Source: RU thread
翻译菌爆肝翻译三小时,望各位观众姥爷笑纳。
已修订各类错误。
Hello everyone,
小朋友们大家好
here is a translation (or more like, summary) of the official Russian developer FAQ. This info is official, it’s not my summary of developer post. This FAQ was created by developers themselves. Why EU server has no such thing, I have no idea, but I will be replacing my FTR FAQ with this. Please keep in mind, that this is NOT a regular Q&A, more like a sum of info, but there is some new/less known stuff, so you’d do well to go thru it.
以下这篇文章是历来的毛服Q&A的总集篇。这个是官方的,而不是我自己搞的。这个是那群开发人员自己写的,当然为什么欧服没有,我不知道。请记住,这不是日常的Q&A,而是一个资料的集合,不过多少有些已经公布过的信息,还是推荐大家读一遍。
I will regularily check for updates too.
我也会时常跟踪他们的更新的
Tanks
~坦克部分~
Planned
~计划之内~
– Japanese tier 10 medium will be of the same concept as the Leopard 1
日系10级中坦的制造理念和豹1差不多
– there are few pieces of info on Japanese TD’s, but there’s a chance of such a branch appearing
日系TD可采用的资料有限,不过还是有出现的可能
– second Soviet medium branch will have Object 430 as tier 10, it will most likely not appear in 8.8, because there are still issues with tier 9 vehicle
第二条苏联中坦线的顶级车会是430工程,(这条线)很有可能在8.8不会出现,由于那个9级车的坑迟迟无法填上的问题。
– KV-1S rebalance is not planned for anytime soon – later, it’s possible
最近不会进行对KV-1S的平衡——以后会的,而且很有可能。
– SuperPershing’s properties (armor) will be changed in one of the upcoming patches, after which it will be possible to sell it for gold, there will be a deadline, after which it will be possible to sell it only for credits once again
超潘的属性(装甲)会在可以以原价卖出超潘之后做出改动。而金币卖出这个机制是有时限的——也就是说,你要是不卖,就只好作为银币卖出了……
– 112 is being balanced now, planned for 8.8
112正在平衡中,8.8应该会有
– 2nd German TD line will consist of open-topped Waffentragers with 128mm and 150mm guns on E-100 hull with autoloaders on tier 10, the autoloaders will have 3-6 rounds, the Nashorn will be a part of the branch
第二条德国的TD线的10级车会是带128MM和150MM弹夹炮,用E-100炮塔的敞篷的蝗虫自走炮。弹夹炮能够装填3~6发炮弹,而犀牛式驱逐战车会是新线的一部分。
– Chinese TD branch is being researched by Chinese WG partners, both Chinese arty and TD branch will appear in 2014, as there are few pieces of data on it
天朝的TD线正在由中国的WG合作伙伴们研究,中国火炮和TD都会在2014年出现,因为资料很少。
– there will be at least (!) one more US medium branch
还会有至少(!)一条美国中坦线
– alternative French heavy and medium branches are planned
替代的法国重坦和中坦线正在计划当中
– destroyed tank models are planned for rework
有准备重制被摧毁的坦克模型的计划
– premium Soviet medium tank will be tier 7 T-44 with 85mm gun, every nation will have a premium medium tank
苏联金币中坦会是7级的T-44带85管子,而且每个国家都会有一辆金币中坦
– other nations than Germany will have superheavy tanks
除了德国以外的国家也会有超重型坦克
– Sturmtiger is planned, but won’t come in 2013
突击虎会有,但是2013年年内就别指望了
Not planned
~计划之外~
– second Chinese medium branch is not planned
第二条中国的中坦线不在计划之内
– Type 59 will not return to shops, but it might appear as special prize in contests
外服的59不会拿出来卖了,不过很有可能作为各种竞赛的奖品出现
– developers considered the possibility to convert any tank into a premium tank, but it was decided not to do it, because such a feature could seriously break ingame economy, premium tanks should also have obvious flaws, which normal tanks don’t have
开发人员曾经考虑过要不要做一个把任何车都转变为金币车的选项(银币和经验系数和金币车持平)不过后来还是放弃了,因为会严重影响游戏的经济,但是金币车都有一个银币车所没有的缺点。
– it’s not planned for players to be able to buy two identical tanks at the same time
现在还没有计划可以让玩家买两辆一模一样的车
