[情报] Storm Q&A

楼主: tai33ru (磁砖大)   2014-12-25 15:30:00
讯息极多,有吃书的部分也有新的讯息。
有点赶所以如果有翻译错误请告知我,我会修正 :)
Hello everyone,
what follows are the answers from Storm’s stream he made earlier today. I
didn’t link it (obviously, no point since he was speaking Russian). I gave
up after a while and translated Maiorboltach’s summary instead, thanks Mario
:)
- the reason the British were implemented in 9.5 is the fact that WG had the
most good materials (sources, like drawings and such) for this branch
因为拥有现阶段最足够的素材,所以英国薄皮TD在这个时间点推出。
- with other nations (French, Japanese MT’s), there are big problems with
data collection
其他像是法国、日本中坦等新线的问题在于资料收集的部分遇到困难。
- in WG concept, a branch without tier 10 doesn’t count as a branch, that’s
why FV4005 was decided to be implemented
“在我们的认知中,没有顶阶的线称不上是一条科技线”,所以FV4005被放进去了。
- it took long to decide whether to implement FV4005 or not
但是要把那货加进来还是花了我们很长的时间讨论。
- in the end WG decided to make one of the tier 10 British TD vehicles
heavily armored (FV215b) and one less armored (FV4005) to differentiate them
最后WG决定要用两条英国TD线的装甲特性来区别两条线的特质。
(译:如最后所见,FV 215b 183砲塔稍加厚,衬出FV 4005的纸头壳)
- FV4005 turret armor is historical, Stage 2 was implemented because Stage 1
had an autoloader and no turret
FV 4005砲塔装甲合乎史实,Stage 1是拥有自动填弹机但没有砲塔的版本。
- the 9.5 branch is composed of only vehicles, that existed at least in
prototype or even fought in the war
最终9.5的英国线是一条有参加战争的经典车以及至少有做出原型车而构成的科技线。
- no plans to prolong the Firefly branch from Firefly with more medium tanks
for now (as an alternative to the TD’s)
但目前没计画从萤火虫线中分出另一条中坦线的打算。
- FV4202, FV215b switch is still planned – to Centurion Action X and
Chieftain, they wanted to do it earlier, but much time was lost in
communication with museums, much more than was planned (current ETA is first
half of 2015)
英国中重坦替代计画仍然有规划,虽然之前有想要早点做,但是卡在跟博物馆沟通上
的时间损失超出预期。(目前预计2015上半年会有结果。)
- 2015 new branches – no specific info yet, but there will be several, there
will also be more tank switches (lowtier US TD’s, as some TD’s were in real
life arty (T18) and T57 arty was actually a TD)
2015的新支线还没有具体的资讯,但是会有的,同时也可能会有更多坦克转换。
(像是在史实上T18是自走砲而T57是驱逐坦克之类而游戏内相反的问题。)
- 9.5 minimap was based on XVM because various minimap mods were analysed and
it was found out that tank names on minimap is the third most used mod from
all the mods, it gives players some advantages, that’s why it was
implemented (so players not using the mod have the same advantage as those
who do)
9.5的小地图功能是根据XVM制成,因为在分析众多小地图模组的过程中,我们发现坦克
名显示的功能是所有模组使用频率中的第三高,同时也给了玩家一些优势,所以我们从
善如流。(SS:因此让没用模组的玩家和有用的玩家站在同个起跑点上。)
- regarding implementing further mods (for example the viewrange circle on
minimap), there are issues with performance. After the 9.0 failure (drops in
performance), WG re-evaluated all its standards for performance requirements
(when it comes to new feature release)
关于加入其他模组功能,WG表示遇到效能的问题。在9.0大挫败之后,WG在遇到和效能
表现相关功能发布都会重新评估其对于游戏效能的影响。
- Storm states that when it comes to various circles and such on minimap, it
has to be made using vectors and vectors in Scaleform format cause lags and
FPS drops. They tested these options, but it’s not viable for the entire
playerbase use, because it “eats” FPS on very bad computers. It’s possible
this will be reconsidered later on.
(省略翻译,大意是在小地图加入视野范围等等圈圈现阶段会造成Lag以及FPS下降,
大多在性能差的电脑上有显著影响,他们之后会考虑。)
- regarding the XVM solution of minimap icons (multiple layers), Storms
states that this eats a LOT of FPS on weak computers and that’s why it was
not implemented. The price for making the game work for everybody is that WG
cannot implement some functions they’d like to.
Storm表示因为XVM的小地图图示处理方案造成部分性能较差电脑FPS大幅降低的情形,
为了顾及这些人代价就是有些他们也乐于实装的功能得忍痛搁置。
- there will be some additional fixes later on based on 0.9.5 feedback
之后会有针对9.5意见回馈所做的额外修正。
- support of special color mode for people with weak sight is in the
development queue
色盲辅助模式在发展排序中。
- future mods implemented to WoT will include better filters in hangar and
crew operations functions (this is all from the mods planned for near future)
未来的辅助功能将会包含车库筛选器以及组员移动相关功能。
- Individual Missions will not be limited by time at all. Only from time to
time, there will be a new set of missions (and a new vehicle) in addition to
the old one. These new ones will come roughly each half a year.
