开发者周四
Balancing vehicles
车辆平衡
There are two things that are taken into account when determining whether a vehicle in Armored Warfare is balanced or not:
在决定是否要平衡一辆车时,要考虑两件事,那就是:
Statistics
Player feedback
- 统计数据
- 用户反馈
When it comes to Statistics, the developers are taking the main indicators into account, such as winrate, average experience and many others. Winrate in particular is an interesting indicator – for it to be useful, it has to be disassembled based on the winrate of particular players groups. To put it simply, the winrate of the vehicle has to generally match the winrate of the particular investigated player group. For example, if players with 52 percent average winrate achieve 58 percent winrate with that particular vehicle, it might indicate a problem even if the average winrate of the said vehicle is well within acceptable parameters (roughly 49-51 percent). The developers are taking the results of all the player groups into account. Another thing taken into account is how well the vehicle is in its assigned role (for example for AFVs it’s scouting and spotting).
说到统计数据,开发者把这看作是主要的指标,比如胜率、平均经验,以及很多其他数据。实际上,胜率是个很有趣的指标。要使其成为有用的数据,需要将其和特定玩家群体的胜率结合起来看。简单地讲,车辆的胜率要和被调查玩家群体的胜率相符。比如说,如果平均52%胜率的玩家玩特定车辆时有58%胜率,这或许就有问题,即使该车的总平均胜率是在可接受范围内(约49-51%)。开发者会把所有玩家群体的数据都考虑在内。另一件要考虑的事是车辆是否能出色的完成本职工作(比如AFV就是侦查和点亮)。
Player Feedback is another important part of the balancing process. It is acquired by two means. The first and obvious one is the developers directly reading the European/North American forums and sometimes discussing their opinions with the players. The second one is the community managers from all the communities making detailed weekly summaries of the player feedback for the developers.
在平衡车辆的过程中,玩家反馈是另一个重要的组成部分。这通过两个途径来获得。第一个,也是显而易见的途径,就是开发者直接在欧/美服论坛上看帖子,有时候还和玩家进行讨论。第二个途径是各个玩家社区的管理人员为开发人员制作详细的玩家反馈周报。
As for Premium Vehicles, the developers do adhere to the previously published rules, according to which the premium vehicles can be rebalanced if the statistics show that they are overperforming. On the other hand the developers – aware of the sensitive nature of premium vehicle rebalances – are doing their utmost to avoid such situations by carefully balancing the premium vehicles before the release. More about the balancing process can be read in our dedicated article.
至于金币车,开发者坚持以前说过的原则,就是说如果数据表明金币车过强,也要进行平衡。但另一方面,开发者也知道金币车的平衡是很敏感的,所以他们会在正式发售前就仔细地平衡好,尽量避免出现事后平衡的情况。更多关于平衡过程的解说可以阅读相关的文章。
Balancing vehicles
车辆平衡
There are two things that are taken into account when determining whether a vehicle in Armored Warfare is balanced or not:
在决定是否要平衡一辆车时,要考虑两件事,那就是:
Statistics
Player feedback
- 统计数据
- 用户反馈
When it comes to Statistics, the developers are taking the main indicators into account, such as winrate, average experience and many others. Winrate in particular is an interesting indicator – for it to be useful, it has to be disassembled based on the winrate of particular players groups. To put it simply, the winrate of the vehicle has to generally match the winrate of the particular investigated player group. For example, if players with 52 percent average winrate achieve 58 percent winrate with that particular vehicle, it might indicate a problem even if the average winrate of the said vehicle is well within acceptable parameters (roughly 49-51 percent). The developers are taking the results of all the player groups into account. Another thing taken into account is how well the vehicle is in its assigned role (for example for AFVs it’s scouting and spotting).
说到统计数据,开发者把这看作是主要的指标,比如胜率、平均经验,以及很多其他数据。实际上,胜率是个很有趣的指标。要使其成为有用的数据,需要将其和特定玩家群体的胜率结合起来看。简单地讲,车辆的胜率要和被调查玩家群体的胜率相符。比如说,如果平均52%胜率的玩家玩特定车辆时有58%胜率,这或许就有问题,即使该车的总平均胜率是在可接受范围内(约49-51%)。开发者会把所有玩家群体的数据都考虑在内。另一件要考虑的事是车辆是否能出色的完成本职工作(比如AFV就是侦查和点亮)。
Player Feedback is another important part of the balancing process. It is acquired by two means. The first and obvious one is the developers directly reading the European/North American forums and sometimes discussing their opinions with the players. The second one is the community managers from all the communities making detailed weekly summaries of the player feedback for the developers.
在平衡车辆的过程中,玩家反馈是另一个重要的组成部分。这通过两个途径来获得。第一个,也是显而易见的途径,就是开发者直接在欧/美服论坛上看帖子,有时候还和玩家进行讨论。第二个途径是各个玩家社区的管理人员为开发人员制作详细的玩家反馈周报。
As for Premium Vehicles, the developers do adhere to the previously published rules, according to which the premium vehicles can be rebalanced if the statistics show that they are overperforming. On the other hand the developers – aware of the sensitive nature of premium vehicle rebalances – are doing their utmost to avoid such situations by carefully balancing the premium vehicles before the release. More about the balancing process can be read in our dedicated article.
至于金币车,开发者坚持以前说过的原则,就是说如果数据表明金币车过强,也要进行平衡。但另一方面,开发者也知道金币车的平衡是很敏感的,所以他们会在正式发售前就仔细地平衡好,尽量避免出现事后平衡的情况。更多关于平衡过程的解说可以阅读相关的文章。