【情報組】16/01/10 Q&A

2021-02-27 坦克世界吧

RG在賽普勒斯參加WG會議的摘要

-If we stopped introducing content and made 2016 the year of fixes, would this be enough? - No.
如果我們2016年不引入新內容,只搞修復,這是否足夠?不。

-Although there was a lot of content released in 2015, Wargaming admits the regularity of the patch releases could have been more consistent.
儘管2015年有很多新內容,WG承認新版本的發布本可以更加規律的。

-With the meltdown of the Russian market, the Russian team had to come up with ways to reinvent the game to attract RU players back to the game as well as improve retention of existing players and this obviously has a knock-on effect on content released everywhere else.
隨著在俄服市場遭到重大挫折,俄服團隊不得不想辦法把俄服玩家拉回遊戲,同時改進對現有玩家的粘性。這顯然在內容發布的各方面都有連鎖反應。

-The conversation group in consensus asked to bring back fun events (like Karl 8-bit and Chaffee Race) every 6 months (specially during IRL events like World Cup who tend to drain playerbase away) which was WG agreed with and will explore possibilities.
與會人員一致要求每6個月搞一次娛樂模式的活動(比如卡爾小霸王和霞飛賽車),特別是現實中有如世界盃這種重大活動會拉走玩家時。WG表示同意,會去研究這方面的可能性。

-Wargaming admits that Rampage mode its "not so good, to put it midly".
WG承認巔峰戰「不是那麼好,這還是委婉的說法」。

-Instead of keep on adding games, they want to focus in making the game better (fixes and tweaks of already existing content)
他們想把重點轉到改進遊戲上(修復和調整現有內容),而不是不斷地加入新內容。

-When Artillery was initially introduced it was meant to stop camping and had Light Tanks and other SPGs as natural enemies but nowadays the biggest issue about it is that Light Tanks are obsolete and unable to spot/kill SPG due to corridor maps.
在一開始引入火炮的意圖是防止蹲坑,並讓輕坦和其他火炮有個天然的敵人,但如今卻成了最大的問題。問題在於走廊地圖使輕坦變得無用,無法點亮/獵殺火炮。

-"There is no point in playing Light Tanks at the moment unless you are completing Personal Missions"
「如今除了做個人任務,玩輕坦是毫無意義的。」

-The game nowadays is more static because there are no flanking maneuvers giving more power to artillery, instead of preventing camping is causing the oposite desired effect.
如今的遊戲越來越蹲,因為沒有側翼機動,這讓火炮更加威猛。原本是想防止蹲坑的,現在起到了反效果。

-Because of all the equipment/consumables available the tanks are now more precise than they were 5 years ago making Lights Tanks easier to shoot, also, because of New Physics, Light Tanks have a harder time getting one point to another.
和5年前相比,各種配件/消耗品能提高更多的精度,這使得輕坦射擊開火更加方便。同時,由於新的物理系統,輕坦從一個點轉移到另一個點更加困難。

-A newER physics will be implemented hopefully by 9.15 (It still needs further testing)
希望在9.15版會實裝一個更新的物理系統(仍需要進一步測試)。

- Although map sizes are the same, they have become smaller. WG experimented with making maps bigger but the idea wasnt viable due to vehicles like T95 and Maus. Currently they are exploring the idea of adding extra map spawns to facilitate slower tanks.
雖然地圖尺寸是一樣的,但實際上變小了。WG曾實驗過更大的地圖,但並不可行,因為有如T95和鼠式這樣的車輛存在。目前他們在研究給龜速車增加額外的出生點。

-Corridor maps were a mistake made by their creators, the idea was to increase the survability of tanks like Maus by minimizing flanking options and that destabilized the ecosystem (LTs)
走廊地圖是個錯誤。其想法是將側翼攻擊的可能性降到最低,以此來提高如鼠式這類車輛的生存能力。這導致了整個生態系統失衡(輕坦)。

