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人間地獄更新日志#113

2021-02-06 19:33 作者:六六玖六  | 我要投稿

Hey everyone,
嘿大家好!


Welcome to Dev Brief #113!
歡迎收看開發(fā)日志113


This week we're hosting another Community Q&A where we'll be answering some of the hottest questions that you've sent in to us!
這周我們將舉辦另一場社區(qū)問答,我們將回答一些最熱門的問題。


On that front you sent us?over 1,500 questions?in a week! This totally blew away our expectations so thank you. The team went through them all and picked 25 that we think you'll appreciate having the answers too!
在這方面,玩家們在一周內(nèi)給我們發(fā)送了1500多個問題! 這完全出乎我們的意料,所以謝謝你。我們的團隊瀏覽了所有的答案,并選擇了25個,我們認為你們也會開心得到答案的!


Before we dive into that though, Black Matter Community Manager Spono has the latest update on the VoIP situation:
在我們說這些之前之前,Black Matter社區(qū)管理員Spono將給我們帶來有關(guān)于語音崩潰問題的最新消息:


A Vivox / VoIP Update from The Great Spoondini

來自Spoondini的語音更新


Hi everyone,

大家好


I Just wanted to give you an update with the current in-game VOIP situation and thank you all for being so patient as we work to fix this. VIVOX have been working hard and have made several configuration changes to resolve the loss of comms some of you are experiencing.
我剛剛更新了當前的游戲語音網(wǎng)絡(luò),感謝大家的耐心等待,我們正在努力解決這個問題。VIVOX工作室一直在努力工作,并做了一些配置更改,以解決語音丟失的問題。


VIVOX will be continuing to make a few tweaks over the next 24-48 hours as we lead into the weekend, but are already noticing an improvement and are seeing no mass drop events since these changes were made.
在接下來的24-48小時內(nèi),VIVOX工作室將會繼續(xù)做一些調(diào)整,我們已經(jīng)注意到一些改善,并且在這些調(diào)整之后不會出現(xiàn)大規(guī)模語音崩潰的事件。


VIVOX have multiple people monitoring this and will continue to do so throughout the weekend. It would be great to let us know if in the weekend you are still experiencing loss of VOIP, or if your VOIP experience is now better.
VIVOX工作室有很多人在監(jiān)測這個問題,整個周末還會繼續(xù)這樣做。如果在周末的時候你還在經(jīng)歷丟失語音的情況,或者你的語音體驗現(xiàn)在更好了,我們將會非常高興。


I want to personally thank the entire community for your patience as we have worked tirelessly with Vivox to resolve this as quickly as possible. Apologies for the time this has taken, we remain cautiously optimistic but hopefully we are now on the road to recovery. We will endeavor to update you on this after the weekend, once we have heard back from our friends at VIVOX.
我個人想感謝所有玩家們的耐心,因為我們不知疲倦地與Vivox工作室一起努力,以盡快解決這個問題。很抱歉花了這么長時間,我們?nèi)匀槐3种斏鳂酚^,但我相信我們現(xiàn)在正在復(fù)蘇的道路上。一旦我們從VIVOX的朋友那里得到消息,我們將盡力在周末之后向廣大玩家更新。
Thanks again


再次感謝你們
Spono


Your Questions, Our Answers!

你們提問,我們回答!

Will Hell Let Loose be supported after you leave Early Access?
人間地獄在結(jié)束早期測試后會繼續(xù)更新嗎?


Yes. Leaving Early Access simply represents a consistent level of quality and optimisation across the game that we’d be happy to call a starting place for all the work to come. It is not a sign that we’ve “finished the game” and are going to move on. Once we leave Early Access, the team is poised to expand and continue as we always have - with the same or slightly larger flow of work as we’ve always had (too fast and it becomes hard to quality control and too slow and the game will feel stagnant!). We have to implement campaign mode, more forces, expand the ones we have, expand weapon and equipment offerings, add new mechanics (flamethrowers and mortars to name a few), add completely new map types, refine the metagame, continue to balance, support the competitive side, continue to optimise, add more vehicles and much more. Many of the most popular games on Steam are titles that have been out for more than five years!
是的。結(jié)束早期測試只是代表了游戲質(zhì)量和優(yōu)化的一致水平,我們很樂意稱之為所有工作的起點。這并不意味著我們已經(jīng)“完成了游戲”,我們將繼續(xù)前進。一旦我們完成了早期測試,我們的團隊就會像以前一樣繼續(xù)擴大游戲內(nèi)容——工作流程和以前一樣(如果速度太快,質(zhì)量難以控制,如果速度太慢,游戲會停滯不前!)我們必須實現(xiàn)更多的戰(zhàn)斗模式,更多的陣營勢力, 擴大我們的武器和裝備種類,添加新的機制(噴火器和迫擊炮等等),添加全新的地圖類型,細化地圖,繼續(xù)平衡,支持競爭方面,繼續(xù)優(yōu)化,添加更多的車輛。畢竟很多Steam上最受歡迎的游戲都已經(jīng)發(fā)行了5年多了,我們還有很長的路要走。

