How the first iteration of Steel Hunter came to be – this is generally a very interesting story. We have programmers – for the server, client – at one time, as fans of games, and games who were popular at that time, gathered and decided to make such a “hackathon” – for some short time to make a Battle Royale prototype for World of Tanks; it turned out pretty well, but nevertheless there was still a lot to do. Right now, Steel Hunter 2020 is in active development, there will be changes, it will be interesting. The only thing that was very embarrassing was, of course, the number of additional buttons. Not all players liked this. It adds a lot of diversity, but also overcomplicates things. You need to find the balance of the right combination amount of abilities that each tank has access to. In general, we want to launch it more than once a year. What will happen to SH in 2021, we’ll see. 钢铁猎人(吃鸡模式)的第一个想法是如何诞生的 这通常是一个非常有趣的故事。我们有些个客户端程序员,是游戏迷,也是当时流行的游戏的粉丝,他们聚集在一起,决定制作这样一场“黑客马拉松”--在短时间内为坦克世界制作一个“大逃杀”原型;结果非常好,但仍然有很多工作要做。 现在,钢铁猎人2020正在积极发展,将会有变化,它将是有趣的。唯一令人不愉快的是,需要玩家操作的键位依旧很多。不是所有的玩家都喜欢这个。它增加了许多多样性,但也使事情变得过于复杂。你需要找到正确平衡,每个坦克都可以愉快的加入。 一般而言,我们希望每年推出一次以上。2021年钢铁猎手会发生什么,我们拭目以待。
Right now with the release of 1.9 wheeled tanks got a bug (Fixed already – Seb). The bug is a side effect of some of the physics corrections we made for wheeled vehicles. Unfortunately, it hit the release, in the next micropatch we’ll fix it. BUT this does NOT mean that we will not touch the problems associated with wheel hitbox. Those elements that are associated with mobility will be subject to certain changes. The bug with the wheels themselves concerns physics in general – this actually isn’t exclusive to wheeled tanks, but due to what role they fulfill, it is more noticeable. That is, in fact, the question here, is how much it influenced precisely the characteristics of specific vehicles. This is a special case. 随着版本1.9,轮式坦克的更新,出现了一个bug(已经修复了-Seb)。这种缺陷是我们对轮式车辆进行的一些物理修正的副作用。不幸的是,正式版中出现了bug,但在下一个微补丁中我们修复了。但这并不意味着我们将不触及与车轮有关的问题。与运动有关的因素将受到某些变化的影响。 车轮本身的缺陷一般都与物理有关,轮式坦克并不是唯一的bug受害者,但由于它们所扮演的角色,它更引人注目。事实上,这里的问题是,它对特定车辆的特性有多大的影响。这是个特例。 这不是试图隐藏重新平衡的东西(暗砍),而是一个物理缺陷。
Yes, after 1.9 FOV received a slight change. The situation is similar too. Due to the fact that we corrected certain client behavior on widescreen monitors. It is not very large, you can correct it yourself. But another interesting point is that this is a rollback to the patch 1.7.1. If we take the whole range of monitors on which the game starts, we get that the current state is more correct, because there was a problem with distortion of objects at the edges of large-format and large monitors. The request is to adapt a little, maybe adjust the settings a little for yourself because now the behavior is more correct. 是的,在1.9之后,FOV略有变化。情况也很相似。因为我们在宽屏显示器上纠正了某些用户的显示。并不是什么大问题,你可以自己改正。但另一个有趣的问题是,这是对补丁1.7.1的回滚。如果我们把游戏开始的所有监视器都放在上面,我们就会发现当前的状态是更正确的,因为在大格式和大显示器的边缘存在着物体失真的问题。我们的要求是稍微调整一下,也许可以为自己调整一些设置,因为现在的视觉显示更正确了。
ST-II: It performs quite adequately. It is in the middle of the list among all tier 10s. For example, in terms of average damage, it overtakes half of tier 10 vehicles. For winrate it overtakes, for example, Kranvagn. According to the number of battles, it is also located in the middle. 关于ST-2 它表现得相当充分。它的表现在所有10级车中的中间。例如,在场均方面,它超过了第10级车辆的一半。就胜率而言,它超过了Kranvagn(瑞典10级HT)。根据战斗次数,它也位于中间。
[Arty clickers]. In fact, the direction that we tested in the Sandbox, namely the different types of shells in self-propelled guns that are designed to deal with different goals, we consider this concept to be effective. We will redo it from the point of view of implementation rather tightly. But, in general, this is what we want to achieve. If you look at pure statistics, specifically at the average time players spend stunned, it does not look like this new implementation is very decisive. But psychologically, the fact that stunning is very annoying, we understand. Bottom line: the artillery will have different shells, not all of them will have a stun. And we will give them more tactical meaning. It will be effective exclusively against those vehicles that it is aimed at – moving light targets. The fact that one shot of artillery causes several states at the same time that affect the tank handling, this needs to be changed. I would like to influence this with a rebalance. I believe that it is possible to make artillery logical. Either cause damage or stun. We will try to achieve this at least. The rebalance of artillery should not lead to the fact that arty ceases to completely influence the battle and becomes irrelevant, this is not the goal here and we will strive for artillery to get a meaningful role. 