1. Why did you nerf Concealment Expert? Why not add in the description that it affects all kind of concealment modifiers, including the penalty for firing? Why have you decided to nerf so many ships, including premium ships?
1. 왜 은신 사격 말도 없이 너프먹임? 왜 인겜 툴팁에 설명 은신사격 해설 안적어놓음? 왜 골쉽 포함함 많은 배들에 너프먹임?
A. We don’t think this change is a nerf to any ship, including premium ships. We simply improved the game logic and, for that matter, this change slightly reduced the ability of certain ships to stealth fire.
A. 딱히 배를 너프한건 아님. 게임 시스템을 좀 향상시킨거고 거기에 특정 배들이 은신사격 하기 좀 힘들어졌을 뿐임.
I noticed that widespread use of this tactic is not very well received by most players. Concealment should first and foremost be used to move under cover and not attack other players without being seen.
이 전술(은신사격)이 굉장히 잘 보이면서도 게이머들에게 딱히 환영받지 않음. 은폐력은 주로 포 안쏘고 몰래 움직일때 쓰여야지.
On the other hand, we think this tactic is a valid one and, as you should be aware of, we haven’t made any changes to the penalty for firing, so ships that could stealth fire still retain their buffer zone. It’s just that it was slightly reduced. Concealment expert is still very useful as it reduces the detection range (which was always written in the description).
근데 이 전술이 나쁜건 아니라 생각함. 이미 알고있듯이 우리는 발포시 피탐범위를 바꾼건 아님. 그러니까 은신사격이 가능한 애들은 여전히 은신사격이 가능한 거리가 있음. 좀 줄었을 뿐이지. 은신스킬은 여전히 설명에 쓰여진것만큼 피탐범위 줄여줌.
The following question includes technical aspects I am not familiar with. That is why the terms used may very well be incorrect. I apologize for this.
뒤에 질문들은 기술적 사항에 대한건데 나는 그런거 잘 모름. 틀릴수도 있으니까 미안.
2. If I understand correctly, water physics aren’t implemented in the game, correct? Could you please explain how water works in game (technically speaking)?
2. 내가 알기로는 물 물리엔진이 게임에 없는걸로 아는데 맞나? 이 물리엔진이 어떻게 작동하는지 설명해줄수 있나?
A. Fully modeled water physics aren’t implemented. The map base is modeled and drawn with offline tools, and then we add in real time a dynamic sea on top of it. We start by adding wind formed and deformation waves (also those created by guns shockwave), and then, with the resulting waves, we create geometry, the polygon mesh. Finally, we do the shading (reflection, refraction, light attenuation effects, subsurface scattering, shadows, fog).
A. 완벽한 물 물리엔진은 게임 내에 아직 없음. 지금 맵은 우리가 미리 모델링한 맵 위에 실시간으로 흔들리는 해수면을 얹은거지. 일단 바람이랑 포 충격파로 인한 파형를 만들고 그 파형을 바탕을 바탕으로 지오메트리와 폴리곤 메쉬를 짬. 마지막으로 그림자를 넣는거지.
3. Have you considered adding maps shared with other WG projects, such as the El Halluf map, which can be found in both WoT and WoWp?
3. 다른 워게이 게임에 있는 맵들, 예를들어 엘할루프같이 월탱이나 월플에 있는 맵들을 추가할 계획은?
A. We currently don’t plan to do that but we’ve already thought about it.
A. 계획은 없는데 생각은 하고 있음.
4. What fait awaits Cleveland? What changes can we expect? Will she be transferred into another branch?
4. 클블은 어떻게 되는거임? 어떻게 바뀌는거임? 다른 트리로 옮겨지는거임?
A. For a long time, we considered putting her on a higher tier by giving her some improvements. However, at the current moment, this question is postponed indefinitely. You should not expect any changes regarding this ship in the short or medium term.
A. 꽤 오래전부터 클블에 버프를 좀 주고 고티어로 넣는걸 생각하고 있었음. 근데 지금 이 계획은 무기한 연기됨.당분간은 아무 변화 없음.
1. Why can’t Tachibana’s third gun rotate all the way around? This issue also concerns several other ships. Fixing this would help them a lot in certain situations.