What do you think about adding more complexity/variety to the AT weapons in the game, i.e. magnetic mines/charges, single-use rockets, AT grenades, etc.
你們認為在游戲中增加更多反坦克武器如何?如磁性地雷、鐵拳、反坦克手榴彈等。


This is ultimately where we want to go with the anti-tank capability. We feel it’ll be much more interesting to have a varied series of mechanics that can be used to take down different vehicles than just firing a ton of rockets at them. Ultimately the armour array is still quite undercooked. The current “medium” tanks in the roster will be replaced by the most populous mediums of the day (namely the Pz 4 for the Germans, the T34 for the Russians and the stock M4A3 Sherman for the US). As a result we’ll be rebalancing the AT role to encourage different styles of play.
這些是我們想給予步兵反坦克能力的最終目標。我們覺得用各種不同的方法擊毀不同的載具會比向它們簡簡單單發(fā)射大量鐵拳更有趣。歸根結(jié)底來說,目前的裝甲車輛系統(tǒng)仍然是相當不成熟的。之后,現(xiàn)在的中型坦克將會被二戰(zhàn)時數(shù)量最多的中坦所取代(比如德國的四號坦克,俄羅斯的T34,美國的M4A3謝爾曼)。因此,我們將重新平衡反坦克角色,以鼓勵不同的游戲風(fēng)格。

Are defined "Front lines" the desire of the design team or are you looking at adjusting the linear nature of sectors within maps and garrison placement? - Whilst the changes in U7 (?) were to address "ninja garrisons" with fixed lines I now see garrisons and outposts seemingly dropped in near identical locations every time.
設(shè)計團隊想要定義“前線”,還是你們想要在地圖和據(jù)點位置上調(diào)整區(qū)域的線性屬性?雖然第七次更新的改動是用固定線路來解決“陰間據(jù)點”的問題,但我現(xiàn)在看到據(jù)點和哨站似乎每次都會部署在幾乎相同的位置。

Unfortunately the sector system (the hard squares) was a legacy implementation that has been hard to move away from, as it governs so much of the metagame. Ultimately, the key design goal is to create an organic frontline (that ideally can wrap around into the first active red row) without reintroducing the spawn bombing of the ninja garrison mechanics (where players drop the attack Garrison within the enemy SP and spawn the entire team there).
不幸的是,復(fù)活點系統(tǒng)是一種難以擺脫的方式,因為它控制著主要的游戲方式。我們最終的設(shè)計目標是創(chuàng)造一個動態(tài)的前線,而不再是在敵方領(lǐng)土空降一大堆火星兵(玩家空降到敵人領(lǐng)土中并在那里重生整個團隊)。


Can we expect more loadouts for the Spotters (please add satchel charges for them) and Snipers (G43 with a scope and bolt action rifles without optics)?
你們能不能加入更多的觀察手裝備(比如炸藥包)和狙擊手裝備(帶瞄準鏡的G43和不帶光學(xué)瞄準鏡的栓動步槍)?

Yes - there’s really no limit to the loadouts we’re keen to create and implement. They’re hugely flexible for us to alter, balance and expand and it’s the key way we’re able to introduce new gadgets. Expect everything you’ve suggested and much, much more as more forces enter the game.

是的-對于我們渴望創(chuàng)建和完善的裝備系統(tǒng)是沒有限制的。他將非常靈活,玩家們可以改變、平衡和擴展裝備,這是我們能夠引入新設(shè)備的關(guān)鍵方式。你所說的這些都將成為可能


Do you have any ideas about new abilities for commanders? Like air strike with Stuka or rocket strafing run with P47?

