Source:https://thearmoredpatrol.com/2016/08/03/wows-qa-3rd-august-2016/
来源↗
Translated by Carnotzet.
由Carnotzet翻译。
[Disclaimer: please be reminded that the following information comes from the Russian-speaking community and thus certain information may not apply to other clusters.]
[请注意,以下内容均为毛服相关,部分信息可能不适用于其他服务器]
On Saturday Vallter_ was asked what problems he thought the game has. The following thoughts are his own only and may differ from his colleagues’. They also do not define the priorities the team is working on, even though his opinion is taken into account when defining those priorities.
礼拜六的时候,有人问Vallter_对于游戏内所存在的问题都有什么样的看法。以下都是他个人的意见,可能会和他的同事的看法有所偏差。他们也没说现在开发团队的工作优先级是什么样的,尽管他的意见在决定优先级的时候是有着一定的重要性的。
The problems cited below are not listed in any particular order and were written as Vallter_ recalled them.
以下问题不分先后,纯粹是Vallter_能记得起来的顺序而已。
Matchmaker
分房
They were a lot of complaints about the poor matchmaker. Especially at higher tiers. There were dozens of such complaints on the forums. In patch 0.5.8, we finished rewriting the matchmaker from scratch, which helped solve some of the issues associated with it, namely:
我知道对于现在这个破烂分房系统有着很多的抱怨。尤其是高级房里面。论坛上有很多类似于这样的抱怨声。在0.5.8中,我们从0开始重新制作了一套分房系统,解决了一些问题,比如:
- top ships and pre-top BB’s not being mirrored;
班长和班长之下一级的BB数量不是对等的 - classes being somewhat unbalanced between teams (6 DD’s in one team against 2 in the other).
两队之间的船型有点不平衡(一队有6个DD,而另一队只有两个)
In patch 0.5.9, we solved the nation balance problem and the balance of top CV’s (unfortunately, we only solved it partially and will soon fix it). We also reduced the MM spread of low-tier ships, which is now set to +1.
在0.5.9中,我们解决了国家之间的平衡问题,还有班长CV的平衡问题(但是只修复了部分问题,剩下的很快就会弄好)。我们还降低了低级船的分房,现在只有+1了。
What will still be done in the near future:
近期会做的:
- we will think about further improving balance between nations and limiting the differences in classes between both teams;
会考虑进一步平衡国家,并且限制两队在船型上的差异 - we will solve the problem regarding fail divisions.
解决大带小组队的问题
Many players ask for a ±1, but under the strict rules of the current matchmaker and the content currently available, we would see rather monotonous battles taking place. We will thus postpone this, but I am aware of the complaints regarding this matter and will keep them in mind.
许多玩家想看到±1的分房,但是在当前的分房和当前游戏内的内容的限制下,这样做只会导致很单调的战斗。因此这个问题会被搁置,但是我会记住玩家们对这个问题的抱怨的,别慌。
Ranked battles
天梯战
Ranked battles are a complex gamemode. It is the source of a lot of emotions, however not always positive. Especially after a series of defeats. Especially if you worked your fingers to the bones. That is why we try to improve ranked battles each season. What we have done:
天梯战是个很复杂的游戏模式。它的确是玩家很多情绪的根源,然而玩家的这些情绪却并不一定是正面的。尤其是在全心全力的打了之后还是会连败的时候。这就是为什么我们试图在每个赛季的时候都对天梯战做出改进。我们已经改进过的内容有:
- removed a star loss for the best player on the losing team;
战败队伍表现最优异的玩家不会损失星星 - shifted the battles to one tier lower, so during ranked seasons it is easier to unlock new ships;
所有战斗等级向下调低,这样的话在天梯赛季的时候更容易解锁新船 - changed the rewards and added new ones;
对奖励做出了改动,并且加入了新的改动 - changed irrevocable ranks so that players are not stuck in a league which is too hard for their “skill”.
对不可降低的等级进行了改动,这样的话玩家不会在一个对他们的“水平”来说过于困难的等级中被卡住
We also made many less important changes.
我们还做出了一些并不是那么重要的改动。
What still needs to be done? Opinions differ about this. We analyse the feedback we receive, there are a lot of ideas. When we will be ready to present at least a near final list of improvements, we will show it to you so you can discuss it. At the minimum, we need to implement the new matchmaker into ranked battles, so battles are more balanced in terms of classes and tiers. We also need to think about different ways to inform players earlier, especially concerning the changes in tiers in each season.
那还需要做什么呢?在这个问题上就有各种各样的观点了。我们分析了我们手上的反馈意见,有各种各样的想法。等我们差不多要整理完了之后会报告给玩家,这样大家可以进行讨论。但是我们肯定会给天梯做一套新的MM,这样的话从船型和等级的角度上来讲都会平衡一些。我们还需要思考要怎么能够提前告诉玩家们进行每个赛季中对等级的改动。
Use of prohibited mods
使用违禁mod
Many players complain about this. And it it understandable: losing because of “skill” is alright since it is always a reason to try to get better. However, losing because the opponent has an advantage that is not part of the game gives a negative feeling. Moreover, the most annoying thing about this is that skilled players are often wrongfully accused of being cheaters. After all, it is known that there are not many users of prohibited mods.