-Light tanks lost their value on these "corridor maps" because they couldn't flank as easily as before so tended to use the same routes as the mediums. This led to the dominance of TDs hidden at the end of these "corridors" killing whatever the HT/MTs were engaging, without the LTs being able to flush them out. To combat this, the view range of almost all TDs was reduced, but with mediums and heavies in the front line dropping Vents for Optics and using premium consumables, they were reaching the view range cap and performing the scouting role as well as or better than the LTs. One option is to reduce the view range of mediums as well as the TDs. Another possiblw fix is to drop the battle tier spread of Lts, so for example, a tier 6 LT would only see tier 7 and 8 battles instead of 7 to 9. This, however, brings it's own balancing problems, a Walker Bulldog that only sees tier 8 and 8 battles would be a force to be reckoned with!
Right now there are two out of maybe forty maps where a LT has good spotting opportunities - Prokhorovka and Malinovka. Even here it depends on which side the LT spawns.
It's possible to address some of the current issues by making changes to the maps once again, but fixing class balance issues by changing maps isn't what WG want to do, they'd rather fix the class issues directly.
在這些走廊地圖裡,輕坦失去了它們的價值。因為它們無法像以前那樣從容地側翼機動,所以更傾向於採用中坦的打法。這導致了躲在最後面的TD佔據統治地位,可以在走廊裡擊殺任何想發起進攻的重坦和中坦,因為沒有輕坦去把掃出來。為了避免這種情況,砍了差不多所有TD的視野。但是,前線那些裝有通風和高光,嗑著金幣補給的重/中坦,它們仍然能達到視野上限,是比輕坦更好的偵查車。有一個選擇是同樣也砍掉中坦的視野。另一個可能的修正是降低輕坦的分房等級,比如6級輕坦只見7-8級車,而不再進9級房。但這又會帶來平衡問題,只見8級車的沃克猛犬可不容小視。
目前有約40張地圖,其中有兩張是適合輕坦點燈的,分別是普羅霍洛夫卡和馬利諾夫卡。但即使在這地圖上,也要看輕坦的出生位置。
或許會再對地圖做一次修正,來解決目前的問題。但通過改地圖來修復車輛類型之間的平衡問題不是WG想要的,他們更願意用更直接的方式。

-Several options were discussed for making artillery more useful for teams and less frustrating for both artillery players and artillery victims. Rather than being a simple indirect fire damage class, artillery could have access to specialist ammunition such as smoke shells, illuminations shells (taking a leaf out of Armored Warfares' book) cluster munitions to "debuff" enemy tanks by doing critical damage rather than hit point damage. Medium tank wolfpack threatening to break through a flank and only one TD in a position to stop them? Drop a salvo of cluster munitions on them to slow them down by detracking them and temporarily incapacitating their crews, then drop smoke on the TD to keep him hidden as he takes advantage of their sudden vulnerability.
關於如何使火炮對於團隊更加有用,同時不讓火炮玩家和被火炮砸到的玩家都感覺挫敗,討論了數個方案。不將其設置為直接的火力輸出車,而是給予特殊的彈藥,比如煙霧彈、照明彈(借鑑自《裝甲戰爭》),以及製造模塊乘員傷害,而不是HP傷害的集束彈藥,以此來給敵人上「減益效果」。比如對方中坦狼群要突破防線了,但本方只有一輛TD在位怎麼辦?給對手來一波集束彈,通過斷履帶和使其暫時性乘員失能來降低他們的前進速度。然後對本方TD打煙霧彈,讓他在利用敵方身上這臨時性減益效果時不被點亮。

-Also, with the possible inclusion of night maps and maps with realistic weather conditions, the ability of LTs to detect enemy tanks through, smoke, rain, snow, fog and darkness may help bring a battlefield role back to LTs, and specialist artillery ammuntion like illumination shells would give artillery some value to the team other than simply raw damage.
另外和夜戰地圖和真實天氣的可能性相關,在煙塵、下雨、下雪、起霧和黑夜環境下,輕坦點亮敵人的能力或許能讓其回歸本職。另外,火炮的特殊彈藥,如照明彈可以給火炮一些團隊價值,而不再是簡單的製造傷害。

