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开发者Q&A 2020年4月26日号

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WoT Vspishka Stream Developer Q&A – 26th April 2020
New for the community is Egor Rodionov (head of the game design department).
该社区的新成员是Egor Rodionov(游戏设计部门负责人)。
I have been in this position only recently. In many ways, I am responsible for all aspects of game design. But in fact, I have been in Wargaming for a long time, 5 years, even more. I joined the company in the Department that dealt with the global map and clan activities. If you remember Global Map 2.0, which went from a simple interface to a big thing — when a lot of rules changed, new mechanics were added, landing rules changed, territories for different tiers. I took part in it at about this moment. After that, I moved to the Department that deals with the game itself and all its internal elements. I worked there for several years, and as a result, I now hold the position of head of game design.
我最近才加入到这个部门。在很多方面,我负责游戏设计的各个方面。但事实上,我已经在WG工作很长时间,5年,甚至更多。我加入了处理军团战地图和领土战的活动部门。如果你还记得GlobalMap 2.0,它从一个简单的界面变成了一件大事件,许多规则发生变化,添加了新的机制,登陆规则发生了变化,不同层次的区域发生了变化。我是在那之后时候参加的。在那之后,我搬到了处理游戏本身及其所有内部元素的部门。我在那里工作了几年,最后,我现在担任游戏设计主管的职位。


IP属地:辽宁1楼2020-04-27 06:30回复
    From what I did a lot myself, in detail in detail: “Steel hunter”, both Battle of Bloggers And Battle pass. But, generally speaking, lately, I have been partly involved in everything that we have in the game.
    我自己也做了很多,比方说“钢铁猎人”(吃鸡模式),博主之战(野队7v7)和战斗通行证。总的来说,最近我参与了最近在游戏中所有活动的策划。


    IP属地:辽宁2楼2020-04-27 06:33
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      2025-08-13 16:51:12
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      top 3 issues that are being solved by me right now:
      equipment 2.0 (the most important, interesting and complex);
      crew 2.0;
      • 7×7 mode from the battle of bloggers 2020 (I really want to make it a cool activity).
      我现在正在努力解决的三个问题:
      装备2.0系统(最重要、最有趣和最复杂);
      成员2.0
      2020年博客大战中的7×7模式(我真的想让它成为一项很酷的活动)。


      IP属地:辽宁3楼2020-04-27 06:34
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        The following top 3 issues, but with less priority:
        * balance of equipment that will be slightly stretched over time;
        • customization
        • Many, many different things.
        以下三大问题,但不那么优先考虑:
        *随着时间的推移,装备的平衡将略有延期;
        坦克的个性化
        ·很多,很多不同的事情。


        IP属地:辽宁4楼2020-04-27 06:36
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          没加新科技线和金币车就没啥太新鲜的内容呢


          IP属地:北京6楼2020-04-27 06:46
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            Many edits in features don’t happen as quickly as you would like, like in the next patch, because our QA has to run a huge number of tests. Especially in our client-server game. And such a feature as adding the percentage of wins to the session statistics only seems easy and fast. This is another collection of data after each battle, where a lot of relationships immediately appear. As a result of a lot of testing on our part.
            I personally did not want the official session statistics to have a winning percentage. I believe that this parameter does not show the skill of a player in tanks very well. There are more correct parameters for this, such as WTR WG.
            And if we are not talking about the player’s desire, but about logic, then the percentage of wins at a distance of 10 battles is actually a completely useless parameter, it does not say anything — how well I played these 10 battles as a player.
            We added the winning percentage only because it is part of the tank culture because this is how the players are used to it and how it has developed.
            许多编辑功能并不像您想要的那样快,比如说下一个补丁中,因为我们的QA(质量保证员)必须运行大量的测试。尤其是在我们的客户端游戏中。举个例子,如将胜利百分比添加到会话统计中的功能,看起来似乎很容易且迅速。但这是每一次战斗之后的另一组数据,在这些数据中,大量的关联数据立即出现。结果,我们进行了大量的测试。
            我个人不希望官方统计数据中含有胜率。我相信这个参数并不能很好地显示坦克玩家的实力。有很多精准的参数来完成这项任务,如WTR(类似于第三方效率统计)。
            如果我们不讨论玩家的愿望,而是逻辑,那么在10场战役中获胜的比例实际上是一个完全无用的参数,这并不能代表什么--比方说我作为一名玩家打这10场战役打得有多好。
            我们增加胜率统计只是因为它是坦克文化的一部分,因为这是玩家习惯的方式,也是为什么我们开发出这个功能。


