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World War, Battle Ratings & more, Pt. I
As all our players know, we never adjust fixed vehicle characteristics to improve balance. All vehicles in the game are made to be as close as possible to their real life characteristics, to the extent it is possible with the level of detail of our physics model and the documents that we have.
This approach has several advantages for players, including the chance to use the game as special interactive library and the opportunity to check ‘whether a whale is stronger than an elephant’, an opportunity to compare vehicles in battle that never faced each other in real life combat.
If the players are justified in thinking that a particular vehicle was different in real life to the way that it is portrayed in the game, then the game will be changed to match, sooner or later (if the evidence they present is correct and reliable).
We are constantly working on ensuring that the performance and special features of all vehicles are well detailed both in terms of the setup of individual vehicles as well as the overall model.
Some of our recent additions include the introduction of advanced thermodynamics as well as improving the shell explosion model.
Naturally, some allowances do have to be made as long as the game stays a game, but we still try to bring everything that you can experience in a 5-30 minute battle into the game. The main allowances are related to the crew and to vehicle repair, which affects in-game tactics in certain ways, but does not change what will happen to your opponent straight after you fire or the way they move into firing position.
The balance of battles in the game is adjusted using the Battle Rating — a measure that affects who will oppose you in battle.
There are many that believe that the developers consider vehicles with the same Battle Rating to have the same combat effectiveness, but it does not work that way at all. This rating only determines the possible opponents (this becomes obvious when you look at bombers and fighters). The basic premise of Battle Ratings is that they affect the tables of possible meetings in battle (see the related development blog).
Before Battle Ratings were introduced, aircraft were balanced according to their ranks. There was approximately the same number of ranks as there are battle ratings now and they were used in exactly the same way to determine possible opponents (but in those faraway times the fork was much wider, with +\-5 ranks). The availability of different game modes with different types of tasks and special features required different tables to be used for each mode (i.e. their own Battle Ratings).
Any changes to the width of the fork of the Battle Ratings that appear in battle and the Battle Ratings of the vehicles themselves are based on statistical data, analysis of player opinion and by considering which vehicles can meet in battle and the way it can affect the results of the battle (as opposed to thinking that because two vehicles are approximately equal, they should have the same BR—sometimes this is the case, but not every time).
We often hear that the balance should be adjusted in some other way, that it should be ‘historical’ or based on technical characteristics. There is no such thing as historical balance in any way, shape or form—there were few battles that were fought on equal terms as strategists always try to have the greatest advantage even before the battle. Another consideration is that the two sides of most battles would have different objectives—the mission of one side might be to occupy a staging area, while the other side could be trying to inflict the maximum possible losses on the enemy, or to delay them until the reserves arrive.
Vehicles were never created equal—most vehicle models were designed for a specific, non-ambiguous purpose.
For example, fighter aircraft could be designed to fight bombers (in this case, with more powerful armament and greater speed), or to escort long range bombers (here they would have to be able to achieve long ranges and be able to operate effectively at the heights that bombers fly, while powerful armament is not as important). There are other typical tasks—anti-aircraft defence, patrolling, reconnaissance, assault, coastal defence and night missions. All of these applications affect the technical characteristics of the vehicles. Their historical effectiveness was affected by both their characteristics compared to other vehicles and the number and specialization of possible opponents.
Another significant factor that affected the popularity and effectiveness of vehicles was the ease of crew training, their predictability in the hands of the pilot and ease of servicing and repair. Any vehicles that had not been fully developed and were unreliable or overly complex were rarely the pilot’s favourites and it was rare for them to display their powerful sides.
Land vehicles tasks could be even more varied: assault vehicles could penetrate well reinforced enemy positions; anti-tank vehicles would destroy enemy tanks (preferably at a long range), reconnaissance, infantry support, anti-aircraft, etc. The majority of ground vehicle models were also designed to support or attack infantry.
In every situation, most vehicles could also be used against other vehicles—this flexibility is another positive aspect. However, every vehicle also had its main role and purpose. Quite often, the same vehicle model was re-purposed or modified to fulfil new objectives when they appeared as well as when it became obsolescent.
Sometimes, vehicles were made to be used under the conditions of numerical or air superiority, sometimes only for defence and sometimes only as part of units that required support from another type of vehicle and other specific uses.
Neither their years of service, the years they were designed and accepted for armament nor the battles in which various types of vehicles fought each other show that they were equal.
Balancing by using technical characteristics is a tool that can only be used for duels, where none of the other objectives and tasks that make War Thunder stand out among other games are considered. These unique features allow us to create and use different vehicle classes and unite ground and aerial vehicles in one battle.
The use of tables instead of Battle Ratings provides a possibility of using more precise settings (at least, it allows for different tables to be used for different countries) but also makes them harder to understand and interpret. It then becomes impossible to identify who you will ‘meet’ at a glance, as tables of changes during upgrades would take up many times more text than what is used for all the changelogs at the moment.
This is why there is no reasonable alternative to our Battle Ratings and most players have acclimatised to the current system which leads us to discussing the road ahead.
soooooooooon


