[情报] 新东西预览/ 2/28 Q&A三则

楼主: scoMico (測試)   2017-03-04 22:39:56
资料来源:
https://goo.gl/PwF4P2
https://goo.gl/6dfsDq
https://goo.gl/x57CEW
======================
本篇来自NA官网
所谓的新东西都是前一阵子频繁提到的
包含砲车机制、新MM、十阶轻坦、沙盒以及地图环境HD
然而在本篇有较为详细的介绍
而崭新的东西则为Ranked Battle(天梯战)
*NA官网的页面有个说明新分房的小玩具
可以上去点个几次应该比看文字快
======================
There's never a dull moment at our development studio, and the beginning of
March has certainly been no different! While the Game Balance Team are neck
deep in processing battle stats and your feedback from the Sandbox, some of
us flew off to GDC 2017 to pull the curtain back on several monumental
changes coming your way in the near future.
我们的开发工作室从未有停滞的一刻,而这个三月初也不例外。
当平衡组正埋首于处理来自于沙盒战斗数据以及玩家们的反馈,
部分开发组飞去2017 GDC(游戏开发会议)揭露将在近期未来带来的重大的改动
Today, we’re walking you through what was just revealed at GDC 2017. We’ll
begin with features rolling out in the next update: the improved matchmaker
and Tier X light tanks. Then it’s time to get the latest news from the
Sandbox test and a glimpse at a completely new mode, Ranked Battles. Let’s
get to it.
今天,我们将让各位逐个看过我们在2017 GDC揭露的新资讯
我们将从下次更新中会登场(?)的新玩意开始:
改进的MM以及十阶轻坦
接着则是来自沙盒的最新消息
最后一窥全新的游戏模式-天梯战
那么我们开始吧
Improved Matchmaker 改进的MM
*可以配合最近WGNA DevLive影片服用:
https://youtu.be/u8QhgVbgjnA
如果英听没有问题大部分内容就把下文介绍得差不多了
Two months after the initial reveal at WG Fest, we are excited to talk more
about major fixes to the matchmaking system. This time, we’ll talk about it
in greater detail.
自WG Fest两个月后,我们十分兴奋可以谈论更多关乎MM的修正。
这次我们会更详细的告诉各位。
If you look at the current system, it can create 8/5/2 teams, where the two
vehicles at the bottom have little to offer against tanks in the middle and
at the top. And they rarely get to engage with their brethren from the
opposing team: there are just two of them on each side. Pretty vulnerable to
all the other vehicles, they’re likely to get destroyed rather fast.
看看现在的系统,它会组出8/5/2的队伍,
而其中2台底阶车难以在面对中阶及高阶的时候做出贡献,
并且他们也很少真的遇得到对方队伍的同阶弟兄: 毕竟双方都只有两台
这些底阶车对于其他车辆来说相当脆弱,他们很有可能很早就爆车
The improved matchmaker puts an end to this imbalance and a few other
upsetting scenarios, with a system of patterns and rules. At the heart of the
system are three setups: three-, two-, and single-level battles. As for the
other rules, they tackle some of the most common queries popping up in the
community:
改良的MM将透过样板跟规则的系统来终结这样不平衡的情形以及其他一些令人难过的情景
这样的系统的中心有三个配置: 三阶、两阶及单阶战斗
而其他的规则将能处理社群中最常反应的一些要求:
-Eliminate frustrating scenarios where vehicles in the middle and at the
bottom of the list are outnumbered by those at the top (just like the one we
described above), as well as minimize instances of getting matched at the
bottom of the list way too often during a series of battles.
-消除中阶或底阶车数量远小于顶阶车这样令人挫折的状况(例如上方叙述的),
并且降低连续排进底阶的情形
-Ensure a balanced vehicle spread for each team, including the restriction of
no more than three arty per side.
-确保双方车种平衡,包含双方砲车数量不大于3
-Provide an enjoyable gaming experience for platoons by letting only one-tier
Platoons into Random Battles.
-借由仅开放同阶组排进随机战斗以提供良好游戏体验
-Reduce the instances of map dupes.
