[情報] 新東西預覽/ 2/28 Q&A三則

作者: scoMico (測試)   2017-03-04 22:39:56
資料來源:
https://goo.gl/PwF4P2
https://goo.gl/6dfsDq
https://goo.gl/x57CEW
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本篇來自NA官網
所謂的新東西都是前一陣子頻繁提到的
包含砲車機制、新MM、十階輕坦、沙盒以及地圖環境HD
然而在本篇有較為詳細的介紹
而嶄新的東西則為Ranked Battle(天梯戰)
*NA官網的頁面有個說明新分房的小玩具
可以上去點個幾次應該比看文字快
======================
There's never a dull moment at our development studio, and the beginning of
March has certainly been no different! While the Game Balance Team are neck
deep in processing battle stats and your feedback from the Sandbox, some of
us flew off to GDC 2017 to pull the curtain back on several monumental
changes coming your way in the near future.
我們的開發工作室從未有停滯的一刻,而這個三月初也不例外。
當平衡組正埋首於處理來自於沙盒戰鬥數據以及玩家們的反饋,
部分開發組飛去2017 GDC(遊戲開發會議)揭露將在近期未來帶來的重大的改動
Today, we’re walking you through what was just revealed at GDC 2017. We’ll
begin with features rolling out in the next update: the improved matchmaker
and Tier X light tanks. Then it’s time to get the latest news from the
Sandbox test and a glimpse at a completely new mode, Ranked Battles. Let’s
get to it.
今天,我們將讓各位逐個看過我們在2017 GDC揭露的新資訊
我們將從下次更新中會登場(?)的新玩意開始:
改進的MM以及十階輕坦
接著則是來自沙盒的最新消息
最後一窺全新的遊戲模式-天梯戰
那麼我們開始吧
Improved Matchmaker 改進的MM
*可以配合最近WGNA DevLive影片服用:
https://youtu.be/u8QhgVbgjnA
如果英聽沒有問題大部分內容就把下文介紹得差不多了
Two months after the initial reveal at WG Fest, we are excited to talk more
about major fixes to the matchmaking system. This time, we’ll talk about it
in greater detail.
自WG Fest兩個月後,我們十分興奮可以談論更多關乎MM的修正。
這次我們會更詳細的告訴各位。
If you look at the current system, it can create 8/5/2 teams, where the two
vehicles at the bottom have little to offer against tanks in the middle and
at the top. And they rarely get to engage with their brethren from the
opposing team: there are just two of them on each side. Pretty vulnerable to
all the other vehicles, they’re likely to get destroyed rather fast.
看看現在的系統,它會組出8/5/2的隊伍,
而其中2台底階車難以在面對中階及高階的時候做出貢獻,
並且他們也很少真的遇得到對方隊伍的同階弟兄: 畢竟雙方都只有兩台
這些底階車對於其他車輛來說相當脆弱,他們很有可能很早就爆車
The improved matchmaker puts an end to this imbalance and a few other
upsetting scenarios, with a system of patterns and rules. At the heart of the
system are three setups: three-, two-, and single-level battles. As for the
other rules, they tackle some of the most common queries popping up in the
community:
改良的MM將透過樣板跟規則的系統來終結這樣不平衡的情形以及其他一些令人難過的情景
這樣的系統的中心有三個配置: 三階、兩階及單階戰鬥
而其他的規則將能處理社群中最常反應的一些要求:
-Eliminate frustrating scenarios where vehicles in the middle and at the
bottom of the list are outnumbered by those at the top (just like the one we
described above), as well as minimize instances of getting matched at the
bottom of the list way too often during a series of battles.
-消除中階或底階車數量遠小於頂階車這樣令人挫折的狀況(例如上方敘述的),
並且降低連續排進底階的情形
-Ensure a balanced vehicle spread for each team, including the restriction of
no more than three arty per side.
-確保雙方車種平衡,包含雙方砲車數量不大於3
-Provide an enjoyable gaming experience for platoons by letting only one-tier
Platoons into Random Battles.
-藉由僅開放同階組排進隨機戰鬥以提供良好遊戲體驗
-Reduce the instances of map dupes.