            IP属地:辽宁7楼2020-04-27 06:53
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              The instructions that are currently applied to the equipment will remain relevant when entering Equipment 2.0, but the instructions for the crew will be completely revised.
              目前用于装备的接招在进入装备2.0时仍然适用,但对成员的介绍将被完全修改。


              IP属地:辽宁8楼2020-04-27 06:55
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                We will not remove the current equipment from the game. The system (Equipment 2.0) will only complement and enhance the current one.
                我们不会从游戏中移除当前的装备。该系统(装备2.0)只会补充和加强现有的系统。


                IP属地:辽宁9楼2020-04-27 06:56
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                  2025-08-13 16:45:12
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                  Yes, the light bulb will be built into the 2.0 crew by default. It will default to everyone, but it can be improved with perks. This is one of the key points for the new crew.
                  Trophy equipment is a certain step towards players who are ready to play a lot but are not ready to play competitive and intense gameplay (Global Map etc.). Trophies will appear in a strictly limited number.
                  是的,在默认情况下,灯泡(第六感)将被安装在2.0成员中。它将默认给每个人,但是它可以通过额外的操作来加强。这是新成员的关键点之一。
                  奖杯(奖励)装备是一个特殊的一步,对于那些玩家玩了很多场比赛,但还没有准备好进行竞争性和激烈的游戏(全球地图等)。奖杯将以严格限制的数量出现。


                  IP属地:辽宁10楼2020-04-27 06:59
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                    IP属地:浙江来自Android客户端11楼2020-04-27 06:59
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                      Equipment changes also involve changes in the interface, where the player can read a little more information about what exactly he is installing on the tank.
                      设备的改变也涉及到界面上的变化,玩家可以读取更多关于他在坦克上安装什么的更多信息。
                      Difficulty with equipment will increase gradually for the player: the variability of how many different items of equipment can be installed on low-tier tanks and high-tier tanks will differ.
                      Relatively speaking, at tiers 1-4, firstly, there will be fewer slots, and second, the variety of equipment that can be installed on the tank will be significantly less than on tanks of tier 7. That is, the effect on the maximization of some parameter appears at higher tiers.
                      装备的难度对玩家来说会逐渐增加:在低级坦克和高级坦克上可以安装多少不同的装备会有所不同。
                      相对而言,在1级至4级,首先有较少的槽位,其次设备种类较七级车更少,即对某些参数影响最大化的装备只出现在较高等级的战车。


                      IP属地:辽宁12楼2020-04-27 07:03
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                        The next Sandbox will be entirely dedicated to the new 2.0 Equipment, and that’s coming soon.
                        下一个沙盒测试将完全致力于新的2.0装备,这将很快到来。
                        Experience for tanking hits appeared only as a Role-based experience, which is now already used for some in Ranked battles. Role experience — this in the future, in fact, replacing the usual system of experience for random battles. In particular, such an incomprehensible component as experience for active combat operations will disappear (be replaced).
                        抗伤害的经验只作为一种基于职业(重坦以及其他重甲车辆)的经验出现,现在已经在一些排位赛战斗中使用了。职业经验--这将在未来取代通常的随机战斗经验体系。详细点说,这是一个非常令人费解的组成部分,如积极战斗的经验,将消失(被取代)。