The matchmaker analyzes the queue (the number, types, tiers and battle tiers
of vehicles in it), and then creates teams based on the
speed-vs.-optimal-setup principle. Simply put, it balances getting you into
action quickly and creating a perfect match. If the search for the “perfect”
match will leave you queueing too long, these rules will be relaxed in order
to get you into a battle faster. The longer the wait, the bigger the
step-away the system takes from the “perfect” patterns: 3/5/7 and 5/10.
This way, you don’t get tired of waiting and always end up with a setup
optimal for the current situation on the server. Now, let’s take a closer
look at the three scenarios.
-降低老是进同几张图的情形
MM会分析排队(的数量、车种、车阶以及车辆的分房阶级),
接着依据速度对上最佳化配置原则(#不知道该怎么讲这玩意)。
简单的说,这个算法会从让你很快排进游与建立完美对局之间取得平衡
如果搜索"完美"对局会让你排太久,则演算将放宽规则让你能早点开战
等得越久则规则会从"完美"的样板(3/5/7及5/10分房)让步越多
如此你就不会疲于等待服务器排给你一个最佳的对局
现在就来详细看看三种配置吧
Three-Level Battles 三阶战斗
If there’s enough variety in the queue and you aren’t playing in a Tier I–
II vehicle, you’ll get into the most frequent setup: a three-level battle
with a +/-2 Tier matchmaking spread. Having analyzed vehicles waiting to hit
the battlefield, the matchmaker will use the 3/5/7 pattern or one of its
variations to build a team.
如果排队者有足量的多样性而且你并非以一、二阶车排队,
那么你将排进最常见的配置: +-2分房的三阶战战斗
待分析等待参战的车辆后,MM将套用3/5/7样板或其变种来组队
POSITION IN THE LIST MOST FREQUENT VEHICLE ROTATION
Top 3 3 3 2 2 2 2
Middle 5 4 3 5 4 3 2
Bottom 7 8 9 8 9 10 11
The longer the wait time, the more the pattern will differ from the “perfect
” 3/5/7. However, whichever pattern you get, there won’t be more than three
tanks at the top of the list and over 5 in the middle.
排得越久,样版就越可能偏离"完美样板"3/5/7。
然而不管样版怎么变化,头车都不会超过3辆,中阶车都不会超过5辆。
Two-Level Battles 两阶战斗
You’ve most likely been in a two-level battle with a +/-1 Tier matchmaking
spread before. With the improved matchmaker, we are formalizing this setup
and, most importantly, imposing clear restrictions on when it can occur.
你多半曾排进过+-1分房的二阶战斗。
透过改进的MM,我们将这样的配置规格化,
并且最重要的是我们给这样的配置什么时候可以发生设上了清楚的限制。
-Firstly, this rule applies to low-tier vehicles (Tier I–II). In this
particular case, it’s designed to create favourable conditions for newcomers.
-首先,这个规则套用在低阶车(一、二阶)
这种状况是为了让新进玩家有更舒服的环境
-The second case is for situations when the vehicle variety in the queue doesn
’t allow for a three-level battle, and we wouldn’t want to keep you waiting
long to get into action.
-而第二种状况则是
当排队中的车辆多样性不足以产生三阶战而我们不想让你们等太久的时候
Here, the matchmaker will use the 5/10 pattern or one of its variations to
assemble teams. Just as with three-level engagements, the longer the wait
time, the more the pattern will differ from 5/10. And there will be no
battles where vehicles in the middle of the list are outnumbered by those at
the top.
在两阶战斗的情形,MM会使用5/10样板或其变种来组成队伍
就如同三阶战斗的组成,等越久样版就越偏离5/10样板
并且中阶车的数量不会被高阶车超过
POSITION IN THE LIST MOST FREQUENT VEHICLE ROTATION
Top 5 4 3
Middle 10 11 12
Single-Level Battle 单阶战斗
Finally, when a large amount of same-tier vehicles are queueing at a given
moment, it can result in an excruciatingly long wait time. To get you into
battle quicker, the revised matchmaker will create single-level battles where
all vehicles are of the same Tier.
