【戰(zhàn)爭雷霆】526罷游活動(dòng)取得初步成果:官方第一輪回應(yīng)已放出!
開發(fā)團(tuán)隊(duì)對(duì) YouTube 社區(qū)和內(nèi)容創(chuàng)作者提出的問題的回應(yīng)
大家好!近期我們收到了大量玩家的反饋,正在努力分析、處理和準(zhǔn)備回答大家的問題。討論最熱烈的還是經(jīng)濟(jì)問題,等我們有時(shí)間看完一定會(huì)一一解答!除了來自玩家的成千上萬條反饋信息外,我們還收到了來自 YouTube、Twitch 和其他平臺(tái)的 War Thunder 內(nèi)容創(chuàng)作者的一長串問題。雖然我們?nèi)栽诜治鐾婕业囊蠛徒ㄗh,但今天我們將回答我們創(chuàng)作者的一些問題,也許您也會(huì)在這里找到問題的答案。我們走吧!

地面載具

問:我們擔(dān)心小口徑破甲彈的后穿透效應(yīng)效率相對(duì)較低,例如 Ru 251、AUBL 74、leKPz M41、AML-90、PT-76、T92 等車輛。
我們計(jì)劃針對(duì)小口徑彈藥改進(jìn)聚能射流的某些方面。這些炮彈確實(shí)有一個(gè)非常窄的后穿透射流,并且有很多真實(shí)世界的例子,輕型裝甲車輛在受到 HEAT 攻擊后仍然保持機(jī)動(dòng)性,甚至處于戰(zhàn)斗狀態(tài)。正因?yàn)槿绱?,我們不打算讓這些特定的彈藥過于強(qiáng)大,但關(guān)于摧毀模塊和使噴氣式飛機(jī)路徑上的機(jī)組人員喪失能力,我們正在計(jì)劃一些改變,使它們的傷害更加一致。
問:輕型車輛可能非常頑固,能夠吸收 3-4 發(fā)子彈,因?yàn)楸kU(xiǎn)絲無法啟動(dòng)。
這對(duì)玩家來說是一個(gè)大話題,也是我們團(tuán)隊(duì)內(nèi)部的一個(gè)共同話題。我們正在考慮幾種可能性,但它們需要一些時(shí)間來開發(fā)。不過,我們敏銳地意識(shí)到這個(gè)問題,并會(huì)在可能的情況下引入解決方案。
問:是否可以將 3D 裝飾物制作成實(shí)體,以便它們在被擊中時(shí)可以脫離車輛?
好想法!我們將研究這實(shí)現(xiàn)起來有多復(fù)雜,如果確實(shí)有可能,我們的目標(biāo)是讓它們可破壞并且也容易著火。
問:是否可以改進(jìn)裝彈機(jī)制,當(dāng)裝彈器在槍支失火時(shí)被擊毀,然后重新裝彈循環(huán)再次開始?
當(dāng)然,這是一個(gè)很好的提點(diǎn),特別是對(duì)于負(fù)載時(shí)間很長的車輛。對(duì)于這個(gè)我們有一個(gè)解決方案 - 我們可以嘗試在達(dá)到一定百分比的重新加載周期后保存重新加載進(jìn)度,例如 80%。在此階段,該輪已經(jīng)處于突破口,因此無需重新開始整個(gè)過程。同樣對(duì)于兩部分彈藥,裝載過程可以分為兩個(gè)階段,因此如果彈丸的一部分已經(jīng)準(zhǔn)備好并且裝載機(jī)被擊倒,則循環(huán)不會(huì)重置為開始。
問:您是否打算像在街機(jī)游戲中那樣,在 RB 模式中增加重型坦克和慢速火炮的機(jī)動(dòng)性?
不,這個(gè)不在我們的計(jì)劃中。RB 是車輛應(yīng)該盡可能真實(shí)地表現(xiàn)的地方,低機(jī)動(dòng)性只是這些車輛在現(xiàn)實(shí)世界中的一個(gè)缺點(diǎn)。
問:您喜歡在購買頂級(jí)高級(jí)車輛時(shí)提供免費(fèi)備份的想法嗎?
我們的確是!我們將考慮在未來包含初始數(shù)量的具有高等級(jí)溢價(jià)的免費(fèi)備份,以激勵(lì)玩家繼續(xù)戰(zhàn)斗。
問:仍然存在炮塔不同步錯(cuò)誤。
這是一個(gè)很難解決的問題,但也是一個(gè)重要的問題,我們目前正在努力解決這個(gè)問題。
Q. 是否有可能擺脫服務(wù)器和客戶端的不同步?
不幸的是,在任何網(wǎng)絡(luò)模型中,包括我們的網(wǎng)絡(luò)模型,服務(wù)器和客戶端之間的去同步化是不可避免的。這肯定是一個(gè)騙局。然而,專業(yè)人士認(rèn)為這些不同步通常不會(huì)影響所有玩家的游戲玩法,這一點(diǎn)很重要。War Thunder 網(wǎng)絡(luò)模型(狀態(tài)同步)被選為最能防止作弊的(與 CS 中的滯后補(bǔ)償模型相比),更重要的是,它允許我們實(shí)現(xiàn)相對(duì)真實(shí)的物理交互。我們模型的缺點(diǎn)是可能會(huì)出現(xiàn)輕微(很少見的重大)不同步,因?yàn)樗锌蛻舳硕伎吹狡渌婕业摹翱赡艽嬖凇保皇沁^去的記錄。玩家的 ping 越低,不同步發(fā)生的頻率就越低,但無論如何它們?nèi)匀粫?huì)發(fā)生。
問:當(dāng)車輛無緣無故看不見時(shí),是否有機(jī)會(huì)修復(fù)錯(cuò)誤發(fā)現(xiàn)?