                        IP属地:辽宁13楼2020-04-27 07:06
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                          tanks.gg or other resources that allow you to view the tank armor are out of the game, and the models there are somewhat simplified, compared to those that are used in the game really! All this leads to this unpleasant thing: if we allow the game to be quite simple and pre-show the entire armor, how it works, where to shoot, etc., then this, from the point of view of our tech specialists, will inevitably lead to the appearance of a mod, very native, very well embedded inside the client, which will just allow you to see the same thing in battle. I think all the further consequences are clear to you. Now, this information is on the server-side, and getting it quickly enough to somehow use it in mods is quite a difficult task. Currently, while this is on the server, it is not possible to use it dynamically. There is just a very serious technical difficulty, how to do it so that it works quickly and cool, but it does not allow you to easily and simply add such a mod to the game.
                          tanks.gg(第三方网站)或允许您查看坦克装甲以及其他在游戏中看不见的数据,与游戏中使用的模型相比,那里的模型有所简化!所有这些都导致了这件令人不快的事情:如果我们非常简单的允许预先展示整个装甲,它是如何工作的,在哪里射击等等,那么,从我们的技术专家的角度来看,这将不可避免地导致一个插件的出现,非常土生土长,很好地嵌入在客户里面,这会让你在战斗中看到同样的东西。我想进一步的后果你已经很清楚了。(自瞄弱点插件)现在,这个信息在服务器端,获得它速度足够快,以某种插件中使用它是一个相当困难的任务。目前,虽然这是在服务器上,但不可能动态使用它。这是一个非常严肃的技术难题,如何做,使其工作迅速和cool,但它不允许您轻松和简单地添加这样一个插件到游戏。


                          IP属地:辽宁14楼2020-04-27 07:11
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                            Tank fixes: to stabilize some interactions with the new tank, especially if there are mechanics (for example, wheelers), it should take a sufficient amount of time, up to six months.
                            “We already have an auto-flipping – we had it in Steel Hunter. We have paid attention to this, and we will now think about how to do it correctly. Whether through a repair kit, with the help of an ally or automatically, but changing the timers — we will discuss. In my opinion, this feature is good.
                            Also, we should not forget that when we think about things like auto — flipping, we also consider the following: whether auto-flipping of the tank will not make it very dangerous – psychologically a small problem; whether this will lead to the fact that players will drive even more carelessly. And in the end, the behavior of people in LTs will not change very nicely. But it’s worth checking out. Maybe it will appear on tests, Yes.
                            坦克平衡与修复:稳定与新坦克的一些互动,特别是一些机制(例如,轮子车),它应该需要足够的时间,最多6个月。
                            “我们已经有了自动翻转(车辆的功能)--我们在”钢铁猎人“(吃鸡模式)中有使用过。我们已经注意到这一点,现在我们将考虑如何正确地加入到游戏来做到这一点。无论是通过一个修理套件,队友帮助或自动,但改变倒计时-我们会另外讨论。在我看来,这个功能是极好的。
                            另外,我们不应该忘记,当我们想到自动翻转这样的事情时,我们也会考虑以下几点:自动翻转坦克是否会使开坦克变得不那么危险--心理上是一个小问题;这是否会导致玩家开车更加粗心。最后,轻坦玩家也许不会开心的接受改变,但值得一看。也许它会出现在测试中,是的。


                            IP属地:辽宁15楼2020-04-27 07:17
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                              2025-08-13 16:39:12
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                              The arms race is a fairly natural process that occurs due to the fact that the game’s audience and people who make tanks want to see new tanks in the game that would be quite attractive, new and give a new feeling. This is the kind of thing that happens in absolutely any game, especially in games involving PvP sessions with a lot of different characters. The only question is that this thing needs to be controlled and not allowed to develop very abruptly.
                              We have it in the game, of course, but we control it. We also try very hard to make sure that it does not interfere much with the players. If we have a conditionally strong representative at some tier, we make sure that there are alternatives that will allow us to fight it. It doesn’t always work out perfectly, but in my opinion, in tanks with an arms race, everything is quite, quite good, evenly good.
                              军备竞赛(领土战特供)是一个相当自然的过程,因为游戏的观众和制造坦克的人都希望在游戏中看到新的坦克,这将是相当有吸引力的,给人一种新的感觉。这是在任何游戏中都会发生的事情,特别是在涉及到有很多不同特性的PvP游戏中。唯一的问题是,这件事需要控制,不能让它突然发展。
                              当然,我们在比赛中也有,但我们控制了它。我们也非常努力地确保这不会对玩家造成太大的干扰。如果我们在某一级坦克中有一个强大的代表,我们就确保有其他办法使(其他坦克)能够同它作斗争。它毕竟不是完美的,但在我看来,在军备竞赛的坦克中,一切都是非常、相当好、均匀的。


                              IP属地:辽宁16楼2020-04-27 07:21
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