【WOWS Q&A】2016/10/27

Source:https://thearmoredpatrol.com/2016/10/27/wows-qa-27th-october-2016/
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Q:When are you going to provide a detailed breakdown of how I earned credits in game?
问:你们什么时候能提供一个详尽的游戏内银币收益来源?

Please note the answer “People will try to game the system” does not work. When earning credits and XP is from playing the game right. Those truly “gaming the system” wouldn’t they be the players playing the game the best? (going for objectives, spotting ships, tanking damage, etc). Since that is what you’re trying to encourage players to do, maybe you need to SHOW them that’s what gets them their earning?
对了,跟你们说一下,你们要是说“有人会钻系统的漏洞”我可不接受。你看,好好打游戏才有经验和银币拿。那些真正在“钻系统漏洞”的玩家难道不就是那些玩游戏玩的最好的玩家吗?(去实施目标,去点亮,去抗伤害)之类的。鉴于以上这些是你们一直想让玩家去做的事情,你们是不是要表现一下他们从中都能获得什么?

In line this question – How much do we actually earn on potential damage and spotting damage as well as capping? As It appears like at least potential damage and spotting damage dont’ do anything??
还有另外一个和它差不多的问题—点亮,抗伤害和占领区域到底能获得多少银币/经验?好像抗伤害和点亮现在没什么屁用啊?

I get this impression because if I division up with some buddies we puzzle over how one person earned more over another. It used to be NO QUESTION that if I capped, or if I did lots of damage, I know I was going to earn a lot. Now it feels like a total crap shoot, unless I did everything (earning 100K + on a ship with kraken confed, high cal etc).
我之所以会这么认为是如果我和朋友组队,我们对于到底谁赚得多一直有些疑问。以前的话如果是我占点了,或者是我打了很多伤害,那么我这一把就能赚很多钱。现在的话感觉像是随机的一样,除非我什么都干了(全面打击,重创,海怪的情况下能赚10万多)

A: In short, anything that earns you ribbon, get you rewards but your question is more about the breakdown between the actions. We detailed some of the additional changes we did recent in our econ article for 5.12. Here is a few new things that change how income is earned.
答:简单的说就是任何会使你获得缎带的东西都会有奖励,但是你问的是各个行动背后的收益。我们在0.5.12的经济文章中已经详细的解释过一些东西了。以下是我们对收益方面进行的改动:

Maximum potential damage taken from hits.
最大化了在被打中之后的潜在伤害。

Number of ships, aircraft, and torpedoes detected.
点亮的船只,飞机和鱼雷数量

Amount of damage dealt to targets detected by player.
对玩家所点亮的目标所造成的伤害

These are in addition to the ways you earn credits already, Capturing a Point and Dealing Damage
这些是除了当前已经可以获取银币手段之外额外的获取防止,包括占点和造成伤害之类的。

As for actual numbers for each of these, I’ll have to dig them up. Let me check with the team and see if I get a more detailed breakdown.
至于具体数字我就要再去找找了。等我去跟开发团队说说,看看能不能找到更具体的东西。

“Those truly “gaming the system” wouldn’t they be the players playing the game the best?” Yes. Our game should be balanced so that playing well rewards you the most. Is this always the case? The reality is we would hope so but probably not all the time. Sometimes players can find a way to exploit the economy through some very poor tactics that are not what we want to encourage. In those cases, it is still on us to figure out how to change the incentives so the “proper” play is reward.
>>那些真正在“钻系统漏洞”的玩家难道不就是那些玩游戏玩的最好的玩家吗?
是的,我们的游戏应该是处于一种如果玩得好,奖励就会变多的平衡点上。但是真的一直都是这样吗?现实是我们希望会这样,但是并不是一直会这样。有的时候玩家可以通过一套很破烂的,而且是我们所不推荐的战术来利用经济系统的漏洞。在这种情况下还是要靠我们来想办法把系统改动成只有“好好玩游戏”的玩家才会被奖励。

Q: Are there any plans to re-examine the matchmaker changes made earlier this year? Specifically, the issue of Tier 5 and 6 ships being uptiered far more consistently than ships at other tiers.
问:有计划对今年年初做出的MM改动进行再一次的调整吗?尤其是现在5级和6级船见高级船更加频繁这一点。

A: It’s not something specifically we are working on but I believe it’s still an issue for newer folks who get to tier 5 for the first time. Early drop outs are something we are taking a look at closely at (like most video game companies) and these change in the future might impact this problem
答:我们现在并没有在搞这个,但是我相信你所提出的这一点对于那些刚刚到达5级的人来说还是个问题。我们一直在关注那些在游戏早期就退坑(和很多其他游戏公司一样)的情况,而且未来进行的改动可能会对这个问题产生一些影响。

Q: Second, one major issue of modern gaming is the concept of “power creep”, where developers constantly feel the need to make new content better than old content, lest nobody utilize the new content. Does Wargaming have a plan in place to avoid this issue, whether by buffing older content or introducing subpar content?
问:另一个现在很多游戏的主要问题就是“长江后浪推前浪”,就是开发团队一直觉得要把新的内容做的比旧的内容要好,就怕没有人去体验新的内容。那WG有没有要臂铠这个问题的计划,无论是Buff那些旧的内容或者是退出那些并不是很好的新内容?