1楼2016-04-28 13:55回复


    IP属地:江苏来自Android客户端2楼2016-04-28 13:55
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      2026-02-23 04:48:48
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      什么意思?有谁能翻译下吗?


      IP属地:黑龙江来自Android客户端3楼2016-04-28 13:57
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        大新闻


        IP属地:浙江来自Android客户端4楼2016-04-28 13:58
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          題文不符


          6楼2016-04-28 14:34
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            不明觉厉


            IP属地:湖南来自Android客户端9楼2016-04-28 14:42
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              不明觉厉


              IP属地:浙江10楼2016-04-28 14:51
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                机翻
                第一次世界大战,对战评定与更多的,铂。一世
                正如我们所有的玩家都知道,我们从来没有调整固定车辆特征,以提高平衡。游戏中的所有车辆都制成为尽可能接近其真实的寿命特性,在某种程度上是可能与我们的物理模型的细节水平,并且我们有文档。
                这种方法有玩家诸多优势,包括使用游戏作为特殊的互动库的机会,并检查“鲸鱼是否比大象强”的机会,有机会在战斗中进行比较的车辆,从来没有遇到过对方在现实生活中战斗。
                如果玩家在思考一个特定的车辆是在现实生活中,它是在游戏中描绘的方式不同的理由,那么游戏将改为匹配,迟早(如果他们提出的证据是正确的,可靠的) 。
                我们正在不断努力确保所有车辆的性能和特殊功能非常详细的无论是在个别车辆的设置,以及整体模型的条款。
                我们的一些最近增加包括引进先进的热力学以及改善壳爆炸模型。
                当然,有些津贴确实有只要比赛还是一个游戏进行,但我们还是尽量让你可以在5-30分钟的战斗进入游戏体验的一切。主要的津贴是与船员人数和车辆维修,这会影响在某些方面在游戏中的战术,但不会改变会发生在你的对手,你火后直接或者他们进入射击位置的方式是什么。
                影响一个量度谁将会反对你在战斗 - 在游戏中战斗的平衡使用战役评级调整。
                有许多人士认为,开发商考虑车辆使用相同的战斗等级有相同的战斗力,但它不工作方式都没有。这个等级不仅决定可能的对手(当你看着轰炸机和战斗机这成为明显)。战斗等级的基本前提是,它们影响在战斗中可能会表(见相关开发博客)。
                之前介绍对战等级,飞机是根据他们的行列平衡。有大约相同数目的行列的,因为现在的战斗的评分和它们以完全相同的方式,以确定可能的对手被用于(但在那些遥远倍叉是更广泛的,具有+ \ - 5级)。到用于每个模式(即自己的对战的评分)与不同类型的任务和特殊功能所需的不同表的不同的游戏模式的可用性。
                任何改变出现在战斗中的战斗等级和他们自己都是基于统计数据,玩家意见的分析车辆的战役评级叉的宽度和考虑哪些车辆可以在战斗中满足和方式,它可以影响的战斗结果(相对于认为因为两车大致相等,它们应具有相同的BR-有时是这种情况,但并不是每个时间)。