未來是否將有更多指揮官技能?比如用斯圖卡空襲或者用P47進行火箭掃射?


Definitely. The Commander array was designed to allow us to continually expand their abilities - something that’s very easy for us to do. Expect to see Stukas, rocket strafes, nebelwerfers and more. We’ll be balancing adding these to each force in future updates.
這是肯定的。指揮官技能的設(shè)計是為了讓我們能夠不斷地擴展他們的能力——這對我們來說非常容易做到。預(yù)計會看到斯圖卡空襲、火箭彈掃射、戰(zhàn)場煙霧發(fā)射器等。我們將在未來的更新中增加這些技能。

Would it be possible to implement a way to increase/decrease command channel versus squad channel voice volumes? Also a way to equalize voices? People who increase their in game mic volume end up sounding "boomy" whereas others are almost impossible to hear.
能不能增大/減少指揮頻道和小隊頻道的語音音量?這也是一種平衡聲音的方法嗎?那些把游戲麥克風(fēng)音量調(diào)大的人聽起來很炸麥,吵得其他人幾乎聽不見。


This is something we’re discussing with Vivox at the moment, as we’re limited on the outputs. We’d love to be able to treat each channel with a different SFX filter to better distinguish them, as well as allow you individual volume control. Often the question comes up as to why use Vivox at all, given the relative issues or inflexibility. The key answer here is that other titles force the game server to carry all voice traffic. Vivox takes all our voice traffic off our game server - allowing for a much higher tickrate (networking accuracy) in game - even with 100 players all in one small area.
這是我們目前正在與Vivox工作室討論的問題。我們希望能夠用不同的SFX濾鏡系統(tǒng)來處理每個頻道,以便更好地區(qū)分它們,同時也允許你單獨控制音量。通常會出現(xiàn)這樣的問題:考慮到相關(guān)問題或缺乏靈活性,為什么要使用Vivox ?這里的答案是,其他游戲迫使游戲服務(wù)器承載所有的語音通信。Vivox把我們所有的語音流量從我們的游戲服務(wù)器-允許更高的tickrate(網(wǎng)絡(luò)準確性)在游戲-甚至100個玩家都在一個小區(qū)域。

Are more options planned for placed weapons like the current Pak-40. I was imagining one of those 20mm flak guns or an HE mortar. Side note- you guys are awesome, absolutely amazing dev team, seriously ya'll rock.
像現(xiàn)在的Pak-40這樣的固定武器會不會有更多的選擇?我想要的是那種20毫米高射炮或者是重型迫擊炮。


Thanks so much for the support! Our plan is to introduce a flak position as a deployable that can be upgraded to various levels, with different functions. We’re also looking at allowing you to upgrade the AT guns similarly. We’re also going to be introducing mortars and deployables too (and most likely HMGs). There’s still a lot more to come!
非常感謝您的支持! 我們的計劃是引入一種高射炮陣地,作為一種可部署的陣地,它可以升級到不同的級別,具有不同的功能。我們也在考慮讓玩家以同樣的方式升級反坦克炮。我們也會引入迫擊炮和可部署的武器(最有可能是重機槍)。還有更多的東西要來!


UE5 may be in your hands early this year. (remember the amazing demo) So what do you think UE5 can bring to the game? Destruction maybe? More dust? ect. Keep up the good work, and be proud of what you are doing. cheers Jimmi.
今年年初虛幻五引擎可能就在你們手中了。那么你認為虛幻五能給游戲帶來什么?更多的可破壞場景?更多的動態(tài)灰塵?

UE5 is still quite a Pandora’s Box of potential complexity and features, but one we’re really excited to open up. We’re going to seek to move to it depending on the benefits in order to future-proof the title. If that lets us achieve greater performance, atmospherics or even destruction then you can bet we’ll be very keen to explore if these can be brought into HLL.
虛幻五仍然是一個具有潛在復(fù)雜性和特性的潘多拉盒子,但是我們真的很高興能夠打開它。為了確保游戲能夠在未來持續(xù)發(fā)展,我們將根據(jù)游戲的發(fā)展而轉(zhuǎn)向它。如果這能讓我們?nèi)〉酶玫男阅?,大氣,甚至可破壞場景,那么你可以打賭,我們將非常熱衷于探索這些是否可以納入HLL。

Will we also see incendiary grenades and/or molotov cocktails?
我們還會看到燃燒手榴彈和莫洛托夫雞尾酒嗎?