个人任务不会有时间限制,而是依时程逐步推出新任务目标以及新车,大约每半年会
推出一次。
- it’s possible the IM’s will be changed based on player statistics, if
Wargaming finds out they are too difficult and such
如果未来WG发现个人任务太难,会依据玩家数据改变任务内容。
- developers decided to remove the IM’s that would mess up the gameplay for
other players, many missions (several dozen) will also be reviewed (and
reworked)
开发组决定移除掉部分会搞砸他人游戏体验的任务目标,并重新检视许多任务的设计。
- the developers do like the Object 260, everybody likes it
“我们也爱260,大家都爱她!”(译:我愿意用IS-7来换这一台...IS-7不够的话我有
IS-8、IS3、IS...OAQ)
- many players reported FPS increase in 9.5, this is due to the optimizations
made in the patch. Storm states that constant low FPS (like 30) is much more
comfortable to play with than various FPS drops (even from much higher FPS).
Statistics, collected on player computers by Wargaming indicate FPS increas
in 9.5 as well and the optimization doesn’t stop there, more is in progress
许多玩家回报9.5的FPS有改善,这是因为优化有功。Storm表示将FPS锁在30对游戏体
验较佳。而从WG蒐集的数据也显示9.5的FPS有增加,并指出优化工作不会以此满足,
会谋求进步。
- WG is working on render overhaul (DirectX 11 and multicore support)
WG正检修渲染中。(支援Dx11以及多核心支援部分)
(译:说好得多核心呢...都不期不待了)
- in one of the future patches, World of Tanks will transfer to newer
Bigworld version, this will be practically unnoticeable to players (the
changes are internal)
未来的某个版本中,WOT会转移到新的BW引擎,但玩家几乎不会察觉。
- it’s possible that the new TB map Lost City will appear in random battles
as well. It wasn’t made straight away because the setting doesn’t
correspond to WW2, but it’s possible this decision will be revisited. The
map is based on abandoned military towns in Kazakhstan.
新的团队战地图(Lost City)有可能会开放随机战。虽然不会立即做,但是会重新审视
可能性。这地图是根据一个在哈萨克斯坦的废弃军事城镇所设计。
- developers decided to stop working on making the maps more “atmospheric”
– in this stage, Ruinberg overhaul is the last one
开发组决定终止制作有“战争气氛”的地图,Ruinberg雪地版会是最后一个。
- currently, developers are working on one historical maps (coast of France,
Summer 1944)
目前开发组正在制作历史地图。(1944年夏季的法国海岸)
(译:大概是诺曼第)
- Severogorsk was removed from the game for good. Previous rework of the map
proved to be insufficient and a complete overhaul, that would be required,
would practially equal creating a new map.
Severogorsk的移除是为了全局着想,上一次重制之后证明仍然不足与改善且需要全面
整修,而这几乎等于重做一张全新的地图。
(译:这张图...大家请鞭WG...个人不觉得有问题啊...)
- when it comes to maps, Wargaming is now focusing on removing bad maps and
improving the other maps and bugs on them. There is already a list of maps to
be removed, the speed will be roughly one map per patch.
WG准备砍烂图,并改进及修正一些地图的Bug,已经有名单了,未来会以一版移除一张
图的进度进行。
- work on HD models continues. Developers will start implement several dozen
HD models per patch, but this number has to be limited with the size of the
patch in mind, Storm doesn’t want huge 40-50GB patches
开发组准备了好几打的HD模组准备推出,但是需要注意更新的大小,Storm不想要一次
更新40-50GB的资料。
- it was considered to allow players to select their hangar within the game,
but this increases the size of the client and there is also a considerable
amount of work keeping all the hangars up to date, specifially when it comes
to global graphics and game settings changes
有想要让玩家自选车库样式,但这会增加客户端程式大小,而且需要耗费大量的资源
去维持车库在最新的状态,特别在画质以及游戏设定改变的时候。
- the “Winter standoff” mode will be introduced after (Russian) holidays
新的8-Bit模式会在假期后推出。
- the “Confrontation” mode (AKA “national battles”) is still being
discussed. It all depends on the new MM, which is being developed (this
requires a lot of time). Currently, Wargaming is working on “Matchmaker 3.0〃
– an entirely new concept. It’s a very complicated task, concerning all
the modes, a lot of work to do.