– at this time, it is not planned to introduce various types of new vehicles and features: repair vehicles, tow trucks, engineering tanks, armored cars and other wheeled vehicles, grenadiers, infantry, anti-tank guns, Katyushas, minefields, mining vehicles, fuel (consumed by moving the tank), modern tanks, flamethrowing tanks and amphibious tanks
现在还没有引入新的车辆种类和车辆机制的计划,例如修理车,牵引车,工程车,装甲汽车和其他的轮式汽车,掷弹兵,步兵团,反坦克枪械,喀秋莎火箭炮,雷区,布雷车,燃料系统(因为车辆移动而减少),现代坦克,喷火坦克和两栖坦克。
– there will be no tier 9/10 premiums and tier 11+ tanks
不会有9/10级的金币车和11级(或以上)的车辆的。
Clans and Clanwars
~战队和领土战~
Planned
~计划之内~
– current tanks, appearing in various campaign modes and also tier 1 vehicles will be used for second Campaign
现在用来打冠军赛的车辆以及一级小车都会在第二次冠军赛中使用
– WoT and other WG project interaction thru CW is planned (for example, “air strike” command consumable, tied to WoWp)
WOT和其他WG游戏的领土战联动在计划之内(举个栗子,消耗品“空袭”,和飞机世界联动)
– new clan functions will be available within the client
新的战队功能将会内置在客户端中
– mine fields will work as clan consumables for clanwars
雷区会作为领土战的消耗品出现
– clan chat messages, showing a player entering/leaving clan, notifications from clan leadership, common clan voicechat channel and many other clan improvements will most likely be implemented
战队聊天信息,例如玩家加入或者退出战队,战队队长的消息,语音聊天以及其他新功能将会引入游戏(详情参照魔兽世界的公会系统,差不多一个意思)
– CW will move to a new engine, there will be a complete rework in visuals and interface (the map will for example be one piece, it will not be necessery to switch between regions)
领土战会用全新的引擎,会有视觉效果和UI的重制(例如地图会成为完整的一块,而不需要到处切换地区)
– it’s planned to tie CW primetime groups to each server (this is an issue for multi-timezone servers), this will minimize problems and ping for the players from various regions
领土战有计划根据本地时间来开放(本措施是为了方便那些多时区服务器,例如毛服),这样可以最小化的减少不同地区玩家所带来的Ping值差异
– the CW primetime breaking will be made in preparation for CW globalization, Russian, US and European clans will play CW together on one map
领土战时间的分开是为了领土战全球化做准备的,毛子,美帝和欧服的联队将来会在一张地图上打领土战
– a “sabotage” clan consumable is planned, eg. the possibility to use this consumable on enemy province and cause all sorts of problems, including destruction of enemy chips, disabling the borders (SS: sorry, not sure what that means), destroying enemy income from the province, inciting a revolt. It’s possible the revolt will be inciteable even on territories not neighboring with your own
领土战中将会出现“破坏活动”这个消耗品,举例来说,在敌人的领土上使用会造成各种问题,例如敌人的芯片(?)和禁用边界(?)(SS&翻译菌:抱歉,我们没玩过领土战……),摧毁敌人领土的收入,煽动叛变。煽动叛变很有可能可以使用在不是你领土周围领土的区域上。
– portal CW interface will have a number of new tools for better clan management, there will be new clan statistics, clan HQ for planning the actions for the next day (in which it will be possible to distribute players by companies and assign various tech to each player) and much else
领土战的界面会有一些新工具,还会有新的联队数据,联队指挥中心(可以分派第二天的任务,或还可以把玩家分散到各个小队去,分派他们自己的任务),以及其他很多
– separate CW statistics might be implemented
领土战的数据很有可能分开统计
– mercenaries (CW without playing a clan) are being worked on
雇佣兵(再不参加战队的情况下打领土战)正在搞
– CW interface within the game client is planned
领土战界面会内置在游戏当中
– for every capital city, a new special map is planned (only for CW)
对每个首都都会有一张新地图这事在计划当中(领土战限定)
Not planned
– buying gold for clan for real money is not planned
用现金给战队买金币这事不在考虑范围之内
– player contributions (for example a part of silver after each battle) to clan treasury is not planned
玩家贡献(举个栗子战斗后的银币)上交战队的国库不在计划之内