這個(gè)問題來自于服務(wù)器的反作弊算法。我們盡最大努力將它們與游戲渲染同步,但不幸的是,在具有巨大開放空間和各種客戶端 ping 的動(dòng)態(tài)環(huán)境中,不可能保持完美同步。
Q. 壓力過大造成的損壞需要更多校準(zhǔn),地面車輛大口徑炮彈的損壞也需要增加。
對(duì)于像這樣的改進(jìn),我們需要一些更精確的例子,因?yàn)檫@里涉及很多因素,通常這方面的問題不能可靠地重現(xiàn),所以我們很感激您發(fā)現(xiàn)的問題的任何重播或錄音,以便我們可以對(duì)其進(jìn)行更多調(diào)查有效地。在機(jī)庫中最容易做到這一點(diǎn)。
問:請修復(fù)當(dāng)坦克倒置并位于炮塔頂部時(shí)不允許您翻轉(zhuǎn)坦克的錯(cuò)誤。
啊,是的,這種情況很少見,但一旦發(fā)生就很煩人,我們會(huì)研究解決辦法。
問:您是否計(jì)劃創(chuàng)建一個(gè)關(guān)于頂級(jí)載具(例如防空導(dǎo)彈系統(tǒng)、無人機(jī)等)機(jī)械裝置的教程 - 并提供為此類機(jī)械裝置定制控件的選項(xiàng)?
是的,我們有!我們正在為我們更現(xiàn)代的系統(tǒng)規(guī)劃各種教程元素。
Q. 由于車輛世代的不同,Rank V 存在很大的問題,尤其是在 BR 7.0-8.0 上,有配備 APFSDS 和穩(wěn)定器的坦克,也有沒有配備的坦克。
事實(shí)上,這個(gè) BR 范圍內(nèi)的技術(shù)跳躍是有問題的,我們將特別關(guān)注這一領(lǐng)域并提出一些解決方案。
問:Killer-Hunter 功能有毒,需要 2-3 秒的延遲才能讓指揮官接管或以某種方式做出反應(yīng)。
在這里延遲是有道理的,我們會(huì)考慮的。
問:目前圖形可以顯著影響玩家的技能:例如,敵方坦克在開火之前幾乎在深陰影中看不見。地點(diǎn)充滿了裝飾元素,使玩家的注意力超負(fù)荷。是否有可能使陰影變亮并在位置上丟失一些綠色植物和裝飾?
這是一個(gè)棘手的問題,需要更復(fù)雜的解決方案和精確的修復(fù),而不是對(duì)圖形進(jìn)行某種“全局更新”。問題是,我們不能只制作一款游戲,讓職業(yè)玩家擁有自己的簡約圖形模式,而更多休閑玩家擁有不同的圖形模式(因?yàn)檫@不公平)。以圖形方式簡化游戲,使其純粹圍繞競爭性游戲構(gòu)建也不是一種選擇 - 我們的游戲已經(jīng)并將始終面向具有不同品味和偏好的廣泛玩家,因此在這個(gè)游戲中我們必須看看可以改進(jìn)的更具體的元素。
Q. 通過 PvE 升級(jí)直升機(jī)太長太難,而且它們的庫存版本在其他模式下通常幾乎無法玩。
我們目前正在嘗試弄清楚如何處理該模式,我們將在稍后宣布我們的決定。
Q. 移除體積損傷。它使某些坦克的防御過于嚴(yán)密,履帶擋泥板和側(cè)裙可以吸收命中。
體積傷害使許多坦克更接近其正確的保護(hù)水平(例如虎式和豹式),如果不保持我們當(dāng)前的真實(shí)裝甲模型,這是無法實(shí)現(xiàn)的。然而,與每一個(gè)復(fù)雜的系統(tǒng)一樣,它很難全面完善。我們在這里需要您的報(bào)告——您可以向我們發(fā)送您的重播或記錄機(jī)庫中的異常情況。在體積(和所有其他損壞系統(tǒng))無法正常工作的所有情況下,我們都會(huì)修復(fù)它 - 或者至少我們會(huì)盡力而為。我們意識(shí)到體積是對(duì)坦克戰(zhàn)的重大調(diào)整,因?yàn)樗鼜挠螒蛞婚_始就不存在,因此需要一些適應(yīng),但我們相信這種更逼真的裝甲模型增加了戰(zhàn)爭雷霆,所以我們會(huì)努力改進(jìn)它盡可能。
問:減少 EC 中所有車隊(duì) AAA 的數(shù)量和/或降低它們的準(zhǔn)確性。
我們已經(jīng)修復(fù)了這個(gè) - 已經(jīng)投入生產(chǎn)。
Q. 對(duì)于 Air sim 漂浮飛機(jī)生成。與其在地圖上一路重生并花 25 分鐘才能進(jìn)入戰(zhàn)斗,不如讓它能夠在任何 AF 重生或在你的水上飛機(jī)艦隊(duì)中重生。建議在任何 AF 上產(chǎn)卵時(shí),你當(dāng)然會(huì)在空中產(chǎn)卵,如果你在你的艦隊(duì)上產(chǎn)卵,讓它在你的航母旁邊的水面上產(chǎn)卵。
我們會(huì)考慮這個(gè),當(dāng)前的系統(tǒng)是根據(jù)玩家的要求選擇的。然而,水上飛機(jī)并不多,而且它們幾乎普遍都很慢,所以如果它們在靠近動(dòng)作的空中生成,它可能不會(huì)對(duì)沉浸感產(chǎn)生太大的負(fù)面影響。
