欧服直播关于0.6.11内容的QA(内容颇多)
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战舰世界 欧服直播关于0.6.11内容的QA(内容颇多)
Talk about upcoming patch 0.6.11:
clan/naval base --> expanding the fuctionality if players use the base/like it enough (e.g. a commanders baracks that houses all your commanders - so more an optical thing and less a ingame bonus thing), economoics is geared for long term gameplay, another discount for clan creation when clan bases get released (no number stated), oil progression is expected to be ok for a 50% full clan
军团基地:如果玩家真的很喜欢这个系统那么就会拓展其功能(比如说一个指挥官建筑这样的)经济是基于长期的游戏中的积累,基地实装后建立军团会有折扣(多少没有说)石油积累速度预期对半满的军团来说也还可以。
OIL: ways to get it: from daily containers (small value of 10 oil per player and container), missions (undisclosed), clan battles (undisclosed),
石油的获得方法:开箱子(10单位),特定任务和军团战(未披露)
clan battles in the very near future (0.6.12 or 0.6.13), 7v7 @ T10, is wanted to be high end game play 'best of the best', currently high tier game play is not in the state the devs want it to be, they want something more dynamic, players should see T10 as end game content, too much long range going on (unlike T6-T8), actually the same as team battles and thus will replace them completely (reimburses coming for players that spent something on teams)
军团战会在不久以后到来(0.6.12或者0.6.13),7v7,等级为10级,有望成为使用高级船的“百里挑一”的战斗。制作者对目前的高级房并不满意,他们希望多一些更戏剧性的内容。玩家应把10级当成是游戏顶级的内容,然而现在全是远距离对射(不像6-8级)。军团战就和队伍战斗一样并且会将其彻底取代(对参与过队伍战斗的玩家会有补偿)
anniversary event is going to be extended until the 28th of september. Goes on to show what's inside the anniversary containers (25 of a special camo, 100 regular signals, piece for the collection), devs wanted to make fun of themselves via the collectables and the achievements are mostly based on memes
周年活动会被延长至9月28号,箱子的购买期限也会延长(25个特殊涂装,100个普通信号旗,收藏品的那种)。开发组希望通过基于游戏历史的收集品和成就来让大家开心。
no smoke changes in 0.6.11, explanation on how it did work on the PTS, intention was to counter smoke sitting in competitive gameplay, ships and players have been relying quite heavily on smokemeta, guranteed detection in smoke is in the devs eyes the best option they had, game needs to evolve away from the smokemeta, certain classes having higher visibility from smoke is fine (esp. BBs were never intended to be doing that), devs don't think it'll change how people play (for the majority; high skill and competitive will change though), devs take their sweet time and take a close look at Belfast and MK (don't nerf premium problematic surfaces again)
0.6.11没有烟雾改动,对它在pt中测试的解释是,目的是为了让烟雾变得更适合进攻性打法。现在的玩家太过依赖烟雾打法,所以烟雾点亮在开发组的眼中是最好的选择。游戏应该抛弃这种烟雾打法。特定的船在烟雾里开炮发现距离很远是正常的(比如说BB从来就不应该去蹲烟黑枪),开发组不认为这会改变玩家的打法(大多数不会,但是竞赛之类的会变)。开发组认为应该去更仔细地研究Belfast和Kutuzov(锉不锉金币船的问题又出现了)
game will not develop in a direction where being member of a clan is necessary to play the (basic) game
游戏不会向那种不加军团就没法玩的方向发展。
Maps: epicenter is currently thought about to change (esp. for "Tears of the cruisers")
地图:在考虑震央模式的改动(比如说"Tears of the cruisers")
New Weapons: IJN Beehive: Not planned atm, esp since the game enginge doesn't allow main guns to be used against planes
新武器:现在没有计划,因为游戏引擎不支持主炮对空
New Ships:
Italian Techtree: Italian yes, complete techtree is difficult since they don't know about Italian CVs, but the three 'regulars' will come, not anytime soon though.General talk about implementation of new lines, e.g. research for KM BBs started in early 2015 and they're still receiving blueprints from their historians, museums are rather protective about their stuff and want money, production stage takes a few 100 up to 1500 man hours per ship, sometimes a ship doesn't fit and they're looking for side projects (e.g. Monarch), long before alpha was set up devs went to the US and checked out all the museum ships.General talk about big data, ship progression, differences between player experience vs. survey data vs. big backend data (e.g. players stopping a ship line at some point because they don't like the ship and never come back to said line, mostly because for the players, this ship feels different I don't want to play this anymore and then they forget this line)