The matchmaker analyzes the queue (the number, types, tiers and battle tiers
of vehicles in it), and then creates teams based on the
speed-vs.-optimal-setup principle. Simply put, it balances getting you into
action quickly and creating a perfect match. If the search for the “perfect”
match will leave you queueing too long, these rules will be relaxed in order
to get you into a battle faster. The longer the wait, the bigger the
step-away the system takes from the “perfect” patterns: 3/5/7 and 5/10.
This way, you don’t get tired of waiting and always end up with a setup
optimal for the current situation on the server. Now, let’s take a closer
look at the three scenarios.
-降低老是進同幾張圖的情形
MM會分析排隊(的數量、車種、車階以及車輛的分房階級),
接著依據速度對上最佳化配置原則(#不知道該怎麼講這玩意)。
簡單的說,這個演算法會從讓你很快排進遊與建立完美對局之間取得平衡
如果搜索"完美"對局會讓你排太久,則演算將放寬規則讓你能早點開戰
等得越久則規則會從"完美"的樣板(3/5/7及5/10分房)讓步越多
如此你就不會疲於等待伺服器排給你一個最佳的對局
現在就來詳細看看三種配置吧
Three-Level Battles 三階戰鬥
If there’s enough variety in the queue and you aren’t playing in a Tier I–
II vehicle, you’ll get into the most frequent setup: a three-level battle
with a +/-2 Tier matchmaking spread. Having analyzed vehicles waiting to hit
the battlefield, the matchmaker will use the 3/5/7 pattern or one of its
variations to build a team.
如果排隊者有足量的多樣性而且你並非以一、二階車排隊,
那麼你將排進最常見的配置: +-2分房的三階戰戰鬥
待分析等待參戰的車輛後,MM將套用3/5/7樣板或其變種來組隊
POSITION IN THE LIST MOST FREQUENT VEHICLE ROTATION
Top 3 3 3 2 2 2 2
Middle 5 4 3 5 4 3 2
Bottom 7 8 9 8 9 10 11
The longer the wait time, the more the pattern will differ from the “perfect
” 3/5/7. However, whichever pattern you get, there won’t be more than three
tanks at the top of the list and over 5 in the middle.
排得越久,樣版就越可能偏離"完美樣板"3/5/7。
然而不管樣版怎麼變化,頭車都不會超過3輛,中階車都不會超過5輛。
Two-Level Battles 兩階戰鬥
You’ve most likely been in a two-level battle with a +/-1 Tier matchmaking
spread before. With the improved matchmaker, we are formalizing this setup
and, most importantly, imposing clear restrictions on when it can occur.
你多半曾排進過+-1分房的二階戰鬥。
透過改進的MM,我們將這樣的配置規格化,
並且最重要的是我們給這樣的配置什麼時候可以發生設上了清楚的限制。
-Firstly, this rule applies to low-tier vehicles (Tier I–II). In this
particular case, it’s designed to create favourable conditions for newcomers.
-首先,這個規則套用在低階車(一、二階)
這種狀況是為了讓新進玩家有更舒服的環境
-The second case is for situations when the vehicle variety in the queue doesn
’t allow for a three-level battle, and we wouldn’t want to keep you waiting
long to get into action.
-而第二種狀況則是
當排隊中的車輛多樣性不足以產生三階戰而我們不想讓你們等太久的時候
Here, the matchmaker will use the 5/10 pattern or one of its variations to
assemble teams. Just as with three-level engagements, the longer the wait
time, the more the pattern will differ from 5/10. And there will be no
battles where vehicles in the middle of the list are outnumbered by those at
the top.
在兩階戰鬥的情形,MM會使用5/10樣板或其變種來組成隊伍
就如同三階戰鬥的組成,等越久樣版就越偏離5/10樣板
並且中階車的數量不會被高階車超過
POSITION IN THE LIST MOST FREQUENT VEHICLE ROTATION
Top 5 4 3
Middle 10 11 12
Single-Level Battle 單階戰鬥
Finally, when a large amount of same-tier vehicles are queueing at a given
moment, it can result in an excruciatingly long wait time. To get you into
battle quicker, the revised matchmaker will create single-level battles where
all vehicles are of the same Tier.