問:我想看看 WT naval arcade 是否可以做得更街機(jī)一些以吸引更多人使用該模式,主要是通過加快測距速度,這樣玩起來可能會(huì)更有趣。也許還可以添加向哪個(gè)目標(biāo)射擊的彈藥,以便人們在何時(shí)使用 AP 或 HE 和 SAP 時(shí)有更多的想法。
我們在這里同意——我們將嘗試做一些事情來使該模式更容易上手,并且可能會(huì)從測距開始。
問:攻擊無人機(jī)應(yīng)該被移除,它們不會(huì)帶來任何新東西(直升機(jī)和飛機(jī)也一樣),除了它們更難被擊中/殺死。因此,除了更高級(jí)別的 AA 之外,沒有真正對(duì)抗它們的方法。
我們花了很多時(shí)間收集示例并分析有關(guān)無人機(jī)的反饋,我們將把它們提升到更高的 BR,在那里它們可以更容易地被先進(jìn)的 AA 系統(tǒng)對(duì)抗。
問:建議在游戲認(rèn)為直升機(jī)(和其他飛機(jī))“死亡”后停止開火,因?yàn)楸荒阋呀?jīng)擊敗的玩家殺死是不愉快的。
實(shí)際上,“摧毀”一架飛機(jī)(就造成飛機(jī)無法控制的損害而言)并不能使它變得無害。我們確實(shí)喜歡游戲玩法的這種“最后機(jī)會(huì)”方面(你內(nèi)心深處有一只野獸,它不會(huì)死......它會(huì)反擊?。┻@是一個(gè)雙向的系統(tǒng),首先它在現(xiàn)實(shí)中是可能的 - 它可能會(huì)玩家的一天,用一架注定要失敗的飛機(jī)擊殺。然而,我們確實(shí)看到了它帶來的問題,尤其是誤導(dǎo)性的終止消息。我們需要對(duì)此做更多的思考。
Q.建議在比賽開始時(shí)允許通過隊(duì)友來防止阻擋,就像 air realistic 剛剛起飛后一樣。
我們看不到對(duì)地面車輛執(zhí)行此操作的方法 - 玩家不可避免地會(huì)利用它(重生時(shí),玩家會(huì)故意嘗試開車穿過對(duì)方以結(jié)束冷卻時(shí)間,同時(shí)占用相同的空間,這會(huì)導(dǎo)致很多不幸的是)。
其他

Q. 添加報(bào)告種族主義者、恐同者和類似客戶支持的功能
好主意,我們將添加一種更簡單的方法來報(bào)告此類實(shí)例。每個(gè)游戲內(nèi)報(bào)告都已經(jīng)附有聊天記錄。創(chuàng)建自動(dòng)屏幕截圖或類似的內(nèi)容要困難得多,并且會(huì)帶來困難。我們將嘗試向提交報(bào)告的用戶顯示聊天記錄以簡化流程。
對(duì)接會(huì)

問:請為頂級(jí) Air RB (12.0 BR) 添加更多地圖。甚至更小的地圖。有些地圖非常罕見。
目前我們在這個(gè) BR 有 10 張地圖。如果玩家禁止某些地圖,它們將很少出現(xiàn)。我們的目標(biāo)是按此評(píng)級(jí)添加更多地圖。不過,對(duì)于較小的地圖,玩家通常對(duì)頂級(jí)噴氣式飛機(jī)的要求較低(通常使用“幽閉恐懼癥”等詞)。
問:對(duì)我來說,最大的問題是 Air RB 上地圖的大小。碰巧在模擬地圖上拋出了道具飛機(jī)。請從低層和中層的 Air RB 中刪除大地圖。
同意 - 大地圖有時(shí)會(huì)變得無聊,因?yàn)轱w機(jī)速度較慢且交戰(zhàn)之間有很多停機(jī)時(shí)間。當(dāng)我們實(shí)施一種顯示哪些地圖出現(xiàn)在哪些 BR(見下文)的方法時(shí),我們將調(diào)整較低層的大地圖的外觀。不過,關(guān)于頂級(jí)的較小地圖 - 請參閱上面的請求。我們正在嘗試不向快速噴氣機(jī)戰(zhàn)斗中添加較小的地圖,并將嘗試引入較少的此類實(shí)例,但是目前許多玩家仍然要求它們。
Q. 我希望你能增加在這場戰(zhàn)斗中使用最大可用車輛進(jìn)入戰(zhàn)斗的機(jī)會(huì) BR。我曾經(jīng)做過一個(gè)實(shí)驗(yàn),發(fā)現(xiàn)只有 11-14% 的情況下我使用最高 BR 車輛進(jìn)入戰(zhàn)斗。當(dāng)然,克服困難是有價(jià)值的,但并不常見:它令人沮喪。
最終,該會(huì)話由您的 BR 范圍內(nèi)當(dāng)前在隊(duì)列中的玩家組成,沒有其他因素可以直接使您處于特定的戰(zhàn)斗等級(jí)。最重要的是關(guān)于“full uptiers”,每支球隊(duì)只有 4 名球員有可能成為頂級(jí) BR,所以即使你在比賽中處于相對(duì)較低的 BR,你也不會(huì)與一支完全由 BR 組成的球隊(duì)作戰(zhàn)比你的更先進(jìn)的車輛。
問:添加無限數(shù)量的禁令/5 禁令。
這個(gè)的問題是我們已經(jīng)遇到了當(dāng)前的 one ban 系統(tǒng),有些地圖很少玩過。添加額外的禁令(肯定是 5 個(gè)禁令)將導(dǎo)致當(dāng)前隊(duì)列中所有可用地圖都被禁止的情況,這意味著比賽根本無法開始,或者只能在長時(shí)間等待后才能開始。