Yes! We’re actually very excited to properly add fire to the game. It will most likely be later this year, but we want to bring incendiaries in with infantry and vehicle mounted flamethrowers. Molotovs, incendiary grenades - even incendiary rounds are on the table.
是的!我們真的很興奮能給游戲增添火焰系統(tǒng)。可能會在今年晚些時候,我們想要引入燃燒投擲武器和步兵/車載的火焰噴射器。燃燒瓶,燃燒手榴彈,甚至炮射燃燒彈都會呈現(xiàn)給大家

It seems that developing a historically accurate flamethrower would be extremely difficult to implement. How is the team doing with this upcoming weapon, is there anything we should know, what steps have you taken to ensure its accuracy, and when do you foresee it coming to fruition? Thanks!
看來,設(shè)計一個還原歷史的火焰噴射器將是極其困難的。你們的團隊是如何處理這個即將到來的武器的,有什么是我們應(yīng)該知道的,你采取了什么步驟來確保它的準確性,你預(yù)計什么時候它會實現(xiàn)?謝謝!

Funnily enough a lot of the flamethrower code already exists in the game - we just need to generate some of the FX and the work around setting up the weapon from an animation perspective. We’re going for a fuel/gel mix model - allowing you to consistently throw straight lines of fire over 20-30m (we’ll be testing the ranges). The idea is that it’ll be a way of clearing buildings at range with a high risk and reward factor. Exposing yourself to concentrate the flame, but highly effective at clearing tight spaces.
有趣的是,很多火焰噴射器代碼已經(jīng)存在于游戲中了——我們只需要從動畫的角度生成一些FX和圍繞設(shè)置武器的工作。我們正在開發(fā)一個燃料/凝膠混合模型——允許人物連續(xù)地發(fā)射20-30米的直線火焰(我們將測試射程)。我們的設(shè)計理念是將其設(shè)計成一種清除高風(fēng)險建筑物的武器,可以高效地清理狹窄的空間。

Are there any plans to add more vehicles, things like tank Destroyers, Armoured Cars etc?
有沒有計劃增加更多的車輛,比如坦克殲擊車,裝甲車等等?


Yes, these are all planned and much more!
是的,這些都在計劃之中了

Will there be further tweaks to the gore system, eg. bullet dmg and stuff like bloodpools forming under dead bodies?
對血腥系統(tǒng)會有進一步的調(diào)整嗎?子彈傷害之類的會在尸體下面形成彈坑嗎?


Yes, this is something we want to continue to refine and polish. It’s still using a lot of visually imperfect elements that we want to tighten up and make much better looking.
是的,這是我們想繼續(xù)完善和潤色的東西。目前的系統(tǒng)仍然使用了很多視覺上不完美的元素,我們想要使其更嚴謹,使其更好看。

With the inclusion of the eastern front and what I'm assuming, more subclasses. Will you try to balance the amount of classes to each faction? IE will Germany have 2 machine gunner classes while Russia and America only have 1?
隨著東線的引入我猜還有更多的改動。你們會平衡每個陣營的職業(yè)數(shù)量嗎?比如可不可能德國會有2個機槍手而縮蘇聯(lián)和美國只有1個嗎?


Due to the way our backend works, we’re keen to keep the number of roles in the game at 14, as expanding this will cause huge continuously multiplying complexity. As a result of this, we really see the loadouts available to each role as a way of expanding functionality across a team, and weighting it in a particular way.
由于我們的后端工作方式,我們希望游戲中的一個小隊的角色數(shù)量保持在14個,因為過多將導(dǎo)致巨大的不斷成倍的復(fù)雜性。因此,我們確實將每個職業(yè)可用的負載視為在團隊中擴展功能的一種方式,并以特定方式使這些角色更重要。

Are you guys looking into adding maybe a 1 to 2 minute preparation phase before a match starts? To give people a little time to plan the attack, and to figure out what roles are needed in a squad.
你們有沒有考慮在比賽開始前增加1到2分鐘的準備時間? 給玩家一點時間來計劃進攻,并找出在一個小隊中需要什么角色。


This will be arriving in Update 9!
這將在更新9中已經(jīng)包括了!