关于只会点点鼠标的火炮 事实上,我们在沙箱中测试的方向,也就是自行火炮针对不同目标而设计的不同类型的炮弹,我们认为这个概念是有效的。从执行的角度来看,我们将重新做一次。但总的来说,这是我们希望达到的目标。 如果你看一下纯粹的统计数据,特别是玩家的平均震荡时间,它看起来不像这个新的实现是非常决定性的。但在心理上,震荡效果是非常恼人的,我们理解。 底线:火炮会有不同的炮弹,不是所有的炮弹都会晕眩。我们会给他们更多的战术意义。这将是专门针对某些车比如是针对移动的轻目标。 事实上,一次火炮的射击会同时导致几个坦克震荡的处理,这一点需要改变。我想通过再平衡来影响这件事。我相信让火炮玩家变得更需要动脑子是有可能的。不是造成伤害就是眩晕。我们至少会努力做到这一点。 火炮重做的原因是,为了让火炮从完全不影响战斗的结果而变得无关紧要,这不是我们的目标,我们将努力使火炮发挥有意义的作用。
Tactical skills to reduce the damage received from HE shells and from artillery shells with the Crew and Equipment rework will come. But with such protection, you will sacrifice other, perhaps more important things. Keep this in mind. The fact that artillery fires at allies, stuns them, and does not become “blue,” is most likely a bug. We will see. There are fines for this, and they should work properly and discourage bad behavior. Bots are identified by an automated system and very efficiently because their behavior model is quite understandable. We are fighting very actively. 战术技能可以减少从HE炮弹受到的损害,炮弹与坦克人员和装备都将会重做。但是有了这样的保护,你将牺牲其他的性能,也许是一些更重要的东西。记住这一点。 事实上,炮火对队友开火,会击晕他们,而不会变成“蓝色”,这很可能是一种bug。我们拭目以待。这是有罚款的,他们应该正常工作,阻止不良行为。 脚本检测是由一个自动化系统识别的,并且非常高效,因为它们的行为模型是可以理解的。我们非常积极地对抗脚本。
Yes, there really is a problem in the mismatch between the destroyed tank model (the model is simpler than the one on the server) and collision models of an “Alive” tank, for example, Super Conqueror. The unpleasant property of the problem is that it is a large amount of manual work and a very thin line. It may be that the model that occurs at the time of the destruction of the tank is not ideal for the real model. This must be manually edited for each tank. In fact, there may be some kind of straight pixels or centimeters that do not correspond to the visual model. For this you need to make a list of tanks and write to us so that we have such information – there are a lot of tanks in the game. Implementing tracks in this model is the most difficult. But we can never make a perfect match. And some kinds of unlucky accidents, when you hit an invisible mod in the game, they are not completely defeated. 被击毁的坦克模型(这个模型比服务器上的模型更简单)和“活”坦克的碰撞模型(例如超级征服者)之间的不匹配确实存在一个问题。这个问题的不愉快之处在于它会增加大量的体力劳动,而且是一条很薄的线。这可能是,发生在坦克破坏时发生的模型不是理想的实际模型。必须对每个坦克进行手动编辑。事实上,可能有一些与视觉模型不相对应的直线像素或面。为此,你需要做一个坦克的清单,并写信给我们,以便我们有这样的信息-有很多坦克在游戏中。在这个模型中实现追踪是很困难的。但我们永远也做不到完美的匹配。还有一些不幸的意外比如当你在游戏中碰到一个看不见的模式时候。
I would not want to give the opportunity for players in Frontline to choose out one of the maps. Perhaps if we really see or confirm that the winter map has some nuances that the players do not like, we would better fix them rather than make restrictions! If we allow this to be done, we will break the queue into 3 parts: players who want to play only on one, on the other, or on both. This will reveal new problems: the queue is longer, for certain regions this can cause the fact that battles will not be formed at all. It is not right. 我不想给在前线的玩家选择一个地图的机会。也许,如果我们真的想看到或确认冬季地图有一些玩家不喜欢的细微之处,我们好修正他们,而不是作出限制!如果我们允许这样做,我们将把队列分成3部分:只想玩一种,另一种,或者两者兼而有之的玩家。这将暴露出新的问题:排队的时间更长,对某些地区来说,这可能导致根本不会形成战斗。这是不对的。
A serious update for the battle communication is planned this year. It’s not like pinging a specific point on the map in Frontline, it’s a more serious system. For example, the ability to interact with the objects within the 3D scene and pinging specific positions visually. A very convenient thing. For the first time, it will see the light in the Sandbox. 今年计划对战斗聊天进行一次严肃的更新。这不像在前线的地图上点击一个特定的点,它是一个更严谨的系统。例如,能够与3D场景中的对象交互,并在视觉上敲击特定位置。这是一件很方便的事。这个系统会在沙盒里测试的