[情報] Storm Q&A

作者: tai33ru (磁磚大)   2014-12-25 15:30:00
訊息極多,有吃書的部分也有新的訊息。
有點趕所以如果有翻譯錯誤請告知我,我會修正 :)
Hello everyone,
what follows are the answers from Storm’s stream he made earlier today. I
didn’t link it (obviously, no point since he was speaking Russian). I gave
up after a while and translated Maiorboltach’s summary instead, thanks Mario
:)
- the reason the British were implemented in 9.5 is the fact that WG had the
most good materials (sources, like drawings and such) for this branch
因為擁有現階段最足夠的素材,所以英國薄皮TD在這個時間點推出。
- with other nations (French, Japanese MT’s), there are big problems with
data collection
其他像是法國、日本中坦等新線的問題在於資料收集的部分遇到困難。
- in WG concept, a branch without tier 10 doesn’t count as a branch, that’s
why FV4005 was decided to be implemented
「在我們的認知中,沒有頂階的線稱不上是一條科技線」,所以FV4005被放進去了。
- it took long to decide whether to implement FV4005 or not
但是要把那貨加進來還是花了我們很長的時間討論。
- in the end WG decided to make one of the tier 10 British TD vehicles
heavily armored (FV215b) and one less armored (FV4005) to differentiate them
最後WG決定要用兩條英國TD線的裝甲特性來區別兩條線的特質。
(譯:如最後所見,FV 215b 183砲塔稍加厚,襯出FV 4005的紙頭殼)
- FV4005 turret armor is historical, Stage 2 was implemented because Stage 1
had an autoloader and no turret
FV 4005砲塔裝甲合乎史實,Stage 1是擁有自動填彈機但沒有砲塔的版本。
- the 9.5 branch is composed of only vehicles, that existed at least in
prototype or even fought in the war
最終9.5的英國線是一條有參加戰爭的經典車以及至少有做出原型車而構成的科技線。
- no plans to prolong the Firefly branch from Firefly with more medium tanks
for now (as an alternative to the TD’s)
但目前沒計畫從螢火蟲線中分出另一條中坦線的打算。
- FV4202, FV215b switch is still planned – to Centurion Action X and
Chieftain, they wanted to do it earlier, but much time was lost in
communication with museums, much more than was planned (current ETA is first
half of 2015)
英國中重坦替代計畫仍然有規劃,雖然之前有想要早點做,但是卡在跟博物館溝通上
的時間損失超出預期。(目前預計2015上半年會有結果。)
- 2015 new branches – no specific info yet, but there will be several, there
will also be more tank switches (lowtier US TD’s, as some TD’s were in real
life arty (T18) and T57 arty was actually a TD)
2015的新支線還沒有具體的資訊,但是會有的,同時也可能會有更多坦克轉換。
(像是在史實上T18是自走砲而T57是驅逐坦克之類而遊戲內相反的問題。)
- 9.5 minimap was based on XVM because various minimap mods were analysed and
it was found out that tank names on minimap is the third most used mod from
all the mods, it gives players some advantages, that’s why it was
implemented (so players not using the mod have the same advantage as those
who do)
9.5的小地圖功能是根據XVM製成,因為在分析眾多小地圖模組的過程中,我們發現坦克
名顯示的功能是所有模組使用頻率中的第三高,同時也給了玩家一些優勢,所以我們從
善如流。(SS:因此讓沒用模組的玩家和有用的玩家站在同個起跑點上。)
- regarding implementing further mods (for example the viewrange circle on
minimap), there are issues with performance. After the 9.0 failure (drops in
performance), WG re-evaluated all its standards for performance requirements
(when it comes to new feature release)
關於加入其他模組功能,WG表示遇到效能的問題。在9.0大挫敗之後,WG在遇到和效能
表現相關功能發布都會重新評估其對於遊戲效能的影響。
- Storm states that when it comes to various circles and such on minimap, it
has to be made using vectors and vectors in Scaleform format cause lags and
FPS drops. They tested these options, but it’s not viable for the entire
playerbase use, because it “eats” FPS on very bad computers. It’s possible
this will be reconsidered later on.