問:添加一些方式來投票給地圖/地圖偏好。
這是我們更想思考的問題。我們愿意采用某種投票系統(tǒng),但同時(shí)玩家擁有各種地圖也很重要,尤其是某些車輛不可避免地更適合某些風(fēng)格的地圖。
Q. 為每張地圖添加 BR 限制并顯示給玩家。
好主意 - 在地圖首選項(xiàng)窗口中顯示地圖的 BR 范圍將非常有用,我們將嘗試實(shí)現(xiàn)它。
問:我在 WT 中最大和最糟糕的問題是地面 RB 中的地圖是我不想在頂級(jí)戰(zhàn)斗中玩小地圖(比如柏林 - 芬蘭 - 貨運(yùn)港 - 阿拉斯加 - 小富爾達(dá) - 小馬奇諾防線...... ETC)。
我們也不喜歡所有高等級(jí)的地圖,雖然玩家的意見不同(許多玩家喜歡芬蘭或柏林在高等級(jí),但同時(shí)也有很多人不喜歡),但正如上面所建議的那樣,我們'我們將介紹一種顯示地圖 BR 限制的方法。地圖帶來的樂趣通常是非常主觀的,但在某個(gè)特定地圖明顯不受歡迎的情況下,我們會(huì)格外注意它。
任務(wù)和地點(diǎn)
問:在 Tank RB 中,我們經(jīng)常進(jìn)入戰(zhàn)斗模式,其中點(diǎn)數(shù)已經(jīng)被占領(lǐng),這讓玩家失去了移動(dòng)的動(dòng)力。我認(rèn)為這種模式應(yīng)該去。
這些場景可以培養(yǎng)一種更久坐不動(dòng)的游戲風(fēng)格,我們可能會(huì)減少這些地圖出現(xiàn)在輪換中的機(jī)會(huì),并可能會(huì)刪除其中一些。
問:我希望開發(fā)人員以某種方式管理地圖,以便現(xiàn)代車輛不會(huì)出現(xiàn)在像柏林這樣的二戰(zhàn)地點(diǎn)。
我們部分同意柏林(也許還有萊茵河),但不是普遍同意。我們將嘗試從地圖中刪除與特定時(shí)間范圍具體相關(guān)的最明顯元素,以使其更具普遍性,我們還將考慮引入現(xiàn)代版本的柏林,這可能會(huì)很有趣。
問:如果玩家沒有夜視和熱成像模塊,你是否打算將夜間任務(wù)從輪換中排除,或者可能引入一個(gè)選項(xiàng)來禁用這些任務(wù)?
我們已經(jīng)決定讓夜戰(zhàn)成為可選選項(xiàng),我們將在稍后公布具體的實(shí)施方式。
Q. 各種障礙物、垃圾和其他東西的碰撞模型應(yīng)該被移除、更換或返工。
我們正在努力!在某些情況下,即使是小物體的碰撞有時(shí)也會(huì)很刺耳,任何關(guān)于此類問題的截圖和描述的例子都將真正幫助我們盡快改進(jìn)這方面。
Q. 增加會(huì)話創(chuàng)建的持續(xù)時(shí)間以增加戰(zhàn)斗中的玩家數(shù)量并使戰(zhàn)斗更加激烈會(huì)很棒。我認(rèn)為在機(jī)庫中多等 20 秒而不是在大地圖上進(jìn)行 8v8 戰(zhàn)斗是值得的。
我們會(huì)考慮這個(gè) - 不幸的是,對(duì)于適用于所有情況的排隊(duì)時(shí)間范圍,沒有通用的解決方案,但一些額外的匹配選項(xiàng)可以改善這種情況。
Q. 有計(jì)劃在戰(zhàn)斗結(jié)束時(shí)額外獎(jiǎng)勵(lì)前5名的玩家嗎?
我們確實(shí)有這方面的計(jì)劃,但我們不確定獎(jiǎng)勵(lì)最高位置是否是最健康的方式:這是一個(gè)誘人的好獎(jiǎng)勵(lì),但它會(huì)為這 5 個(gè)位置造成不健康的競爭(意味著玩家可能被迫悲傷或跟隨領(lǐng)先者的方式)。
Q.歐洲省份:城市部分做得很好,因?yàn)樗仟?dú)立的小地方。周圍的開闊地形可以穿過山丘射擊,也可以從一個(gè)重生點(diǎn)射擊到另一個(gè)重生點(diǎn)。
事實(shí)上,我們意識(shí)到這里的問題。我們的目標(biāo)是修復(fù)可能在某些更高 BR 中從一個(gè)出生點(diǎn)到另一個(gè)出生點(diǎn)進(jìn)行交戰(zhàn)的情況。
Q.?Volokolamsk 的周邊環(huán)境:非常大的位置,有巨大的未使用空間。如果你的側(cè)腹是干凈的,那么你要么太懶了,要么沒有足夠的時(shí)間對(duì)另一個(gè)做出反應(yīng)。我認(rèn)為有必要只留下它的一個(gè)小版本。
這肯定是一個(gè)有很多空地的大地方——我們已經(jīng)改變了這張地圖的旋轉(zhuǎn)設(shè)置,現(xiàn)在它只在地面 RB 中可用,并且只能從 9.7 的會(huì)話等級(jí)開始——另外請注意,9.7 的會(huì)話等級(jí)意味著這些是評(píng)級(jí)在 8.7 - 9.7 之間的車輛之戰(zhàn)。
Q.紅色沙漠:巨大的空間,從巖石頂部的封面拍攝。也許你會(huì)從輪換中刪除這個(gè)位置?