-Another issue is to do with equipment and crew skills. Right now the choice of equipment to fit to any given class of tank is either right or wrong. There are no alternative equipment loadouts that give you the option to play that class of tank differently. It's the same with crew skills. Camo/repairs to 100%, drop for 6th Sense, camo/repairs to 100% again, drop for Brothers in Arms, then repeat. What WG want to do is make different equipment loadouts other than vents/rammer/optics a viable choice. No-one uses Enhanced Torsion Bars, but if (for example) Enhanced Torsion Bars gave you a increased chance to resist the debuff effect of a new artillery cluster munition and / or increased your terrain resistance, it might be worth getting.
另一個要解決的問題是配件和乘員技能。對於特定車輛類型的配件選擇就一種,沒有其他的配件組合來適應不同的玩法。乘員技能也有一樣。隱蔽/修理到100%,加上燈泡;隱蔽/修理到100%,加上兄弟連,重複。WG希望能有不同的配件組合,而不再是通風/輸彈/高光這些。目前沒人使用增強扭杆,但假設增強扭杆可以加強對火炮新彈藥的抵抗能力,或者加強地面適應力,那就有用了。

-Crew skills also need looking at. Choosing which crew skill to train next should mean something, making the choice of which skill to train should mean making an actual choice instead of just choosing in which order to get the skills. The Commander skills in World of Warships are a better way of doing it, but they're still not perfect, at some point your Commander will eventually have every skill, but if choosing one skill in a tier meant that you couldn't choose any others from the same tier, the choice would actually mean something. The difference between any two given players should be in the choices they made, not in the time they spent accumulating enough points to have every skill. None of this is final, of course, but it shows you the kind of thought that WG are giving the subject.
乘員技能也需要研究。接下來訓練哪個技能應該是有講究的,技能選擇應該是真的有選擇,而不是只是決定技能訓練的順序。WoWs的技能系統是個更好的方式,但還不完美,有時候你的車長會有所有技能。但是,如果在一個等級上只能選一個技能,也就是說你無法再選同等級的其他技能,那麼如何選技能就有講究了。那麼兩個玩家之間的差別就在於技能的選擇,而不是他們有多少經驗,是否能點出所有技能。當然這還不是最終方案,但可以看出WG正在想什麼。

-Ideally WG want people to have more choices. This means making more equipment useful and making the crew skill choices meaningful. To support these kind of changes it may be possible to have a "lobby" system before you enter battle where you could select the equipment loadout that you want to take into battle with your chosen tank from a range of pre-saved loadouts, for example. Changes like this, in combination with more useful and varied equipment modules may mean that the way you play any given tank could be completely different depending on what map is in the rotation and the loadout you select for it.
WG希望給玩家更多的選擇,也就是說讓更多配件變得有用,乘員技能選擇變得有意義。為了支持這樣的修改,或許會有個「休息室」系統,比如在你進入戰鬥前,讓你從一系列預設的配件組合裡選一個。像這樣的修改,再加上更有用和多樣化的配件,這或許意味著可以根據地圖和配件組合的不同,採用完全不同的玩法。

-Looking at crew skills again, right now they're all passive. You don't have to press a button to make the crew repair the tracks, they just do it. Don't panic, what WG do NOT want to do is make you press a button to have your crew start doing repairs, or camoflaging the tank etc, but what if crew skills came with an active feature as well as the passive benefit? What if active Sixth Sense allowed you to see through concealment for a short time as well as the passive benefit? What if Active Repair skill immediately repaired all damaged modules, the same way a premium repair kit does, except you could use it once every two minutes?
再來看乘員技能,目前都是被動技能。在乘員修理履帶時你不用按任何鍵,讓系統解決就是了。別緊張,WG不是想讓你通過按鍵來修理或者隱蔽什麼的。不過,假如乘員技能在提供被動效果的同時,還有主動效果呢?比如燈泡除了被動效果,還能讓你短時間內透過掩體觀察呢?主動修理能像金幣修理包一樣立即修理好損毀模塊呢?只是要每隔2分鐘才能用一次。