(省略翻譯,大意是在小地圖加入視野範圍等等圈圈現階段會造成Lag以及FPS下降,
大多在性能差的電腦上有顯著影響,他們之後會考慮。)
- regarding the XVM solution of minimap icons (multiple layers), Storms
states that this eats a LOT of FPS on weak computers and that’s why it was
not implemented. The price for making the game work for everybody is that WG
cannot implement some functions they’d like to.
Storm表示因為XVM的小地圖圖示處理方案造成部分性能較差電腦FPS大幅降低的情形,
為了顧及這些人代價就是有些他們也樂於實裝的功能得忍痛擱置。
- there will be some additional fixes later on based on 0.9.5 feedback
之後會有針對9.5意見回饋所做的額外修正。
- support of special color mode for people with weak sight is in the
development queue
色盲輔助模式在發展排序中。
- future mods implemented to WoT will include better filters in hangar and
crew operations functions (this is all from the mods planned for near future)
未來的輔助功能將會包含車庫篩選器以及組員移動相關功能。
- Individual Missions will not be limited by time at all. Only from time to
time, there will be a new set of missions (and a new vehicle) in addition to
the old one. These new ones will come roughly each half a year.
個人任務不會有時間限制,而是依時程逐步推出新任務目標以及新車,大約每半年會
推出一次。
- it’s possible the IM’s will be changed based on player statistics, if
Wargaming finds out they are too difficult and such
如果未來WG發現個人任務太難,會依據玩家數據改變任務內容。
- developers decided to remove the IM’s that would mess up the gameplay for
other players, many missions (several dozen) will also be reviewed (and
reworked)
開發組決定移除掉部分會搞砸他人遊戲體驗的任務目標,並重新檢視許多任務的設計。
- the developers do like the Object 260, everybody likes it
「我們也愛260,大家都愛她!」(譯:我願意用IS-7來換這一台...IS-7不夠的話我有
IS-8、IS3、IS...OAQ)
- many players reported FPS increase in 9.5, this is due to the optimizations
made in the patch. Storm states that constant low FPS (like 30) is much more
comfortable to play with than various FPS drops (even from much higher FPS).
Statistics, collected on player computers by Wargaming indicate FPS increas
in 9.5 as well and the optimization doesn’t stop there, more is in progress
許多玩家回報9.5的FPS有改善,這是因為優化有功。Storm表示將FPS鎖在30對遊戲體
驗較佳。而從WG蒐集的數據也顯示9.5的FPS有增加,並指出優化工作不會以此滿足,
會謀求進步。
- WG is working on render overhaul (DirectX 11 and multicore support)
WG正檢修渲染中。(支援Dx11以及多核心支援部分)
(譯:說好得多核心呢...都不期不待了)
- in one of the future patches, World of Tanks will transfer to newer
Bigworld version, this will be practically unnoticeable to players (the
changes are internal)
未來的某個版本中,WOT會轉移到新的BW引擎,但玩家幾乎不會察覺。
- it’s possible that the new TB map Lost City will appear in random battles
as well. It wasn’t made straight away because the setting doesn’t
correspond to WW2, but it’s possible this decision will be revisited. The
map is based on abandoned military towns in Kazakhstan.
新的團隊戰地圖(Lost City)有可能會開放隨機戰。雖然不會立即做,但是會重新審視
可能性。這地圖是根據一個在哈薩克的廢棄軍事城鎮所設計。
- developers decided to stop working on making the maps more “atmospheric”
– in this stage, Ruinberg overhaul is the last one
開發組決定終止製作有「戰爭氣氛」的地圖,Ruinberg雪地版會是最後一個。
- currently, developers are working on one historical maps (coast of France,
Summer 1944)
目前開發組正在製作歷史地圖。(1944年夏季的法國海岸)
(譯:大概是諾曼第)
- Severogorsk was removed from the game for good. Previous rework of the map
proved to be insufficient and a complete overhaul, that would be required,
would practially equal creating a new map.