目前這張地圖僅在 9.7 及以上版本可用,因此這一層更快的車輛可以相對(duì)快速地穿過巨大的空間,紅色沙漠也仍然是我們地圖“喜歡”系統(tǒng)中最受歡迎的前 5 個(gè)位置。不過我們會(huì)關(guān)注它在玩家中的整體受歡迎程度。
Q.?El Alamein:懸崖頂部的位置讓比賽變得困難。A線和8號(hào)線
你是對(duì)的,我們會(huì)解決它們。
Q.?Hürtgen 森林之戰(zhàn):現(xiàn)在在輪換中我們有更大的版本,其中玩家的活動(dòng)比以前低。我建議退回?fù)碛?3 個(gè)城市占領(lǐng)點(diǎn)的舊版本。
我們沒有看到這種安排的活動(dòng)減少,但占領(lǐng)點(diǎn)確實(shí)需要重做,我們會(huì)改進(jìn)它們。
Q.?Mozdok [Battle]:位置要么是快速坦克可以在開始時(shí)占據(jù)位置,要么是“站在一個(gè)點(diǎn)”,因?yàn)橹厣c(diǎn)彼此相對(duì)并且被射擊。沒有進(jìn)球攻占點(diǎn),沒有進(jìn)球離開陣地。這個(gè)任務(wù)可以取消嗎?
有可能,我們會(huì)的??吹竭@張地圖的坦克的機(jī)動(dòng)性確實(shí)讓它的布局很不合適。
Q.波蘭的田野:這里的情況比“歐洲省份”要好,盡管擴(kuò)張?jiān)谌魏蔚胤娇雌饋矶疾缓侠怼?/p>
或許我們可以移除地圖邊緣的森林,并用田野代替它們,以阻止玩家將注意力集中在郊區(qū)。
Q.?Port Novorossiysk [統(tǒng)治]:各隊(duì)在全副武裝的情況下奪取自己的據(jù)點(diǎn),然后在一個(gè)巨大的開闊區(qū)域前會(huì)合,這讓他們不敢前進(jìn),所以他們只是堅(jiān)守在走廊上。我們需要對(duì)中心點(diǎn)進(jìn)行全面改造,讓兩側(cè)的通道更加安全。事實(shí)上,你可以有效地從河對(duì)岸開火,這也導(dǎo)致了僵局,讓玩家以零擊殺留在第 7 行。
我們明白你的觀點(diǎn),但不得不在這一點(diǎn)上持不同意見——從我們的數(shù)據(jù)和熱圖(以及個(gè)人經(jīng)驗(yàn)!)來看,這張地圖的行動(dòng)強(qiáng)度很高,通常只需要兩隊(duì)的一兩輛坦克就可以從后面漏斗打破防御的敵人防線。如果你的坦克攜帶煙霧彈,我們也強(qiáng)烈推薦這張地圖使用一些煙霧彈,因?yàn)橐暰€非常狹窄,可以用一個(gè)炮彈完全阻擋一個(gè),讓你的團(tuán)隊(duì)有時(shí)間前進(jìn)。
問:西奈半島:一張很棒的地圖,但 A1-A2 出生點(diǎn)的位置妨礙了:很難找到在那里扎營的玩家。也希望在 Sinai 的沙灘上刪除這些職位。
感謝您提出這個(gè)問題,我們會(huì)進(jìn)行調(diào)查。
Q.?Ardennes:從 А1 到 С3 有很多多余的空間,與 G8 的對(duì)角相同
看似空曠的空間,但我們看到這些路線經(jīng)常被玩家使用。
問:波蘭、廢棄工廠和東歐:好地圖的例子。我希望在未來的更新中看到一個(gè)與這些地圖大小和路口布局相似的新位置,并聽取玩家的反饋。
我們將嘗試在我們的下一次更新中引入這些路線的地圖,可能是在今年年底。我們實(shí)際上正在研究與您目前所描述的非常相似的東西。
問:越南:您是否考慮過部分排干 A 點(diǎn)的沼澤?許多玩家都避開它,因?yàn)槟抢锖茈y移動(dòng)。
是的,這是可能的,這是一個(gè)很好的觀點(diǎn)。
我們要感謝所有為游戲的開發(fā)提交意見和建議的玩家和創(chuàng)作者。在本文中,我們對(duì)我們設(shè)法整理和考慮的反饋?zhàn)龀隽嘶貞?yīng),我們感謝您發(fā)送給我們的所有內(nèi)容 - 即使它沒有直接出現(xiàn)在本文中。我們還想提醒您,這只是開始,我們還有很多工作要做!我們計(jì)劃繼續(xù)及時(shí)與大家分享我們即將推出的計(jì)劃,并定期回答您的問題。
戰(zhàn)爭雷霆戰(zhàn)隊(duì)
原文:
DevTeam response to questions from the YouTube community and content creators
27 May 2023QA
Hi all! Lately we have received a huge amount of feedback from players and have been hard at work analyzing, processing and preparing to answer your questions. The most heated discussion came from questions on the economy, and we will definitely answer these too once we’ve had time to look through them all! In addition to dozens of thousands of feedback messages from players, we received a long list of questions from our War Thunder content creators from YouTube, Twitch and other platforms. While we are still analyzing requests and suggestions from players, today we’ll answer some questions from our creators, maybe you’ll find answers to your questions here too. Let’s go!
Vehicles
Q.We are concerned about the comparatively low efficiency of the post-penetration effect of low-caliber HEAT rounds, for example on such vehicles as Ru 251, AUBL 74, leKPz M41, AML-90, PT-76, T92, etc.
