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开发者Q&A 2020年4月30日号

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Anton Pankov, World of Tanks Product Director interview, April 27th. Translated from Russian and corrected from https://www.championat.com/cybersport/article-4025253-anton-pankov-world-of-tanks-budet-zhit-ochen-dolgo-primerno-10-let.html
Anton Pankov,世界坦克产品总监采访,4月27日。翻译自俄文https://www.championat.com/cybersport/article-4025253-anton-pankov-world-of-tanks-budet-zhit-ochen-dolgo-primerno-10-let.html
The game has a lot of vehicles. But are tanks of new nations planned in 2020? What nations were left without attention? Or are all tank-wielding countries already represented in the game?
– Large, medium and close to their size military powers in the game are already represented, after all, tanks in the Second World War were a kind of luxury, and not just a means of transportation. All that we could collect – signature, famous and not quite famous tanks we have already implemented. There are many other nations – Swedish (?), Hungarian, Spanish. Therefore, we are looking towards the multinational trees – Pan-Asian, European. But there are no specific plans for this year. New tanks will be released, but within the framework of existing nations.
这个游戏有很多车辆。但是,新国家的坦克计划在2020年进行吗?哪些国家没有受到关注?还是所有拥有坦克的国家都已经参与了这场游戏?
所有我们能收集的,标志性的,著名的和不太著名的坦克,我们已经实施。还有许多其他国家--瑞典(?)、匈牙利、西班牙。因此,我们期待的是跨国科技树-泛亚,欧洲。但今年没有具体的计划。新坦克将被释放,但在现有国家的框架内。


IP属地:加拿大1楼2020-05-06 23:30回复
    Why did you launch the 12th server in the Russian cluster of World of Tanks ?
    – To handle the load. In addition, we had certain test goals. We can periodically include it depending on the total load on the cluster.
    你为什么要在俄罗斯的坦克世界服务器中启动第12号服务器?
    -处理负载。此外,我们还有一定的测试目标。我们可以根据服务器上的总负载周期性地包含它。


    IP属地:加拿大2楼2020-05-06 23:31
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      The game has a lot of turbo battles that end in 3-4 minutes. Why is that? Don’t you think that there were much fewer such battles before World of Tanks 1.0?
      It doesn’t seem like that. This is not related to 1.0. The increase or decrease in the number of turbos is associated with the meta of the game, that is, with the advent, relatively speaking, of better tanks. And in absolute terms, it cannot be said that there are a lot of them. It’s just that such battles are much more memorable, like arty one-shots or something else, therefore it seems that this is a directly widespread phenomenon. In fact, we never had such a problem en masse, if you look at the statistics. We understand that in the eyes of a player, turbo battles are very off-putting. It’s difficult to deal with turbos because they are committed by players, this is part of their behavior, and until we figured out how to do it.
      这场比赛有很多糟糕的战斗,3-4分钟就结束了.那是为什么?你不认为在“坦克世界”1.0之前,这样的战斗要少得多吗?
      看起来不是那样的。这与1.0无关。糟糕战斗增减的数量是与游戏核心车辆有关系,即,相对来说,更好的坦克的出现。从绝对的角度来说,不能说有很多。只是这样的战斗更令人难忘,就像一炮带走或其他什么的,因此这似乎是一个直接普遍的现象。事实上,如果你看一下统计数据,我们从来没有遇到过这样的问题。我们知道,在一个玩家的眼中,几分钟就结束的战斗是非常令人讨厌的。这是很难对付情况,但因为他们是由玩家造成的,这是他们的一部分行为,直到我们知道为什么会变成这样后,我们会做点什么的。


      IP属地:加拿大3楼2020-05-06 23:34
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        Most players prefer to play at 8th, or at best at 9th tier. Why did tier 10s become less popular among players?
        – This is the concept of the game. These are unprofitable credit-wise tanks. That is, in order to play them, you need a lot of spare credits. The last tier of premiums that is used to farm silver reliably is tier 8. Therefore, players tend to concentrate at this tier.
        大多数玩家更喜欢玩8级车,或者顶多在9级游玩。为什么10级在玩家中不那么受欢迎?
        -这就是游戏的概念。这些都是无利可图的银币坦克。也就是说,为了发挥他们,你需要大量的闲置银币。金币车到8级就没有更高的了,因此,玩家倾向于将注意力集中在这一层上。