新船:
意大利线:完整的意大利线有难度,因为开发组并不了解意大利的CV,但是其他的线都会出,只不过不是在最近而已。讲讲怎么加新线的,比如说开发组从2015年年初就开始研究德战,到现在还在不停地收到历史学家寄来的图纸。博物馆则没有那么慷慨,他们更关注经济利益。开发阶段通常要花费少则100多则1500小时的工时,有时候一艘船还不合适,他们要去找其他的衍生性计划(比如说Monarch),在alpha测试开始很久之前开发组就去了美国并研究了所有的博物馆的船。
关于统计数据与船只开发以及玩家游戏体验,调查数据和统计数据的差别:玩家会因为他们不喜欢某艘船而停止爬线,“那艘船玩起来打法不一样,我就不想玩了”,最后玩家就把线都给忘了
Theorycrafting about ranked:
if in the future everybody (or most players) moved to clan battles and nobody wants to play ranked anymore, they could imagine that ranked would work as a 'mercenary' game mode (just like back with teambattles), then you'd have a Clan ELO and a personal ELO rating, that way a clan with less than seven members could still join clan battles but with a few mercenaries, but only if ranked dies due to too few players
Rank的新想法:
如果说以后所有人(或者绝大多数人)都去玩军团战了,没人来玩Rank了,开发组就会思考做一个佣兵模式(就像之前的团队战一样),然后你就会同时又一个军团排名和个人排名。这样不足7人的军团就可以靠一些佣兵加入军团战。但是,这一切的前提还是Rank因为玩的人太少而无以为继了。
PvE / Operations
cycling of missions, more or less completely new missions every three months (if they can make it), the more history is involved the longer the development time the less new operations per year, nothing is planed with regards to redoing existing missions to get more of the rewards (e.g a reset of the operation progress every three months)
they are however working on the 'hardcore mode' (infinitely scale the difficulty like in diablo), maybe locked for clans, with each redoing of a hard operation it could increase the tier level of the enemies (imagine Operation Dynamo with infinite waves and a growing minefield), better rewards are on the table (plan for Q1 2018)
PVE/行动
每3个月就会出新的行动(如果他们做得出来的话),历史成分越多,开发周期越长,新出的行动就越少,没有关于重置现有行动的计划(比如说什么3个月重置一次这样的)
不过他们是在做核心模式(大幅提高难度,就像暗黑破坏神一样),也许会军团限定,每个困难行动都会提高敌人等级(想象一下发电机行动里有无数波敌人而且雷区会扩大)。奖励也会更丰厚。(计划在2018年第一季度)
CVs
Ev1n: 'Why are you showing the Graf Z. It's a controversial topic right now" (laughs)
Ph3lan: "I think we can talk about her aswell"
Ev1n: "I don't think we can avoid it..., this is a painfull topic for the development team"
T8 CVs are currently in a rather tricky MM, some can't drop T8s others (like the Graf Z.) can insta delete a T10 which is not intended (!), after the Graf Z. they'll release NO MORE CVs until the complete overhaul of the CVs is done. Currently design of the new mechanics , this will affect: Commander Skills, AA as it currently works, modules, takes so long because they are really really careful about the changes they're discussing/planning,
CV
Ev1n(笑):为什么要说Graf Z。这是个很有争议性的话题啊。
Ph3lan:我觉得我们还是可以谈谈她的
Ev1n:我也不觉得我们能避开这个问题。这对开发组来说是个痛苦的话题。
8级CV现在的问题与分房有关,有些打8级都吃力,有些打10级都不费劲,这可不是开发组想看到的。在GZ之后他们在CV问题解决之前就不会再出CV了。目前正在设计新机制,这会影响到指挥官技能,目前的AA,配件。这要花费很长时间因为他们在非常非常小心地讨论/计划这些修改
Ranked 8: not anytime soon (maybe, maybe around Christma), no info about Tier, depends how well clan battles go, if CB goes good planning for ranked starts, if CB goes bad ranked is postponed until competitive clans are satisfied, there is already a decision about what a 7 time ranked one winner will get (but Ev1n 'forgot' what it is)
Rank 第八季:
不会很快(也许也许在圣诞节附近),没有等级的消息。这取决于军团战的表现。如果说军团战表现很好那么就会开始计划排位,如果说军团战表现很差那么排位就会被延期直到军团战能让Dev满意。现在已经开始讨论7次R1的奖励了(然而Ev1n“忘了”是什么)
German Port: might be Hamburg, but German port is coming
德国港口:也许是汉堡港,但是肯定会来的。
USN cruisers: if stats showed that a range increase for main guns is necessary they'd do it, some ships may require these buff, but currently they don't want to touch USN cruisers because they're working on the long awaited USN light cruiser line, if that's ready USN cruiser might in general be looked at,
美巡:如果说数据显示加射程是必要的那他们肯定会这么做,有些船可能需要这种buff,但是他们现在不想去改美巡因为他们在做美巡二线,那个完成了那么就会对现在的美巡进行一些研究
T10 Balance
no range change planned, sniping BBs is not a problem of BBs having too much range but player behaviour, players afraid of taking damage and/or