We’re planning to rework certain aspects of shaped-charge jets for lower caliber rounds. These rounds do have a very narrow post-penetration jet, and there are lots of real world examples of instances where lightly armored vehicles remained mobile and even in fighting condition after taking a hit from HEAT. Because of this we don’t plan on making these particular munitions overly powerful, but in regards to destroying modules and incapacitating crew in the path of the jet we are planning some changes that will make their damage more consistent.
Q. Light vehicles might be very die-hard, being able to absorb 3-4 rounds, because fuses are unable to arm.
This is a big topic for players and a common talking point inside our team as well. There are several possibilities we’re considering but they will take some time to develop. We're keenly aware of this issue though and will introduce a solution if and when we can.
Q. Is it possible to make 3D decorations physical so that they can detach from vehicles when hit?
Great idea! We’ll look into how complicated this would be to implement, and if it is indeed possible we’ll aim to make them destructible and prone to catching fire as well.
Q. Is it possible to refine the reloading mechanics, when the loader is knocked out during a gun misfire, then the reload cycle starts again?
Absolutely, it’s a good point to bring up, especially for vehicles with a very long load time. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example. At this stage the round is already in the breach so there’ll be no need to start the entire process over. Also for two-part ammunition, the loading process could be split into two stages, so the cycle won’t reset to the start if one part of the projectile has been prepared and the loader gets knocked out.
Q. Do you plan to increase the mobility of heavy tanks and slow SPGs in the RB mode, like it is in the Arcade?
No this one isn’t in our plans. RB is where vehicles should behave as authentically as possible, low mobility is just a real-world drawback these kinds of vehicles have.
Q. Do you like the idea of giving free back-ups when purchasing top-tier Premium vehicles?
We do! We’ll consider including an initial amount of free backups with high tier premiums in the future to incentivise players to stay in battle.
Q. There are still turret desync bugs.
It’s a complicated issue to solve but an important one, we’re currently working on a fix.
Q. Is it possible to get rid of the desync of server and client?
Unfortunately in any network model, including ours, desynchronization between the server and client is sadly inevitable. This is a con for sure. The pro however is that these desyncs usually do not affect the gameplay for all players which is important. The War Thunder networking model (State Sync) was chosen to be the most cheater-proof (in contrast to lag-compensation models like in CS), and, more importantly, it allows us to implement relatively realistic physical interactions. The shortcoming of our model is that there is the possibility of minor (and more rarely major) desyncs, as all clients see the ‘possible present’ of other players, instead of recordings of the past. The lower a player’s ping, the less often desyncs happen, but they will still happen anyway.
Q. Any chance to fix the bugged spotting, when vehicles are invisible for no reason?
This issue comes from the server’s anti-cheat algorithms. We do our best to sync them with the game render, but in a dynamic environment with huge open spaces and various client pings, it’s unfortunately impossible to maintain perfect synchronization.
Q. Damage by excessive pressure needs more calibration, and also damage of high caliber shells of ground vehicles needs to be increased.
For improvements like these we need some more precise examples as there’s a lot of factors involved here, often issues in this area are not reliably reproducible, so we’d appreciate any replays or recordings of issues you’ve found so we can investigate them more effectively. It’s easiest to do this in the hangar.
Q. Please fix the bug that doesn’t allow you to turn over the tank if it’s turned upside down and lies on top of the turret.
Ah yes, it's very rare but annoying when it occurs, we’ll look into a fix.
Q. Do you have plans to create a tutorial on mechanics of top tier vehicles, such as anti-aircraft missile systems, drones, etc - with an option to customize controls for such mechanics?
Yes we do! We’re planning various tutorial elements for our more modern systems.
Q. Due to the difference in the vehicle generations, there are big problems on Rank V, particularly on BR 7.0-8.0, where there are tanks with APFSDS and stabilizers and without them.
Indeed, the technology jump in this BR range is problematically abrupt, we’ll pay special attention to this area in particular and come up with some solutions.
Q. The Killer-Hunter feature is toxic and requires a 2-3 sec delay to make it possible for the commander to take over or react somehow.
A delay here would make sense, we’ll consider this.
Q. Currently graphics can noticeably influence player skill: for example, an enemy tank can be almost invisible in deep shadow until it fires. Locations are full of decorative elements that overload players’ attention. Is it possible to brighten up the shadows and lose some greenery and decorations on the locations?
It’s a tough question that requires more complex solutions and precise fixes rather than a sort of ‘global update’ to the graphics. The thing is, we can’t just make a game where pro players have their own minimalistic graphics mode, while more casual players have a different one (since that’s just not fair). Dumbing down the game graphically so it’s purely structured around competitive gaming also isn’t an option - our game has and always will be oriented towards a wide spectrum of players with different tastes and preferences, so on this one we’ll have to look at more specific elements that could be improved.
Q. Upgrading helicopters through PvE is too long and hard, and their stock versions are often almost unplayable in other modes.
We’re currently trying to figure out what to do with the mode, we’ll announce our decisions at a later time.
Q. Remove volumetric damage. It makes certain tanks too well-defended, track fenders and side skirts absorb hits.
Volumetric damage brings many tanks closer to their correct level of protection (Tigers and Panthers for example), and this can’t be achieved without maintaining our current realistic armor model. However, as with every complex system it’s hard to perfect across the board. We need your reports here - you can send us your replays or record anomalies in the hangar. In all cases where volumetric (and every other damage system) isn’t working correctly, we will fix it - or at least we’ll do our best to. We appreciate that volumetric was a big adjustment to tank battles as it wasn’t present from the start of the game and thus required some adaptation, but we believe this more realistic armor model adds to War Thunder, so we’ll work hard on improving it as much as possible.