New Modes
~新的模式~
Planned
~计划之内~
– there will be a new company-making mechanism, at first for the 7×7 companies (7/42 format), after that it might be introduced to 15×15 companies. 7/42 format will have a system of progressive rating, where skill of each player will be essential for the battle outcome and a single mistake might mean the defeat of the team
会有新的联队机制,一开始是7人42分制度,后来会有15人X15人的联队,7/42制会有一个牛X的分级系统,就是玩家需要达到一定水平才能够参加联队,而一次失误会导致整个队伍的失败
– the platoon/company search will be heavily modified in order to be more convenient (semi-automatic company/platoon selection). Chat role in this will be eliminated, or at least minimized
组队/联队搜寻系统会被重度的定制,来达到更方便的使用体验。(半自动的组队/联队选择)。聊天在这个系统中所占的比例会被限制,或者至少最小化影响。
– garage battles are being worked on, they will come in 2014
车库战2014年就有得玩了
– the ratio of battle mode drop chance is following: normal battle – 50 percent, meeting engagement – 25 percent, assault – 25 percent. If you turn one of the modes off, the chances change roughly to 62,5 percent – normal battle, 37,5 percent – mode battle
战斗模式的几率是这样的:常规——50%,夺旗——25%,遭遇——25%。如果你把其中一个关掉了,那么几率大概就是常规——62.5%,另一个是37.5%
– historical battles are being developed, the battles will be for example USSR vs Germany, USA vs Germany
历史战正在开发中,可能会出现苏联 vs 德国,美国 vs 德国
– 3vs3 and 1vs1 special tournament battles are planned within the client
3V3和1V1的特殊对战模式准备引入,并且内置客户端
– 30vs30 battles might appear in the future as one of the modes
60人大战场在未来可能会作为一个模式出现(和遭遇/夺旗一样)
Not planned
~计划外~
– player separation by statistics (“skill MM”) is not planned
根据玩家水平来的分房是不会有的
– bigger platoons are not planned
更大的组队(大于3人)不在计划之内
– hardcore mode (without interface, hitpoints etc.) was scrapped
核心模式(没有HUD)被否决了
– battles without specific vehicles (arty for example) or with battle-specific hardcaps are not planned
没有某种车型的战斗(例如火炮)或者有战斗限制的战斗是不在计划之内的
– one-man training rooms and shells for free in training rooms are not planned
单人训练房和训练房费用全免不在计划之内
Interface
~UI~
Planned
~计划之内~
– system for “thanking” players is planned, but won’t be implemented for now
“感谢”系统在计划之内,不过现在不会引入。
– dynamic tank stats in hangar (for example based on crew skill) will be implemented
车库中的动态坦克数据(例如基于组员技能)会引入
– it is planned to introduce armor schematics for each tank into the hangar, including effective armor based on camera angle for every point on the tank
以后车库里会有每辆坦克的装甲数据图,还会有根据摄像机视角来的等效装甲数据
– potential damage statistic consists of the damage the tank could recieve or did recieve from being hit (+/-25 RNG is disregarded, average damage is used)
潜在伤害数据是由坦克可能受到的伤害或者你受到的实际伤害组成的(25%的波动被砍掉了,用的是平均伤害)
– there will be a new scout (detecting) interface, which might include info about lighting up the target
会有新的侦查(点亮)界面,包括了点亮目标等等信息(说到底和现在的有啥区别……)
– there will be a complete rework of the hangar tank selection (“carousel”)
会有车库选车系统的完全重制(“轮盘式”)
– for replays, free camera, the possibility to view the battle from any tank participating, zoom out (without using mods), client replay interface and battle results after replay will most likely be implemented
对于录像回放来说,自由视角,以及观察每一辆参战的坦克,在不使用插件的情况下缩放,客户端回放界面和战斗报告会引入
– screenshots with time stamp and title might be implemented
截图的标题和时间戳机制会引入的
– there will be a language icon on login screen
登陆界面会有显示语言版本的图标
Not planned
~计划之外~
– at this moment, “pause” is not planned
在这个时间上,“暂停”不在计划之内。(啥??)
