WG开发人员深度解读8.6版各种机制改动

坦克世界

  以下是SS的原话来介绍上图的开发人员Pavel Myreev aka,也就是论坛中的“Zlobny”,欧服的玩家可能对他的这个昵称比较熟悉。对了,他就是主要负责超测服的那个幕后boss。对了以下内容由于SS不是数学家或者物理学家,因此很多术语或者什么的,如有错误,求大家纠正,因为不懂。。。

本文由太平洋游戏网"hough"翻译整理,转载请注明作者及出处 

  SS: Pavel Myreev aka "Zlobny" is one of the WoT developers. His nickname might be familiar to the European supertesters - he is leading the supertest program as far as I know. The translation - as always - is at some points redacted for better comprehension in English. Also, I am neither physicist, nor mathematician, so I hope I don't get the English mathematics terms wrong. If I do, feel free to correct me. First, a bit of background though.

  There was another post (which the developer is referring to) - that "another post" is basically the translation of what was published in English - you know, that "leaked" post, that appeared on saturday night or something. I recommend to all of you to read it (if you haven't already), so you know what Zlobny is talking about.

  对了,前面有关机制改动的问题,已经发表过了,这个内容就是Zlobny爆料的,所以这次的东西,我们有理由期待,以下就是具体内容了:

  Well, here goes:

  Currently I am working on the British artillery.

  现在,我在做英系火炮线

  First I want to say that there is no need to write a lot of questions - think first and ask later - I am not a community moderator or producer, I have to work.

  首先我必须说明,问问题以前请先经过大脑,我很忙的。。。

  1) Standard deviation limit 精度机制改革始末

  - how it was and why Limiting the aim spread to 1,3 standard deviations before 8.6 (SS: explained here) had, in my opinion, very bad influence on gameplay in general. The principles are generally known I think. When the management decided to change it, I started to think about possible variants of implementing this.

  Unfortunately, the first variants were very raw and presumed an "accuracy nerf" of all the vehicles in the game. I was still inclining to the 3-sigma limit variant and not even meetings with Michale Zhivets (Storm) and Maksim Bladyko (chief server programmer for World of Tanks) convinced me otherwise. But in the morning before a very important meeting on this topic in Minsk, I went for a walk and as it happens, it wasn't in vain. It became clear to me that the 3-sigma limit has several significant weakenesses, apart from the increased spread distribution for all the vehicles in game:

  - since the difference between 2-sigma and 3-sigma is only 2,14 percent, there will be mods made immediately depicting the aim circle as 2-sigma. After all - why wait for the fully accurate aim circle from 3-sigma and give the enemy more time to cope with you, when the difference between 3-sigma and 2-sigma is so small?

  - the distribution will still focus on the center and the accuracy nerf, which I assumed to implement until that morning, won't suffice. If Storm went to the meeting with that solution, it would result in a fail (and bad karma for me).

  So I called Storm in panic and told him that our solution sucks. But - as it often happens - the second I said it, another solution came to me by itself.

  When considering shooting in our game, the difference between 1,3-sigma and 2-sigma is not all that great and - connected with a camo factor change it might not be even spotted by our players, because the effective battle distance will increase (more on that further on). The solution to fix it with one more sigma (between 2 and 3) came by itself from the previous meetings with Maksim and Misha (Storm).

  But some players (SS: arty players) won't have their effective battle distance increased, so these players had to recieve a spread radius modifier. The value of this modifier was discussed by us and Dmitry Dragunov (aka Marschig), who represented the arty players' interests. After the supertest testing, I still think that 50 percent represent a rather small buff (!) of accuracy for arties. On the nerf of arty I will post further.

  SS: at this point there is a table posted in the original post. What it means is percentual chance for a shell to drop inside the aim circle (within its borders, not ON the borders or outside them (which gets "normalized") to drop on the borders):

  那是在明斯克的一个晴朗的早晨,我为标准差以3西格玛还是2西格玛来计算纠结不已,所以我决定出去走走,这次散步在后来证明是一次十分明智的选择。为什么要采用3西格玛呢?让缩圈时间那么长,敌人有机会摆姿势或者怎么样,这太不和谐了,还是2西格玛吧,降低缩圈时间,大家欢欢喜喜过个年多好!况且2西格玛和3西格玛的区别就是那么2.14%!我很高兴我的方案实现了,而不是Storm那个砍火炮精度的计划,因为那个计划在我看来太烂了。。。我可以说我胜利了,然后下面就是他讲述他如何胜利的过程,此处不再赘言,其中很多龙套角色都是WG的顶尖程序员,我感觉作者的感觉一定棒极了!下面的表就是标准差对精度的影响表,小编数学不好,翻译不当还请包涵。

  SS: the meaning of this table is - first column are the parts of the aiming circle, with the last line being its border. Other columns are: Old system (how it is now), 2-sigma and New system (0.8.6+). In other words, right now, you have a 19,36 percent chance of the shell going on the borders of your aim circle, in the new system, you will have only 0,27 percent chance of aiming for the aim circle edges. Another example: today, you have 48,43 percent chance of your shell going to the inner half of the circle, in 0.8.6 it will be 70,41 percent.