Q. Decrease the numbers of all convoy AAA in EC and/or give them less accuracy.
We’ve fixed this one - already in production.
Q. For Air sim float plane spawns. Instead of spawning all the way back on the map and taking 25 mins to get to the battle, have it be able to spawn at any AF or spawn on the fleet with your float planes. Suggesting when spawning on any AF of course you spawn in the air, and if you spawn on your fleet have it spawn you on the water next to your carrier.
We’ll think about this one, the current system was chosen based on player requests. However there are not many floatplanes and they’re almost universally slow, so it probably won’t negatively impact immersion too much if they spawn in the air closer to the action.
Q. I would like to see if WT naval arcade could be made a bit more arcadey to attract more people to the mode, mainly by making rangefinding faster so it might be more fun to play. Maybe also add what ammo to shoot at which target so people have more of an Idea when to use AP or HE and SAP.
We agree here - We’ll try to do something to make the mode more approachable, and will likely start with rangefinding.
Q. The attack drones should be removed, they don't bring anything new to the table (helicopters and planes do the same) except that they are much harder to hit/kill. With that there aren't really counters against them except hightier AAs.
We’ve spent a lot of time gathering examples and analyzing feedback regarding drones, we’re going to move them up to a higher BR where they can be more easily countered by advanced AA systems.
Q. Suggestion to stop helicopters (and other aircraft) from firing their weapons after they are considered ‘dead’ by the game, as it’s not enjoyable to die to a player you’ve already beaten.
In reality, ‘destroying’ an aircraft (in terms of inflicting damage that makes the aircraft uncontrollable) doesn’t make it harmless. We do like this ‘last chance’ aspect to gameplay (There's a beast deep inside you, it will not die.. It will fight back!) It’s a system that goes both ways, firstly it is realistically possible - and it might make a player's day to get a kill with a doomed aircraft. However we do see the issues it brings, especially with misleading kill messages. We need to do a bit more thinking on this one.
Q.?Suggestion to allow phasing through teammates at the start of the match to prevent blocking, in the same way air realistic has after just taking off.
We can’t see a way to do this one for ground vehicles - players inevitably will exploit it (when spawning, players will deliberately try to drive through each other to end the cooldown while taking up the same space, which will cause a lot of issues unfortunately).
Other
Q.Add the ability to report racists, homophobes and similar to customer support
Good idea, we’ll add an easier way to report such instances. Each in-game report already has a chat log attached. Creating an automatic screenshot or something along those lines though is much harder and can introduce difficulties. We’ll try to show the chat log to the user submitting a report to streamline the process.
Matchmaking
Q.?Please add more maps to the top tier Air RB (12.0 BR). Even smaller maps. Some maps are very rare.
Currently we have 10 maps at this BR. Certain maps will appear more rarely if players have them banned. We’ll aim to add more maps at this rating. For smaller maps though, players often request less of this for top tier jets (usually words like ‘claustrophobic’ are used).
Q. For me, the big problem is the size of the maps on the Air RB. It happens that prop planes are thrown on a simulation map. Please remove large maps from Air RB on low and medium tiers.
Agreed - big maps can become boring sometimes when populated with slower aircraft with a lot of downtime between engagements. When we implement a way of displaying which maps appear at which BRs (see below) we’ll adjust the appearance of large maps at the lower tiers. Regarding smaller maps for top tiers though - see the request above. We’re trying not to add smaller maps to fast jet battles and will try to introduce less instances of this, however currently many players do still ask for them.
Q. I’d like you to increase the chances of going into battle on a vehicle of maximum available for this battle BR. I once performed an experiment and found out that I got into battles using the highest BR vehicles only in 11-14% of cases. Sure, overcoming hardship is valuable, but not that often: it’s demoralizing.
Ultimately, the session consists of players within your BR spread who are currently in the queue, there’s no additional factors that directly put you at a certain battle rating. On top of this regarding ‘full uptiers’, only 4 players on each team have the possibility of being at the top BR, so even if you are at a lower BR relatively in a match, you won’t be fighting a team entirely comprised of vehicles more advanced than yours.
Q. Add an unlimited amount of bans/5 bans.
The problem with this one is that we already have situations with the current one ban system, where some maps are rarely ever played. Adding additional bans (5 bans for sure) will lead to situations where all available maps are banned from the current queue, meaning matches won’t be able to start at all, or only after significant waiting times.
Q. Add some way to vote for map/map preferences.
This is something we want to think about more. We are willing to have some kind of voting system in place, but at the same time it’s important for players to have a variety of maps too, especially as certain vehicles are inevitably more suitable for certain styles of map.
Q. Add BR limitations for each map and show it to players.
Good idea - showing the BR range for a map in the map preferences window would be very useful, we’ll try to implement it.
Q. My biggest and worst problem in WT is maps in Ground RB is that I don't want to play small maps in top tier battles (things like Berlin - Finland - Cargo Port - Alaska - Small Fulda - Small Maginot Line... etc).
We also don’t like all of the maps at high ranks as well, although players’ opinions differ (Many players like Finland or Berlin at high ranks, but at the same time many also don’t), but as suggested above we’ll introduce a way to show the BR limitations for maps. The enjoyment a map brings is often very subjective, but in instances where a particular map is noticeably widely disliked we will pay it extra attention.
Missions and locations
Q. In Tank RB we often get Battle mode with points already captured, and that demotivates the players from moving. I think this mode should go.
