你还要考虑到电脑上同时运行的其他东西。就算没有其他程序在运行的话,操作系统本身也有可能在后台运行一些很消耗资源的进程。
The main load comes from special effects. While an intensive battle at tier IV may require more resources than a capping battle at tier VIII, the load increases with the tier on average.
客户端的主要压力来自于各种特效。一场非常激烈的4级战斗需要的资源可能比一场8级的占点战斗要多,当然了,等级越高,荷载也就越大。
We are continuously improving the game by correcting “old mistakes”, and taking care when implementing new features. Port optimization is forthcoming 5.13.
我们一直在通过修正“老错误”的方式来对游戏进行改进,并且在实装新机制的时候解决一些问题。0.5.13会进行母港的优化。
Q: Many battleship players complain about the HE spam. Do you plan any changes in gameplay?
问:很多战舰玩家在抱怨被HE洗甲板的问题。你们有计划对游戏体验做出任何改动吗?
A: The server statistics shows that battleships take most damage from AP. Moreover, most of the damage to the citadel cannot be repaired. Spamming HE from smoke is less attractive now due to quicker reload of the radar consumables. Reducing the HE damage would lead to a “World of Battleships”, which would entail a battleships nerf. If playing the battleships is so uncomfortable, why is this class so popular?
答:服务器数据显示战列舰的伤害来源最大头还是AP弹。而且对核心舱造成的大部分伤害是不可以修复的。躲在烟里面拿HE洗甲板现在搞头不打了,因为雷达的CD变短了。降低HE伤害的话会真的变成“战列舰世界”,这时候我们又要去砍战舰。如果你觉得玩战舰不开心的话,那为什么还有这么多人在玩?
Q: Do you plan adding the information on penetration by round caliber, armor thickness and distance to the game Wiki?
问:你们有计划给游戏的wiki加入在不同距离上,装甲厚度以及需要多大口径才能击穿的数据吗?
A: A good but difficult question. The main problem with such tables is how to visualize the sheer volume of information in them. The mechanic in WoWs is considerable more complex than in WoT. First, there is a drop in penetrating with distance. Second, complex multilayered armor of ships. How to present all the possibilities in a coherent way is currently being discussed. When and how this would be accomplished is still an open question.
答:问得很好,但是做起来很难。最主要的问题是这种表格要怎么样才能把这么多的数据塞进去。WOWS的机制比WOT要复杂很多。首先我们有距离上的穿深衰减。其次我们有船只的多层装甲板。我们现在还在讨论要怎么才能把这些信息给清晰的表达出来。至于这套东西什么时候做好,怎么做,那就要另说了。
Q: When and how extensively do you plan to rework the carrier UI?
问:你们什么时候,而且要在多大程度上重制航母的UI?
A: Definitely not this year. Essentially, the carrier gameplay is a game in a game. The challenge is to make an UI assessable to players of all levels, while ensuring that good players would not be able to destroy an enemy team singlehandedly. Only after this can we introduce new gameplay features. This is a huge chunk of work. This requires conceptualizing, programming, testing, which leads to further programming, testing, etc. All of this parallel to the main schedule. This is why you should not expect significant changes in the near future.
答:今年没戏了。航母的游戏体验其实是在游戏中玩另一种游戏。摆在我们面前的挑战是把这个UI能让所有水平的玩家都能够理解,而且还要保证高玩不会很轻易的就把对面全部杀光。只有在解决了这个问题之后我们才会加入新的游戏体验方面的内容。这是很大的工作量。需要概念化,编程,测试,然后就会有更多的编程和测试。所有这些工作都是平行于我们的主时间表在进行的。所以这也就是为什么你们别想着在近期就能看到什么重大改动的原因。