最後呢,如果某個時刻有大量同階級車輛開始排隊,
按照上面的規則將會排得令人崩潰的久,
那麼為了讓你早點開打,新的MM會組成單階戰鬥,想當然爾參戰的都是同階的。
Other Mechanics 其他機制
Along with the three setups we just described, the matchmaker will receive
several new mechanics, all aimed to elevate the playing experience by
resolving issues that you reported to us:
除了剛剛說的三個配置,MM還會增加一些新的機制,
全部都著眼於藉由解決各位回報給我們的問題來增進遊戲體驗。
Getting into the top/middle/bottom of the list. If you are at the bottom for
a few battles in a row, you are likely to get in the middle/top for the next
one, regardless of whether you play in the same vehicle or choose a new one
during this series.
排到頂/中/底階。
如果你連續排到底階一陣子,那你很有可能在下一場排到中/頂階,
不論你是用同一台車去排或是選了另一台在排
Vehicle spread. The difference in the number of light tanks, arty and TDs
between the team can influence the battle outcome before it even begins. That
’s why, when building a selection for a battle, the matchmaker will begin
with these three. Teams will be assembled starting with light tanks, then
SPGs and finally TDs so that each includes an equal number of these three
classes. One note: the team setup also depends on the queue sizes and how
each class is represented at a given time. So, the two teams won’t always
have all 5 types.
車種分布。
隊伍間輕坦、砲車及驅逐數量差在開始之前就會對戰局造成影響。
這便是為什麼在組成對局的時候,MM會先從這三車種開始
排隊會先從輕坦開始 接著砲車 然後是驅逐,如此雙方都會排到等量的三個車種
小備註: 隊伍組成也會考量不定時刻排隊者的數量以及各車種的量,
所以呢雙方隊伍並不總會有5個車種
Arty. To prevent arty from spoiling the gaming experience, we’ll limit the
number of SPGs per team to a maximum of three per side. Recently revealed in
the Sandbox, this limitation was well received by the tester community and
proved to have a positive effect on gameplay. It’ll make its way to live
servers soon.
砲車。
為了避免砲車破壞遊戲體驗,我們會將雙方砲車數量上限訂為3
這個設定近期在沙盒登場,獲得測試社群的歡迎,
並且證實了對遊戲體驗有正面的效果。
這個設定很快就會實裝。
Platoons. Another frustrating scenario that has to stop is getting matched
against tanks that are 3+ tiers higher than yours. Currently, it often
happens with multilevel Platoons. Let’s say, you are playing in a Tier V
tank, join forces with a comrade of yours who chose a Tier VIII vehicle, and
end up facing off with Tier IX–X vehicles. That doesn’t sound like much
fun. The improved matchmaker will allow only one-tier Platoons into Random
Battles, solving this issue for good.
組排。
另一個必須處理的窘境則是排去對到比你高了三階以上的對手。
目前,這種情形好發於多階級組排
這麼說吧,你用五階車跟你選八階車的朋友組隊,最後卻得面對九、十階的絕望。
這聽起來應該一點都不好玩吧
所以呢改良的MM 將只開放同階的組排進入隨機戰,一次解決這個問題
Map rotation. Currently, you end up on some maps way too often, and playing
the same, let’s say, three maps over and over again is frustrating. It can
even get to the point where it discourages you from playing on. The improved
matchmaker reduces the number of unfortunate events like that with new logic.
It analyzes maps that tankers from the two newly created teams played over
the last 10 battles. And then, it places them on a map none of them have seen
in the last few sessions.
抽地圖。
目前你們常常會老是只排到某幾張圖,
而三張地圖無限輪迴讓人每送,甚至嚴重到會人不想再排隊去玩。
改進的MM將透過新的演算法降低這樣不幸的事情發生。
新的MM會分析剛組成的雙方隊伍的所有人在10場內打到的地圖,
接著把他們放到最後幾次排隊都沒進過的地圖
*到底是最後幾個什麼個人不太有把握
The new map rotation logic is relevant for maps used in the Standard mode
(Random Battles). Assault and Encounter Battles are only played across a
limited number of maps. So, if you have them flagged, maps will repeat more
often.