being (too heavily) punished for making mistakes, more choice is better thus they want to try other incentives to get player moving high tier RN BBs need some time of data gathering (two patches = 6 weeks) before they can decide if and what nerfs are necessary, Ev1n thinks Conqueror needs a nerf (maybe raised citadel), he's not afraid that then (with a raised citadel) players will camp more, another thing would be to reduce the fire chance on the 419s to make the 459s more viable, HE is not that skill dependend but players don't make the effort to switch ammo, HE currently works too good in all situations and that needs to be adressed
X级船平衡:没有改动射程的计划。BB打狙击并不是因为射程太远而是玩家的行为倾向所致。玩家害怕承受伤害或者因为一次失误付出(沉重的)代价。但是通常有更多的选择才更有利,因此开发者们在尝试一些激励措施来让玩家们更多地进行机动。
高阶皇家海军BB需要一段时间的数据收集(2个补丁,即6周)后才能被决定她们是否需要被锉刀,Ev1n认为征服者需要被锉刀(可能是提高核心区高度)。他并不担心那时候(核心区被升高之后)玩家们会更多地蹲坑。另一改动是降低419mm炮起火率来让457mm更有价值。使用HE并不是那么依赖玩家技术,但是玩家们根本连炮弹都不切。在目前HE在各种状况下都发挥地过于出色,这应当得到调整。
Balance: Powercreep: Yes, some. It's not that bad but they'll adress power crept ships if it becomes an issue, but also: Power Creep can be a form of confirmation bias (you like one ship with a certain range, a new ship with more range comes out, to you that's power creep, when it actually doesn't harm the balance that much),
平衡:Power Creep(译者注:Power Creep是在任何同时使用新旧内容的CCG中都会出现的一种现象。其背后的思路就是设计公司要销售新的产品,但新产品要和之前所有已有的内容竞争,为了解决这个问题,新卡(新内容)会比旧卡更好,甚至是绝对碾压。)。的确,有一些。出这样的船并不是那么糟糕,同时,Power Creep也可能是一种偏见(比如说你喜欢一艘特定射程的船,结果来了一艘射程更远的,对你来说就是Power Creep了,但是其实对平衡没什么影响。)
Consumables: currently no need to buy consumables by the dozens that you can stock them up
消耗品:现在没必要大量购买囤积消耗品。
Kitakami:
Ev1n laughs: "You know the answer by now..."
Maybe PvE but in PvP it's too scary, still!!!!! Maybe with deep water torpedos (either she becomes then viable or too bad and thus only interesting for collectors), other option would be to offer it to top of the class, pro DD players that it'd be the Type 59 of Warships,
北上:Ev1n笑谈道:“你现在已经知道答案了……”
在PvE中或许有可能,但是在PvP里她还是太恐怖了!也许可以配合深水鱼雷(那样她要么还可以,要么就是糟糕到只有收藏家感兴趣),其他改动可能会让她成为顶级船,在职业DD玩家手里成为战舰中的59。
Kidd: Was eventually planned for an event that got cancelled, currently she's sitting in forever alone port. She'll receive balancing in the future and then maybe received.
基德:她按原计划是给一个活动准备的,但是活动取消了。目前她正孤独地停泊在港口之中。在将来她会被重新平衡,届时玩家就可能获得她。
Premium ships on PTS? Difficult since players on PTS play differently than on the live server, also additional statistics are not that much worth, PTS is also rather late for the balancing process for premium ships,
测试服金币船:这很困难,因为测试服玩家玩法和一般服务器不太一样,并且额外的统计数字并没有那么大价值,并且在测试服才来平衡金币船也太迟了。
More modern ships:
Ev1n: "Painfull questions..."
Ship to Ship missiles were tested, super fun to play but it doesn't fit to the game, that'd be "World of Warships: Modern Warfare"
更多现代舰船:Ev1n:“真是个痛苦的问题……”
舰对舰导弹我们已经进行过测试,玩起来非常有趣但不适合目前的游戏体系,那样可能会变成“战舰世界:现代战争”
Sounds: More individual sounds for differnt AA and main guns was asked, but no answer possible due to no contact to the sound team, there is however more sound development on general ongoing
音效:有人问及更多的不同防空炮及主炮的独立开火音效,但是因为和音效制作团队缺少交流,我们提供不了回答。但总体而言,更多的音效在开发之中。
Pan-European/Swedish/Dutch line: They're currently debating which nations should remain independent and get their own lines and which should be summed up into one Pan European tree. Dutch are not decided, Swedish could/should recieve their own destroyerline (=stand as a seperate nation) but not anytime soon, this is an ongoing discussion,
泛欧/瑞典/荷兰线:开发者们目前正在争论哪些国家应该获得独立的科技线,哪些应该被归进泛欧科技树。荷兰还没有确定,瑞典应当会获得独立的驱逐线(作为一个独立的国家)但并不会很快,这一问题仍在讨论。
Teamplay: More/better rewards for actual teamplay (smoking up teammates) is planned but requires them to development, currently they don't know exactly how to reward it in terms of economy and compared to the actual grand target of the game damaging/defeating the enemy
团队合作:有计划让实际的团队配合行为(比如给队友拉烟)得到更多/更好的奖励,但这仍有待开发,目前开发者们并不明确知道在游戏经济系统中给予玩家怎样的回报,以及和游戏的主要目标——杀伤/歼灭敌人——之间要如何平衡。
Super Akizuki: Yes eventuall, but not any time soon, in the forseable future a IJN high tier premium DD is coming
超级秋月:是的,终于,但是并不会很快,在可预见的将来,会有一艘日系高级金币驱逐。
THE END
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