各种爆炸消息 赛普留斯会议摘要
17173 新闻导语
前情提要:WGRU邀请了一批博主和视频作者到赛普留斯去开会了,会议中讨论了许多和WOT有关的内容
Hello,
大家嚎,
the first part of the Cyprus meeting is finally completed, this is a resume of the conversation we had withMarkus, Florian and Slava, tomorrow will start working on Viktor Kislyi‘s aka second part:
赛普留斯会议的第一部分终于弄好了,这是我们和Markus,Florian以及Slagva所进行过的对话的摘要,明天我会开始搞和VK的对话,也就是所谓的第二部分。
-If we stopped introducing content and made 2016 the year of fixes, would this be enough? – No.
如果我们(开发团队)在2016年中停止加入新内容,而只是注重于修复旧的问题,你们看怎么样?
不成。
-Although there was a lot of content released in 2015, Wargaming admits the regularity of the patch releases could have been more consistent.
尽管2015年的确是放出了很多新的内容,WG承认说补丁上线的频率可以更加稳定一些
-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.
随着毛服市场的流失,毛服的团队必须要找出彻底改造这个游戏去把毛服的玩家重新吸引回WOT的办法,同时还要留住现在手上的这批玩家。而这样又会导致其他差不多的游戏的一连串连锁反应
-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.
整个讨论组一致同意要让娱乐模式(比如卡尔的红白机模式和霞飞竞速)每六个月就实装一次(尤其是要在世界杯这种会让玩家数量流失的重大活动的时候),WG方面对此表示同意,他们会探索更多的可能性
-Wargaming admits that Rampage mode its “not so good, to put it midly”.
WG承认围猎战模式“说好听点就是表现的不尽人意”
-Instead of keep on adding games, they want to focus in making the game better (fixes and tweaks of already existing content)
他们想要把游戏搞的更好(修复和调整现在已经有了的内容),而不是不停的加入新内容
-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.
最开始加入火炮的意图是防止蹲坑状况的出现,让轻坦和火炮自动成为两个对立面,但是现在最大的问题是由于绞肉图的出现轻坦变的没什么用了,也没办法点亮或者是抄掉火炮
-“There is no point in playing Light Tanks at the moment unless you are completing Personal Missions”
“现在你除非是要做个人任务,不然玩轻坦毫无意义”
-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.
游戏现在比以前处于一种更加“静止”的状态了,因为没办法进行包抄,这样反而是给了火炮更大的作用空间,和当初加入火炮的初衷反其道而行之。
-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.
由于现在坦克可用的装备/给养比五年前更加精密,导致轻坦更容易被弄死了,而且由于新物理系统的加入轻坦转场的困难度也上升了。
-A newER physics will be implemented hopefully by 9.15 (It still needs further testing)
一个更新的动态物理系统希望能在9.15就实装(首先还需要测试就是了)
– 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.
尽管地图的尺寸是一样的,但是地图的实际可游玩面积变小了。WG曾经试过要弄出更大号的地图,但是由于有T95和鼠式这样的车的存在这个办法不可行。现在他们在考虑要不要给地图增加额外的出生点以帮助这些跑得很慢的车
-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)
绞肉图这个问题全部要归结于地图制作人员的身上,他们本来的想法是要通过降低包抄这个方案的可实行性来提高栗如鼠式这样的坦克的生存能力,然而这样做却彻底摧毁了整个轻坦的生态环境
-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!
轻坦们在绞肉图上毫无价值,因为他们没办法像以前一样包抄,所以他们要和中坦走一路。这就导致了那些在“绞肉机”最后面蹲着的TD们可以来一个杀一个来两个杀一双的问题,而轻坦们也没办法逼着他们撤退。为了对抗这一点,所有的TD的视野都下调了,然而因为前线的中坦和重坦都不带通风而是换上了高光这一点,他们的视野都已经达到了上限,点亮能力和轻坦差不多,有的时候比轻坦还要好。另外一个可实施的解决办法是把轻坦的分房规则取消掉,比如说6级的轻坦只会进7级和8级房,不会看到9级。然而这样改的话又会带来平衡性方面的问题,最高只会进8级房的沃克猛犬可是猛的很的。
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.
现在的话大概40张地图中只有两张可以让轻坦好好点亮—普罗霍洛夫卡和马利诺夫卡。就算这样还得考虑到轻坦到底是出生在地图的哪一边。
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.
当然这些问题现在完全可以通过改动地图来解决,但是WG并不想通过改动地图来解决、车型的平衡问题,他们想直接修复这些车型的问题,而不是去改地图、
-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.
会议当中讨论了一些可以让火炮对整个团队的作用上升的办法,让火炮玩家和被火炮打死的玩家都不那么蛋疼。火炮并不应该作为一个单纯的间接火力输出的车型,火炮应该可以使用一些特殊的弹药,栗如烟雾弹和照明弹(和AW一样),可以给对面通过大量摧毁模块而不是直接打掉血来套“Debuff”的集束炸弹。
一大帮中坦在包抄了,而只有一个TD在守住防线,怎么办?送对面中坦一波集束炸弹,断其履带废其成员,然后给TD扔一个烟雾弹让他保持隐蔽,在对面丧失战斗力的时候赶尽杀绝。
-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.