Back during the backing process of HLL, adding in the Pacific was a potential goal that wasn't met. With the success of the game so far, do you think the Pacific may be added into the game sometime in the future? Thanks for everything, and keep up the great work!
在HLL的開發(fā)過程中,增加太平洋戰(zhàn)場的潛在目標沒有實現(xiàn)。隨著這款游戲的成功,你認為太平洋戰(zhàn)場會在未來的某個時候加入游戲嗎?謝謝你們所做的一切,繼續(xù)努力!


Let’s just say, if things continue as they are then we’d definitely be looking at introducing it.
這么說吧,如果事情繼續(xù)這樣向好發(fā)展,我們肯定會考慮引入它。

How do you figure out how to balance between realism and more "game-y" elements of gameplay?
你該如何平衡真實性和游戲性?

It’s always a very tough balance. It usually requires us boiling down the expectation of a feature or weapon and then considering how that could be best represented on the battlefield in a way that compliments or modifies other existing mechanics. A good example is the artillery. We felt it was important to capture the total power and devastation of it on the battlefield, and to do so we needed to introduce some limiting principles - namely, the need for teamwork in both placing marks, working with a loader and minimal game-feedback that you’re being successful. We’ll always begin with what the absolute most realistic implementation would look like and then work it back to suit the gameplay. Fundamentally it has to feel fun and to perform as close to expectations as possible - paired with an appropriate learning curve and devastating side-effects. If artillery was incredibly easy to fire then we’d have to lower it’s lethality - causing grenade-style explosions. If we make it too powerful, then we’d need to complicate it to the point where it was very inaccessible to use - lowering it’s presence on the battlefield. That is always the balance we consider - “who will want to use this?”
這總是一個非常艱難的平衡。這通常要求我們降低對功能或武器的期望,然后考慮如何在戰(zhàn)場上以完善或修改其他現(xiàn)有機制的方式表現(xiàn)出來。炮兵就是一個很好的例子。為了做到這一點,我們需要引入一些限制原則——即在放置標記、使用裝載機和最小化游戲反饋時都需要團隊合作,這些都使一個人火炮的使用變得困難。我們總是先從現(xiàn)實中的執(zhí)行方式開始,然后再根據(jù)游戲玩法進行調(diào)整。從根本上說,它必須讓人覺得有趣,并且表現(xiàn)得盡可能接近預(yù)期。如果火炮很容易發(fā)射,那么我們就必須降低它的殺傷力。如果我們讓它太強大,那么我們就需要把它復(fù)雜化到一個非常難以使用的地步——降低它在戰(zhàn)場上的存在感。這一直是我們考慮的平衡。

Are there any particular development processes you use as a small development team to release such a high fidelity game? It amazes me that such a small team can produce such a high fidelity game, arguably better than what many AAA studios have released over the last few years and as a games developer myself I like to know how the small studios get ahead.
作為一個小型開發(fā)團隊,你們是否使用了特定的開發(fā)過程來發(fā)行如此硬核的游戲?如此小的團隊能夠創(chuàng)造出如此硬核的游戲讓我感到驚訝,甚至比許多AAA級工作室在過去幾年中所發(fā)行的游戲還要出色。作為一名游戲開發(fā)者,我想知道小型工作室是如何取得成功的。


Really appreciate the kind words - they’re a huge encouragement to the team. Realistically, I think finding the right like-minded team-members has played a huge part.
真的很感謝這些親切的話語——它們對團隊來說是巨大的鼓勵。實際上,我認為找到志同道合的團隊成員起到了很大的作用。

What feature are you most excited about from the future roadmap?
未來更新計劃圖中最讓你們興奮的特性是什么?


I think Campaign mode will tie each battle together in a really meaningful way that will give greater context and reward to the efforts of each player on the battlefield. I’m also very excited about the Eastern Front and the sheer breadth of the combat that will start to roll through the game. That you could be leading a tank column across Normandy in one battle to be hacking someone to death with a shovel in the living room of a tiny Russian Izba in the next, to dropping artillery on a rocky desert outcrop in the next battle.
我認為戰(zhàn)役模式將以一種真正有意義的方式將每一場戰(zhàn)斗聯(lián)系在一起,為每個玩家在戰(zhàn)場上的努力提供更大的背景和獎勵。我們也對東線戰(zhàn)斗的廣度感到非常興奮,這將貫穿整個游戲。你可能在一場戰(zhàn)役中率領(lǐng)坦克縱隊穿越諾曼底,然后在俄羅斯伊茲巴島的小客廳里用鐵鏟砍死一個人,而在另一場戰(zhàn)役中,你可能在一塊巖石嶙峋的沙漠上扔下大炮。

