【WOWS Q&A】2017/01/29

Source:https://thearmoredpatrol.com/2017/01/29/wows-qa-29th-january-2017/
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Thanks to Babykim, EU
感谢欧服的Babykim

Q&A from RU dated January 27
毛服日期为1月27日的QA

Q: When will same keys activate same consumables on every ship?
问:什么时候才能把每艘船上启用同样一个消耗品的按键改成一样的?

A: This year will plan adding the option of mapping keys individually.
答:今年有计划加入单独分配按键的功能

Q: It is unfair to nerf catapult fighters on battleships (90 seconds), but not on cruisers (360 seconds).
问:你们只削弱了战舰的水上战斗机(60秒),而不去削弱巡洋舰的(360秒),这不公平。

A: This is not an issue of fairness. This change in 0.6.0 was intended to balance ship classes. We needed to weaken the plane on battleships, but not on cruisers.
问:这不是公不公平的问题。0.6.0的这个改动是为了平衡舰种才做出的。我们需要削弱战舰上的战斗机,而不是需要削弱巡洋舰的。

Q: Will you increase the skill point cap for commanders (currently 19)?
问:会提高舰长技能点的上限吗(现在是19点)?

A: Not in the near future. The cap precludes well-rounded, universal commander builds, retaining a degree of variation.
答:近期是不会了。只有19点的话就可以防止那些通用的多面手舰长出现,给舰长这个系统保留了一些多样性。

Q: Do developers realize that players do not like high tier battles? Maps too large, distances too large, planes too fast, guns too powerful, etc. Do you plan changes to high tier gameplay?
问:开发团队有没有意识到玩家们并不喜欢高阶战斗?地图太大,距离太远,飞机太快,主炮太强力之类的。你们有没有对高阶的游戏体验做出更改的计划?

A: The server statistics shows a steady increase in the number of high tier battles. Wether it is the long-awaited Yamato, or the tension of high tier matches, or the realization of a unique potential in each ship, we cannot say that high tiers are unpopular in general.
问:服务器数据显示高阶战斗的数量一直在稳定的增加。无论是肝了一辈子终于打出来的大和,还是高阶战斗的紧迫感,亦或是了解到每艘船独特的潜力,高阶战斗在某些方面还是很有人气的。

We understand that the game meta changes as the player climbs the tiers, and we do not see anything wrong with some players enjoying tiers V-VII more than tiers VIII-X. It is a personal preference.
我们也知道,游戏的生态圈会随着玩家船只等级的上升而变化,而我们也不认为那些比起8~10级更喜欢5~8级战斗的玩家有什么问题。这都是个人偏差而已。

Finally, the economy of high tiers is becoming more enjoyable not only due to changes in earnings and repair bills, but also due to containers and other sources of earnings that help adapting to high tiers by confering various bonuses.
而且现在高阶战斗的经济也由于收益和修理费的调整以及开箱和其他各种收益变得也比以前好多了。

Q: Do you plan changing the animations of sinking ships? All ships sink slowly till they explode, which looks a bit cheap for an otherwise great looking game. When will ships heel in battle (without affecting gameplay)? These changes would improve the show.
问:你们有计划对沉船的动画做出改动吗?现在所有的船在沉没的时候都是慢慢沉下去,然后就爆了。怎么说呢,游戏的其他方面都不错,就这方面看起来很不好。以后船只会不会在战斗中倾斜(但是不会对游戏体验造成影响)?这些改动都会对视觉效果有很大的提升。

A: This year we plan to release a version in which all game effects will be reworked, not only the sinking animations. The heel is already in the game, but we do not see how to further increase it without affecting ship performance.
答:今年的话我们有计划要放出一个重制游戏内所有特效的版本,不仅仅是沉船效果。倾斜的话游戏里面已经有了,但是我们一直找不到能够加大倾斜力度还不影响船只性能的办法。

Q: The permanent camouflage of tier X ships confers a 100 percent experience bonus that is quite useless. Change the bonus to free experience or commander experience would make this expensive upgrade (5k doubloons) more useful.
问:10级船的金币永久迷彩会提供一个没什么屁用的100%经验加成。能不能把这个加成改成什么全局加成或者是舰长经验加成,让这个昂贵的升级(5000金币)更加有用一点。

