level 8
黎明之月
楼主
Hi everyone, this week I'm going to take some time and talk future plans with you all.
嗨大家好,这周我会花点时间来和你们讲讲未来的计划。
## Right now (当前)
With the "Oak" 1.4.2 patch out the door and the team back from vacation its time to start looking at the future. This week we started work on the next DLC which is going to be a full-sized expansion. A lot of people have been asking for more mechanics and larger changes, and this will be it. As normal the expansion will arrive together with a free update we've dubbed 1.5 "Cornflakes".
随着1.4.2"Oak"补丁的推出以及我们的团队从暑假中回归,我们是时候来展望一下未来了。 这周我们开始着手于一个新的DLC,这个DLC在个方面都会有所扩展。 很多玩家要求更多的机制以及更大的游戏更改,这些都会出现在下个DLC之中。跟以前一样,这个DLC会和一个免费的大更新一起发布。新版本(1.5)命名为玉米片(Cornflakes,取自德国的operation cornflakes)
As for exactly what these will contain you will need to bear with us a bit. As I said with us getting started on it now we need some time to actually make and test stuff before we start showing it off to you. This will mean that the next two diaries (if all goes according to plan) are going to be covering other stuff while we get ready. My plan there is to get some guest writing in from people who can talk about the business and process side of the company and team.
你可能首先要“赞扬”一下我们的“勤劳”才能得知这个DLC的具体内容。就像我对我的员工说的一样,我们必然要先要做一些东西然后测试一下之后才能告诉你们。这也就是说,之后的至少两个日志(按照我们的计划)都不会涉及到这个DLC的具体内容。我的计划就是找些个能谈谈公司业务以及流程和团队的嘉宾过来写点东西糊弄你们。
## The five year plan(五年计划)
Not actually a five year plan, but I want to share with you some form of roadmap on what to expect in the future. Some of you may have seen me talk about some of this in my PdxCon talk earlier this year.
严格意义上不是五年计划,我只是想跟你们分享以下我们未来的路线图。你们之中有些来过PdxCon的人在今年早先时候应该已经听我说过了。
Just to be super clear, this is not any form of exhaustive or final list and unless we have already done it we can't promise anythings. Priorities change etc. The point of this is to give you an idea of things we would like to do. The order of things is also not in any kind of priority order, or order we would do them.
首先要澄清的是,没有任何形式的详细的列表。除非我们已经做好了,不然都是吹比。优先级总是在变化的。这个只是告诉你们一些我们想做的点子而已。这些点子的顺序也不代表他们的优先级,与我们实现它们的顺序也完全没有关联。
- Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
- 提升游戏中的命名系统,让它们更有带入感。再也不会有什么第1步兵师。
- More player control over naval warfare and fleet battle behaviour
- 玩家在海军舰队决战中有更多的参与
- A Chain of Command system allowing field marshals to command generals
- 指挥链系统,允许元帅给手下的将军下达命令
- A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
- 玩家参与度更高的后勤系统(现在只有后勤出现严重问题的时候你才会看一眼)
- Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment)
- 提升海军战斗界面中的信息透明度,来让玩家更容易理解海战的机制(就像1.4中的空军界面一样)
- Improve balance, feedback and mechanics for submarine warfare
- 优化潜艇作战的平衡性,反馈和机制。
- Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players
- 通过长期的玩家可见的目标和战略来指引AI决策,而不是通过随机/历史的焦点
- Every starting nation has a custom portrait for historical leaders
- 每个开局可选的国家都会有自己的历史将领的画像
- A way for players to take dynamic decisions, quickly. Somethign that fits between events and national focuses.
- 一个新的,快速的玩家采取动态决策的方式。这个形式将会介于事件和国家焦点之间。
- Spies and espionage
- 间谍和特务行动
- Changing National Unity to something that matters during most of the game rather than when you are losing only
- 国家凝聚力会影响整局游戏,而不是只决定投降与否。
- Improving peace conferences
- 优化分赃大会
- Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan)
- 给核心国家的核心焦点添加假象历史路线以及更多的选项(德国,意大利,美国,英国,苏联,法国和日本)
- Wunderwaffen projects
- 奇迹武器
- Properly represent fuel in some way in the game
- 游戏中燃料的用途会更加合理
- Add the ability to clean up your equipment stockpile from old stuff
- 可以清理武器库中的旧式武器
- Rework how wars work with respect to merging etc as its a big source of problems
- 重做战争合并的功能。很多时候这都是许多bug的来源
- More differences between sub-ideologies and government forms
- 不同的次级意识形态和政府形式之间会有更多的区别
- More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
- 更多的国家焦点树(我们最优兴趣的: 中国,南美,挪威,瑞典,芬兰,西班牙,土耳其,伊朗和希腊)
- An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
- 占领区政策系统不会仅仅在战争中才可选了。对各种资源的获取也不会仅仅分为核心/非核心领土
- Make defensive warfare more fun
- 让防御作战更加有趣
- Adding mechanics to limit the size of your standing army, particularly post-war etc
- 增加限制常备军数量的机制,尤其是战后。
- Allow greater access to resources through improving infrastructure
- 通过提升基础建设可以增加资源的获取
- Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups
- 让学说对编制的影响更大。这样就不会有万金油模板的解决方案,也不会有跟历史相差太远的游戏内容了。
You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented. Oh yeah, and before someone goes "why isn't improving AI on this list" the answer is that its not really something you can ever check off as done. We'll keep working on that in parallel with other stuff as we have since release.