新的抽地圖演算只跟一般戰鬥使用的地圖有關
突襲戰跟遭遇戰只會用到幾張地圖,所以如果你有勾選這兩種戰鬥那地圖會比較常重複
Light Tanks 輕坦
Light tanks were initially designed as support fire vehicles that would
always work alongside others, rather than a standalone battle unit. And so
they remain in the game of today, often resulting in frustrating setups. If
you take your light tank collection for a ride once in while, you often find
yourself matched against vehicles that are a good three tiers higher than
yours. For example, when playing in a Tier VIII light tank, you might face
off against Tier IX–X vehicles—and you won’t be at the top of the list,
which isn’t your most desired setup.
輕坦起初是設計成總是跟其他人協同作戰的支援火力型車輛,而不是獨立作戰的單位。
而這樣的腳色來到現在的環境常常會面臨令人挫折的組成
如果你偶而開你的輕坦出來兜風,會發現常常排到比你高個三階的對手
例如,開出八階輕坦的時候你可能要面對九、十階車-而且你排不到當頭車的時候
-這絕不會是玩家最想要遇到的配置。
To fix it, we’ll stretch light tank branches to Tier X, making the +/-2 Tier
spread a norm for them, just as it is for other classes. They’ll still play
as support vehicles focused on scouting, but with greater firepower.
為了修正這樣的問題,我們會把輕坦科技樹延伸到十階以使+-2分房也能套用在輕坦上
它們一樣會是以偵查為主的輔助車輛,只是會有較佳的火力
We’ll also rebalance all light tanks to ensure that renewed branches fit
into the confines of the +/-2 rule. It should erase abrupt changes in
gameplay within one branch. Vehicles that currently reside on Tier VIII will
move up a tier, with the only exception being the Chinese Tech Tree. It will
see a completely new light tank at Tier IX: the Type 62C.
我們會平衡所有輕坦以確保新的輕坦科技樹符合+-2分房的強度
重平衡將消除科技樹內玩法的劇變
現版的八階輕坦會上移一階,中國輕坦例外,其線會新增一台九階輕坦 Type62C
Hitting the battlefield at Tier X will be five completely new light tanks:
the XM551 Sheridan (U. S. A.), T-100 (U.S.S.R.), Spz. 57 (Germany), WZ-132-1
(China) and AMX 13 105 (France). Here’s a quick look at them:
5 / 5
十階將有5台全新輕坦登場:
XM551 Sheridan(美國)、T-100(蘇聯)、
Spz.57(德國)、WZ-132-1(中國)及AMX 13 105(法國)
*官網內有圖供預覽
*由於XM551甫問世的時候有多方表示不滿意其外型
所以在WG DevLive影片可以看到他的模型有改良過
http://i.imgur.com/9OjElZl.jpg
*同源題外話: HD STI
http://i.imgur.com/XUfKySC.jpg
Tier X light tanks will sport the class’ trademark compact size and
outperform their brethren at Tiers VIII–IX thanks to unparalleled mobility,
a better view range, bigger HP pool, greater penetration power and damage per
hit. When approaching their balancing, our goal was to give each combat
parameters that would facilitate classic light tank gameplay, while bringing
increased versatility to the table.
十階輕坦將誇示該車種的緊緻車型
而且多虧於無人比肩的機動力、更好的視距、更多血量、更好的穿深及單發傷害,
十階輕坦性能會超越它八、九階的弟兄。
至於平衡的部分,我們的目標是促進傳統輕坦玩法之外並增加其多功性
Rebalanced light tanks, including the new Tier X are currently being tested
in the Sandbox. Apply if you’d like to some hands-on time and help us refine
them leading up to the release.
重平衡的輕坦,包括新的十階輕坦現正在沙盒測試中。
如果你有空暇幫助我們在正式釋出之前精進這些內容,那麼馬上申請測試吧
*原頁面有沙盒申請
Sandbox Second Iteration Results 第二次沙盒結果
We hit the ground running this January with the second iteration of Sandbox.