国战还在讨论中,要视正在研拟的新MM而定。目前WG正在研发“MM娘3.0”,牵涉甚广
有待发展。
- currently, WG is focusing on new modes, a lot of work is being done on PvE
mode
WG正在开发PvE模式。
- developers are working on new motion physics as well. The biggest issue is
not to screw up the gameplay. Most likely for regular players it will look “
the way it is now” (even though the motion system gets a complete overhaul),
only with physics bug fixes, removing various temporary measures and with
some new features (handbrake, it will be possible to do a “U-turn”)
开发组也正在进行新动态物理引擎的研制,然而还是要顾及游戏性。现阶段玩家可能
只会看到像是“物理系统去虫”、“临时性措施去除”还有一些新的功能。(SS:像
是手煞,可以让战车瞬间定点转向之类。)
- new render range is in work, instead of a 1000 meter rectangle, there will
be a circle with 565 meter radius. The 1000 meter rectangle is an old
Bigworld workaround to be fixed
新的渲染距离正在做,转变为直径565m的圆体。
- developers are also working on fixing the “tanks disappear in the middle
of empty field” spotting issue. Currently, following mechanism is used: a
tank is driving on the field, it has camo X, it stops, camo X drops to Y, it
disappears. The mechanism that is proposed is that when a tank enters the
field and is in direct (unobstructed) field of view and stops (or shoots), it
will have no camo coefficient at all (eg. can’t disappear)
“空旷原野中消失的坦克”问题,开发组正在处理,预计解决方案为:“当坦克进入原
野中,在玩家的FOV视野中无阻挡时而坦克静止或射击时,将取消其伪装系数。”
- developers are working on fixing the “shooting bush” issue as well. The
mechanism, that is currently planned is that when shooting, an additional
spotting point will be generated at the end of the barrel. If the gun sticks
out of the bush, the tank will be spotted. There will be no “helping
mechanism” to indicate this, the player will have to rely on his own eyes.
“射击时草丛判定”的问题也在处理清单上,预计在砲管末端增加一个射击时作用的
视野判定点,射击时若砲管末端在草丛外,坦克就会被点亮。不会有辅助机制告诉你
露出砲管与否,玩家必须要自己肉眼判断。
- developers are working on optimization of the visibility algorithms, as
they are the most processing-heavy part of the serverside of the game. This
will not influence the visibility parameters, but the current system is that
the closer the tank is to you, the faster the spotting checks are. In the
future, all the distances will have the frequency of the spotting checks
unified. This will remove the situations that tanks can pass a road where you
would normally see them within the “tick” time of your spotting checks and
you won’t notice them.
开发组正在研究新的开光机制算法优化,这也是游戏中最吃服务器的部分。这不会直
接影响到开光判定,但目前系统机制为下:开光采定时扫描,越近的距离扫描次数越频
繁。未来扫描频率会统一,这会去除敌人在你的扫描间格内通过你的视野检查范围,而
你不会检测到他的问题。
- another thing that is being worked on is the increase of role of armor in
the game. There is no consensus on this issue yet, but it will come soon.
This issue concerns mostly only high tiers. The current solution WG is
working with is a penetration nerf for guns with too high penetration
另外未来装甲的角色可能会更重要,尽管目前还未有共识,但之后会推出。这个问题
主要针对高阶战斗,目前的解决方案指向针对Nerf特高穿深的炮。
(译:真的假的...)
- accuracy will be changed again, specifically the shot distribution within
the aim circle. This does NOT mean nerfing the accuracy to the old standard,
it means more like “calibration” to separate accurate guns from inaccurate
guns, so you don’t get accurate snapshots when moving by a KV-2
准度会再次改变,特别指圈内的随机分布部分。但这不表示要把准度Nerf到旧版,可能
的作法是利用“校准机制”来区别炮的准度。依此KV-2在移动的时候就无法得到准度校
正。
- the special female crew perk (“sisters in arms”) will not be
transferrable to a regular crew, it’s a special perk made to make the girl
crews popular
女性组员历练(SIA,BIA女性版)不能转成一般组员历练,这是专门为女性组员设计的
历练。
- the perk overhaul is in progress, documents are ready by now, all that’s
left is to implement the agreed changes. As announced earlier, the “lightbulb
” (sixth sense) will be a base skill for the radioman. It will be activated
when the skill reaches 100 percent. When a radioman is missing, the crewman
who fulfills radioman’s role will have it instead.
组员历练检修在排程中,相关资料已经准备就绪,剩下实现的部分。早先表示第六感内
建于通讯员的功能,通讯员满百之后即可。没有通讯员的则只要兼任通讯角色的组员满
百即可获得第六感。
- in one of the upcoming patches, you will be able to retrain your
crewmembers to different role (radioman to driver for example)
未来某版本组员可以转职。
- one of the upcoming patches will also bring bonus for “tanking” (for
blocking shells with your armor)
未来某版本也会实装“坦线”加成经验。
- of all tier 10 MT’s, T-62A is the best in blocking shells with its armor
所有的顶阶中坦中,T-62A的装甲最可靠。
- ISU-130 will be given only to moderators
ISU-130只会给版主。(译:论坛版主?还是?)
- training room interface will be completely reworked soon
训练房的接口会重制。
- Havok is ready, but it has one big issue – it drops FPS a lot when the
engine is active on too many objects (SS: as in, with too many destroyed
buildings for example). Developers are working on it. To implement it only on
some maps would be bad, developers want to implement it as complete
Havok已经就绪,但唯一的问题是当太多物件时会造成FPS降低。开发组正调整中,在
特定地图较为严重,开发组希望能够等修完再推出。
原文网址:http://ftr.wot-news.com/2014/12/24/storm-qa-3/

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