– first person camera after the destruction of your tank is not planned
在你的坦克被摧毁之后变成第一人称视角不在计划之内
– at this moment, the amount of slots for equipment and consumables is not going to increase
现在装备和给养的槽肯定不会增加
Chat
~聊天系统~
Planned
~计划内~
– complete chat rework is being worked on
聊天系统正在重做
– ingame whisper after doubleclicking player’s icon will be implemented
双击玩家名字之后跳出密语窗口的功能会有的
– the chat window flashing (when the chat window is minimized) will be possible to turn off
聊天窗口的闪动(就是有消息来,窗口最小化时)这个功能将可以被关掉
– it will be possible to inter platoon by clicking in the chat, including in combat
很有可能会有点击一下聊天就可以邀请加入组队,包括战斗中。
– status (“in combat” / “in hangar”) is planned
当前状态(战斗中/车库中)的显示可能会有
Not planned
~计划外~
– private messages to battle non-participants is not planned (in order not to screw the battle concentration)
对战斗之外的人发PM这事不在考虑之内(为了不干扰战斗的高度集中状态)
– it’s not planned to prevent destroyed players from chatting
没有禁用死亡玩家聊天的计划
Maps
~地图~
Planned
~计划内~
– the decision to rework a map is based on the analysis of average battle time and team winrate. The map is reworked if the winrate difference for both bases is bigger than 5 percent
重制地图的决定是基于平均战斗时间和队伍胜率决定的。如果胜率的差异大于5%,就会重做。
– a new map takes cca 3 months to develop
一张新地图大约要三个月才能做好
– Komarin, Swamp and Serene Coast will return, they will be seriously changed
科马林,黑暗沼泽和寂静海岸会回归,而且会有非常巨大的变化
– 2013 should bring 11 new maps altogether
2013年应该一共带来11张新地图
– it’s possible that in the future, every tank (!) will be able to de-select 1-3 maps, which it won’t get into
在未来,每辆坦克都有可能(!)可以选择1-3个不想加入的随机地图
– all maps have the same chance to drop, except for the new maps, which, for a certain period after release, have a bigger chance to drop
你分到所有地图的几率是一样的,除了新地图,加入的几率会大一些。
– there is a developer idea of making summer/winter versions of maps, low priority
曾经有过想搞一张地图的冬季和夏季版本,不过优先度很低
– minimap information value will be improved
小地图的信息量会增加的
Not planned
~计划外~
– the ability of players to directly select a map won’t be implemented
玩家直接选择要加入地图的机能不会有
– Arizona and Savannah won’t be implemented
亚利桑那和萨凡纳河不会被引入
Game mechanics
~游戏机制~
Planned
~计划内~
– vertical manual aiming (without automatic distance compensator) is planned
手动垂直瞄准(就是禁用自动距离补正)在计划中
– it’s possible HESH shells will have a separate simple mechanism in the future
碎甲弹会在未来得到一个特殊且简单的工作机制
– destruction of easily destructable objects will be implemented so that when the shell destroys for example wooden fence, it will continue to fly without any penetration penalty
可摧毁物体的破坏将会引入,这样当炮弹打到一个木头栅栏上时,它会继续飞行,而且不受到穿深惩罚
– for every shell, a penetration at 100m and at 500m is set and the penetration between them lowers linearily
每种炮弹的穿深值如下:100M之内是一个定值,500M之外是一个定值,100M~500M之间的穿深值是线性衰减的
– you can have a maximum of 3 battles on the bottom of your team, after that, the MM puts you either on top, or in the middle
你最多会被连续三次分在房间做垫底,在那之后,分房机制会把你放在班长的位置上,或者是中间
– a newly researched tank has preferential MM for a while – it drops more often to the top of the team
新研发的车辆的确有分房保护——做班长的几率增加了
– in order to allow the tanks to turn over, the models of destroyed tanks would have to be reworked (at least the suspension), currently, there is a special mechanism preventing tanks from turning over, this limitation will be removed after the introduction of realistic track interaction with ground