Severogorsk的移除是為了全局著想,上一次重製之後證明仍然不足與改善且需要全面
整修,而這幾乎等於重做一張全新的地圖。
(譯:這張圖...大家請鞭WG...個人不覺得有問題啊...)
- when it comes to maps, Wargaming is now focusing on removing bad maps and
improving the other maps and bugs on them. There is already a list of maps to
be removed, the speed will be roughly one map per patch.
WG準備砍爛圖,並改進及修正一些地圖的Bug,已經有名單了,未來會以一版移除一張
圖的進度進行。
- work on HD models continues. Developers will start implement several dozen
HD models per patch, but this number has to be limited with the size of the
patch in mind, Storm doesn’t want huge 40-50GB patches
開發組準備了好幾打的HD模組準備推出,但是需要注意更新的大小,Storm不想要一次
更新40-50GB的資料。
- it was considered to allow players to select their hangar within the game,
but this increases the size of the client and there is also a considerable
amount of work keeping all the hangars up to date, specifially when it comes
to global graphics and game settings changes
有想要讓玩家自選車庫樣式,但這會增加客戶端程式大小,而且需要耗費大量的資源
去維持車庫在最新的狀態,特別在畫質以及遊戲設定改變的時候。
- the “Winter standoff” mode will be introduced after (Russian) holidays
新的8-Bit模式會在假期後推出。
- the “Confrontation” mode (AKA “national battles”) is still being
discussed. It all depends on the new MM, which is being developed (this
requires a lot of time). Currently, Wargaming is working on “Matchmaker 3.0〃
– an entirely new concept. It’s a very complicated task, concerning all
the modes, a lot of work to do.
國戰還在討論中,要視正在研擬的新MM而定。目前WG正在研發「MM娘3.0」,牽涉甚廣
有待發展。
- currently, WG is focusing on new modes, a lot of work is being done on PvE
mode
WG正在開發PvE模式。
- developers are working on new motion physics as well. The biggest issue is
not to screw up the gameplay. Most likely for regular players it will look “
the way it is now” (even though the motion system gets a complete overhaul),
only with physics bug fixes, removing various temporary measures and with
some new features (handbrake, it will be possible to do a “U-turn”)
開發組也正在進行新動態物理引擎的研製,然而還是要顧及遊戲性。現階段玩家可能
只會看到像是「物理系統去蟲」、「臨時性措施去除」還有一些新的功能。(SS:像
是手煞,可以讓戰車瞬間定點轉向之類。)
- new render range is in work, instead of a 1000 meter rectangle, there will
be a circle with 565 meter radius. The 1000 meter rectangle is an old
Bigworld workaround to be fixed
新的渲染距離正在做,轉變為直徑565m的圓體。
- developers are also working on fixing the “tanks disappear in the middle
of empty field” spotting issue. Currently, following mechanism is used: a
tank is driving on the field, it has camo X, it stops, camo X drops to Y, it
disappears. The mechanism that is proposed is that when a tank enters the
field and is in direct (unobstructed) field of view and stops (or shoots), it
will have no camo coefficient at all (eg. can’t disappear)
「空曠原野中消失的坦克」問題,開發組正在處理,預計解決方案為:「當坦克進入原
野中,在玩家的FOV視野中無阻擋時而坦克靜止或射擊時,將取消其偽裝係數。」
- developers are working on fixing the “shooting bush” issue as well. The
mechanism, that is currently planned is that when shooting, an additional
spotting point will be generated at the end of the barrel. If the gun sticks
out of the bush, the tank will be spotted. There will be no “helping
mechanism” to indicate this, the player will have to rely on his own eyes.