许多玩家对这个都有抱怨。我可以理解:因为“水平”的原因而输的确是个会使人上进的动力。然而输给了一个有着非游戏内的优势的对手就会让人很不开心了。而且这个问题最让人蛋疼的是很多水平很高的玩家会被质疑是否其实是外挂使用者。但是其实使用违禁mod的玩家并没有很多。
What is being done? We banned certain mods and then immediately started to punish the players who used them. First we did it publicly, and then we stopped announcing the players we punished so users of those mods did not expect us to catch them. At the current moment, you can meet a user of such mods in about one out of a hundred battles.
我们都做了些什么?我们封禁了部分mod,然后立刻开始惩罚那些用过这东西的玩家。一开始我们是公开处刑,后来就不再说我们封禁了哪些玩家了,这样的话那些使用外挂的玩家就以为我们逮不到他们了。现在的话每100局里面能遇见1个这样的使用外挂的玩家吧。
What needs to be done? Since the developers of these mods stay quiet about the bans and sow mistrust of us among players, we will end up publishing the data regarding punishments once again. Especially regarding the users of mods that supposedly “cannot be detected”.
还需要做什么?鉴于这些mod的开发者都一直保持沉默,而且这些封禁在玩家当中也有了一些不信任的声音,我们可能会再次公开封禁相关的信息。尤其是那些使用了“不可能被检测到”的mod的玩家。
High tiers and their gameplay
高阶船和他们的游戏体验
There are often complaints that the gameplay at high tiers is boring. And to this day, there are many many complaints regarding balance, including class balance. What is being done? We are gradually refining balance as not to have “underperforming” ships. We forced ourselves to upset players by nerfing torpedoes characteristics (which, in turn, led to more BB’s in high tier battles). We created the Bastion gamemode, available only to high tier battles, which we are improving each patch. We introduced missions that can be completed only on high tier ships. And much more.
经常有玩家抱怨说高阶船太无聊了。时至今日依然还有很多关于平衡的抱怨,包括船型之间的平衡。那我们都做了些什么?我们正在阶段性的对平衡进行改善,以避免出现“太弱”的船。我们当初逼着自己虚弱鱼雷,导致玩家很不开心(但是也导致高级战斗中出现了更多的BB)。我们还做出了陆基模式,只有高级船才能进,而且会在每个补丁的时候进行改进。我们也加入了一些只有高级船才能完成的任务。诸如此类。
What needs to be done? Naturally, there is still room for improvement regarding ship balance, but we prefer to do it without having to implement nerfs. We need to add more high tier content, including keeping in mind team battles and adding clan wars. We need to work on the dynamics of the battles themselves.
还需要做什么?自然,现在还有很多关于船只平衡的可改进的空间,但是我们想通过一种不用削弱船的办法来解决这个问题。我们需要加入更多的高阶内容,包括组队战和实装军团战。我们还需要解决战斗的动性本身。
Rewarded actions in battle
战斗中部分行为的奖励
Currently, not all teamplay actions are rewarded. Particularly tanking, spotting, and others. We are currently actively working on this aspect of the game and in the next few updates, we will try to make you happy in this regard. In addition, this will remove some of the problems in ranked battles.
现在的话并不是所有的团队合作行为都会被奖励。尤其是抗伤害和点亮之类的。我们现在正在积极的制作游戏的这个方面的内容,在接下来的几个补丁中,我们会试图让玩家在这方面感到满意。除此之外,我们还会移除掉天梯战中的一些问题。
Interface
界面
We had a lot, a lot, of ambition regarding the interface. Now, we have much less. In this regard, we have been working in two directions.
我们对于界面曾经有着很多很多的野心。现在就少很多了。关于这个问题,我们在努力搞以下两个方面:
First, we analysed players’ complaints and introduced certain improvements. Moreover, we created a system that allows us to add new features into the game or solve problems rather quickly.
首先是我们分析了玩家们的抱怨,并且实装了部分改动。除此之外我们还搞了一个可以让我们相对快速的解决问题,或者是实装新机制的系统。
Here is what we have already done:
以下是我们搞定的事情:
- added the option to choose one’s crosshair;
自定义准星 - created a more detailed post-battle screen;
更加细节化的战后画面 - added a port selection;
母港选择 - added a double armament indicator so that both guns and torpedoes reloads can be seen at the same time;
加入了一个双重指示器,主炮和鱼雷的装填时间现在可以同时看到了 - added a island indicator for shells;
炮弹加入了一个岛屿指示器 - and more.