最后呢,如果某个时刻有大量同阶级车辆开始排队,
按照上面的规则将会排得令人崩溃的久,
那么为了让你早点开打,新的MM会组成单阶战斗,想当然尔参战的都是同阶的。
Other Mechanics 其他机制
Along with the three setups we just described, the matchmaker will receive
several new mechanics, all aimed to elevate the playing experience by
resolving issues that you reported to us:
除了刚刚说的三个配置,MM还会增加一些新的机制,
全部都着眼于借由解决各位回报给我们的问题来增进游戏体验。
Getting into the top/middle/bottom of the list. If you are at the bottom for
a few battles in a row, you are likely to get in the middle/top for the next
one, regardless of whether you play in the same vehicle or choose a new one
during this series.
排到顶/中/底阶。
如果你连续排到底阶一阵子,那你很有可能在下一场排到中/顶阶,
不论你是用同一台车去排或是选了另一台在排
Vehicle spread. The difference in the number of light tanks, arty and TDs
between the team can influence the battle outcome before it even begins. That
’s why, when building a selection for a battle, the matchmaker will begin
with these three. Teams will be assembled starting with light tanks, then
SPGs and finally TDs so that each includes an equal number of these three
classes. One note: the team setup also depends on the queue sizes and how
each class is represented at a given time. So, the two teams won’t always
have all 5 types.
车种分布。
队伍间轻坦、砲车及驱逐数量差在开始之前就会对战局造成影响。
这便是为什么在组成对局的时候,MM会先从这三车种开始
排队会先从轻坦开始 接着砲车 然后是驱逐,如此双方都会排到等量的三个车种
小备注: 队伍组成也会考量不定时刻排队者的数量以及各车种的量,
所以呢双方队伍并不总会有5个车种
Arty. To prevent arty from spoiling the gaming experience, we’ll limit the
number of SPGs per team to a maximum of three per side. Recently revealed in
the Sandbox, this limitation was well received by the tester community and
proved to have a positive effect on gameplay. It’ll make its way to live
servers soon.
砲车。
为了避免砲车破坏游戏体验,我们会将双方砲车数量上限订为3
这个设定近期在沙盒登场,获得测试社群的欢迎,
并且证实了对游戏体验有正面的效果。
这个设定很快就会实装。
Platoons. Another frustrating scenario that has to stop is getting matched
against tanks that are 3+ tiers higher than yours. Currently, it often
happens with multilevel Platoons. Let’s say, you are playing in a Tier V
tank, join forces with a comrade of yours who chose a Tier VIII vehicle, and
end up facing off with Tier IX–X vehicles. That doesn’t sound like much
fun. The improved matchmaker will allow only one-tier Platoons into Random
Battles, solving this issue for good.
组排。
另一个必须处理的窘境则是排去对到比你高了三阶以上的对手。
目前,这种情形好发于多阶级组排
这么说吧,你用五阶车跟你选八阶车的朋友组队,最后却得面对九、十阶的绝望。
这听起来应该一点都不好玩吧
所以呢改良的MM 将只开放同阶的组排进入随机战,一次解决这个问题
Map rotation. Currently, you end up on some maps way too often, and playing
the same, let’s say, three maps over and over again is frustrating. It can
even get to the point where it discourages you from playing on. The improved
matchmaker reduces the number of unfortunate events like that with new logic.
It analyzes maps that tankers from the two newly created teams played over
the last 10 battles. And then, it places them on a map none of them have seen
in the last few sessions.
抽地图。
目前你们常常会老是只排到某几张图,
而三张地图无限轮回让人每送,甚至严重到会人不想再排队去玩。
改进的MM将透过新的算法降低这样不幸的事情发生。
新的MM会分析刚组成的双方队伍的所有人在10场内打到的地图,
接着把他们放到最后几次排队都没进过的地图
*到底是最后几个什么个人不太有把握
The new map rotation logic is relevant for maps used in the Standard mode
(Random Battles). Assault and Encounter Battles are only played across a
limited number of maps. So, if you have them flagged, maps will repeat more
often.
