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[情报组]经济改动

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别看我,QA怎么可能是我发的呢?都是读书人,怎么能叫偷,这是搬运
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Commanders!
One of the topics that are hotly debated amongst players and developers alike is the Armored Warfare game economy – specifically, the rewards and their relation to in-game prices and costs. In this article, we’d like to give you an overview of our plans for the future of Armored Warfare economy.
玩家和开发者之间热烈辩论的主题之一是AW的经济系统——尤其是收益及它与游戏中的付出和成本之间的关系。在这篇文章中,我们想概括下未来AW有关经济系统的计划。


1楼2017-07-04 22:41回复
    Update 0.19 and Update 0.20 both brought significant changes to many Armored Warfare mechanics, including those that had major impact on the game’s economy. Time to kill, hitpoint amount, shell damage and armor layout – they all influenced it to a degree. After the launch of Update 0.20, we took a long hard look at the game’s economy itself as well as the player feedback on it and decided to introduce a number of changes.
    0.19和0.20都带来许多游戏机制的显著变化。除了那些影响经济系统的变化,击毁目标所需的时间,血量,弹种伤害和装甲机制——都受到一定程度的影响。0.20发布后,我们对游戏的经济系统本身及玩家的反馈进行了长时间的考察,最后决定引入一些改变。
    Our goal is not to slow down the game progression, but to introduce a system where both the player contribution to the battle and the personal performance are justly rewarded.
    我们的目标不是让游戏变得更肝,而是要介绍一个新系统。在这个系统下玩家的战斗贡献和个人表现都能得到公正的回报。


    2楼2017-07-04 22:42
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      We took the initial steps in Update 0.20.3831 when we increased the rewards for Global Operations and removed the ammunition and repair costs from the mode to make it more profitable, but we are planning to make more adjustments down the road.
      当我们增加全球行动的收益时,我们采取了更新0.20.3831的初步步骤,并取消了GO模式的弹药和维修费,使收益更高。但我们正计划作进一步调整。
      CREDIT ECONOMY
      绿票
      The first and the most important change we are looking to make is the redefinition of rewards. In Update 0.20, Credits and Reputation are more or less awarded for the same actions, such as winning the battle or dealing damage.
      我们首先要做的,也是最重要的是重新定义战斗奖励。在0.20,绿票和经验或多或少被授予相同的目的,如赢得战斗或造成损害。
      In the future, the Reputation will be tied to the existing reward reasons, but Credit income will be rebalanced to depend mostly on damage done instead of a large number of parameters as it is now. To that end, the Credit reward per damage done will be increased by 50%.
      未来,经验收入还是与现有的奖励原因挂钩;但绿票收入将重新平衡为以造成伤害为主,而不是现在各种参数叠加。为此,造成伤害所得的绿票收入将增加50%。
      (不明真相的群众,握草鼓励黑枪狗啊!!***毛子


      3楼2017-07-04 22:43
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        To prevent the Credit income from becoming excessive and imbalanced compared to the Reputation income, we will be introducing several economy adjustments such as:
        为了防止绿票与经验收入相比变得过度不平衡,我们将进行若干调整,例如:
        Removing the victory Credit multiplier and rebalancing it into a fixed Credit reward per victory
        Removing the kill and assist Credit rewards (these are incorporated into the 50% increase)
        Changing the spotting damage reward mechanism – damage reward will only be awarded to players who are dealing damage but are not spotting the target themselves (the decrease is compensated by the damage reward increase since AFVs also deal damage – sometimes a very high amount of)
        移除每盘胜利的组队倍数,将其平衡为每次胜利的固定奖励;
        移除了击毁和协助击毁所得的收入(这些都被纳入上面增加50%的收益之中);
        改变点亮伤害奖励机制——奖励只会被授予那些造成伤害,但没有发现目标的玩家(点亮伤害奖励的减少由造成伤害的收益增加为补偿。这是因为像AFV这些车会自点自打——有时会造成非常高的伤害)
        As a result of these changes, players who do not contribute to battle should see a sharp drop in income while skilled and active players should see their income become the same – or increase. Additionally, we will be increasing Credit penalties for team damage.
        通过这些变化,那些在战斗中无所作为的玩家会看到自己的收入急剧下降;同样那些积极的玩家收入会变得相同或更高。此外,我们将增加队友伤害的惩罚。


        4楼2017-07-04 22:44
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          SIMPLIFYING THE ECONOMY
          简化经济系统
          Armored Warfare contains a large amount of different economy modifiers that are difficult to keep track of, making the end battle results sometimes difficult to calculate and predict due to the sheer number of economic influencers. To make the system better understandable to players, we would like to remove a number of economic modifiers and focus on the main sources of income. To that end, we will be removing:
          AW的战斗结算包含大量难以追踪的收益加成。由于影响收益的因素众多,使得战斗结算有时难以计算和预测。为了使系统更好的理解玩家,我们计划删除一些杂七杂八的收益加成,并将重点放在主要的收益来源上。为此,我们将删除:
          Kill streak bonuses (bonuses for achieving kills in a row)
          Assist streak bonuses (bonuses for achieving assists in a row)
          Spotting streak bonuses (bonuses for achieving spotting in a row)
          Rewards for destroying vehicle modules and for wounding members of the crew
          Rewards for deploying a smoke barrier (this source has very little influence on total rewards)
          连续击毁奖励;
          连续协助击毁奖励;
          连续点亮奖励;
          击毁模块和杀伤乘员的奖励;
          释放烟雾弹灭灯的奖励(这个奖励对总收入影响甚微)。
          Reward for spotting an opposing vehicle will also be awarded only to the player who spots him first.
          点亮敌方车辆奖励也会授予首先发现他的玩家。
          All these changes will be compensated by an increase of income from other sources (for example, the compensation for lost destroyed module rewards will turn into more rewards per standard damage) so that the overall income stays the same on average.
          所有的变化都会通过增加其他来源的收入作为补偿(例如移除的模块奖励将会变为更多的基础伤害奖励),使总体收入保持平均不变。