A: The experience is not entirely useless on tier X, as it is the basis for computing the free experience or commander experience. Moreover, the bonus allows obtaining containers and finishing tasks that require experience faster.
答:这经验在10级并不是一点屁用没有的,因为经验在10级的时候是作为计算全局或者舰长经验的技术。而且这个涂装的奖励经验在你要打箱子或者是做任务的时候会让你做起来更快一些。

Q: When do you plan adding new game modes? The random battles are getting a bit boring; most players wait for ranked battles. Even online poker has seven game modes, yet ships have essentially only one, not counting the co-op.
问:什么时候加入新的游戏模式?随机战斗现在有点无聊了,大部分玩家都开始等天梯战了。你看,线上赌场还有七种游戏模式呢,战舰世界还只有一种,如果抛开人机不谈的话。

A: We have two directions: the PvE and the PvP. Therein we have the co-op, random, ranked and team battles. Each of these for types has several game modes, such as Standard Battle, Domination, Epicenter, etc. On top of this we have unique game modes in special events, such as Bathtub and Halloween.
答:我们有两种方向:PVE和PVP。所以现在有人机,随机战斗,天梯和组队战。每一种斗模式下面还有更加细化的模式,比如标准,夺旗和震中等等。除此之外还有一些特殊的模式,比如澡盆和万圣节这些。

We are currently developing the PvE component by trying to maximize the variety of plays by offering different game modes. Additionally, we plan further developing the PvP component, and would be happy to share our plans with you in due time.
我们现在在通过提供多种游戏模式的方式来最大化PVE部分的游戏体验。另外,我们也有计划要进一步对PVP进行开发,这就等到时机成熟了再说吧。

Q: Can you make the catapult fighter on battleships more aggressive to offset the shorted duration of 90 seconds?
问:能不能把战舰的水上战斗机改的更加具有进攻型一点以补偿这90秒的使用时间?

A: The catapult fighter is working as intended, and we do not plan changing this in the near future.
答:水上战斗机现在工作正常,我们也没计划在近期进行改动。

Q: When will you get rid of the need to grind identical modules for different ships, for example top torpedoes on the IJN Ibuki and Kagero, requiring an additional 20k of experience.
问:什么时候能解决在不同的船上需要解锁同一个模块的这个设定,比如说伊吹和阳炎的顶级鱼雷,都需要两万的经验才能够解锁。

A: Most of the modules in the game are unique to a ship, but sometimes the same type is used on several ships. The game economy already accounts for this. If the top torpedoes were available at the onset, then we would need to increase the cost of the hull accordingly.
答:游戏中的大部分模块都是船只特有的,但是有的时候某个模块会在很多船上被使用。游戏的经济系统已经考虑到了这一点。如果我们可以让顶级鱼雷在一开始就能用的话,那我们需要相应的去增加船体的经验需求才行。

Q: Can you change the team killer pink to any other color? I am colorblind and have difficulties telling the color.
问:能把TK的队友颜色从粉色换成别的颜色吗?我是色盲,看起这颜色很吃力。

A: You can use the Color Blindness Filter in the game graphics options. If you are still having difficulties telling team killers and enemies apart, note that allies direction is always shown left to right, whereas the enemy icons are oriented right to left.
答:可以启用游戏里的色盲滤镜。如果还是难以分辨的话,请记住队友的船只图标一直是从左往右的,而敌人的是从右往左。

Q: Do you plan compensating the top players on the losing team? I suggest giving the top two players of the losing team the bonus for winning, whereas the bottom two of the winning team should not be awarder the bonus for winning.
问:有没有计划对战败队伍的前几名进行补偿?我建议给战败队的前两名玩家的收益提高到战胜的水平,而战胜队的垫底两名玩家就不会收到战胜的奖励。

A: We do not plan such changes in the near future. The player already receives the same amount of credits no matter if his team wins or loses. To get more experience you need to carry the game. There are battles in which a player carries hard, earns many achievements, but the game turns a loss. Because of that we plan additional awards for individual achievements.
答:近期没计划要这么改。玩家现在的银币收益已经和战胜/败不挂钩了。至于经验收益要提高的话就只能Carry全场了。现在的确有那些玩家强力Carry,拿了很多成就但是依然战败的事情发生。所以我们的计划是给单独的成就加上一些额外的奖励。

Q: Will you add a timer for smoke?
问:什么时候给烟雾加上一个计时器?

A: The smoke timer is planned for this year.
答:计划是年内就弄。

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