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开发者Q&A 2020年4月27日号

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Interview between CIS popular player Jusha and Creative Director Andrey Beletsky. A lot of topics were discussed, such as the matchmaker, artillery, ± 1 tier MM of battles, game servers and more. It’s from 16 April.
本次采访围绕著名独立国家联合体选手Jusha和创意总监Andrey Beletsky。此次讨论的主题很多,如分房系统、火炮、±1级分房系统的战斗、游戏服务器等。本次采访是4月16日的记录
The matchmaker remembers the tiers you played in recently but does not remember the tank or your account in general. And it makes sure that you have the best possible distribution by tier.
分房系统记得你最近玩过的几级车,但一般不记得你玩的坦克或你的帐户。(尽量玩同一级车)它确保您有尽可能最好的等级分配(不会获得重复地图)。


IP属地:辽宁1楼2020-04-28 12:08回复
    As of yesterday morning, the queue structure in tanks was as follows (RU):
    • 17% of people in the queue went to tier 10
    • 17% of people in the queue went to tier 9
    • 27% of people in queue to tier 8
    • 12.5% of people in queue to tier 7
    • 12.5% of people in queue to tier 6
    Then comes a strong fall, and then the matchmaker begins to cope with justice.
    • 6% of people in the line went to tier 5
    • 3% of people in the line went to tier 4
    • 3% of people in line went to tier 3
    • 1.5% of people in line went to tier 2
    • 1.5% of people in the line went to tier 1
    截至昨日上午,坦克内的排队结构如下(RU):
    ·17%排队的人进入10级
    ·17%排队的人进入9级
    27%的人排到第8级
    ·12.5%排队排到7级
    ·12.5%排到6级
    然后是一个突然的下跌,然后分房系统开始处理正义(?)。
    ·6%排队的人进入5级
    *3%的排队人员进入4级
    *3%排队的人进入3级
    ·1.5%排队的人进入2级
    ·1.5%的排队人员进入1级


    IP属地:辽宁2楼2020-04-28 12:10
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      2025-07-27 07:44:40
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      The day of the week / weather on the street / holidays and all other moments greatly affect the queue. Remember that.
      一周中的某一天/街上的天气/假日和所有其他时刻都对排队有很大的影响。记住这一点。


      IP属地:辽宁3楼2020-04-28 12:11
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        As of yesterday morning, battles at tier 8 (excluding platoons and preferential tanks):
        • Three-tier battle (10-9-8), where tier 8 was bottom tier – 19%
        • Two-tier battle (9-8), where 8 was bottom tier – 24%
        • One-tier battle (8), all tanks tier 8 – 31%
        • (9-8-7), where 8 was middle tier – 8%
        • (8-7), where 8 was top tier – 12%
        • (8-7-6), where 8 was top tier – 6%
        This is how it is distributed in reality.
        About 66% is a single-tier battle / battle in the middle of the list / battle against tier IXs.
        截至昨天上午,八级车的战斗(不包括组队排和分房保护坦克):
        *三级战斗(10-9-8),八级车是最低级-19%
        *两级战斗(9-8),八级车是最低级-24%
        *一级战斗(8),所有坦克均为8级-31%
        *(9-8-7),其中8为中间等级-8%
        *(8-7),其中8级是顶级-12%
        *(8-7-6),其中8级是最高的等级(班长)-6%
        这就是它在现实中的分布方式。
        约66%是单层战斗/中层战斗/与九级车战斗。


        IP属地:辽宁4楼2020-04-28 12:14
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          As of yesterday morning, battles at tier 6 (excluding platoons and preferential tanks):
          • (8-7-6), where tier 6 was bottom tier – 20%
          • (7-6), where tier 6 was bottom tier – 27%
          • (6), all tier 6s – 29%
          • (7-6-5), where tier 6 was in the middle – 9.5%
          • (6-5), where tier 6 was top tier – 11.5%
          • (6-5-4), where tier 6 was top tier – 3%
          截至昨天上午,六级车的战斗(不包括组队和分房保护坦克):
          *(8-7-6),其中6级为底层-20%
          *(7-6),其中6级为底层-27%
          *(6)所有车均为6级-29%
          *(7-6-5),6级在中间-9.5%
          *(6-5),6级排当班长-11.5%
          *(6-5-4),其中6级是最高等级-3%


          IP属地:辽宁5楼2020-04-28 12:15
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            Bots for tiers 1-5 (especially for tier 1) are the most adequate solution in terms of comfort. This decision will be able to guarantee a situation in which players play in comfort, no matter what happens with the lineup. We already have bots on small clusters in South America and Australia, but we don’t use them anywhere else. For two years, bots have been used there. At the moment, we do not seriously think about other clusters. At the moment, the situation is OK.
            第1-5级车的机器人(官方新手陪练机器人)(尤其是一级车)在舒适性方面是最合适的解决方案。这一决定将能够保证玩家在舒适的情况下发挥,无论发生什么特殊的排队情况。我们已经在南美和澳大利亚的小型集群上安装了机器人,但是我们不在其他地方使用它们。两年来,机器人一直在那里使用。目前,我们没有认真考虑其他服务器。目前情况还好。