We’d like to offer a huge thank you on behalf of the entire World of Tanks
team to everyone who has joined and contributed their thoughts! The feedback
that we received was extremely helpful in determining what worked and why, as
well as what didn’t, and how we can improve on it. Here’s a quick rundown
on results.
我們如期在一月啟動第二次沙盒
我們想要先代表WoT團隊在這裡大大地感謝各位參與測試以及貢獻諸多想法的玩家!
我們收到的反饋對於判斷哪些改動有搞頭及其原因,
又或是沒有效的改動以及改進的方向上非常有幫助。
接下來就是快速的帶過個階段的測試結果
Phase 1. Changes to accuracy, damage falloff, and alpha damage
第一階段. 準度、傷害衰減、單發傷害改動
The revised shot distribution within the aiming circle reduced the number of
“unbelievable” shots. However, the accuracy with full aim went down as
well, which is anything but what we wanted. So, we’re heading back to the
drawing board with this one.
測試的新版彈著分布確實減少了唬洨的甩槍,
然而這同時降低了完全瞄準下的精準度,這並不是我們樂見的結果,
因此,在這個方面會重新構思。
The testing of damage falloff brought a larger issue to the forefront. The
results show that it won’t work the way we want it to (i.e., encourage
heavies to shorten the combat distance), unless we significantly rebalance
HEAT shells. It’s a major decision that would affect the overall gameplay
and most likely come with balance tweaks to other shell types as well. We
will return to it after thorough calculations and modeling, while the current
changes won’t make it into the game.
傷害衰減的測試帶來了比前一項改動各大的問題
結果顯示了這項改動完全沒辦法達到我們想要的效果
(例如: 鼓勵重坦縮短作戰距離),除非我們大幅改動HEAT彈。
這會是個影響到整體遊戲進行而且很有可能會牽涉到各彈種的重平衡的重大的抉擇。
在我們有更全面的計算以及模型以後將會重啟這方面的測試,
而這次的改動將不會進入正式版本
*這個部分應該是在說之前提到的穿深衰減的改動才對,
但不知道為什麼會用damage這個詞,大概是NA小編的問題
As for the alpha damage revision, we are still comparing player behaviour on
all vehicles that went through changes. It will take some more time to draw
final conclusions. From what we see now, scaling 120 mm gun damage to the
damage rating of 122 mm guns resonated with testers and showed good results.
We’ll return to further refining it after analyzing all the data. The
changes to high-caliber gun damage per shot still require a bit of work.
單發傷害改動的部分,我們還在比較玩家在各個受到改動的車輛上行為的不同,
這些資料還需要多點時間才能導出結論。
而就我們現階段所見,
將120mm的傷害提升至122mm規格在測試玩家間引起共鳴,並顯示出了良好的結果。
我們會在分析完所有資料後繼續精進這項改動。
至於大口徑砲(183、17cm等等TD砲)傷害改動則還需要一些功夫。
Phases 2–3. Comprehensive changes to artillery
第二、三階段. 砲車綜合改動
Progress with arty is going well. The feedback and stats we collected on Tier
X vehicles showed that the suggested changes created better gameplay
dynamics, and added to the fun. So, we expanded the vehicle pool, adding Tier
VIII and IX tanks to the mix. In the coming weeks, the team will be watching
closely, monitoring your feedback and reviewing logs of data to see how
recent adjustments affect their gameplay, and make further tweaks (if
necessary).
砲車改動的進度還挺順利。
玩家反饋跟十階場的統計資料都顯示,這樣的改動創造了更多變的戰鬥以及樂趣。
所以我們擴大測試範圍,增加了八、九階車進來測試。
在接下來幾周,沙盒團隊會密切監測各位的反饋,並檢閱諸多資料,
用以檢視近期的調整如何影響到遊戲進行,以及做出更多調整(若有其必要)
Head over to the Sandbox Blog for a detailed report and a lowdown on Phase 3:
來沙盒部落格看看詳細回報跟第三階段相關資訊吧
http://sandbox.worldoftanks.com/en/
New mode in development—Ranked Battles
開發中新模式-天梯戰
*來源同改進MM
https://youtu.be/W-r386n61YQ
For quite some time, you guys have wanted an arena where you can truly test
your mettle, facing off against players who are in a similar standing. Today,
we’ve got a message for you: Ranked Battles is on the horizon so you’d
better be polishing your skills.