新的抽地图演算只跟一般战斗使用的地图有关
突袭战跟遭遇战只会用到几张地图,所以如果你有勾选这两种战斗那地图会比较常重复
Light Tanks 轻坦
Light tanks were initially designed as support fire vehicles that would
always work alongside others, rather than a standalone battle unit. And so
they remain in the game of today, often resulting in frustrating setups. If
you take your light tank collection for a ride once in while, you often find
yourself matched against vehicles that are a good three tiers higher than
yours. For example, when playing in a Tier VIII light tank, you might face
off against Tier IX–X vehicles—and you won’t be at the top of the list,
which isn’t your most desired setup.
轻坦起初是设计成总是跟其他人协同作战的支援火力型车辆,而不是独立作战的单位。
而这样的脚色来到现在的环境常常会面临令人挫折的组成
如果你偶而开你的轻坦出来兜风,会发现常常排到比你高个三阶的对手
例如,开出八阶轻坦的时候你可能要面对九、十阶车-而且你排不到当头车的时候
-这绝不会是玩家最想要遇到的配置。
To fix it, we’ll stretch light tank branches to Tier X, making the +/-2 Tier
spread a norm for them, just as it is for other classes. They’ll still play
as support vehicles focused on scouting, but with greater firepower.
为了修正这样的问题,我们会把轻坦科技树延伸到十阶以使+-2分房也能套用在轻坦上
它们一样会是以侦查为主的辅助车辆,只是会有较佳的火力
We’ll also rebalance all light tanks to ensure that renewed branches fit
into the confines of the +/-2 rule. It should erase abrupt changes in
gameplay within one branch. Vehicles that currently reside on Tier VIII will
move up a tier, with the only exception being the Chinese Tech Tree. It will
see a completely new light tank at Tier IX: the Type 62C.
我们会平衡所有轻坦以确保新的轻坦科技树符合+-2分房的强度
重平衡将消除科技树内玩法的剧变
现版的八阶轻坦会上移一阶,中国轻坦例外,其线会新增一台九阶轻坦 Type62C
Hitting the battlefield at Tier X will be five completely new light tanks:
the XM551 Sheridan (U. S. A.), T-100 (U.S.S.R.), Spz. 57 (Germany), WZ-132-1
(China) and AMX 13 105 (France). Here’s a quick look at them:
5 / 5
十阶将有5台全新轻坦登场:
XM551 Sheridan(美国)、T-100(苏联)、
Spz.57(德国)、WZ-132-1(中国)及AMX 13 105(法国)
*官网内有图供预览
*由于XM551甫问世的时候有多方表示不满意其外型
所以在WG DevLive影片可以看到他的模型有改良过
http://i.imgur.com/9OjElZl.jpg
*同源题外话: HD STI
http://i.imgur.com/XUfKySC.jpg
Tier X light tanks will sport the class’ trademark compact size and
outperform their brethren at Tiers VIII–IX thanks to unparalleled mobility,
a better view range, bigger HP pool, greater penetration power and damage per
hit. When approaching their balancing, our goal was to give each combat
parameters that would facilitate classic light tank gameplay, while bringing
increased versatility to the table.
十阶轻坦将夸示该车种的紧致车型
而且多亏于无人比肩的机动力、更好的视距、更多血量、更好的穿深及单发伤害,
十阶轻坦性能会超越它八、九阶的弟兄。
至于平衡的部分,我们的目标是促进传统轻坦玩法之外并增加其多功性
Rebalanced light tanks, including the new Tier X are currently being tested
in the Sandbox. Apply if you’d like to some hands-on time and help us refine
them leading up to the release.
重平衡的轻坦,包括新的十阶轻坦现正在沙盒测试中。
如果你有空暇帮助我们在正式释出之前精进这些内容,那么马上申请测试吧
*原页面有沙盒申请
Sandbox Second Iteration Results 第二次沙盒结果
We hit the ground running this January with the second iteration of Sandbox.