            IP属地:辽宁6楼2020-04-28 12:17
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              There have been experiments with neural networks, there are no results yet. The problem of the neural network is that it cannot be debugged.
              The main reason is economic: bots are very expensive (they take up a lot of computing power) if we want them to be adequate. And therefore, just because of this, the inclusion of bots at low tiers for our main clusters is not planned.
              In 2019, we changed the hardware of our servers, yes, sometimes you could have problems through our fault.
              One WoT server holds up to 130,000 players; in total, at the capacities that we have now, we can hold 900-950k players. This does not mean that it will work flawlessly – it just means that nothing will fail and crash.
              Servers may vary in power. And also, if players begin to break simultaneously into one specific new mode, for example, event mode, we have big problems. And separate server capacities have nothing to do with it.
              ±1 matchmaking will make the current situation only worse in several respects:
              已经有了神经网络的实验,目前还没有结果。神经网络的问题是不能调试。
              主要的原因是经济上的:如果我们想让机器人足够的话,它们是非常昂贵的(它们占用了大量的计算能力)。正因为如此,没有计划为我们的主服务器(人很多的大区)实装陪练机器人。
              在2019年,我们改变了服务器的硬件,是的,有时你会因为我们的错误而出现问题。
              一个坦克世界服务器可以容纳130000名玩家,以我们现在的能力,我们可以容纳900000到950000的玩家。这并不意味着它将完美无缺地工作-它只是意味着不会失败和崩溃。
              服务器的功率可能有所不同。此外,如果玩家开始同时玩一个特定的新模式,例如,某个新活动,我们就有大麻烦了,而单独的服务器容量与此无关。
              ±1分房系统只会在几个方面使目前的情况更糟:


              IP属地:辽宁7楼2020-04-28 12:21
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                The variety of battles will become worse: the smaller the volume of tanks that can potentially get into battles, the more repetitive and of the same type they will become. ± 4 in some ideal world would even be funnier.
                A game is a way to learn and a way to generate emotions; there are no positive emotions without negative ones.
                The situation with ± 1 for some tiers will make it many times worse, and not better. And I’m not talking about queue times.
                There is currently no reason to believe that ± 1 will be of benefit. But there are many reasons to believe that this will be harmful.
                战斗的多样性将变得更糟:坦克的数量越少,合适他们的战斗就会越少,它们就会变得越重复和相似。在某些理想世界中,±4甚至会更有趣。
                游戏是学习的一种方式,也是产生情绪的一种方式;没有消极情绪就没有积极的情绪。
                对于某些等级来说,±1的情况会使情况变得更糟,而不是更好。我不是在说排队时间。
                目前没有理由相信±1会有好处。但有许多理由相信这将是有害的。


                IP属地:辽宁8楼2020-04-28 12:23
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                  2025-07-27 07:38:40
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                  Nation change for Rudy is not super popular among players. So far it does not look like this is something that we are ready to spend efforts on. Technology is there, so in theory, any tank can do this now.
                  We attempt that all 3D styles don’t affect the perception of the collision model. Well, in general, everything that affects your decision where to shoot to score a penetration.
                  Rudy(狗车)的可以转换国家的特性在玩家中并不是超级受欢迎的。到目前为止,我们似乎还没有准备好为此付出努力。技术是存在的,所以在理论上,任何坦克现在都可以做到这一点。
                  我们试图让所有的3D风格不影响碰撞模型的感知。一般情况下,所有影响你开炮的因素都会影响你的战斗效率。


                  IP属地:辽宁9楼2020-04-28 12:24
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                    In 11% (and this is a lot) of battles, a certain player plays arty in all the battles, that all players play in a day.
                    For self-propelled guns:
                    ♦ The most popular tier with artillerymen: 6 (15% of all arties)
                    ♦ Second most popular tier among artillerymen: 7 (14% of all arties)
                    ♦ Third most popular tier among artillerymen: 10 (12% of all arties)
                    ♦ The most unpopular tier among artillerymen: 8 (7% of all arties)
                    • Three-tier battle (10-9-8), 3 self-propelled guns are found – 15.32%
                    • Three-tier battle (10-9-8), 2 self-propelled guns are found – 26%
                    • Three-tier battle (10-9-8), 1 self-propelled guns are found – 35.95%
                    • Three-tier battle (10-9-8), no self-propelled guns – 22.72%
                    • One-tier battle (10), 3 self-propelled guns are found – 41%
                    • One-tier battle (10), 2 self-propelled guns are found – 33.24%
                    • One-tier battle (10), 1 self-propelled guns are found – 19.24%
                    • One-tier battle (10), no self-propelled guns – 6%
                    When players come across against 3 arties, it is a lot more distinct and noticeable than 1 or 2.
                    在11%(这是很多)的战斗中,一些特定的玩家在所有的战斗中都在玩火炮,意味着他一天到晚都在玩火炮。
                    自行火炮:
                    最受火炮玩家欢迎的等级:6级(占所有火炮的15%)
                    在火炮玩家中排名第二:7级(占所有火炮的14%)
                    在火炮玩家中排名第三:10级(占所有火炮的12%)
                    火炮玩家中最不受欢迎的:8级(占所有火炮的7%)
                    ·三级战斗(10-9-8),发现3支自行火炮--15.32%
                    ·三级战斗(10-9-8),发现2支自行火炮-26%
                    ·三级作战(10-9-8),发现1挺自行火炮--35.95%
                    ·三级战斗(10-9-8),没有自行火炮--22.72%
                    ·一级战斗(10),发现3支自行火炮--41%
                    ·一级战斗(10),发现2支自行火炮--33.24%
                    ·一级战斗(10),发现1支自行火炮--19.24%
                    *一级战斗(10),没有自行火炮-6%
                    当玩家三个火炮的时候,它会比1或2个火炮更加让人难以忘怀。