1. 왜 타치바나의 3번포가 360도 회전이 안됨? 다른 배도 이런 문제가 있는 애들이 있음. 이거 고쳐주면 걔들 타기가 좀 편해질건데.
A. Certain ships turrets cannot rotate all the way around because of technical limitations (by technical, I mean in real life, they couldn’t rotate all the way) but it very well may have been an oversight on our end. We will look into this issue regarding Tachibana and other ships. We will then decide what to do.
A. 어떤 배들은 기술적 문제로 회전각이 제한되었음. 근데 우리가 보기에는 이거 그냥 실수같아보임. 일단 알아보겠음
(역주: 솔찍히 뭔말인지 모르겠음. 알아서 알아들으셈)
2. With AA defense being improved on a lot of ships, why Arkansas wasn’t changed?
2. 다른 배들은 대공 버프해줬는데 왜 아칸소는 안해줌.
A. We don’t plan to change Arkansas in the near future. Firstly, her AA setup (or rather lack thereof) reflects her historical setup (very early on), secondly, she has a lot more upgrade slots, which balances out this drawback.
A. 아칸소 바꿀 계획 없음. 아칸소의 현 세팅은 고증이고 6슬롯 이큅으로 땜빵이 가능함.
3. Do you plan to add some form of punishment to players who misuse the report feature?
3. 리폿 남발하는 애들한테 처벌할 계획 없음?
A. No, we currently don’t have any plans in that regard.
A. 현재로써는 없음.
4. It happens sometimes that secondaries guns fire at allied ships and because of that, we can turn pink without having any control on how those guns fire. Do you plan to do anything regarding this issue?
4. 가끔 조작 불가능함 부포가 아군을 쳐서 팀킬딱지가 붙는 경우가 있는데 이거 고칠 계획 있음?
A. We already received several reports on this issue. We will look into it and make a decision after that.
A. 그거 관련해서 리폿 몇개 이미 들어왔고 둘러보는 중임.
5. Why don’t you want to color shell types with different colors? Certain mods already do this. I consider seeing what type of shells are fired on me quite important.
5. 탄종에 따라 다른 색깔로 보이게 할순 없음? 모드 중에는 이미 지원하는게 있음. 나한테 날아오는게 어떤건지는 제법 중요하다고 생각하는데.
A. It should be possible to implement that. We will develop such feature.
A. 아마 게임속에 넣을수 있어보임. 나중에 해줄께
6. High tier US BB’s accuracy seems to be the same as before. Actually the dispersion value hasn’t changed. Is it normal ?
6. 고티어 미전 명중률이 여전히 구려보임. 분산값도 안바뀐것 같은데 이거 맞음?
A. Accuracy is not only tied to size of the dispersion ellipse, but it can also be improved by tweaking the distribution of shells inside the ellipse.
A. 명중률은 최대 분산원에만 영향을 받는게 아니고 그 분산원 내에서 분포를 손보는걸로도 올려줄수 있음.
There is little new in the recent getfun digest:
Source: https://www.youtube….h?v=hj_va8MAVRA
So I will be brief. He talks about the end of team battles season on June 1st and the start of the ranked battles soon. Ranked battles and team battles will not be on at the same time.
팀 배틀은 6월 1일에 끝날거고 랭겜이 시작될거임. 랭겜은 팀배틀이랑 안겹칠거임.
1. The guy (on the RU forum?) who discovered that the 5th level Concealment perk now does not apply to gunfire, AA and fires received the USS Texas as a gift. This information was missing in the 0.5.6 patch notes.
1. 대공포랑 주포가 은신스킬에 영향 안받는걸 찾은 유저(러시안 포럼?)는 텍사스를 받음. 이거 패치노트에 없었음.
2. The developers claim that boting is not as widely spread as players tend to believe. After having analyzed player behavior and bot complains they say that most reported bots are actually (talented) humans.
2. 개발자들은 유저들이 생각하는것보다 봇들이 없다고 함. 봇 리폿이랑 리폿받은 유저를 분석해본 결과 상당수가 그냥 똥손이었음.
3. Finally, 18 notorious AFK players from the RU server got a two week ban.
3. 마지막으로 러시아썹에서 유명한 AFK 18명이 2주밴 먹었음.
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