[情報] 4/24 Q&A RU地圖製作競賽
聽說Hotfix出來了,不知道大家用了之後有沒有改善閃退的情況
(顯示為根本沒更新)
- Q: “Why do I, whenever I switch the gun, have the gold ammo switched from
purchase for credits to purchase for gold? WG wants to cheat people?” A
(Storm): “Definitely, that’s why it was specifically implemented. When I go
to sleep, I think about how to silently steal gold from people. And I am
giggling nastily.”
Q:「為什麼每次我換砲的時候,原本銀買的金彈會變成用金幣買!?」
Storm:「事實上這是我們的陰謀!每天從你們這些玩家手裡偷偷揩油,超爽的!」
(譯:又在Troll了...)
- FV4202 replaced by another vehicle? “No comment until new vehicles are
officially announced”
FV4202換成別台車?「到新車推出前無可奉告。」
- in the future, many more HD tanks per patch will come, right now,
developers are working on the mass production mechanism
未來會有更多的HD車,目前開發組則在研究怎麼樣量產HD車。
- there will be no option to switch from new autoaim to the old one
舊的自動瞄準機制不會回來。
- the new autoaim target is defined as “the point in the middle between the
place where turret is attached to the tank and the center of the tank bottom”
新瞄準機制瞄準「砲塔接觸車體處的中點以及戰車底部中點連線之的中點。」
(譯:比原本的點往下移一些)
- Storm on why the repairs and ammo are not for free in training rooms: “For
us it is not very profitable, when players spend a lot of time in training
rooms. Therefore this works as a limiting factor of sorts.”
Storm回應為什麼訓練房不能豁免花費:「玩家花太多時間在訓練場玩耍,我們賺啥?不
划算哪。」
- apparently, in historical battles, some tanks do have (visual) camouflage
and some don’t (like the T-34 on Erlenberg map). This is intentional.
目前歷史戰中有些坦克有迷彩有些沒有,這是故意的。(譯:沒注意)
- T-34-3 is fine statistically
T-34-3表現良好。
- special visibility checks (on tanks) happen when a) tank shoots b) tank
starts moving c) tank stops moving
坦克會在開炮時、開始移動時以及停止移動時的狀況下做一次可視性檢查。
- Storm states that disabling triple buffer has only effect on minilags and
maybe a tiny bit on FPS
Strom表示關掉三重緩衝機制只能改善瞬間lag跟些微FPS降低的情況。
- Storm states that the FPS drops are not caused by one big issue, but s lot
of small ones (as in, for example unoptimized sound plus unoptimized render)
Storm說FPS降低的問題是許多小問題造成的。(像是各種優化不佳的問題)
- developers are also checking the sound system of the game for optimization
開發組正在檢視並優化遊戲內音效系統。
- according to Storm, sound engine doesn’t work on different thread, it is
one of the first candidates for “transfer” to other threads
根據Storm的說法,(應是目前設計)音效引擎無法在不同的處理緒上運作,這東西會是
轉給其他處理緒跑的候選之一。
- in 9.0, the graphic autosetting mechanism was completely reworked, that’s
why it detects and sets different levels of settings than in 8.11, it
utilizes a sort of “minibenchmark”, that’s why it sometimes “lags”,
earlier, it did set the settings simply based on the computer parameters
9.0的畫質自動偵測系統經過重製,和8.11的運作方式不同。他適用「參考值」來估算,
而非以前利用電腦參數來判斷。這是為什麼有時候檢測時會lag的原因。
- Marder and other lowtier tanks will appear in Kursk, once the developers
implement separate tank statistics for historical battles
當開發組將歷史戰的統計數據獨立出來時,Marder與其他低階的戰車就會出現在庫斯科歷
史戰中。
- Storm confirms: 9.1 will bring new game mode for clans (SS: “Stronghold”)
Strom:9.1加入新公會戰模式。(SS:堡壘模式)
(譯:小公會的福音)
- there will be no new tanks in 9.1, not even premiums
9.1不會出新戰車和新金車。
- tier 8 Soviet medium prem is not on supertest yet
八階蘇聯金車還沒加進超測。
- the 10 worst maps will not be removed for now
十大最爛地圖還不會移除。
- client tournament interface and Team Battles 2.0 will come this year
客戶端的錦標賽介面還有團隊戰2.0會在今年推出。
- developers are still thinking how to deal with gold ammo: Storm confirms
that the availability/properties of gold ammo do influence that tank balance,
the question is very complicated
開發組還在思考怎麼處理金彈問題,Storm承認目前金彈的供給方式以及性能確實影響了
戰車間的平衡,這個問題相當複雜。
(譯:果然...)
連結:http://ftr.wot-news.com/2014/04/24/24-4-2014/#more-11048
補充消息:
RU推出了地圖製作比賽,分為電子競技地圖跟史實地圖兩種。
第一名可以拿一台i7/GTX 770/SSD 120G的電腦
然後如果是歷史戰的聽說會更好。
重點來了,以下是歷史地圖的製作限制:
- based on real location, referring to an important battle event
真實地點搭配真實戰役事件。
- located in Europe or USSR
位於歐洲與前蘇聯的戰場限定。
- the map has to be based on aerial photos from WW2 and has to be recognizable
要有可以辨認的二戰空照圖作為輔助。
- following locations are not allowed: “Minsk, Stalingrad, Kharkov, Kö
nigsberg, Leningrad, Poznan, Caen, Berlin, Köln” (that means that these
locations are considered for implementation already, nice!)
明斯克、史達林格勒、卡可夫、柯尼斯堡、列寧格勒、波茲南、康城、柏林以及科隆
製作不可。
(譯:可以期待諾曼第、柏林等戰役了!)
- the type of the map has to be city, battlefield or mix of the two
地圖類型為城市、戰場或是混合。(大概不能平原、森林之類一般地形)
- size of the map: 800*800 or 900*900 meters
地圖須為800公尺或900公尺見方。
- all seasons allowed
四季皆可。
- the map has to have 3-4 obvious directions for attack
地圖需要有3-4條主攻的方向。
- map has to be balanced for both teams
地圖必須平衡。(WG自己有時候地圖都不平衡了...)
- considerable terrain level differences are undesirable
不希望地形起伏太大。
- the map has to be viable for any tier
必須全階級適用。
而電競地圖基本適用上述要求,但是地圖必須更小一點(700-800m)
然後未來會適用於團戰(TB),歷史要求不嚴格。
連結:http://ftr.wot-news.com/2014/04/25/ru-server-map-making-competition/
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※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 39.14.177.33
※ 文章網址: http://www.ptt.cc/bbs/WoT/M.1398440193.A.8CB.html
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EU似乎也有了,SS有發文,但是閃退之外其他的狀況還是有...
※ 編輯: tai33ru (39.14.177.33), 04/26/2014 00:04:29
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感謝更正~
※ 編輯: tai33ru (39.14.177.33), 04/26/2014 01:41:48
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