                    IP属地:辽宁10楼2020-04-28 12:28
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                      Main job for arty – to disrupt the players.
                      To make reserves last for multiple battles have been discussed for a year now, technically, everything is there. But the feature does not get time in Roadmap – situations more important arise at this moment. But the idea itself is good.
                      We even tested the pre-implementation of the technology, as in WoT Blitz, for this New Year. But by the way, no one turned their attention to this. There is no data yet, there is no specifics, we need to process the data and understand whether we are going in this direction or not. There are no prerequisites for the appearance.
                      火炮的主要工作就是干扰玩家。
                      从技术方面上讲,让个人储备能用好多场战斗讨论了快一年,一切都在那里。但这一特性没有时间加入路线图中,此时出现了更重要的情况。但这个想法本身是好的。
                      我们甚至在新的一年里测试了这项技术的预实现,就像在WoT闪电战中一样.但顺便说一句,没人把注意力转移到这个问题上。目前还没有数据,也没有具体的数据,我们需要处理这些数据,并了解我们是否要朝着这个方向前进。现在还没有想法


                      IP属地:辽宁11楼2020-04-28 12:32
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                        There is an automated search for coexistent plans. (?)
                        Step 1: non-verbal communication, as in Apex Legends. Next week we’ll study a prototype in order to decide whether to put them on the track or not. In the production phase.
                        Step 2: remaking text communication. There are many tasks that we want to do with the chat.
                        Step 3: redo voice communication. It is very closely connected with step 2 and what service serves us. And this whole story should end with auto-matching: a selection of platoons and smart good auto-matching of clans.
                        Now we are at step 0. This year we very much hoped to start doing steps 1, 2, 3, but due to problems in the negotiations that we had with the provider of such services, nothing was successful.
                        有一个自动搜索共存的计划。(?)
                        第一步:非语言交流,如Apex英雄。下周,我们将研究一个原型,以决定是否将他们放在开发计划上。
                        第2步:重构文本通信。我们想要重做快速聊天,因为他们(快速聊天)有许多任务。
                        第三步:重做语音通信。它与第二步密切相关,也与我们所提供的服务密切相关。这整个故事应该以自动匹配结束:比如玩家游戏内随机组队、小军团自动匹配(招募)。
                        现在我们在第0步。(新建文件夹.jpeg)今年,我们非常希望开始执行第1、2、3步,但由于我们与提供此类服务的公司进行谈判时遇到的问题,目前没有取得任何进展。


                        IP属地:辽宁12楼2020-04-28 12:35
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                          IP属地:辽宁13楼2020-04-28 12:40
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                            When such data ends, the server still generates new ones.
                            If you shot and did not hit, this does NOT mean that next time you should have better dispersion (the projectile should fly to the center). If you are unlucky with this sample, the shell, three, and four times in a row can deviate greatly from the center. There is no pattern.
                            当这些数据结束时,服务器仍然会生成新的数据。
                            如果你开炮而没有击中,这并不意味着下次你应该有更好的散布(弹丸应该飞到中心)。如果你对这个样本感到不走运,那么也许接下来的炮弹,三次和四次连续都会大大偏离中心。他并没有一个特定的弹道(类似csgo等fps游戏)


                            IP属地:辽宁14楼2020-04-28 12:42
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                              2025-07-27 07:32:40
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                              There is no advantage in the battle and extra comfort if you have loaded premium ammo or are using (the boost you buy with bonds). Punishing a player for this is simply unprofitable, it will not pay off. There are no punishments in the game, and no one will ever do them. We fight on the server for every nanosecond of CPU time. This is a belief among old experienced players, it is very ancient.
                              在战斗中使用金币弹和个人储备,吃口粮用债券购买的装备并不能使你获得优势,所以说我们惩罚一个玩家是完全无利可图的,这是不会有回报的。游戏中没有惩罚机制,也没有人会这样做。我们在服务器上为每毫秒的CPU时间而战斗。这都老玩家的一种臆想,非常古老的。


                              IP属地:辽宁15楼2020-04-28 12:46
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