【Developer Q&A 】2014/05/11

Source:http://ftr.wot-news.com/2014/05/11/11-5-2014/
来源↗

Sorry for no articles today, was working on some Czechoslovak tech tree materials. Check out Listy’s Unexpected Tanks article – pretty interesting!
呃,抱歉,今天没什么文章。我在搞一些关于捷克斯洛伐克的科技树的资料。 记得看看Listy的出人意料的坦克吧—挺有意思的!

– when World of Tanks were created, BigWorld was the only way to go, it was the only engine available with suitable networking part
当WOT被创立之时,Bigworld引擎是唯一的出路,因为只有它能够符合WG对于网络方面的要求

– the Flash in World of Tanks is used in the form of something called “Scaleform” (SS: sorry no idea what that means)
WOT所使用的Flash形式是某种叫做“Scaleform”的东西(SS:这是什么玩意……)
译注:Scaleform,一家为游戏公司提供UI解决方案的公司。该形式第一次成功应用是在《文明IV》上,之后推广到所有主流游戏平台,包括PC,家用机,以及手机。

– IS-7 and E-50 won’t be buffed soon
IS-7以及E-50近期不会被Buff

– RU251 and new US light tanks? “Medium KTTS” (SS: as in “when it’s done it’s done, it has medium priority” – that means anything between 3 and 6 months from now I’d say)
RU251以及新的美国轻坦?“中等的KTTS”(译注:KTTS=ASAP=As Soon As Possible,尽可能早的。KTTS为ASAP的毛文写法)(SS:也就是“when it’s done it’s done,优先级一般”—我认为就是从现在开始的3~6个月之内就有可能会有了。) 

– in World of Tanks, shadows reduce FPS by a lot, because there are some other features connected to shadow settings, for example HBAO (SS: no idea what that means either)
在WOT中,开启阴影效果后帧数会暴跌,因为阴影效果与其他某些机制有联系,栗如HBAO(SS:呃,这是啥……)
译注:HBAO,Horizon-Based Ambient Occlusion,直译为垂直环境光遮蔽,一般用于营造真实的阴影效果。

– in 9.1 it will be the second time shooting sounds will get reworked
9.1是第二次重制开炮声了

– Kharkov map is “cool”
哈尔科夫这张地图很“屌”

– Q: “How come Wargaming promised multiturret mechanism and War Thunder now implemented it and WG hasn’t?” A: “We’ll have to promise more pointless and useless stuff so War Thunder gets that implemented.”
问:“为什么WG以前说过要有多炮塔机制但是现在看来战争雷霆却搞出了多炮塔机制,而WG依然还是没有?”答:“我们要向玩家承诺更多没有用以及没有意义的东西,这样战争雷霆才有能塞进游戏的玩意”

– Storm supports the solution to remove KV-1S top 122mm gun
Storm支持把KV-1S的顶级122mm炮直接删掉的方案

– currently, there is some bugged graphic setting, that messes up the dynamic suspension, developers will look into it
现在在画面设置上有一些Bug,会导致动态悬挂上的一些问题,开发团队会进行一些调查

– penetration mechanism of spaced armor and commander’s copula won’t be reworked. A player suggested that a commander’s copula hit (and penetration) would work like critting a gun: destroyed module (in this case, dead commander), but no damage done to the tank. Storm answered that such a mechanism would only increase the amount of misunderstandings by players as to why there was a hit for 0 damage (“I penetrated the copula, why didn’t I damage him?”)
间隙装甲以及车长观察塔的击穿机制不会重制的。有玩家建议说把打在观察塔上的炮弹(并击穿)做成把炮打坏一样的机制:一个模块被摧毁了(这种情况下就是车长死了),但是对坦克本身不造成伤害。Storm回答说这样的机制只会增加玩家对于为何出现0伤害的误解(“我击穿了他的观察塔 ,为什么他没掉血?”) 

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