        IP属地:加拿大4楼2020-05-06 23:36
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          Why won’t you simply remove damage RNG? Supposedly, if a tank says that its weapon deals 400 damage, then 400 damage will always come out, and not 320, 350 …
          – Because we think that the game should have a certain random effect, normalization or scatter effect damage. +-25, so that’s why it was initially implemented. Over the past years, we have been convinced that this is the absolutely correct position. We are not Counter-Strike, so there is a certain share of probability. This adds a twist to the game.
          你为什么不干脆移除RNG(随机数值生成系统)的伤害呢?据推测,如果一辆坦克说它的炮造成了400点伤害,那么400点伤害就会出现,而不是320,350…。
          -因为我们认为游戏应该有一定的随机效应,正常化或分散效应的伤害。±25%,这就是它最初实现的原因。多年来,我们深信这是绝对正确的立场。我不是在反驳你,所以有一定的可能性。这增加了游戏的扭曲。


          IP属地:加拿大6楼2020-05-06 23:38
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            Will there ever be servers without artillery in the game? Or a server where only heavy and medium tanks will play?
            – To date, we have no plans for anything like this. Perhaps they will appear in the future. Maybe there will be experiments on this topic. However, so far we are not working on anything like this.
            游戏中会有没有火炮的服务器吗?还是一个只有重型和中型坦克才能玩耍的服务器?
            -到目前为止,我们还没有这样的计划。也许他们将来会出现。也许会有关于这个话题的实验。然而,到目前为止,我们还没有进行类似的研究。


            IP属地:加拿大7楼2020-05-06 23:39
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              How will you handle the 10th anniversary? What will players get for their loyalty to the tanks?
              – Our game marks 10 years this year. Are there any games in the world that can boast such a respectable age and which at the same time remain cool and popular with players?
              On our anniversary we will try to make many pleasant surprises for the “tankers”. They will take part in a large-scale event and recall the most vivid and interesting moments in the World of Tanks over a ten-year history, as well as receive pleasant prizes and gifts for this.
              From April to September, we will hold in the game a global event called “Decades”. It, in turn, will consist of a series of in-game events – only five stages, each of which will cover a two-year period of the game’s history and will be filled with its surprises and unique artifacts.
              The first stage has already started on April 22. Its feature is that the legendary general chat has returned to the game for a week. Right now you can go with the enemy success in battle!
              Then there will be a lot of interesting things – along with completely new features of the “tankers” are waiting for the so-called gaming comebacks. And all this, of course, will be accompanied by gifts – not only in the game but also beyond.


              IP属地:加拿大8楼2020-05-06 23:46
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                Players complain about wheeled tanks, they say, they fly on the map and do not allow to play calmly. What will happen to them in the future? Don’t you think they make WoT unbalanced?
                – We are going to nerf wheeled tanks and make corrections. We plan to show the changes either within the framework of the Sandbox, or during the general test – immediately, as soon as everything is ready.
                玩家抱怨轮式坦克,他们说,他们在地图上飞行,不允许玩家平静地玩。他们将来会怎样?你不觉得他们让坦克世界不平衡吗?
                -我们要对轮式坦克进行整改。我们计划在沙盒内测试,在一切就绪后立即显示这些更改。


                IP属地:加拿大9楼2020-05-06 23:48
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                  The game has a lot of irrelevant tanks, which few people ever play. Can you name the tanks that are not popular among players? And why is this happening – today the tank is popular, and the day after tomorrow it is already gathering dust in the garage?
                  – For people who are familiar with e-sports and, in principle, with today’s competitive games, there is such a thing as a meta: these are the characters, tanks, abilities, weapons that are popular with players. Naturally, over time, this set changes because new weapons appear, new tanks, they change the balance – after all, the tanks just introduced into the game are always more interesting, because they are less predictable, their strengths and weaknesses are still poorly understood, etc. So there have always been more or less popular tanks – it lasts from the moment the game arose.
                  这个游戏有很多不受欢迎的坦克,很少有人玩过。你能说出那些不受玩家欢迎的坦克吗?为什么会这样呢?今天坦克很受欢迎,后天它已经在车库里积聚灰尘了?
                  -对于熟悉电子竞技的人来说,在原则上,对于今天的竞技游戏,有一种叫做元的东西:这些是玩家喜欢的角色、坦克、能力和武器。当然,随着时间的推移,这套装备会发生变化,因为新的武器出现了,新的坦克,它们改变了平衡--毕竟,刚引入游戏的坦克总是更有趣,因为它们更难预测,它们的优势和弱点仍然很难理解,等等。所以有受欢迎的坦克就是吃灰的坦克,从游戏出现的那一刻起这一情况它就会持续下去。


