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装甲战争开发者问答第16期 AW外服Q&A

2017-08-17 17:29:42 来源:装甲战争吧 作者:Deep64 编辑:倾歌千颜

  《装甲战争》玩家玩游戏的时候总会遇到一些问题,也会有一些想法,下面为大家带来装甲战争外服开发者问答第16期,看看有没有你想要了解的吧。

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  今天为大家带来开发者问答第16期

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  Question: Would it be possible to addm.jpgication level indicator (x4, x8) to the sniper view so that we know whatzoom we are using?

  In the future, we are planning to overhaulthe combat interface. We’ll consider this as well.

  问:可否在UI里显示狙击模式放大倍率来让我们知道是几倍放大?

  答:我们将在之后重制战斗UI,会考虑这点的。

  Question: Will you introduce an armorinspector?

  Yes, it is planned for Update 0.23.

  问:是否会加入装甲查看器?

  答:将在0.23更新加入。

  Question: What are your plans forPvE, are you going to introduce some sort of in-game campaign?

  Yes, we have such plans for the nearfuture.

  问:对于PVE有什么新计划吗? 例如一些游戏内战役?

  答:是的,我们已有类似的计划。

  Question: Will you give moreimportance to the Armored Warfare storyline and lore?

  Yes, as a part of the abovementioned PvEimprovements.

  问:是否会增加装甲战争故事线的重要性?

  答:是的,这些要素包括在上面提到的PVE改进里。

  Question: Do you have any plans toallow cross-server gameplay (roaming)?

  Not at the moment.

  问:跨服漫游是否可能?

  答:现在暂不可能。

  Question: Long ago, it was announcedthat the Vickers Mk.7 would replace the Ariete. What are your plans for thevehicle now?

  Vickers Mk.7 will not replace the Ariete,but it will appear in the future. As for the Ariete, we do not have anyspecific plans at the moment.

  问:很久以前你们宣布维克斯MK7将替换公羊,现在呢?

  答:维克斯MK7不会替代公羊,但他将在未来出现。 而对于公羊,我们暂时没有确定的规划。

  Question: What are you planning to dowith wheeled vehicle handling? Some wheeled vehicles are practicallyuncontrollable.

  That’s something we are working onintensively. The vehicles will react faster on driver input and the handbrakebutton will allow you to make cooler turns.

  问:你们计划如何改善轮式车辆的操控? 部分轮式车辆的操控感令人窒息。

  答:这正是我们在为之努力的一项改进。轮式车辆将会更及时响应玩家操作,手刹键将使玩家转弯更溜。

  Question: In Update 0.21, you arereducing the Challenger 2 maximum speed. It was sluggish even before – whyreduce it even further?

  This is but the first of several changesto its speed. In Update 0.22, we are planning to overhaul tank mobility ingeneral so that they become more diverse.

  Different types of engines will havenoticeably different properties – for example, gas-turbine engines willaccelerate slower in low revs than diesel engines but will accelerate faster athigh speeds.

  问:在0.21更新中,你们将降低挑战者2的极速,它本身已经够慢了,怎么还砍?

  答:这只是对其速度做出的改动中的一项。在0.22更新中,我们将重制所有坦克机动性数据来提升游戏多样性。

  不同种类的引擎将具有不同的特性——比方说,燃气轮机在低速时加速比柴油机更慢,但在高速阶段加速更快。

  Question: Are you planning to makethe T-62 Veteran a premium?

  No

  问:你们计划把“T-62老兵”(很久以前老兵节的特殊车辆)变成金币车吗?

  答:不会。

  Question: Update 0.21 is bringing anoverhaul of many shells, especially the HE and HEAT rounds. How will the Wieseland VBL AFVs fare when you already removed one half of their hitpointspreviously?

  They’ll now be killed outright by everysingle HE round that hits them. Are you planning to do anything about it? Afterall, the vehicles are bad as it is.

  Both vehicles are in fact performing wellstatistics-wise, but they do require certain level of skill to playeffectively. However, we are planning a spotting system fix that will make themsafer to play by making it easier for them to stay unspotted.

  问:0.21更新将带来很多弹药的重制,特别是HE和HEAT。你们会怎么平衡鼬鼠和VBL呢?它们的HP已经被移除掉一半了。现在他们会被几乎每一发HE弹击毁。

  答:事实上这两台车在数据统计中表现很出色,但他们需要一定程度的技巧。不过我们在计划修复索敌机制来使他们更不容易被敌方发现。

  Question: What are you planning to dowith the PvP phenomenon known under the term “circular battles”, where bothteams form “lemming trains” and chase each other mindlessly around the map?

  This is something that’s caused by manydifferent reasons, from vehicle specifics to map specifics. We will continue towork on both, but this is not something that can be “fixed” by a single action.

  We will carefully rebalance the maps andvehicles in order to address this phenomenon, but do keep in mind that it’s notgoing to go away completely – players are free to choose their tactics.

  (SS: I am honestly not sure this is aproblem on EU/NA due to low PvP numbers but on RU they do consider it one)

  问:你们打算如何解决出现在PVP游戏中永无止境的追逐战问题?

  答:引起这个问题的原因很多,既有车辆数据的因素也有地图的因素。我们将继续努力同时对两者进行改进,但这不是药到病除的事情。

  我们将仔细重平衡地图和车辆来解决问题,但请注意这问题无法完全被根治,毕竟玩家有选择他们战术的自由。

  [Silent Stalker(原WOT知名新闻博客FTR博主,现装甲战争社区经理):讲真我不认为这在欧/美服是个问题,因为PVP基本没人玩,但在俄服这确实问题很大]

  Question: Are you going to fix themodels of Russian tanks such as the T-72B? Right now, for example, we don’thave a T-72B in the game, but a T-72A with ERA (also known as T-72AV).

  Yes, we’ll continue to fix problematicmodels. The T-72B is one of the models with the highest priority.

  问:是否将修复俄罗斯坦克例如T-72B的模型错误?举个例子,现在游戏里的不是T-72B,而是个挂着T-72B名字的带反应装甲的T-72A(或称T-72AV)

  答:是的,我们将继续修复模型问题。T-72B是其中优先级最高的之一。

  Question: You are buffing the reloadtime of many Russian tanks in Update 0.21, except for the Object 187. Why leaveit out of it?

  The buff is tied to the real-lifemodernization of the T-series tanks that received an autoloader modification tobe able to use longer shells. This modernization did not happen on the Object187.

  问:你们在0.21加强了很多俄罗斯坦克的装填,除了187工程。为什么不加强它?

  答:这一加强对应现实中T系列坦克的装弹机改进,使他们能使用更长的弹药。187工程并未受到这项改进。

  Question: In Update 0.21, when I firea HE shell at enemy MBT’s turret front, it sometimes does a lot of damage andsometimes it does nothing. Can you explain this?

  High damage to turret fronts is caused insituations where the HE shockwave “seeps” under the turret and damages thesometimes poorly-protected turret ring and traverse mechanism.

  We are planning to overhaul the HE damagefurther to make its damage more predictable and evenly spread – it will nolonger “seep” into armor cracks, looking for weakspots.

  问:在0.21更新中,我对着敌方主战坦克炮塔正面打HE,有时候效果拔群,有时候毫无作用。能解释一下原因吗?

  答:对炮塔正面造成高伤是因为HE的冲击波“渗入”了炮塔下方,对毫无保护的炮塔座圈和转动机构造成损伤。

  我们计划进一步重制HE伤害来使其更平均且合乎预料。——HE伤害将不再“渗入”装甲缝隙直达要害。

  以上。

  才疏学浅,难免谬误。欢迎大家指正,谢谢~

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