These scenarios can foster a more sedentary style of gameplay, we’ll probably reduce the chance of these maps appearing in the rotation, and likely remove some of them.
Q. I’d like the developers to manage the maps in a way so that modern vehicles won’t appear in WWII locations like Berlin.
We partially agree on Berlin (and maybe Rhine too) but not generally. We’ll try to remove the most obvious elements from maps that specifically relate to a certain timeframe to make them more universal, and we’ll think about introducing a modern version of Berlin too, that could be interesting.
Q. Do you plan to exclude night missions from rotation in case the player doesn’t have night vision and thermal sight modules, or maybe introduce an option to disable those missions?
We have decided to make night battles optionally available, we’ll announce exactly how this will be implemented a bit later.
Q. Collision models of various obstacles, garbage and other things should be either removed, replaced or reworked.
We’re working on it! Collision with even small objects can be jarring sometimes in certain circumstances,?any examples you have of such issues?with screenshots and descriptions will really help us improve this area as quickly as possible.
Q. It would be great to increase the duration of session creation to increase the number of players in battles and make them more intense. I think that waiting for 20 more seconds in the hangar and not ending up in an 8v8 battle on a large map is worth it.
We’ll think about this one - Unfortunately there’s no universal solution regarding a bracket of queue time that would apply to every situation, but some additional matchmaking options could improve the situation.
Q. Are there any plans to additionally reward the top 5 players at the end of the battle?
We do have plans along these lines for sure, but we’re just not sure if rewarding the top positions is the healthiest way to go: it’s tempting and a good reward, but it creates unhealthy competition for those 5 places (meaning that players may be compelled to grief or get the way of those in the lead).
Q.?European Province: The city part is done well because it is separate small location. The open terrain around can be shot through the hills and there is also the possibility of shooting from one spawn to another.
Indeed, we’re aware of the problems here. We will aim to fix the instances where it’s possible to engage from spawn to spawn in some of the higher BRs.
Q.?Surroundings of Volokolamsk: Very large location with a huge unused space. If your flank is clean then you are either too lazy or don't have enough time to react to the other one. I think it is necessary to leave only a small version of it.
It’s certainly a large location with a lot of empty space - we’ve already changed the rotation settings for this map, now it’s only available in ground RB and only from the session rank of 9.7 - also please note, a session rank of 9.7 means that these are battles for vehicles between the ratings of 8.7 - 9.7.
Q.?Red Desert: Huge spaces with shots from covers on the top of rocks. Maybe you will remove this location from the rotation?
At the moment this map is only available from 9.7 and above so the huge spaces can be crossed relatively quickly by the faster vehicles at this tier, Red Desert is also still in the top 5 most liked locations from our map “l(fā)ike” system. However we will keep an eye on its overall popularity among players.
Q.?El Alamein: Positions on the tops of the cliffs make it difficult to play. Line A and line 8
You’re right, we’ll fix them.
Q.?Battle of Hürtgen Forest: Now in the rotation we have the larger version where the activity of the players is lower than before. I propose to return the old version with 3 city capture points.
We don’t see a decrease in activity in this arrangement, but the capture points really do need to be redone, we’ll improve them.
Q.?Mozdok [Battle]: The location is either for the fast tanks which can take up positions at the beginning or about “standing at one point” as the respawn points are located opposite each other and are shot through. There is no goal to capture the point, no goal to leave the position. Can this mission be removed?
It’s possible, we will yes. The mobility of the tanks that see this map do make its layout quite unsuitable.
Q.?Fields of Poland: the situation here is better than with the “European Province” although the expansion doesn't look justified everywhere.
Perhaps we can remove the forests around the edges of the map and replace them with fields to deter players from focusing on the outskirts.
Q.?Port Novorossiysk [Domination]: the teams capture their points being fully defended, and then meet up in front of a huge open area that makes them afraid to advance, so they just stick to the corridors. We need a full rework of the central point, with safer passages from both sides. The fact that you can effectively fire from across the river also contributes to the stalemate, making the players stay on line 7 with zero kills.
We see your points, but have to disagree on this one - from our data and heatmaps (and also personal experience!), the map has a good intensity of action, it often only takes one or two tanks from either team to funnel in behind enemy lines to break defenses. We’d also highly recommend some smoke shells for this map too if your tank carries them, as the sightlines are quite narrow it’s possible to block one entirely with a single shell, allowing your team time to advance.
Q.?Sinai: a great map, but positions on spawn points on A1-A2 get in the way: it’s hard to get to the player who camps there. Would like for those positions to be removed on Sands of Sinai as well.
Thank you for bringing this one up, we’ll look into it.
Q.?Ardennes: there’s a lot of excess space from А1 to С3, same as in the opposite corner on G8
It may seem like empty space, but we see these routes are often utilized by players.
Q.?Poland,?Abandoned Factory?and?Eastern Europe: examples of good maps. I’d like to see a new location in the future update that is similar in size and junction layout to these maps and hear the player feedback.
We’ll try to introduce a map along these lines in one of our next updates, probably at the end of the year. We’re actually working on something quite similar to what you’ve described at the moment.
Q.?Vietnam: have you considered partially draining the swamp on point A? Many players avoid it since it’s so hard to move around there.
Yes this is possible, that’s a good point.
We’d like to thank all of our players and creators who’ve submitted comments and suggestions for the development of the game. In this text we’ve responded to the feedback we managed to sort and take into account, we appreciate everything you’ve sent us - even if it hasn’t directly appeared in this text. We’d also like to remind you that this is only the beginning, and we have a lot of work ahead of us! We plan on continuing to promptly share our upcoming plans with all of you, along with regularly answering your questions.
The War Thunder Team