                  IP属地:加拿大10楼2020-05-06 23:49
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                    Will there be an opportunity in the game to communicate with allies through voice communication? And how do you plan to implement the function?
                    – For 15 people, we do not plan to introduce anything in terms of voice communications, primarily because there will be a mess. We do not believe that 15 players in random battles are able to communicate normally with each other.
                    游戏中会有机会通过语音交流与盟友沟通吗?您打算如何实现该功能?
                    -对于15人,我们不打算在语音通信方面采取任何措施,主要是因为会出现混乱。我们不相信在随机战斗中的15个玩家能够正常地相互交流。


                    IP属地:加拿大11楼2020-05-06 23:50
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                      – We are preparing for this event. But if the situation is unfavorable, then we will not jeopardize either employees or visitors. And besides, we are conducting it together with the city authorities, the Minsk administration in the first place. We are constantly in touch with them. Closer to the date will be seen. We consider different formats of holding.
                      坦克日被取消的可能性有多大?
                      -我们正在为这一活动做准备。但如果情况不好,我们就不会危及员工或访客。此外,我们正在与城市当局,明斯克行政当局一起进行这项工作。我们一直与他们保持联系。更接近日期将被看到。我们考虑了不同的主办方式。


                      IP属地:加拿大12楼2020-05-06 23:51
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                        You said that few players use the anonymizer. Why do you think so?
                        – Because it is a very narrow-minded, narrowly focused thing – because the player’s nickname, his game statistics and achievements are unique, not everyone wants to hide them, this is firstly. Secondly, there is a banal reason: we do not have the best settings interface – maybe just not everyone can find this function. However, in fact, so many videos have been released about the anonymizer, and so many times it has been said about it that finding it in principle is quite easy. There was a request – done. Well-known tank bloggers are very grateful to us for this option.
                        你说很少有玩家使用匿名游戏功能。你为什么这么想?
                        -因为这是一件非常狭隘的事情,因为玩家的绰号,他的游戏统计数据和成就是独一无二的,并不是每个人都想隐藏它们,这是第一点。其次,有一个平庸的原因:我们没有做好的设置界面--不是每个人都能找到这个功能。然而,事实上,有那么多关于匿名游戏的视频已经发布了,而且很多次都有人说过,原则上找到它是很容易的。有个请求-搞定。著名的坦克直播者们非常感谢我们的这一功能。这样他们在直播的时候不会再被针对了


                        IP属地:加拿大13楼2020-05-06 23:52
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                          Was there any thought to reduce the amount of artillery in battle? At least two? And then the players complain: they say that they do not receive damage from tanks, only arty.
                          – We answered this question during a big stream with developers, I will quote the answer. Why are there still three artilleries per game? This is due to the requirements of the matchmaker. In order for the game to meet battles without artillery, either with one or with two, the upper limit must be equal to three vehicles. If the upper limit is reduced, for example, to two, then in the game there will be battles with only two artilleries, there will be no other battles at all. This will lead to a decrease in diversity, as well as a decrease in overall interest in the gameplay.
                          有没有想过在战斗中减少火炮的数量?至多两个?然后玩家们抱怨道:他们说他们不会受到坦克的伤害,而只会受到火炮的伤害。
                          -我们已经在开发者直播间的时候回答这个问题的,我会引述答案。为什么每场还有三门炮?这是由于分房系统的要求。为了让游戏在没有炮火的情况下作战,无论是一辆还是两辆,上限必须等于三辆车。如果上限降低到2,那么在游戏中只会有两支炮兵的战斗,就不会有其他的战斗了。这将导致多样性的减少,以及对游戏的总体有趣程度的下降。


                          IP属地:加拿大14楼2020-05-06 23:54
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                            What is the point of players exhausting themselves in ranked battles?
                            – This is the main competent mode. Firstly, you can play for awards, secondly, to show how cool you are, and thirdly, at the top ranks there is actually a balance in skill – that is, not directly according to statistics, but it becomes clear: if people get to the top ranks that means they play well.
                            玩家在排位战中精疲力竭有什么意义?
                            -这是主要的竞技模式。第一,你可以获得奖励,第二,展示你有多酷。第三,在顶级段位上,玩家的技能实际上是平衡的--也就是说,不是直接根据统计数据,而是变得很清楚:如果人们进入顶级,那就意味着他们打得很好。


                            IP属地:加拿大15楼2020-05-06 23:57
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                              You abandoned the idea, which was that base shells do more damage than gold ones. So why in the end was this scrapped?
                              – We did not abandon it: we tested this option, realized that it does not meet the current needs of the game, and put it on the table. We will continue to test.
                              你放弃了这个想法,那就是普通炮弹比金币弹造成更大的伤害。那么,为什么这最终会被废除呢?
                              -我们没有放弃它:我们测试了这个选项,意识到它不能满足游戏当前的需求,并把它摆在桌子上。我们会继续测试


                              IP属地:加拿大16楼2020-05-07 00:00
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