及其他。
Secondly, we worked closely with modders so that mods are not totally broken when we improve the protection of the client. To this end, certain popular modders have joined the developers’ team. We started publishing an official modpack in order for players to be able to better customize their game. To improve it, we hired the developer of the most popular modpack. Currently, we are actively adding mods to the client, for example:
其次,我们现在和mod作者走的很近,这样一来在我们强化客户端的防护时,mod不会彻底的不能用。为了这个目的,部分mod作者进入了我们公司。我们正在准备一套官方的插件包,可以让玩家更好的自定义他们的游戏。为了让这mod包变得更好,我们也雇佣了一些插件包的作者。现在的话我们正在积极的把部分mod实装进游戏,栗如:
- customisable minimap;
自定义小地图 - damage meter;
伤害指示器 - smoke borders;
烟雾边界 - crosshairs, including dynamic crosshairs.
准星,包括动态的准星
What needs to be done? The interface can and needs to be constantly improved. With the introduction of every new features, a new interface is made. What we want to do:
还需要做什么?现在的界面依然可以,而且需要被不停的改进。每个新机制就代表着我们弄出了一个新的界面。我们想要做的有:
- new training room interface (along with good functionality) that will allow us to implement it in the game;
新的训练房的界面(同时还要有好用的功能),这样我们就可以把它实装进游戏了 - new settings window;
新的设置窗口 - crosshairs from contest winners added to the game.
把准星大赛的获奖准星实装进游戏
And many more, but, unfortunately, I cannot disclose such information.
还有许多别的,但是现在就只能说这么多了。
Ship and HE shells balance
船只和HE弹的平衡
Even if “nerf this ship/class/ammo” threads will always exist since they are quite subjective, there are often complaints on the forum regarding HE shells, fires and balance. We need to work on those subjects, we are aware of it and are studying the situation.
尽管论坛上一直都有“削弱这艘船/船型/弹药”的这类比较主观的帖子,论坛上还是有很多关于HE弹的抱怨,起火和平衡等等。我们需要继续搞这方面的内容,我们也知道相关的问题,正在研究当下的情况。
I will not write about what we have already done since the size of the list would be as large as this whole post. If you want to look it up yourself, just reread patchnotes.
具体干了啥就不说了,不然这帖子长度要翻倍了。想看的话自己去看看补丁信息就可以了。
Obscure and hidden mechanics
不够明显的和隐藏的机制
The game is rather easy to get one’s hands on but very complex in terms of its mechanics. What have we already done? Detailed battle statistics that helps players understand where their income comes from, what bonuses are applied to what and what damage is inflicted on the enemy. We have improved the ribbon system in order to show what happens to you AP shells. Changed smoke mechanics to be more easily understandable. And much more.
这游戏上手还是挺容易的,但是机制角度来讲是十分复杂的。那我们干了些什么呢?更加细化的战后数据,帮助玩家理解他们的收入都是怎么来的,适用了什么样的奖励,对敌人造成了什么样的伤害。我们也强化了缎带系统,以便于让玩家理解AP弹打出去以后到底怎么样了。对烟雾的机制也进行了改动,易于玩家理解。诸如此类。
What needs to be done? At the minimum, we need to add the possibility to see the armor layout of ships in the port. We also need to make critical hits inflicted to enemies clearer. But we cannot just stop at that. We need to make the game mechanics more easily understandable as well as reducing the impact of RNG.
那还需要做什么呢?起码我们现在需要加入母港中的装甲模型查看。同时还需要把对敌人造成的装甲区命中变得更加清楚。但是还不仅如此,我们需要让游戏的机制更加易于理解,并且降低RNG的比重。
PvE
40% of all battles are fought in PvE. Moreover, this gamemode remained for quite long in the state we have launched it, i.e. battles against a mirrored team of bots. We need to go further than that and improve it.
有40%的战斗场次都是PVE。而且这个游戏模式自从它实装开始就没变过。一直都是进去,打和你这边一样的一队bot。我们需要进一步改善这个模式。
We have already tested the new gamemode “Storm” and planned certain improvements for it. During the month of July, we have launched an experiment where some missions could only be completed in PvE. We are currently analysing the data. If it happened to be successful and popular, we will add more PvE missions.
我们已经测试了新的“风暴”游戏模式,而且有计划进行改进。在7月的时候,我们已经进行了一波测试,实装了一些只有在PVE模式下才能够完成的内容。我们现在还在分析数据,如果这些任务很成功,而且玩家的热情很高的话,我们会在未来实装更多的PVE任务。
Here are the subjects that are still to be translated
以下是依然还需要进行翻译的内容
- Economy
经济 - Secondary batteries
副炮 - Customer service
客服 - Chat moderation
聊天的管制 - Site moderation
站点的管制 - Karma system
声望系统 - Unreleased features
未实装的机制 - Team communication
团队交流 - Teamkillers
TK的玩家 - Bots and AFK players
脚本和纯挂机的玩家 - Updates size
更新的大小 - Gold and doubloons unification
金币打通 - Too few ships and nations
国家和船太少 - Communication between developers and players
开发团队和玩家之间的交流
《【WOWS Q&A】2016/08/01 Part I》上有1个想法