  SS:这个表是设么意思呢第一栏是瞄准圈部分,最后一行是其边界,大家可以看看修改之后,只有0.27%的可能让你的炮弹打到圈子边缘,这是一个很大的进步,换言之,现在你命中目标的可能性是48.43的话,你在8.6的几率会在70.41,这下大家会看这个表了吧!或者懒得看的话,大家只要记住一句话,下个版本所有的炮都变准了很多!

  2) Vehicle camo changes

  Our camo system with multiplying visual camo coefficient and camo net coefficient has one big disadvantage, as all the systems such as this do: increasing size of the vehicle very quickly decreases the effectiveness of such devices. The decision to replace the multipliers with addition (SS: as in by adding some value instead of multiplying with it) was taken already in 2010-2011 by me, Maksim Bladyko and Pasha Vasilev (server structure architect for World of Tanks), but back then there was no visual camo coefficient (5 percent), so we didn't do it. This topic was brought up repeatedly in 2012 by L.Zacharchenko, chief game-designer for World of Tanks. Gradually, a snowball turned into an avalanche, which in the end was the reason for plans for the complete camo system rework.

  隐蔽机制改革始末:

  I alread wrote enough letters, but basically we did the following:

  我写的够多了,其实综合起来我们干了这些事:

  - reworked all the camo factors in the game, based on the reference tanks (T-4, T-34) (SS: here, Zlobny probably means Panzer IV, not sure) and on extreme cases

  我们重制了游戏中的隐蔽机制

  - reworked the influence of shooting on camouflage, based on how it was before, but under the new system, so the "I just shot" negative modifier will be subtracted in the equation, rather than multiplied as it was now

  - reworked the camo factor of camo net and visual camo based on the type of the vehicle (not individual vehicle, as it was before)

  - reworked the camo bonus for bushes. This is a big topic, so a short version only: currently, maximum bonus from the bushes can be in 0.8.6 obtained by 4 thick bushes, instead of 2 not-thick bushes (pre 0.8.6). Furthermore, the exploit of firing thru the "non-transparent bushes" (skilled players will know about this and others don't really need to know) will be fixed completely. It is also worth noting that the battle (engaging) distance will increase by 15-20 percent.

  这是个好东西:草丛现在更好用了,因为在8.6里面你能用到4个草丛,而不是以前的2个了,那种草丛后黑枪不亮的玩家有福了,什么?你不会?当我没说吧!还有就是战斗距离会增加15-20个百分点。。。(远距离狙杀王道?)

  A collossal amount of work was done on this, there were many tests and I really like the final version.

  我们干的活太多了,不过我对我们最后的成果极有信心!

  3) Penetration change 穿深的改变

  A very painful topic for me, I did that only very reluctantly. Generally it turned out better than I expected, I won't write much - you all saw the numbers.

  这对我来说是个很痛苦的话题,我就不多说了,你们大家自己看吧!

  4) Arty nerf 火炮的削弱

  We did that together with Dmitry Dragunov, he fought for every split percent because I fear that we didn't nerf it enough, but I am generally satisfied by the numbers we sent to the supertest.

  我和Dmitry Dragunov一起削弱的火炮,因为我就怕砍的不够狠,所以他和我据理力争,但我认为火炮还是砍得不够狠,反正我们对发给测试服的数据还是挺满意的。

  I wanted to make arty into a more complicated class with less possibility to fight on very short distances without diminishing the influence of the arty on combat there, where it is needed. New vehicles fit in very well, but I had some issues with SU-122A and M44.

  我想把火炮变成不能太近距离格斗的车,

  XP buff wasn't done by me, thus I won't comment on that.

  经验的buff不是我干的,我对此保留意见

  SS: Well, that's it. As always, a summary of info from the comments, given by Zlobny and others.

  最后给大家总结一下开发人员的意见

  - camo skill won't be reworked (they decided it's not needed: "camo skill is more about positioning the tank by the crew better, but even if you position better, a Maus is still a Maus")

  隐蔽技能不会被重制,因为他们认为这没必要,因为不管你怎么藏,你深深的胡茬子已经出卖了你(鼠爷就是鼠爷你怎么藏都不会变成502的)

  - vehicle camo factors won't be disclosed, but from now on, they directly depend on vehicle size and class (can be estimated by sight)

  车辆的隐蔽系数不会被关闭,但是从现在开始,它只取决于车辆的大小和级别了,能从外表看出来

  - camo skill will remain useless on big vehicles

  高富帅?隐蔽技能无效!

  - it's possible American vehicles will be rebalanced in 8.7

  可能美系车会在8.7挨上那么一刀

  ......nah, cba atm, will go thru the 700 or so comments later...

  这句话,貌似是指的某种炮弹的速度问题,我不太懂,先就这样吧!谢谢大家! 

   学会如何卖履带 高玩详解HEAT穿透机制
这货不是馒头——援外谢尔曼的神改装简介
高玩两万场有感 娱乐/升级你只能二选一
豹式坦克的战后重生:印度豹的前世今生

 

推荐栏目

坦克世界

进入专区>>
  • 游戏类型:网络游戏
  • 开发公司:wargaming
  • 运营公司:PC
  • 发行平台:PC

你对该游戏感兴趣吗?