-Regarding premium ammunition, the problem isn't the premium ammunition, it's the "corridor maps" that force mediums to meet heavies face to face and give them no choice but to load premium ammuntion to beat them. The easy solution is to nerf penetration, but a better solution is to make flanking more viable for mediums and lights.
WG would like to go back to the days when each nation had their own characteristics. Germans were all about the accuracy, French were mobility and light armour, Soviets had big alpha damage but poor accuracy. With the introduction of so many new nations, this "flavour" seems to have been lost. Once you've got more than three or four tech trees you start to run out of options to make each nation unique, but there are still options. British HESH ammunition doesn't necessarily have to be just HE that has better penetration (and is a waste of time using on anything other than the FV215B 183). French HEAT ammuntion on the AMX30B combined high penetration with the velocity of APCR, but right now it's just regular HEAT.
關於金幣彈,問題不在於金幣彈本身。而是走廊地圖迫使中坦和重坦剛正面,除了金幣彈別無選擇。最簡單的方案是砍穿深,但更好的方案讓中坦和輕坦能更好的進行側翼機動。
WG或許會採用以前的方式。原來每個國家的車都有自身的特點,比如德系是精度、法系是機動和紙糊、蘇系是高單發傷害和渣精度。隨著不斷引入新的國家線,這個「特點」貌似沒了。一旦有超過三或四條科技樹,各種國家特性就被用盡了,但其實還是有選擇餘地的。英系的HESH沒必要做成高穿深的HE(除了FV215b 183,其他車用這彈藥都是浪費時間)。在AMX30B上的法系的HEAT結合有高穿深和APCR的速度,但目前只是普通的HEAT。

-WG would like to see more choices available to players in the same way that Chinese mediums have the choice of taking a big alpha damage gun or a rapid firing lower calibre "medium tank" gun. Chinese mediums are a good example of giving players a choice. Soviet mediums like the T-54 are a bad example. With the T-54s two top 100mm guns players were supposed to make the choice between good gun stats or higher penetration, but what actually happens is players choose the gun with the better gun handling and make up the difference in penetration with premium ammunition. There's no real choice involved. WG want to get away from this kind of thinking and make weapon and equipment choices on your tanks something that is more than a good/bad choice. There should be more than one good choice.
在中系中坦上,玩家可以選擇高單發傷害的炮,也可以選擇高射速,口徑小一些的「中坦炮」。WG希望能給玩家更多這樣的選擇。中系中坦是給玩家不同選擇的好例子,而蘇系中坦,比如T-54則是個糟糕的例子。給T-54兩門頂級100mm炮是希望讓玩家在好的炮控和高穿深之間選擇,但實際上玩家都選擇炮控好的,然後用金幣彈來提高穿深。這並不是真正的可選,WG希望能擺脫這樣的思路,讓武器和配件的選擇不僅僅是好壞之間的選擇,應該有不止一個好的選擇。

-The buff to the machinegun turret on the T110E5 was unintended and a result of changing the model from SD to HD. Oops!
T110E5機槍塔的加強不是有意的,這是模型高畫質化導致的。

-WG want to simplify the way information about the tanks is presented in the game. Right now you look at a bunch of numbers in the garage, but without experience of playing the game you don't know if those numbers are good or bad. Is 40mm of turret armour good at tier 4? Is 0.4 accuracy good for a tier 6 medium? Rather than showing raw numbers, perhaps a rating system would be better? If a tank has 5/5 armour rating in it's tier, you immediately know it's a tough tank before you even play it. Of course, experienced players still want to see the numbers, but we want to see ALL the numbers, including gun depression, terrain resistance, aiming bloom, etc. Numbers like this might be accessable via drop down menus from the basic tank stats, or on a seperate screen. Changes like this would prevent people from trying to use AMX40s as scouts because "hey, it's a light tank."
WG希望簡化遊戲顯示坦克數據的方式。目前你在車庫裡能看到一堆數據,但不是老手根本不知道這數據是好是壞。4級車40mm炮塔裝甲好不好?6級中坦0.4精度好不好?或許不是顯示一排數據,而是用評分系統更好些。如果一輛坦克的裝甲在它這個等級評分是5顆星(滿分5),你在使用之前就一樣就看出這是輛堅固的坦克。當然,有經驗的玩家仍然想看數據,但我們想看到所有的數據,包括俯角,地面阻力,擴圈等等。此類數據或許會用坦克基本數據窗口上的下拉菜單來顯示,或者是個單獨的界面。這樣的修改會避免玩家只是因為看見AMX40是輕坦,就用它去偵查。

-The one thing that kept coming up over and over was the issue of choice. WG want to give players more choices and for those choices to be both useful and playable. There should be less wrong choices in how you set up, equip and train your tanks and more right choices that are more or less right depending on how you like to play.
一個反覆被提到的問題就是選擇。WG希望給玩家更多選擇,這些選擇都是有用的,可玩的。這樣應該不再是你選擇是否錯誤,而是你的選擇有多正確,或者說選擇是否適合你的打法。

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