daikabbs吧 关注:29贴子:1,788
1111111111111


IP属地:上海1楼2016-01-10 14:49回复
    RG在塞浦路斯参加WG会议的摘要
    -If we stopped introducing content and made 2016 the year of fixes, would this be enough? - No.
    如果我们2016年不引入新内容,只搞修复,这是否足够?不。


    IP属地:上海2楼2016-01-10 14:49
    回复
      -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年有很多新内容,WG承认新版本的发布本可以更加规律的。


      IP属地:上海3楼2016-01-10 14:49
      回复
        -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.
        随着在俄服市场遭到重大挫折,俄服团队不得不想办法把俄服玩家拉回游戏,同时改进对现有玩家的粘性。这显然在内容发布的各方面都有连锁反应。


        IP属地:上海4楼2016-01-10 14:49
        回复
          -Wargaming admits that Rampage mode its "not so good, to put it midly".
          WG承认巅峰战“不是那么好,这还是委婉的说法”。


          IP属地:上海6楼2016-01-10 14:50
          回复
            -Instead of keep on adding games, they want to focus in making the game better (fixes and tweaks of already existing content)
            他们想把重点转到改进游戏上(修复和调整现有内容),而不是不断地加入新内容。


            IP属地:上海7楼2016-01-10 14:50
            回复
              -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.
              在一开始引入火炮的意图是防止蹲坑,并让轻坦和其他火炮有个天然的敌人,但如今却成了最大的问题。问题在于走廊地图使轻坦变得无用,无法点亮/猎杀火炮。


              IP属地:上海8楼2016-01-10 14:50
              回复
                -"There is no point in playing Light Tanks at the moment unless you are completing Personal Missions"
                “如今除了做个人任务,玩轻坦是毫无意义的。”


                IP属地:上海9楼2016-01-10 14:50
                回复
                  -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.
                  如今的游戏越来越蹲,因为没有侧翼机动,这让火炮更加威猛。原本是想防止蹲坑的,现在起到了反效果。


                  IP属地:上海10楼2016-01-10 14:51
                  回复
                    -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.
                    和5年前相比,各种配件/消耗品能提高更多的精度,这使得轻坦射击开火更加方便。同时,由于新的物理系统,轻坦从一个点转移到另一个点更加困难。


                    IP属地:上海11楼2016-01-10 14:51
                    回复
                      -A newER physics will be implemented hopefully by 9.15 (It still needs further testing)
                      希望在9.15版会实装一个更新的物理系统(仍需要进一步测试)。


                      IP属地:上海12楼2016-01-10 14:51
                      回复
                        - 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.
                        虽然地图尺寸是一样的,但实际上变小了。WG曾实验过更大的地图,但并不可行,因为有如T95和鼠式这样的车辆存在。目前他们在研究给龟速车增加额外的出生点。


                        IP属地:上海13楼2016-01-10 14:51
                        回复
                          -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)
                          走廊地图是个错误。其想法是将侧翼攻击的可能性降到最低,以此来提高如鼠式这类车辆的生存能力。这导致了整个生态系统失衡(轻坦)。


                          IP属地:上海14楼2016-01-10 14:51
                          回复
                            -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.
                            关于如何使火炮对于团队更加有用,同时不让火炮玩家和被火炮砸到的玩家都感觉挫败,讨论了数个方案。不将其设置为直接的火力输出车,而是给予特殊的弹药,比如烟雾弹、照明弹(借鉴自《装甲战争》),以及制造模块乘员伤害,而不是HP伤害的集束弹药,以此来给敌人上“减益效果”。比如对方中坦狼群要突破防线了,但本方只有一辆TD在位怎么办?给对手来一波集束弹,通过断履带和使其暂时性乘员失能来降低他们的前进速度。然后对本方TD打烟雾弹,让他在利用敌方身上这临时性减益效果时不被点亮。


                            IP属地:上海16楼2016-01-10 14:52
                            回复
                              -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.
                              另外和夜战地图和真实天气的可能性相关,在烟尘、下雨、下雪、起雾和黑夜环境下,轻坦点亮敌人的能力或许能让其回归本职。另外,火炮的特殊弹药,如照明弹可以给火炮一些团队价值,而不再是简单的制造伤害。


                              IP属地:上海17楼2016-01-10 14:52
                              回复