A: Our idea is to introduce new gameplay and ways to approach the battle. Kind of like side grades instead of straight upgrades. Something like Tone won’t be more powerful (from a stat or gameplay stand point) than the average cruiser but it will hopefully have some new and unique gameplay
答:我们的想法是向游戏加入新的游戏体验,以及新的去战斗的办法。就像是加入更多的可选项,而不是直接推出一个加强版而已。利根这样的东西应该不会比一般的巡洋舰更厉害(无论是从属性或者是游戏体验的角度上来说),但是我们希望她能有一些新的,而且是独特的游戏体验。

Q: Regarding the Arpeggio of Blue Steel content, was there ever a plan in place to “diversify” the content from the tech tree counterparts rather than making them direct clones?
问:关于苍蓝的内容的话,你们曾经有计划要把它们和那些银币科技树中的船“区分”开吗,而不是说直接弄一条一样的船?

A: We have kept them similar mostly because of the the way the non-historical on/off switch works technically but maybe on the future
答:弄的差不多的原因是因为开关非史实内容的实现方式(切换横须贺港口)理论上来说是正常运转中,但是未来也许有可能会吧。

Q: Hyuga’s 1942 refit as a Premium
问:把日向的1942年改修后版本作为金币船推出吧!

A: Cool suggestion. I don’t know much about that ship in particular but I’ll take a look
答:建议不错。这条船我所知甚少,但是我会看看的。

Q:How satisfied is Wargaming with the current implementation of the RN cruisers?
问:WG对于当前的英巡实装感觉有多满意?

From tier 2-5, many players regard RN cruisers as some of the worst ships in the game. They are very very squishy and are generally helpless against BBs. Their AP shells deal pitiful damage to BBs and torpedo attacks are usually suicidal. The RN cruisers are ok against DDs and other cruisers, but they don’t perform much better than other nation’s counterparts.
在2~5级的话,很多玩家认为英巡是游戏中最烂的船。非常非常脆,而且面对BB毫无还手之力。AP弹对BB来说就像挠痒痒,而且鱼雷就算扔出来也是自杀式攻击。英巡在面对DD和其他巡洋舰的时候感觉还行,但是和其他国家的巡洋舰比起来也没什么亮点。

Many players say that the RN line gets much better starting at Fiji, but that doesn’t explain why the low tier CLs feel so painful to play. Especially when 5 BBs per side matches are not uncommon.
许多玩家说英巡线从斐济开始就会变得很好,但是这也并不能解释为什么低等级轻巡玩起来这么蛋疼的问题。尤其是现在每边5个BB的情况也并不是什么罕见状况了。

A:Right now we are still watching the data closely but the higher tier ships seem to be in a fairly balanced place. RN Cruisers were particularly difficult to balance as they are the first full line of Light Cruisers.
答:现在的话我们还在仔细的检测数据,但是高阶船的好像更加平衡一些。英巡平衡起来有难度的原因是因为它们是第一批轻巡。

They are fragile with great RoF and they are a very feast or famine in terms on success. Sometimes you get to the right spot at the right time and its glorious, other times you are really struggling to find a place to make an impact on the map.
不仅很脆,而且射速很高,而且就是属于不成功便成仁的那种船。有的时候必须要在恰当的时间走位到恰当的地点,而结果一定不会让你失望。其他时候就连要在地图上找到一处可以影响战局的地方都很难。

All that to say, we really want to see how these ships perform over time as we know they can be amazing in a right spot but can we learn to find that consistently is the question.
总的来说就是,我们很想看到这些船随着时间的推移,在玩家手中会有什么样的变化,因为我们知道他们如果找到了合适的位置的话就很出色,但是是否能一直找到这么个地点才是问题。

Q:Are there any plans to allow a player to view their spotting and potential damage in battle?
问:有计划能让玩家在战斗中看到自己的点亮和潜在伤害的计划吗?