各位想必已經期盼一個可以測試自己的膽識,與自己相近的敵手對拚的戰場很久了。
今天我們給各位看官捎來一個好消息:
天梯戰很有可能即將問世,所以是時候磨練各位的戰技的時候啦
Exclusive to Tier X vehicles and divided in seasons, Ranked Battles will let
you prove that you’re the best of the best in 15-vs-15 combat. The more
successful you are in battle, the higher your standing will be in a special
Ranked Battles ladder. And we aren’t talking just victory; it’s going to be
more about your contribution to the battle outcome. If you put in a great
performance, yet your team loses a match, you move up the ranks anyway. So,
climbing the ladder is all on you! And as you progress, the competition goes
up as well. Yes, it depends directly on your position in the ladder as the
matchmaking will pit players against those of a similar rank in a special
Random Battles queue. If that’s not enough, a stellar performance in battle
and during a season will net you some exciting rewards.
天梯只有十階車能參加並且會分成各賽季,
天梯戰將能讓你證明自己正是15V15的高手高手高高手。
你在戰鬥中表現越好那麼你在天梯中的名次就越好-而且並不是只看勝場;
天梯排名將更關乎於你對戰局的影響。
如果你打了一場好仗,儘管你的隊伍輸了,你的排名還是會上升。
所以爬梯全看個人發揮!
而當你排名提升,競爭將越趨激烈。
是的沒錯,MM會在一個特化的隨機戰排隊把排名相近的玩家排在一起比拚。
如果這樣還不夠,出色的戰鬥表現會讓你在賽季贏得一些令人興奮的獎勵。
Unlike everything else we mentioned in this article, Ranked Battles is still
in the early stages of development. We hope the notable highlights we just
shared got you as excited as we are about it. There’ll be a lot more
information coming your way when we move closer to rolling it out.
但不像本文中提到的其他改動,天梯戰仍在開發早期階段。
我們希望提及的這些亮點能讓各位跟我們一樣興奮
當我們離正式發布越來越近的時候,會有更多相關資訊出現。
New Graphics 新的畫面
Finally, this year the game will see significant graphical improvements with
a number of great new features that we’re excited to bring to you. And as it
often is with graphics, we’d rather let you see what’s in store with your
own eyes:
最後,WoT今年會迎來我們迫不及待帶給各位的: 可觀的畫面提升還有相當多的新玩意。
而這些東西往往都是視覺性的,所以直接讓各位看看葫蘆裡是賣什麼藥
https://youtu.be/76XTKfJaszA
This year, we are going to overhaul the game’s core, while also enriching it
with new gameplay options—the reveals at GDC being a large part of this. We
hope you are as excited as the rest of us to dive feet-first into playtesting
improvements when they arrive. We’ll continue to keep you updated on
specific times and dates as we get closer to testing and everything is ready
to head out the door.
今年我們將會重製遊戲(程式)核心,
並以新的遊玩選項豐富遊戲內容-GDC揭露的部分為其大宗。
我們期盼各位跟我們一樣對即將到來的改動感到興奮,
並在測試環境到來的時候一馬當先的投入。
當我們差不多可以開始測試而且所有東西都準備好的時候,
我們會在特定時日繼續提供各位更新資訊。
===============================
Anton "Evilly" Pankov Q&A 三則
1. 輕坦重組以後,會把當初購買迷彩的金錢退還(看你當初銀買還金買)
CW迷彩則會被丟回倉庫
2. leKpz M41 90mm GF 會維持在八階並且性能不變
3. 下一版元祖大同電鍋(VK72.01)就會拿到它的獨特外型/迷彩了
===============================
恩因為這篇非常的長所以可能會出更多錯?
照慣例的
如有誤譯或語意不清處
還請多多海涵以及指教
至於WG DevLive 有興趣的可以去看看
https://youtu.be/uF359G1mglw
時長約一小
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