「射擊時草叢判定」的問題也在處理清單上,預計在砲管末端增加一個射擊時作用的
視野判定點,射擊時若砲管末端在草叢外,坦克就會被點亮。不會有輔助機制告訴你
露出砲管與否,玩家必須要自己肉眼判斷。
- developers are working on optimization of the visibility algorithms, as
they are the most processing-heavy part of the serverside of the game. This
will not influence the visibility parameters, but the current system is that
the closer the tank is to you, the faster the spotting checks are. In the
future, all the distances will have the frequency of the spotting checks
unified. This will remove the situations that tanks can pass a road where you
would normally see them within the “tick” time of your spotting checks and
you won’t notice them.
開發組正在研究新的開光機制演算法優化,這也是遊戲中最吃伺服器的部分。這不會直
接影響到開光判定,但目前系統機制為下:開光採定時掃描,越近的距離掃描次數越頻
繁。未來掃描頻率會統一,這會去除敵人在你的掃描間格內通過你的視野檢查範圍,而
你不會檢測到他的問題。
- another thing that is being worked on is the increase of role of armor in
the game. There is no consensus on this issue yet, but it will come soon.
This issue concerns mostly only high tiers. The current solution WG is
working with is a penetration nerf for guns with too high penetration
另外未來裝甲的角色可能會更重要,儘管目前還未有共識,但之後會推出。這個問題
主要針對高階戰鬥,目前的解決方案指向針對Nerf特高穿深的炮。
(譯:真的假的...)
- accuracy will be changed again, specifically the shot distribution within
the aim circle. This does NOT mean nerfing the accuracy to the old standard,
it means more like “calibration” to separate accurate guns from inaccurate
guns, so you don’t get accurate snapshots when moving by a KV-2
準度會再次改變,特別指圈內的隨機分布部分。但這不表示要把準度Nerf到舊版,可能
的作法是利用「校準機制」來區別炮的準度。依此KV-2在移動的時候就無法得到準度校
正。
- the special female crew perk (“sisters in arms”) will not be
transferrable to a regular crew, it’s a special perk made to make the girl
crews popular
女性組員歷練(SIA,BIA女性版)不能轉成一般組員歷練,這是專門為女性組員設計的
歷練。
- the perk overhaul is in progress, documents are ready by now, all that’s
left is to implement the agreed changes. As announced earlier, the “lightbulb
” (sixth sense) will be a base skill for the radioman. It will be activated
when the skill reaches 100 percent. When a radioman is missing, the crewman
who fulfills radioman’s role will have it instead.
組員歷練檢修在排程中,相關資料已經準備就緒,剩下實現的部分。早先表示第六感內
建於通訊員的功能,通訊員滿百之後即可。沒有通訊員的則只要兼任通訊角色的組員滿
百即可獲得第六感。
- in one of the upcoming patches, you will be able to retrain your
crewmembers to different role (radioman to driver for example)
未來某版本組員可以轉職。
- one of the upcoming patches will also bring bonus for “tanking” (for
blocking shells with your armor)
未來某版本也會實裝「坦線」加成經驗。
- of all tier 10 MT’s, T-62A is the best in blocking shells with its armor
所有的頂階中坦中,T-62A的裝甲最可靠。
- ISU-130 will be given only to moderators
ISU-130只會給版主。(譯:論壇版主?還是?)
- training room interface will be completely reworked soon
訓練房的介面會重製。
- Havok is ready, but it has one big issue – it drops FPS a lot when the
engine is active on too many objects (SS: as in, with too many destroyed
buildings for example). Developers are working on it. To implement it only on
some maps would be bad, developers want to implement it as complete
Havok已經就緒,但唯一的問題是當太多物件時會造成FPS降低。開發組正調整中,在
特定地圖較為嚴重,開發組希望能夠等修完再推出。
原文網址:http://ftr.wot-news.com/2014/12/24/storm-qa-3/

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