为了让坦克可以翻过来,被摧毁坦克的模型要彻底重做(起码悬挂部分要重做),现在有个机制会防止坦克翻过来,当履带与地面的真实接触系统导入后,这个限制就没了。
– there will be dynamic (moving) objects on maps
以后地图上会有动态(就是在移动的)物体
– realistic track/wheel/terrain interaction (“independent suspension”) will be implemented
真实的轮子/履带/地形接触(“独立悬挂”)会引入游戏
– HAVOK engine will be implemented
HAVOK引擎肯定会有
– the tank camo factor depends visually on the vehicle dimensions, but the official data won’t be disclosed
坦克隐蔽系数是基于车辆的视觉大小的,但是官方数据肯定不会透露给你
– camo factor is improved by more bushes in a row
隐蔽系数在草丛够多的情况下会增加
– in the future, when the ammo rack explodes, the turret will fly off, it’s not yet sure whether the turret will count as an obstacle
未来,当弹药架爆炸的时候,炮塔会飞起来。现在还不确定炮塔会不会作为障碍物(就是可以挡子弹)
– every tank capping a base, located within the circle, collects cap points, one point per second. If 4 tanks are capping, each gets 3/4 points per second, if 5 tanks are capping, each gets 3/5 points per second
每辆在占领的坦克都会收集占领点,每秒一点。(此处应该是常规战),如果4辆坦克在占领,那么每辆车每秒就有3/4点,如果5辆车在占领,每辆车每秒3/5点。
– after a base is captured, there is a limit of 5 seconds till the end of the battle, if within these 5 seconds any tank gets destroyed, the counter will automatically reset, so if tanks are getting killed continuously, it’s possible to prolong this limit significantly
在基地被占领之后,离战斗结束还有一个5秒的缓冲时间,如果在5秒之内任何坦克被摧毁了,那么这个(5秒的)计数器会重置,所以假如车辆被不停的干掉,就有可以把这个限制延长的可能。
– the 30 second limit before battle starts, when 2/3 of each team are in the battle
当双方队伍各有2/3的人载入了之后,30秒倒计时才会开始。
– some respawn slots are reserved for certain tank classes, but the rest of the slots is distributed randomly
某些出生点是留给特定车型的,剩下的就随机分配了。
– repair costs are calculated as: (HP lost * repair cost of 1 HP) + (module HP lost * repair cost of 1 HP of that respective module)
修理费用的公式是:(损失的HP*每点HP的修理费用)+(模块损失的HP*每个模块的每点HP的修理费用)
– the hull turn rate is not defined only by the turnrate stat itself, but also by the suspension quality and the power of the engine, that’s why real hull turnrate can be different from the nominal one
车身转速不仅是和车身本身有关,还和悬挂质量以及马达出力有关,这就是为什么纸面数据和实际的转速不一样
– HE shell splash passes thru solit obstacles, as it is impossible to calculate the shockwave flow in real time
HE炮弹的溅射伤害是可以穿透固态障碍物的,因为不可能实时计算冲击波流。
– how steep the shell ballistic curve is depends on the shell velocity and gravity acceleration
炮弹弹道的弧度是根据炮弹初速和重力加速度(被WG人为增大了来适应地图大小)来决定的
– shell object is not material (SS: as in, cannot be knocked down by another shell in mid flight for example)
炮弹本身是没有材质的(SS:就是说不会在飞行过程中被另一枚炮弹弹开)
– module damage does not equal gun damage, bigger guns do more module damage however (damage to modules roughly equals the caliber of the gun), module damage is subjected to 25 percent RNG
模块伤害不等于炮弹的伤害,更大的炮会造成更多的模块伤害(伤害和炮的口径差不多一样),模块伤害适用25%的随机浮动机制
– engine fire does not kill crewmembers, it’s planned to automatically extinguish the fire when the tank drives into water, the way fire extinguishers work will be reworked
引擎着火不会杀伤组员,而且还有计划让坦克开到水里就能灭火,而且灭火器的机制会重制
