[WoWs] 4/18 Q&A

作者: freezeraven (奇蹟之風)   2016-04-19 00:35:11
http://i.imgur.com/GSjytB3.png
from “hour with developer” with leader of 3D content team:
– Furutaka soon will get 3 turrets version in the game (Seb: looks too much
like Aoba).
古鷹將會獲得三門砲版本 (Seb : 看起來好像青葉)
– no close solution (for all ships) for boats witch hinder turrets turning,
cause crane beams are parts of ship hull model, and other 3D troubles, some
ships will get the ability to rotate guns through boats (like Arkansas now).
對於阻礙砲塔轉動的逃生小艇沒有適合的解決方案。
原因是吊車是船體模型和其他3D問題。
一些船將會獲得可以直接穿過他的能力 (像現在的阿肯色)
other – no official training room in the near 3 big patches, but it’s still
planned for this year.
三個大改版內還不會有官方的訓練房,不過我們仍計畫在今年內作出來。
1. I feel the camera is a bit too close to the ship. It’s especially
problematic when trying to dodge torpedoes coming from behind. Would you
consider moving it slightly farther away?
我覺得視點有點太接近船隻了,這會有點問題,特別是打算閃後面魚雷湯的時候。
你們有考慮把視點移動到稍微遠一點的地方?
編按 : 後面來的,你是被TK逆 XDDD
A. We don’t want to cut off players from their ship too much. According to
our data, a standard zoom is more often than not sufficient to solve most of
the problems players encounter. I will still pass your suggestion.
我們不打算讓玩家離他們的船太遠,根據我們的資料。
標準視野更多的時候不足以解決這些玩家們面對到的問題。
即便如此,我還是會把你的建議向上反應的。
2. Could you please explain developers’ vision of the destroyer class?
In alpha, the role of US and IJN DD’s were very different. US DD’s hunted
for IJN DD’s and IJN DD’s were playing the stealth game. It was balanced.
After Soviet DD’s were introduced, the situation changed.
可不可以解釋一下DD的願景是什麼?在A測的時候,米驅和日驅有著非常不同的地方。
米驅在獵日驅,日驅在玩MGS,這還挺平衡的,不過蘇驅出現之後,情況產生變化了。
編按 :哪裡變換了,日驅還是在玩MGS啊。
A. The concept is evolving from very to less distinct national
characteristics. There is a chance that future IJN DD’s (from an alternative
branch) might not lose a gun fight against lower tier US DD’s, just because
we decided to.
這個概念是由非常明顯的國家特色演變出來的。
日驅這樣是因為我們決定在將來日驅會有分支線。
這分支線可能在砲擊戰不會輸低階米驅。
編按 : 可是痛打日驅的是8910三連星啊...
The current situation is that US DD’s are jack of all trades but weaker at
long distance gun fights. IJN DD’s are heavy ships killers. Soviet DD’s are
the “cavalry”; they keep the enemy team detected, pepper them slowly and
occasionally hunt down enemy DD’s. They help in their own way.
目前的情況是米驅很萬用、不過在遠距離砲擊戰很弱。
日驅是大船殺手、蘇驅是騎兵,他們,他們持續點亮點亮,然後灑灑彈幕。
偶爾抓抓敵人的驅逐,他們都有各自的幫助。
編按 : 日驅絕對不是什麼大船殺手,只有好人和笨蛋才會吃有來吃到飽啊。
3. Do you plan to give us the possibility to sell unwanted upgrades?
你們打算讓我們有機會把不要的升級品賣掉嗎?
Do you plan to add accelerated crew training like in WoT?
你們打算新增艦長訓練加速像WoT這樣嗎?
A. We plan to add the possibility to sell modules instead of destroying them
(from the ship interface, still no module depot).
我們打算新增讓你可以賣掉升級品而不是只能摧毀他。
We have no plans in that regard.
我們沒考慮過這個。
4. Do you plan to give players the possibility of accessing different regions
with one account?
你們打算讓玩家可以到別的Sever玩嗎?
A. No, since it would add toxicity to players relations.
沒有,這會對玩家的玩家關係造成傷害。
5. A. We want to solve the problem of long losing streaks with a better
optimized matchmaker, which is currently in development. [The question wasn’
t interesting but the answer was, thus why I didn’t include it.]
我們想要解決一直被MM搞到連敗的問題,已經在著手進行了。
6. On Main battery mod. 2, it’s written: +15% turret traverse and +10%
reload time. How does it work exactly?
主砲改修型mod2寫著+15%砲塔轉速和+10%裝填速度,這怎麼算?
A. It’s very simple. Turret traverse is increased. The reload time is
increased thus firing rate decreases. You sacrifice one characteristic in
favor for another one.
很簡單,主砲轉速上升,裝填速度下降,你犧牲一樣東西去換另外一樣這樣。

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