【讨论】关于2024更新路线图的建议;My Ideas for the 2024 Roadmap

在我的观点看来,现在有两个点非常能提升玩家的游戏体验;
首先是护身符方面,现行的护身符机制只提高了经验收益,而没有提高银币收益,是否能有一种银币护身符和现在的护身符一起售卖呢?我对这点十分的感兴趣。同时,如果购买了两种护身符并将载具打至王牌,是否能解锁跨级研发呢?

其次是现在的高级载具方面,我希望得到更多的顶级高级载具;诚然直接出售最顶级的高级载具会减少游戏乐趣,但是随着版本的推移,旧的高级载具很快就跟不上版本了,如米格23ML,F-4S鬼怪等。他们在APEX版本更新时也许还能跟F-16a战隼较量一下,但现在面对F-16CBLK50/52批次等飞机真的难以为继。是否能跟随版本出一些金币机呢?比如美国可以出F-16A BLK20批次这样的飞机,苏联则可以出米格29S(9.13)这样的飞机。以确保对局的相对公平的同时,给新人玩家和老玩家更优秀的选择。

AI translate:
In my opinion, there are two points that can greatly enhance the gaming experience of players now;

Firstly, in terms of amulets, the current amulet mechanism only increases experience income without increasing silver coin income. Can there be a silver coin amulet that can be sold together with the current amulet? I am very interested in this point. Meanwhile, if two types of amulets are purchased and the vehicle is trumped, can cross level development be unlocked?

Secondly, in terms of advanced vehicles, I hope to obtain more top-level advanced vehicles; Indeed, selling the top tier premium vehicles directly would reduce gaming fun, but as versions evolve, old premium vehicles quickly fall behind, such as the MiG 23ML, F-4S Ghost, and so on. They may still be able to compete with the F-16a Falcon during the APEX version update, but now it’s really difficult to sustain the F-16CBLK50/52 batch of aircraft. Can you follow the version to release some coin machines? For example, the United States can produce planes like the F-16A BLK20 batch, while the Soviet Union can produce planes like the MiG 29S (9.13). To ensure relative fairness in the game while providing better choices for both new and old players.

以上是经济系统方面的展望,接下来是游戏性方面。

现行的游戏性我感觉有三点改进建议:

首先,是渲染模型的问题;由于反作弊的需要,现在的渲染机制跟过去大不相同,很多时候服务器判定玩家没到渲染距离就不给玩家渲染载具模型,但是实战的时候我们发现,很多时候由于判定机制的不完善,导致大量突然面前刷新敌人模型的事件,这大大破坏了游戏体验。(至少给我带来了海量惊吓,和大量糟糕的战略误判)

这点是否能得以优化?或改回以前(以前直接渲染我觉得很棒)或有新的机制和方法?

其次是目前的灌木渲染机制,他们太多太多了。这无论是在陆战索敌的环节,还是在直升机与空军CAS环节,都没能带来良好的游戏体验。且空军和陆军的灌木渲染距离的不同更在很多时候为我带来了糟糕的游戏体验。比如,我在空中看见一片森林,而陆地则看见一个直升机正处于光秃的土坡上(在飞机的视角看来前面是树林,没有人看见他,他觉得很安全)

尤其这个机制还会和上述第一个提到的问题产生一些共振反应。比如,在一颗小灌木丛后导致一个巨大的坦克根本刷新不出来,从而给玩家带来一些生理惊吓。

第三个问题则是现行的陆战热成像机制。现在的热成像机制基本由清晰度的区分完成划分。在很多时候,这个机制简直在残害我的眼睛。因为初阶的热成像实在是太模糊了,尤其在2k+以上的屏幕看来十分的难以形容,可以说它让我们在战场作战的同时还要同时欣赏抽象艺术。

能否将热成像划分变为只有二代和三代,其次可以增加一个2k+分辨率或者彩色热成像加以区分,我相信这样对游戏性具有更大帮助。

AI translate:
The above is the outlook for the economic system, followed by the gamification aspect.

I think there are three improvement suggestions for the current gameplay:

Firstly, there is a problem with rendering the model; Due to the need for anti cheating, the current rendering mechanism is very different from the past. Many times, the server determines that the player has not reached the rendering distance and does not render the vehicle model to the player. However, in actual combat, we have found that many times, due to the imperfect judgment mechanism, there are a large number of events where the enemy model is suddenly refreshed in front of us, which greatly destroys the game experience. (At least it has brought me a massive amount of shock and a lot of bad strategic misjudgments)

Can this be optimized? Or do you want to revert back to the past (I thought rendering was great) or do you have new mechanisms and methods?

Next is the current shrub rendering mechanism, there are too many of them. This did not bring a good gaming experience, whether it was in the process of searching for enemies on land or in the process of helicopters and air force CAS. And the difference in rendering distance between the shrubs of the Air Force and the Army has often brought me a bad gaming experience. For example, I saw a forest in the air, while on land I saw a helicopter standing on a bare slope (from the plane’s perspective, there was a forest ahead, and no one saw it, he felt very safe)

Especially, this mechanism will also generate some resonance reactions with the first mentioned problem above. For example, behind a small shrub, a huge tank cannot be refreshed, causing some physical shock to the player.

The third issue is the current land based thermal imaging mechanism. The current thermal imaging mechanism is mainly divided by the distinction of clarity. Many times, this mechanism is simply harming my eyes. Because the initial thermal imaging is too blurry, especially on screens of over 2k, it is difficult to describe. It can be said that it allows us to appreciate abstract art while fighting on the battlefield.

Can we divide thermal imaging into only second and third generations, and then add a 2k+resolution or color thermal imaging to distinguish them? I believe this will be more helpful for gameplay.

Yeah, vegetation render distance needs to be increased for planes and helicopters. However generation 1 thermals should stay, so as to prevent total domination by a tank with early thermal imagers in a down tier. They also are good enough to keep you alive in your own battle rating, and in an up tier. Hopefully this translates well.

2 Likes

你游护身符用的是Talisman)

草,机翻的锅

其实要是能学手雷搞一个银升金就好了

您搜索的是不是:护身符?(x
感觉镀金这个会很考验数值策划,考虑到wot镀金每个车加的都不一样而wt上符的研发点都是+100%