Do you collect stats of every player's efficiency such as kills/times killed throughout his 'career'? Would be interesting to have a look at that not just for one round but in total (all plays) to review personal progress. Thanks
你是否會開設(shè)生涯系統(tǒng),讓收集玩家的數(shù)據(jù),如擊殺次數(shù)? 如果能看一看,那就很有趣了,不僅僅是在一輪比賽中,而是在所有比賽中,來回顧玩家個人的進步。謝謝


We do collect stats, and we’re going to build out a stat page in a future update. We’re keen for players to be able to see where they’re improving or efficient, and we also feel that the data will help us make better informed decisions around balance and gameplay.

這是可行的,我們會收集統(tǒng)計數(shù)據(jù),我們會在以后的更新中創(chuàng)建一個統(tǒng)計頁面。我們希望玩家能夠看到自己的改進或效率,我們也認為這些數(shù)據(jù)能夠幫助我們在平衡和游戲玩法方面做出更明智的決定。


What is the plan for a campaign and what is it's status?
戰(zhàn)役模式的計劃是什么,目前開發(fā)狀態(tài)怎么樣?


We’re designing Campaign mode to become the default system of map rotation from server to server. Within it, we’ll pit Allies against Axis across a world map, allowing you to experience the full scale of conflict as you press for global victory. Essentially, a campaign will begin on a server and the first 5 minutes will be a both teams observing a world map of different territories. We’re thinking through the exact mechanics at the moment, but want to introduce an element of risk and reward to decision-making in this screen. Will you choose to open your campaign by attacking in the “Beaches” territory (choosing between Utah or Omaha), or will you decide to begin in the far east as the Russian forces? We need the design to be flexible enough to allow us to continually add maps, as well as introduce variety and different stakes to each battle. We want resources to be fixed, so that failing to maintain a good balance in one battle will affect the next one. In addition, the choice you make over whether you choose to attack on Offensive mode, defend on Offensive mode or fight a Warfare battle will similarly change the reward for victory or defeat. We have a huge number of variables that we’re excited to introduce - we’re currently just working over the design to make sure that it’s both compelling, competitive and balanced. It also needs to be able to house all current and future content. In any case, it will be a very, very large update post-launch as it’ll be a very significant addition to the game.
我們正在設(shè)計戰(zhàn)役模式作為服務(wù)器間地圖輪換的默認系統(tǒng)。在游戲中,我們將在世界地圖上讓同盟國對抗軸心國,讓你在爭取全球勝利的同時體驗全面的沖突。從本質(zhì)上說,一個戰(zhàn)役將在一個服務(wù)器上開始,前5分鐘將是兩隊觀察不同地區(qū)的世界地圖。我們現(xiàn)在正在思考具體的機制,但想在這個屏幕中引入風(fēng)險和獎勵元素。你會選擇在“海灘”地區(qū)(猶他灘或奧馬哈海灘之間選擇)開始你的戰(zhàn)役,還是你會決定以蘇聯(lián)軍隊的身份從遠東開始?我們需要足夠靈活的設(shè)計,讓我們能夠不斷添加地圖,并在每場戰(zhàn)斗中引入各種不同的利害關(guān)系。我們希望資源是固定的,這樣在一場戰(zhàn)斗中不能保持良好的平衡就會影響下一場戰(zhàn)斗。此外,你所做的選擇是在進攻模式中攻擊,在進攻模式中防御,還是在戰(zhàn)斗中戰(zhàn)斗,同樣也會改變勝利或失敗的獎勵。我們有大量的變量,我們很興奮地要介紹-我們目前只是在設(shè)計,以確保它是吸引人的,同時具有競爭性和平衡性。它還需要能夠容納所有當前和未來的內(nèi)容。無論如何,這將是一個非常非常大的更新,因為它將是一個非常重要的游戲模式。


Update 8 has been great! Especially the updates to the support and engineers. What unit type do you think needs more love the most next and what additional infantry loadouts & customizations do you have planned for the future?
更新8已經(jīng)很棒了! 特別是對補給和工程兵的更新。你們認為什么職業(yè)最需要加強,以及未來有什么額外的步兵裝備和步兵自定義的外觀?