          5楼2017-07-04 22:48
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            FURTHER PLANS
            长远计划
            The abovementioned changes are scheduled to appear in Update 0.21. While they will have a considerable effect on the economy, they are not final. The following updates will bring further changes, including but not limited to:
            以上变动将在0.21更新列表中显示。虽然它们对经济有很大的影响,但这只是个开始。以下更新将带来进一步的变动,包括但不限于:
            Base capture reward overhaul, aimed towards more fairness
            Spotting damage rewards will be split between all who spot the vehicle (currently only the person who spots the enemy target first benefits from spotting damage reward – right now, a player can be an active spotter but if he isn’t the first person to spot the enemy target, he does not get any spotting damage reward, something we consider quite unfair)
            Players damaging targets someone else is spotting will receive reduced rewards (currently, they receive the same rewards as if they were spotting the targets themselves, which is unfair towards players who risk their neck spotting enemy targets and are therefore in more danger)
            Players damaging targets that someone else immobilized will receive reduced rewards (currently the immobilized status does not matter, but players who fire at mobile targets risk more as the mobile targets have more means of defending themselves)
            PvE reward overhaul (increasing the difference between the rewards for winning and for losing)
            Match Tier bonus overhaul (will be changed into a combination of vehicle Tier bonus and Tier difference bonus between you and the enemy target)
            Changes to retrofits (replacing those retrofits that reduce incoming damage with retrofits that increase hitpoints, which will lead to an overall increase in income due to higher health pools)
            基地占领奖励大改,旨在更公平;
            点亮伤害收益将在所有发现车辆的玩家之间细分(目前只有首先点亮敌方目标的人有收益——玩家可以主动侦察,但如果他不是第一个点亮的人,那他就没有任何点亮伤害收益。我们认为这是相当地不公平);
            玩家对其他人正在点亮的目标造成伤害,所获得的收益会减少(目前,所有人会得到相同的收益。这对于那些正在冒险点亮敌方目标、并因此处于危险中的玩家来说,这是不公平的);
            玩家对静止目标造成伤害,所获得的收益会减少(射击静止目标并不困难,但那些射击移动目标的玩家有更大的风险,因为对面有更多方法去躲避和反击);
            PVE收益大改(增加胜利和失败的收益差距)
            队伍等级差距收益大改(变为你和目标车辆等级和类型的差异组合收益)
            对科技树中的研发配件做出变化(把那些减少来袭伤害的配件效果换成增加血量。这会使得血量更高从而增加总体收益)


            6楼2017-07-04 22:49
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              And much more. Even further down the road, we are considering adding 2-hour boosts for player convenience as well as the ability to merge low quality boosters or insignias into high quality ones.
              还有更多的变动。我们正考虑增加2小时的加成来提升便利性,以及将低级加成或徽章合融合为高级的能力。
              We plan to, step by step, take a look at all the economy aspects to make the game more logical and comfortable to play. As we previously announced, we do not plan to increase the grind compared to pre-Balance 2.0 or to make players lose Credits on battles (guaranteed by the Compensation system that makes sure that players can’t lose Credits in a battle with the exception of using Consumables).
              我们计划逐步整改整个经济系统,使游戏更加合乎逻辑和舒适。正如我们以前宣布的那样,我们不打算增加与平衡前2.0相比的磨练,或者让玩家在战斗中失去收益(由赔偿系统为证,确保玩家除了使用消耗品外不会在战斗后亏损)。
              What we do want is an economy that is fair and easy to understand.
              我们所做的一切都是让经济系统变得更公平,更容易去明白。
              We’ll see you on the battlefield!


              7楼2017-07-04 22:49
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                支持


                IP属地:广西来自Android客户端8楼2017-07-04 23:19
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                  我关心得是国服收益,先观望下如果收益被砍了我不充钱,伤肝的游戏说拜拜


                  IP属地:江苏9楼2017-07-04 23:34
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                    砍了pve,这就不能愉快的玩耍了啊


                    IP属地:贵州来自iPhone客户端10楼2017-07-05 00:22
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                      @错人了深藏功与名


                      IP属地:广东来自Android客户端11楼2017-07-05 00:26
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                        挖,轻坦继续崛起?


                        IP属地:广西12楼2017-07-05 00:39
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                          收益怎么改也改不了国人全歼狗的德行。用我的“狐狸”不止一次的绝境翻盘或者拖平了。


                          来自Android客户端13楼2017-07-05 00:49
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                            没用,二雷说我就砍收益了怎么着


                            IP属地:上海来自iPhone客户端14楼2017-07-05 10:59
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                              IP属地:浙江来自Android客户端15楼2017-07-05 15:58
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