We’d like to offer a huge thank you on behalf of the entire World of Tanks
team to everyone who has joined and contributed their thoughts! The feedback
that we received was extremely helpful in determining what worked and why, as
well as what didn’t, and how we can improve on it. Here’s a quick rundown
on results.
我们如期在一月启动第二次沙盒
我们想要先代表WoT团队在这里大大地感谢各位参与测试以及贡献诸多想法的玩家!
我们收到的反馈对于判断哪些改动有搞头及其原因,
又或是没有效的改动以及改进的方向上非常有帮助。
接下来就是快速的带过个阶段的测试结果
Phase 1. Changes to accuracy, damage falloff, and alpha damage
第一阶段. 准度、伤害衰减、单发伤害改动
The revised shot distribution within the aiming circle reduced the number of
“unbelievable” shots. However, the accuracy with full aim went down as
well, which is anything but what we wanted. So, we’re heading back to the
drawing board with this one.
测试的新版弹著分布确实减少了唬洨的甩枪,
然而这同时降低了完全瞄准下的精准度,这并不是我们乐见的结果,
因此,在这个方面会重新构思。
The testing of damage falloff brought a larger issue to the forefront. The
results show that it won’t work the way we want it to (i.e., encourage
heavies to shorten the combat distance), unless we significantly rebalance
HEAT shells. It’s a major decision that would affect the overall gameplay
and most likely come with balance tweaks to other shell types as well. We
will return to it after thorough calculations and modeling, while the current
changes won’t make it into the game.
伤害衰减的测试带来了比前一项改动各大的问题
结果显示了这项改动完全没办法达到我们想要的效果
(例如: 鼓励重坦缩短作战距离),除非我们大幅改动HEAT弹。
这会是个影响到整体游戏进行而且很有可能会牵涉到各弹种的重平衡的重大的抉择。
在我们有更全面的计算以及模型以后将会重启这方面的测试,
而这次的改动将不会进入正式版本
*这个部分应该是在说之前提到的穿深衰减的改动才对,
但不知道为什么会用damage这个词,大概是NA小编的问题
As for the alpha damage revision, we are still comparing player behaviour on
all vehicles that went through changes. It will take some more time to draw
final conclusions. From what we see now, scaling 120 mm gun damage to the
damage rating of 122 mm guns resonated with testers and showed good results.
We’ll return to further refining it after analyzing all the data. The
changes to high-caliber gun damage per shot still require a bit of work.
单发伤害改动的部分,我们还在比较玩家在各个受到改动的车辆上行为的不同,
这些资料还需要多点时间才能导出结论。
而就我们现阶段所见,
将120mm的伤害提升至122mm规格在测试玩家间引起共鸣,并显示出了良好的结果。
我们会在分析完所有资料后继续精进这项改动。
至于大口径砲(183、17cm等等TD砲)伤害改动则还需要一些功夫。
Phases 2–3. Comprehensive changes to artillery
第二、三阶段. 砲车综合改动
Progress with arty is going well. The feedback and stats we collected on Tier
X vehicles showed that the suggested changes created better gameplay
dynamics, and added to the fun. So, we expanded the vehicle pool, adding Tier
VIII and IX tanks to the mix. In the coming weeks, the team will be watching
closely, monitoring your feedback and reviewing logs of data to see how
recent adjustments affect their gameplay, and make further tweaks (if
necessary).
砲车改动的进度还挺顺利。
玩家反馈跟十阶场的统计资料都显示,这样的改动创造了更多变的战斗以及乐趣。
所以我们扩大测试范围,增加了八、九阶车进来测试。
在接下来几周,沙盒团队会密切监测各位的反馈,并检阅诸多资料,
用以检视近期的调整如何影响到游戏进行,以及做出更多调整(若有其必要)
Head over to the Sandbox Blog for a detailed report and a lowdown on Phase 3:
来沙盒部落格看看详细回报跟第三阶段相关资讯吧
http://sandbox.worldoftanks.com/en/
New mode in development—Ranked Battles
开发中新模式-天梯战
*来源同改进MM
https://youtu.be/W-r386n61YQ
For quite some time, you guys have wanted an arena where you can truly test
your mettle, facing off against players who are in a similar standing. Today,
we’ve got a message for you: Ranked Battles is on the horizon so you’d
better be polishing your skills.