Really glad you’re enjoying the additions! Ultimately we’ll be rotating through the most under-cooked loadouts to add more and more to them before circling back to the start. Initially we were so busy with overhauling key parts of the game that many of the loadouts became just different mixes of existing guns. We’re going to be increasingly moving away from introducing loadouts with existing elements, and use them how they were designed - as a way of introducing entirely new functionality (be it weapons or gadgets or equipment).

真的很高興你喜歡! 最終我們將在最不成熟的裝備系統(tǒng)中不斷添加更多內(nèi)容。一開始我們忙于修改游戲的關(guān)鍵部分,忽略了對裝備的打磨,以至于現(xiàn)在許多套裝備都僅僅是現(xiàn)有槍支的不同組合。我們將慢慢拋棄現(xiàn)有的裝備系統(tǒng),并按照它們的設(shè)計方式使用它們——創(chuàng)造一種引入全新功能的裝逼方式(無論是武器、工具或裝備)。

Do you ever expect the game to have tanking only maps? Would be kind of cool!
你有沒有想過出只會有坦克的坦克戰(zhàn)地圖?會很酷的!?


We’re keen to keep the ruleset for HLL as fixed as possible, with the main variable being the maps and forces present. That said, we know that some maps are better for infantry and some are better for vehicles. While we’d never limit the players or force playstyles in a certain direction, we’re going to be introducing some famous tank battles. It’ll become obvious once you’re in the battle why armor played such an important role in open, rolling terrain!
我們希望HLL的規(guī)則集盡可能固定,主要變量是地圖和部隊。也就是說,我們知道有些地圖更適合步兵,有些更適合車輛。雖然我們不會限制玩家或者強迫玩家在特定的游戲方式上玩游戲,但是我們會引入一些歷史上著名的坦克戰(zhàn)斗。一旦你進入戰(zhàn)斗,你就會明白為什么裝甲在開闊、起伏的地形中扮演了如此重要的角色!(一旦進入戰(zhàn)斗你就明白在這種地圖上玩步兵是如此的無助……)

Night combat, do you have any plan to do any current maps but with night variants? If so, would flare guns also be looked at both as illumination and anti tank/infantry variants?
你們有沒有計劃在現(xiàn)在的地圖上加入夜戰(zhàn)版本? 如果是這樣的話,炮兵和步兵會添加照明彈裝備嗎?

Yes, we’ll be bringing in a night mode in the future. We feel it’ll need flare guns to brighten up longer ranges and give unique purpose to the night environment. We don’t want to introduce a night time mode that just encourages players to increase their gamma!
是的,我們將來會引入夜戰(zhàn)模式。我們認為它需要信號槍來照亮更長的射程,并為夜間環(huán)境提供獨特的用途。我們不想引入一個只是鼓勵玩家增加伽瑪值的夜間模式!

Are there any plans to introduce rifle grenades? (spigot-type grenade launcher / Schiessbecher) + thank you for your work so far! :)
未來會引入槍榴彈嗎?

Yes, we’re very keen to introduce this to the game in a future update!
是的,我們非常希望在未來的更新中引入這一點!


Dedicated melee weapons are on the way! We'll be sharing how they work and more in an upcoming Developer Briefing.
專用近戰(zhàn)武器正在路上!我們將在下周的開發(fā)者簡報中分享近戰(zhàn)武器系統(tǒng)是如何工作的。

They say keep your friends close and your enemies closer...
要親近你的朋友,更要親近你的敵人…(譯者注:這是《教父2》中的一句經(jīng)典臺詞)

That wraps up this week's Dev Brief!
這就是本周開發(fā)簡報的總結(jié)!


We hope you enjoyed our latest Community Q&A session, let us know what your favourite questions and answers were in the comments as we'd love to hear what you think!
我們希望你喜歡我們最新的社區(qū)問答環(huán)節(jié),讓我們知道你最喜歡的問題和答案在評論中,因為我們很樂意聽到你的想法!


Have a great weekend everyone.
大家周末快樂


We'll see you on the frontline.

我們前線見


人間地獄更新日志#113的評論 (共 條)

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