– pulling/pushing uses rather complex physical model, it includes engine power, suspension quality, tank weight and terrain slope, from all these data the motion vector is calculated
推/拉的行为用的是复杂的物理模型,包括马达出力,悬挂质量,坦克重量和地形坡度,所有的数据算在一起才会得出运动的矢量
– there will be weather effects implemented into the game
天气系统会引入游戏
Not planned
~计划外~
– tank render range increase is difficult to implement, won’t be anytime soon
增加坦克渲染最大距离很难引入,估计最近不会有了
– tank horn was scrapped
坦克按喇叭的计划被否决了
– collision damage during collisions with objects (such as stones, houses) won’t be implemented
与物体碰撞造成的伤害(石头,房子等等)不会引入
– view from inside the tank (thru the slits) is not planned, because without some significant changes it would be unplayable
坦克内部的视野(通过小缝观察),因为不做出改动的话这游戏就没法玩了
– at this moment it’s not planned to make the tank available immediately after it is destroyed
现在在坦克被摧毁之后立刻变为可用状态是不靠谱的(就是还是要等到战斗结束才行)
– solid barrels are not planned, as it would complicate the game in forests and cities too much
带碰撞模型的炮管现在不在计划内,因为这样会让市区战和森林战变得复杂(因为炮管碰到房子上导致没法转炮管之类)
Crew, Characteristics and Equipment
~组员,属性,装备~
Planned
~计划内~
– the tank nominal characteristics are valid when it has a 100 percent crew equipped. When the crew is 0 percent, the characteristics are roughly 2/3 of the nominal. The transition between these is linear – and that goes for over 100 percent crews too, it’s possible for a tank to have better than nominal characteristics, if the crew skill is over 100 percent
坦克的纸面数据是用了100%组员之后得出的。当组员是0%的时候,数据大概是2/3这个样子,而且变化也是线性的,包括超出100%的部分。当组员技能超过100%时,(通风,基友连,金币给养),坦克性能比纸面数据好的情况是存在的
– when a crewman is killed, that position’s skill drops to 50 percent of the crewman’s skill (SS: eg. a 88 percent skill gunner gets killed, tank gunner skill drops to 44 percent) – the penalties for non-trained crew are the exception, they are applied AFTER this calculation takes place
当组员死掉之后,那个位置的组员补正就变为现在技能的一半(SS:例如一个88%的炮手死掉了,那么炮手的技能就会掉到44%)— 对于没有训练过的组员的惩罚是个例外,他们会在这个减半计算之后再次计算。
– a reason to rebalance a tank is roughly a 3-4 percent winrate difference from the tier average
重新平衡一辆坦克的原因是因为和同级的平均胜率有3-4个点的差距。
– tracks module does have armor (from 10 to 50mm), the collision model roughly corresponds to the visual one, eg. when there are big gaps between wheels, there will be gaps in the collision model too. When hitting a track, the shell can’t ricochet and normalisation is not applied, the track HP is also uneven, in the central part it’s higher than on the edges
履带的模型是有装甲值的(10MM~50MM不等),碰撞模型和视觉的那个差不多,举个栗子,当轮子中间有个很大的空档的时候,那就意味着碰撞模型中间也有个空档。当打中履带时,炮弹不会跳蛋,并且不会有转正效果。履带的HP也是不一样的,中间的部分比两边部分的HP要多。
– additional spaced armor modules/equipment will be implemented, but not anytime soon, it’s difficult to implement visually
额外的间隙装甲作为模块/装备出现的机制会引入,不过不是最近,因为视觉模型上很难做到
– there is a rule that the NON-penetrating HE shell hit can kill only half of the crew (3 of 5 mostly)
HE炮弹有一个规矩,就是在没有穿透装甲的时候只能干掉一半的组员(5个中的3个)
Not planned
~计划外~
– moving the crew from one nation to another is not planned
组员的国籍转换不在计划内
Functions
~功能类~
Planned
~计划中~
– official mod portal is being worked on
正在做官方的插件版
– roaming (the ability to play on another server with your old account, for example RU account on EU server) will come late 2013, or early 2014