各位想必已经期盼一个可以测试自己的胆识,与自己相近的敌手对拼的战场很久了。
今天我们给各位看官捎来一个好消息:
天梯战很有可能即将问世,所以是时候磨练各位的战技的时候啦
Exclusive to Tier X vehicles and divided in seasons, Ranked Battles will let
you prove that you’re the best of the best in 15-vs-15 combat. The more
successful you are in battle, the higher your standing will be in a special
Ranked Battles ladder. And we aren’t talking just victory; it’s going to be
more about your contribution to the battle outcome. If you put in a great
performance, yet your team loses a match, you move up the ranks anyway. So,
climbing the ladder is all on you! And as you progress, the competition goes
up as well. Yes, it depends directly on your position in the ladder as the
matchmaking will pit players against those of a similar rank in a special
Random Battles queue. If that’s not enough, a stellar performance in battle
and during a season will net you some exciting rewards.
天梯只有十阶车能参加并且会分成各赛季,
天梯战将能让你证明自己正是15V15的高手高手高高手。
你在战斗中表现越好那么你在天梯中的名次就越好-而且并不是只看胜场;
天梯排名将更关乎于你对战局的影响。
如果你打了一场好仗,尽管你的队伍输了,你的排名还是会上升。
所以爬梯全看个人发挥!
而当你排名提升,竞争将越趋激烈。
是的没错,MM会在一个特化的随机战排队把排名相近的玩家排在一起比拼。
如果这样还不够,出色的战斗表现会让你在赛季赢得一些令人兴奋的奖励。
Unlike everything else we mentioned in this article, Ranked Battles is still
in the early stages of development. We hope the notable highlights we just
shared got you as excited as we are about it. There’ll be a lot more
information coming your way when we move closer to rolling it out.
但不像本文中提到的其他改动,天梯战仍在开发早期阶段。
我们希望提及的这些亮点能让各位跟我们一样兴奋
当我们离正式发布越来越近的时候,会有更多相关资讯出现。
New Graphics 新的画面
Finally, this year the game will see significant graphical improvements with
a number of great new features that we’re excited to bring to you. And as it
often is with graphics, we’d rather let you see what’s in store with your
own eyes:
最后,WoT今年会迎来我们迫不及待带给各位的: 可观的画面提升还有相当多的新玩意。
而这些东西往往都是视觉性的,所以直接让各位看看葫芦里是卖什么药
https://youtu.be/76XTKfJaszA
This year, we are going to overhaul the game’s core, while also enriching it
with new gameplay options—the reveals at GDC being a large part of this. We
hope you are as excited as the rest of us to dive feet-first into playtesting
improvements when they arrive. We’ll continue to keep you updated on
specific times and dates as we get closer to testing and everything is ready
to head out the door.
今年我们将会重制游戏(程式)核心,
并以新的游玩选项丰富游戏内容-GDC揭露的部分为其大宗。
我们期盼各位跟我们一样对即将到来的改动感到兴奋,
并在测试环境到来的时候一马当先的投入。
当我们差不多可以开始测试而且所有东西都准备好的时候,
我们会在特定时日继续提供各位更新资讯。
===============================
Anton "Evilly" Pankov Q&A 三则
1. 轻坦重组以后,会把当初购买迷彩的金钱退还(看你当初银买还金买)
CW迷彩则会被丢回仓库
2. leKpz M41 90mm GF 会维持在八阶并且性能不变
3. 下一版元祖大同电锅(VK72.01)就会拿到它的独特外型/迷彩了
===============================
恩因为这篇非常的长所以可能会出更多错?
照惯例的
如有误译或语意不清处
还请多多海涵以及指教
至于WG DevLive 有兴趣的可以去看看
https://youtu.be/uF359G1mglw
时长约一小
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