还有,因为有可能会做出夜战图和实时天气效果,轻坦们可以穿透烟雾,雨雪,雾霾以及黑暗的来侦查的能力有可能会帮助轻坦找回当年的角色,还有就是类似于照明弹这样的特殊弹药可以对队伍带来一些其他的效果,而不是单纯的火力输出。
-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.
另一个要解决的问题是装备和乘员技能。现在的话某种车型的装备配置非黑即白。没有什么可以让你通过不同的方式来玩这种车的装备配置组合。乘员技能也是一样。先修理/伪装到满然后洗掉上灯泡,再修理/伪装到满洗掉上兄弟连,无限循环。WG想要搞出的是各种装备组合,而不是简单的通风/输弹/高光。没人会去用扭杆,但是(只是个假设)扭杆可以有一定几率抵抗火炮的新的集束炸弹的Debuff效果,亦或是增加你的地形阻力的话,那这个装备就稍微有意义一些了。
-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.
乘员技能也需要调整一下。下一个技能要练什么应该是会实际产生一些影响,而不是单纯的关系到到底是先出那个技能和再出哪个技能的关系而已。战舰世界中的舰长技能就比现在的乘员技能要好,但是依然不够完美,因为舰长总会达到一个技能上限,而且一层中只能选一个技能就意味着不能选这一层里面的其他技能,这其实是有意义的。任何两个玩家之间最大的差别就是他们所做出的各种各样的选择,而不是他们花时间去肝出学所有技能需要的技能点。当然上面说的都不是最终定下来的方案,但是可以给大家一些WG关于这个问题的看法。
-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是想让玩家有更多选择的余地的。这个意思是让更多的装备有意义,也让乘员的技能选择有意义。比如说为了支持这种改动他们可能会做出一个战斗前的“大厅”系统,可以从之前保存好的装备模板中选择一个带进战斗。类似于这样的改动和更加有意义的装备组合在一起的话,也许会意味着任何一辆坦克在不同地图上采用不同装备的游戏性会有天翻地覆的不同。
-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?
说回到乘员技能,现在的技能都是被动技能。从来不需要按键让乘员去修理模块,他们自己会过去修就是了。请不要慌,WG并不想做成那种要按个键才会让乘员开始修理,或者是按个键才会让乘员去伪装坦克的形式,但是如果说乘员的技能在被动效果之外再给你个主动效果呢?如果灯泡在保留被动效果的同时提供一个可以让你短时间内看穿伪装的主动效果呢?修理的主动技能可以让你每两分钟就修理一次全部受损的模块听上去又怎么样呢?
-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.
关于金币弹,这个问题本身其实不是出在弹药身上,而是出在那些“绞肉图上”,逼着中坦和重坦面对面对打,中坦们别无选择,只能拿金币弹来搞定重坦。最简单的解决方案是削弱穿深,但是除此之外也有让包抄这个行为对于中坦和轻坦更加容易执行的办法存在。
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.
WG也想要回到当初那种每个国家都有自己特色的日子。德国就是精准至上,法国就是脆皮高机动,苏联高伤但是精准很烂这样。但是由于游戏中已经有了这么多的国家,这个“特色”已经没有了。当游戏中出现超过三个或者四个科技树的时候,就没有太多办法让每个国家都具有特色了,但是办法还是有的。英国的HESH弹并不需要做成穿深更高的HE弹(当然除了FV215B 183用HESH以外其他车用都没什么屁用)。法国的AMX30B的HEAT弹结合了高穿深和APCR的高弹速,但是现在它也只是常规的HEAT而已。
-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.
WG想要让玩家有更多的选择余地,就像中国中坦让大家在单发高伤炮或者是小口径速射“中坦”炮之间二选一一样。苏联中坦, 比如T-54这样的就不行了。苏联的两个顶级100mm炮本来是让玩家选到底是要火控还是高穿深,但是实际情况是大家都跑去选了火控好的炮,穿深问题就靠金币弹弥补了。完全没有什么选择的余地。WG想要做出更多的类似于中国中坦主炮这样的决定,让坦克上的武器和装备的决定是一种比非黑即白更高层次的决定。应该有大于一种的“正确选择”。
-The buff to the machinegun turret on the T110E5 was unintended and a result of changing the model from SD to HD. Oops!
T110E5的机枪炮塔被Buff并不是故意的,那个是高清化带来的副产品而已。
-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想要简化游戏中坦克的信息。现在的话是对着车库中的一串数字盯着看,但是没实际玩过的话也不知道这堆数字代表的是好还是坏。40mm的炮塔装甲在4级车上是个什么水平啊?6级中坦的0.4百米散布到底够不够啊?相对于单纯的数据的话,是不是弄一个评分系统会比较好?假如一辆车的装甲评分是在同级是5/5的话,在玩之前就能知道这车很硬。当然了,那些高玩依然还是想看到实际的数据,但是我们想看到的是全部的数据,包括主炮的俯仰角,地形阻力,各种扩圈系数等等。类似于这种数据可以通过一个下拉菜单,或者是单独列出一个窗口给大家看。像这样的数据可以让大家不再把AMX40当做眼车来用,仅仅是因为“你看这是轻坦耶”
-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.
会议中不停在提到的东西就是选择。WG想要给玩家们更多的选择余地,这些更多的选择既要有用还有可以在游戏性上发挥作用。在配置坦克,装备和乘员方面应该有更少的错误选择,而是基于个人的游戏风格来判定究竟是好一些的还是稍微差一些的。
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