【情报组】胜率几乎不会影响天梯排名?
17173 新闻导语
胜率几乎不会影响天梯排名?黑枪狗笑死在草丛。
Ranked Battles:
关于天梯的:
– We’re oriented on short cycles, i.e. RB will be resetted each week or two, we’re currently discussing the cycle times;
关于天梯战我们会以短期的方式循环进行,例如,每季天梯的持续时间是1-2周,具体多长我们还在讨论
– Playing well in a losing team will be rewarded. If you play well, you’ll progress regardless of your own team. We’ll count in long-term results, see who shows stable results and reaches top of the team more often and reward these players;
即使是你输了,如果你战绩瞩目依旧会被奖赏。只要你玩的好,你的队伍输赢就不再是困扰了。我们会查看长期内的结果,来看哪些人能为队伍带来胜利并且贡献巨大,这种人就是我们奖赏的目标
– We don’t want to announce rewards just yet. It will not be a marathon to receive one tank. Most likely, it will be some new mechanics which will reward the player – some bonuses for random battles;
我们还不想公布奖励具体是什么。反正肯定不是马拉松那样,最终获得一辆坦克什么的。具体应该是某种特殊机制,这种机制玩家可以在野队中使用
– For starters, RB will start on tier 10. If it’s possible to expand them, we will. Format is 15vs15;
最初,天梯战会以10级的形式举行。如果我们可以扩展至其他级别的话,我们会做的。赛制是15V15
– The bottom of the winning team will not move up a rank, since you didn’t contribute enough to the victory. Counting in the random factor, you could be AFK for 5 victories straight;
即便是胜利方,没有贡献的玩家也不会升级,因为你对胜利的贡献并不够。因为即便是考虑到随机因素,也还是有可能连续挂机胜利五场
– There are quite some differences to WoWS RB, ours are faster [talking about cycles];
WoT的天梯战将会和WoWS的天梯战有所不同,坦克的更快一些(说的是赛季持续时间)
– “I always lose, but come out on top of the team” – yes, you will rank up;
“我总是输,但是我总是队里打的最好的那个” ——嗯,那你可以晋级
– In RB, we try to evaluate one’s contribution and skill;
天梯战中,我们试图衡量玩家们的贡献以及能力水平
Various:
其他方面:
– We’re thinking about buffs for Soviets for a while, we’ve buffed Germans recently. We want to do USSR quite soon, touch the vehicles which are falling back: IS-7, T-44… but not in 9.18;
我们正在考虑buff某些毛子坦克,前几天我们已经buff了德国的坦克了。我们想先做苏联坦克,尤其是某些已经不好玩了的坦克:IS-7,T-44等等……但是肯定不会在9.18出
(版本名称我都想好了,就叫帝国遭重
– We’re thinking about the ST-1 right now and want to implement a new mechanic for it. 2 barrels – no comment;
我们正在捣腾ST-I,并且想把某些新机制放在上面。双管机制?无可奉告
– Our goal was always to have high, playable FPS for weaker setups;
我们的目标一直都是再让土豆主机们也可以获得足够高,足够用的游戏帧数
(隔壁守望每次更新我都要把画质往下调一层才能玩,然后这次更新后发现彻底带不动了,坦克这里倒是每次更新都可以把画质往上调)
– We have quite high hopes for the new render;
我们对新画质补丁寄予厚望
– There were no significant FPS bombs after 9.0;
9.0以来,FPS(帧/秒)数没有巨大的下滑
– No feature or interface goes live if it drops FPS significantly;
如果某项机制或者界面会让帧数大幅下跌,那么我们宁可不要
– We still have a list for premiums to be buffed;
要buff的金币车有一大坨呢
– The ones which were easy to buff were buffed already, but there are others which can’t just be buffed by tweaking characteristics, for example, the KV-5. This also applies to theT-54 mod. 1 and IS-6. They all have preferential matchmaker, which is a huge buff in itself and makes it difficult to balance them;
那些容易buff的金币车我们已经加强过了,但是某些车不是简单加强数据就会变强那么容易的。例如,KV-5。T-54原型和IS-6也是一样的道理。他们有着分房保护,对于这些车来说这就已经是很强的buff了,并且也让他们难以平衡
– We’re working on compliments, not a high priority though;
点赞系统正在做,但是优先度不高
– I’ve been wanting to have an in-game service/store for mods. This is in the works and is part of combatting forbidden mods;
我很想做一个游戏内的mod商店(类似Steam的创意工坊)。这样不仅方便而且能够减少非法插件的使用
(盒子即将失业)
– Yes, we want to review the skill/perk system for crews and these kind of mechanics in general, but this is a huge and time-consuming change, especially regarding conversion:
我们正在重新审视成员技能,以及相关的机制,但是这个工作非常巨大且耗费时间,特别是关于如何转化技能的问题
– Session statistics with win rate etc. and notifications in chat like “arty just shot at me, it’s reloading” are good mods, they’re on our list;
阶段性数据mod,例如显示某段时间内的胜率之类的,以及某些聊天辅助插件,例如“炸比刚刚炸了我一发他现在正在装填”之类的mod都是非常好的mod,这些也是我们正在考虑加入的mod
– There is an in-game tutorial but it has to be thrown away and a new one has to be made, we’re actually working on it now. We want to “hold the player’s hand” at the beginning;
游戏内的教程不是没有,但是太烂,所以我们现在正在重做。我们想要在玩家刚接触游戏之初就抓住他们的心
(嗯,WG终于意识到现在的新手教程连萌新们的脚都抓不住的事实了)
– XP for tanking is very prone to exploiting, so we really don’t want to do it;
扛伤害得经验这种东西太好刷了,所以我们其实不太想做这个
– We have ideas regarding team-kills, there will be experiments on Sandbox;
关于TK的问题我们有不错的想法,首先我们会拿去到沙盒服测试一下
– After introducing the new matchmaker, we’ll turn our gaze to the lower tiers and try to improve the situation there. We also have the plan to comb through tier 1 to 7 in regard to the statistical aspect;
新分房系统上线之后,我们会转过头来审视并解决那些低级房的问题。我们还将用统计的方式将1-7级重新梳理一遍
– Hiding statistics is planned, but has long-term deadlines;
隐藏个人数据已经在计划之内,但是优先度不高
– Second season of personal missions will come;
个人任务第二季是存在的
– We’re trying to retain the map geometry for HD graphics;
我们正在重制新地图的地形
嗯那么本次的情报就到这儿了
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