                我们经常听到的平衡应该以其他方式进行调整,它应该是“历史”,或基于技术特性。没有以任何方式或历史的平衡没有这样的事情形式,有被打在同等条件下,作为战略家总是试图连战斗前拥有的最大优势几场战斗。另一个考虑是,大多数的战役,双方将有不同的目标,一边的任务可能会占据一个临时区域,而另一边可以试图造成敌人的最大可能损失,或将其推迟到储量到达。
                汽车从来没有平等的最车型被设计为一个特定的,无歧义的目的。
                例如,战斗机可以设计成对抗轰炸机(在这种情况下,具有更强大的武器和更高的速度),或护送远程轰炸机(这里,他们将必须能够实现长范围和能够有效地在操作即轰飞,而强大的武器并不重要,重要的高度)。还有一些其他的典型任务,防空,巡逻,侦察,突击,海防和夜间任务。所有这些应用中影响车辆的技术特性。它们的历史有效性受到相对于其他车辆和可能对手的数量和专业化两个其特性。
                受影响的普及和车辆的成效的显著因素是便于船员培训,他们在售后服务和维修的试点和易于手中的可预测性。尚未完全开发的和不可靠或过于复杂的任何车辆都很少飞行员的最爱,这是罕见的为他们施展强大的两侧。
                陆地车辆的任务可能更加多样化:突击车能渗透以及增强敌阵;反坦克车辆将摧毁敌人的坦克(最好是在远距离),侦察,支援步兵,防空等大部分地面车辆模型也被设计为支持或攻击步兵。
                在任何情况下,大多数车辆也可以对其他使用的车辆,这种灵活性是另一个积极的方面。然而,每一个车辆也有它的主要作用和目的。很多时候,同一车辆模型重新利用或修改,以满足当他们出现以及当它成为过时的新目标。
                有时,作了车辆数值或空中优势的条件下被使用,有时仅用于防御和有时仅作为所需支持另一种类型的车辆和其它的具体用途的单元的一部分。
                无论是他们的服务年,这些年来他们设计并接受武器,也没有在各种车辆的相互交战显示他们是平等的战斗。
                通过使用技术特点是平衡,只能用于决斗,这里没有其他的目标和任务,使战争雷霆脱颖而出其他游戏中被认为是一个工具。这些独特的功能使我们能够创建和使用不同车辆类别,并在一次战斗中团结地面和高空作业车。
                使用表而不是争斗等级的提供了使用更精确的设定的可能性(至少,它允许要使用的不同的表为不同的国家),而且还使它们更难理解和解释。然后,它变得无法识别你会'见面'谁一目了然,因为升级中的变化表将占用很多时候比什么是用于目前所有的更新日志更多的文本。
                这就是为什么没有合理的选择我们的战斗等级,大部分球员已经适应了目前的制度,使我们提前讨论之路。


                IP属地:安徽12楼2016-04-28 15:00
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                  2026-02-23 04:42:48
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                  IP属地:广西15楼2016-04-28 18:05
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                    卫星+1


                    来自iPhone客户端16楼2016-04-28 18:13
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                      这一大段完全没有提世界大战模式


                      IP属地:广东来自iPhone客户端17楼2016-04-28 18:25
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                        正如玩家们所知,我们从不为了增加游戏平衡而修改那些已经完善了的载具特性(蜗牛你tm逗我呢)
                        游戏中的所有载具都尽可能地还原历史……………略


                        IP属地:上海来自iPhone客户端18楼2016-04-28 18:29
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