漫游机制(就是可以从一个服务器跑到另一个服务器上玩,例如毛服账号去欧服玩)在2013年底会有,或者2014年初
– test server capacity will be increased
测试服的容量上限会增加
– in the future, if you have a phone tied to the account, the password change will require SMS confirmation
未来,假如你的账号和手机绑定了,那么更改密码会需要手机短信验证
– it will be possible soon to restore a crew, that was sold during theft account, but it will NOT be possible to retroactively return the crew that was dismissed before this feature is implemented, because the crew data are not stored
未来,如果你被盗号,你是有可能回复被解雇掉的组员的,当然,在这个机制引入前被解散的组员是不会被回复的,因为没有储存他们的数据。
– in future, there will be other improvements made to ensure account security
在未来会有更多的增加账号安全的手段
– premium account does increase the penalties for teamkills (you earn more, you pay more), more teamkill system data will not be disclosed in order for people not to make up ways to bypass it
大V账户的确会增加TK的罚款(赚得多,给的多),更多的TK系统数据就不会公布了,以为会怕有人通过各种手段跳过TK检测
– account transfer to EU will not be implemented, because for that, you’ll be able to use roaming
转服到欧服这个功能不会引入,因为你已经可以漫游了
Not planned
~计划外~
– Steam support is not planned
不会有对Steam的支持
– Xbox and PC WoT won’t be unified
不会联合XBOX和PC上的WOT
– changes in current test server system (having to download a new client) are not planned
现有的测试服机制(要下载一个新的客户端)不会改变
– player statistics reset is not planned anytime soon
玩家数据重置还不在考虑范围之内
– ingame player-player trade is not planned and never was
从来没有,也不计划开放游戏内的玩家间交易
– temporary premium tanks won’t be implemented
不会有金币车的租借计划
Miscellaneous
– tank being hit shell sounds will be completely replaced in the future, it’s possible the crews will have national voices (SS: as in, the French crews speaking French)
坦克的被击中声会在未来被彻底重置,也会有组员的国别语音(SS:就是说法国组员说法语)
– there will be a reward for “tanking” (SS: as in MMO sense: putting your tank in harm’s way to shield your weaker teammates), it’s being developed
会有“抗炮”的奖励(SS:从MMO角度来讲,就是把你自己挡在很弱的队友前面阻挡伤害),机制正在开发当中
– sound engine is being re-worked, 5.1 and 7.1 sounds are planned
音效引擎正在重制中,未来会加入5.1和7.1环绕声
– new music is slowly added
新的音乐正在缓慢加入中
– in the future, clan battles, company battles and random battles statistics will be separated
未来,领土战,联队战和随机战的数据会分开
– no tank in game has individual XP coefficient
没有什么车在游戏内有自己独立的经验系数
– the amount of XP, needed for mastery badges, is updated every day, last 7 days’ results are taken into account
拿M章的XP数量是每天更新的,也有保存过去7天的数据
– the possibility to loan credits (by temporarily selling your tank) is not planned
抵押银币(就是暂时卖出你的坦克)不在计划内
– multicore support is beign worked on, client physics will use other cores
多核支持还在搞,客户端物理引擎会使用其他的CPU核数
Not planned
~计划外~
– the possibility to use decals from one nation for another nation’s tank will not be implemented
不会有可以使用其他系的贴纸的系统(例如在美国车上出现苏联的红星)
– copyrighted inscriptions will not be implemented
版权所有的标语不会引入游戏
– the game won’t switch to another engine
游戏不会用其他引擎制作的
10级要塞一遇到空隙就闪退了!!!怎么办!!!
– second Soviet medium branch will have Object 430 as tier 10, it will most likely not appear in 8.8, because there are still issues with tier 9 vehicle
这个话的意思我觉得只是说新线的九级和十级两个车不会再8.8出现
这个目测不会的, 不可能一条线先出一部分然后再出后面的. 该是说大毛的2线中坦线, 10级是OBJ430, 由于9级还有些问题, 所以到8.8的时候可能计划搁置