The information would allow a player to feel engaged even when they’re forced into a more passive role. CVs especially could use the indicators, though they legit need a credit and XP scaling buff more.
这些信息可以让玩家在战斗中就算扮演的是一个相对被动的角色也能感觉到很有动力。这些东西对于航母来说很有用,尽管他们现在更需要的是对经验和银币收益的调整。

A: Thanks for the suggestion. It’s not something we have plans for yet but I like ideas that give players more info on how they are doing. I love seeing that damage counter climb in a battle!
答:感谢你的建议。我们现在虽然没计划这么改,但是我们很喜欢这个可以告诉玩家他们到底在干些什么的信息。我还是很喜欢在战斗中看见伤害往上跳的!

Q: Is the Halloween event a sign that WoWs might finally have an escort/convoy gamemode implemented permanently in the future?
问:这次万圣节活动是不是意味着WOWS终于会在未来实装一个永久的护送模式了?

A: It’s possible, especially for some sort of PvE experience. PvP generally we found turned into a DPS war, boiling the game down to can you deal damage faster than your opponent to the enemy’s convoy since there is very little way to protect your convoy from incoming fire (other than just eliminating all threats)
答:有可能,尤其是拿来PVE的话。我们发现PVP的护送模式最后就变成DPS大赛,变成谁能先拆掉对面的护送目标,因为能够保护我方护送目标的手段太少了(除了干掉所有敌人之外)。

A2: I really like the difficulty level and the multiple objectives. I think we should go even harder though? There are some really fun ideas bouncing around right now for what we can do for PvE/Raid style content and it seems like the reception to this is mostly positive so we shall see…
另一个回答:我很喜欢这个难度设置和多个任务目标的做法。我觉得我们应该再弄难点的就是了。而且现在有很多关于PVE和Raid风格内容的有意思的想法,而且现在看来这个模式的反响大部分是很正面的,所以各位,我们走着瞧吧……

Q:Right now it’s difficult to tell a ship’s main battery firing arcs inside of the game.
问:现在在游戏内想看到主炮的射界是很难的。

Are there any plans to show this information inside of the game, maybe similar to the armor layout viewer?
有计划把这些信息实装进游戏内,就像装甲查看器那样吗?

A: It’s an interesting idea and it would have helped me a few times but it’s not something we have been working on. I’ll pass the suggestion to the team
答:想法不错,而且在很多时候如果真的有这种东西的话就能救我一把了,但是我们现在没有在搞这个东西。我会把这个建议传达给开发团队的。

Q: Can we have team battles back during the ranked offseason soon? Even without any rewards or large scale game outside the individual battles, my group of friends found the battles very fun, and we never had trouble finding a match during peak hours… I’d love it if team battles got some kind of reward structure around them, but quite frankly we’d be pleased as punch just to have them back as they were in the spring.
问:能不能在没有天梯打的时候把组队战加回来?就算没有奖励或者是大规模的竞赛的时候,我的那群朋友觉得组队战也很有意思,而且我们在高峰时段从来就没为匹配而发愁过…如果组队战有些奖励什么的是会很好啦,但是现在我们觉得单单是把组队战加回来我们就很开心了。

A: Team Battles rework has been brought up quite a bit lately and we know its a sore point for folks like us that want to team up with more than 3 people on a regular basis. Rewards definitely needed a rework considering the amount of effort to get a team and the difficulty of the battles. Hopefully we can get something fixed up for Spring but I’m not sure we’ll make it so no promises unfortunately.
答:我们最近一直有提到组队战的重制,我们也知道它对于我们这种喜欢经常和大于3个人一起组队玩的人来说是个很蛋疼的地方。我们的确需要对奖励系统做出以下调整,尤其是考虑到把大家凑在一起和战斗难度的时候就更是如此。我希望我们能够在明年春天的时候就搞定一些问题,但是我也不知道到底能不能赶上档期,所以我也就不做什么保证了。

Q: When can we have RN destroyers? And will HMS Glowworm be a premium ship?
问:啥时候出英驱啊?萤火虫会作为金币船推出吗?

A: In the plans for 2017 but nothing final on dates yet so things may move around HMS Glowworm.
答:计划是2017年出,但是现在还没定下来最终日期,而且萤火虫的话也没定。

Q: Are there currently plans for better replay integration? Record and view within the client without restarting, better camera control, etc.
问:现在有计划对录像系统做出改进吗?可以在不重启客户端的情况下录制并且观看,更好的视角操作之类的。

A: YES! The current system is just a temporary hold over which is why we don’t have it in the game by default. We want a much better replay system that works between patches, doesn’t need to you exit the client, can be shared on social media easily…. the list goes on. Possibly something more web-based might solve many of the issues. We are aware of this one
答:当然有了!现在的录像系统就是随便应付出来的东西,所以也就是为什么我们没有把这项功能正式实装进客户端的原因。我们想创造一个能跨版本使用的录像系统,而且不需要退出客户端,可以在各种社交网站上进行分享…我们的目标很远大。如果是做一个更加依赖于网页端的东西大概可以解决很多问题。

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