11日Q&A:火炮不利于游戏体验

来源:多玩坦克世界专区日期:2015年11月11日

【以下内容来自多玩坦克世界专区,具体内容请以国服最新公告为准】

Interview with Vyacheslav "Slava" Makarov

  Interview with Vyacheslav "Slava" Makarov, one of the people who invented World of Tanks. What he mentioned during his interview on Cyprus with some Russian streamers:

  与Vyacheslav "Slava" Makarov(WoT创始人之一)的访谈。以下是他和毛子直播者在塞浦路斯访谈时提到的内容:

  - World of Tanks really grew a lot. The ideas of how to develop WoT did not correspond to the expectations of players, and that's where the huge number of issues from the past comes from

  WoT真的成长了很多。开发WoT的想法与玩家们的期待并不吻合,这就是过去出了如此巨量问题的原因。

  - WoT currently doesn't need development, it needs fixing and in some things returning to the roots, in other things it need an overhaul (artillery, perks, sound, vehicle classes)

  WoT现在不需要开发,而需要修复,一些事情需要回到根源,另一些事情需要重制(火炮、技能特长、声音、战车类型)。

  - the problem with artillery is that it's not how it used to be, it now has variety and is fast, this broke the game somewhat. Some individual vehicles do have issues + the tier 10 artillery appearance was problematic

  火炮的问题在于现在跟之前大不相同了,现在火炮的种类又多速度又快,从某种程度上破坏了游戏体验。有些战车确实有问题,还有10级火炮的出现也是问题多多。

  - the connection of artillery and light tanks got broken - earlier, if a LT came to arty, the arty was dead, period. This is no longer true.

  火炮和轻坦的联系断裂——原先,当小轻坦摸到对面火炮阵地时,对火炮的威胁是致命的。现在呢呵呵。

  - early on, TD's were designed differently: as a mix of turret-less vehicles with unique gameplay. Early TD's played very differently, like inverted heavies with long range gun but without a chance to survive close combat. The solution would be the same as with artillery: take each class and give them unique features, because right now all the classes are mixed up. Currently there should be 10 classes in the game and that's just the vehicles that were already implemented

  一开始,TD的设计理 念也是不同的:作为无炮塔战车的集合,TD有其独特的游戏性。当初的TD很难玩,与重坦相反,远距离黑黑枪还可以,近距离作战就是自寻死路。解决方案可能 会跟火炮差不多:给每种类型的战车以特异性,因为现在各种类型的战车和各类型的特点都混在一起(什么脆皮HT什么炮塔TD)。现在游戏里的战车都可以分为 10类,对,光游戏里已经加入的战车就可以分出这么多。

  - all classes should be rebalanced

  所有类型的车都应该重平衡。

  - arty fix would be only a part of such rebalance, it should be divided into two subclasses (mobile arty and slow arty) and separate each class by the task it should be doing, but that's one hell of a job

  火炮修复只会是这个大清亡重平衡的一部分,火炮可能会分为两个子类型(机动炮和慢速炮),并按照火炮该做的事分类,但这工作也太TM的难了。

  - Slava Makarov is a huge opponent of removing artillery, because arty players would be really screwed

  Slava Makarov是坚决反对移除火炮的,怎么能让火炮职业玩家失业呢(还想不想赚钱了)。

  - Panzer V/IV Alpha should be reworked, it really sucks

  V/IV A型应该重做,这车太完蛋了

  - the danger of current development is that if you do too many things at once, the game could completely break down

  现在搞开发的风险在于,如果一次搞太多,游戏整个就崩了

  - how Slava Makarov would fix WoT: first step would be gaining massive feedback from the players. The first thing to be fixed would be random battles (that's what everyone's playing), specifically map and vehicle balance. New physics should be added soon. The developers should simply sit down and solve problems, starting from scratch from patch 8.0 state, then tell players about the plans, use the test server to test ideas, gather feedback. Balance, physics and maps in this order. Sound is needed as well.

  Slava Makarov对修复WoT的设想:第一步要从玩家那收集反馈。首先要修复的是随机战(人人都爱随机战),尤其是地图和战车的重平衡。新物理效果应该会在不久后加入。开发者们应该脚踏实地解决问题,回到8.0版本从头再来,告诉玩家开发计划,用测试服测试新想法,收集玩家反馈。顺序是平衡、物理系统和地图。声音也会需要。

  - the crew system should be completely reworked, the important part is not to deprive players of anything and to move to the WoWs crew system

  车组系统也应该彻底重制,重点在于如何不从玩家那剥夺任何东西并套用战舰世界那一套系统。

  - Viktor Kislyi is now getting involved in the WoT development, which should help WoT

  WG的CEO Viktor Kislyi现在也介入WoT的开发了,这应该对WoT有帮助。

  - many people were changed in World of Tanks team, which accelerated some things considerably

  WoT团队调动了很多人,这也大幅加快了一些事的进度。

  - reworking the WoT controls for Xbox controllers was quite a quest, it took half a year and a lot of trials

  将WoT的控制操作实装到Xbox控制器手柄上也真是块硬骨头,花了半年时间并经历了大量试验。

  - Slava Makarov likes WoWs a lot

  Slava Makarov很喜欢战舰世界。

  - WoWs is intended for western market and it works really well

  战舰世界主要面向西方市场,成效相当不错,谢绝非提。

  - Slava Makarov didn't believe Blitz would work, but it is working nicely, the development team has its own ideas

  Slava Makarov当初认为WoT闪电战不咋地,然而现在闪电战也有声有色,开发团队有其自己的想法。

  - if you don't like arty, play Blitz

  如果你真对火炮累觉不爱,信仰闪电战吧。

  - when it comes to cybersports, Wargaming took things too fast. The cybersports is supposed to develop along with the game but they rushed and tried to bring a huge tournament and when that happened, the game was not ready yet. Currently the developers are considering what to do with it.¨

  说到电子竞技,WG进度赶得太快了。电竞的发展由游戏的开发支持,但WG冲得太快了,游戏还没做好就准备了一场盛大的锦标赛。现在开发者们也在考虑如何是好。

  - WG is working on an interesting project in Seattle

  WG正在在西雅图搞一个有趣的项目。

  - apart from that, WG is working on two yet to be announced projects, one of which could turn into a beginning of a long story - they will be announced in 2016

  除了这个,WG还在搞两个即将公布的大项目,其中一个将会是一个长故事的开端——会在2016年宣布的。

  - Slava Makarov thinks he actually has an idea for a game more interesting than WoT

  Slava Makarov觉得他有一个想法能做一个比WoT还要有趣的游戏。

  以上信息译自StatusReport源地址:

  http://ritastatusreport.blogspot.nl/2015/11/interview-with-vyacheslav-slava-makarov.html

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