你必然察觉到这些改动大小不一。我现在实在是不能在这方面提及更多的细节。只有当我们实装该功能并写进开发日志的时候才会告诉你们。哦对了,以前有人问“为什么你们不把优化AI也写进去呢?”,我的回答就是对AI的优化并不是什么你能看出来的事情。我们在游戏发售后做各种修改,补丁的同时一直在持续优化AI。
There is no World War Wednesday stream today since the channel is all streaming from Gamescom today, but you can now check out last weeks episode on youtube to see me run the dev team as generals in a massive co-op.
本周没有周三世界大战直播活动,因为直播频道都在放游戏展。不过你们可以在youtube上看上一周的录像。录像中我们的开发团队在大型多人协作中扮演各种将军。
2017年08月23日 13点08分
1
嗨大家好,这周我会花点时间来和你们讲讲未来的计划。
## Right now (当前)
With the "Oak" 1.4.2 patch out the door and the team back from vacation its time to start looking at the future. This week we started work on the next DLC which is going to be a full-sized expansion. A lot of people have been asking for more mechanics and larger changes, and this will be it. As normal the expansion will arrive together with a free update we've dubbed 1.5 "Cornflakes".
随着1.4.2"Oak"补丁的推出以及我们的团队从暑假中回归,我们是时候来展望一下未来了。 这周我们开始着手于一个新的DLC,这个DLC在个方面都会有所扩展。 很多玩家要求更多的机制以及更大的游戏更改,这些都会出现在下个DLC之中。跟以前一样,这个DLC会和一个免费的大更新一起发布。新版本(1.5)命名为玉米片(Cornflakes,取自德国的operation cornflakes)
As for exactly what these will contain you will need to bear with us a bit. As I said with us getting started on it now we need some time to actually make and test stuff before we start showing it off to you. This will mean that the next two diaries (if all goes according to plan) are going to be covering other stuff while we get ready. My plan there is to get some guest writing in from people who can talk about the business and process side of the company and team.
你可能首先要“赞扬”一下我们的“勤劳”才能得知这个DLC的具体内容。就像我对我的员工说的一样,我们必然要先要做一些东西然后测试一下之后才能告诉你们。这也就是说,之后的至少两个日志(按照我们的计划)都不会涉及到这个DLC的具体内容。我的计划就是找些个能谈谈公司业务以及流程和团队的嘉宾过来写点东西糊弄你们。
## The five year plan(五年计划)
Not actually a five year plan, but I want to share with you some form of roadmap on what to expect in the future. Some of you may have seen me talk about some of this in my PdxCon talk earlier this year.
严格意义上不是五年计划,我只是想跟你们分享以下我们未来的路线图。你们之中有些来过PdxCon的人在今年早先时候应该已经听我说过了。
Just to be super clear, this is not any form of exhaustive or final list and unless we have already done it we can't promise anythings. Priorities change etc. The point of this is to give you an idea of things we would like to do. The order of things is also not in any kind of priority order, or order we would do them.
首先要澄清的是,没有任何形式的详细的列表。除非我们已经做好了,不然都是吹比。优先级总是在变化的。这个只是告诉你们一些我们想做的点子而已。这些点子的顺序也不代表他们的优先级,与我们实现它们的顺序也完全没有关联。
- Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
- 提升游戏中的命名系统,让它们更有带入感。再也不会有什么第1步兵师。
- More player control over naval warfare and fleet battle behaviour
- 玩家在海军舰队决战中有更多的参与
- A Chain of Command system allowing field marshals to command generals
- 指挥链系统,允许元帅给手下的将军下达命令
- A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
- 玩家参与度更高的后勤系统(现在只有后勤出现严重问题的时候你才会看一眼)
- Improved naval combat interfaces with good transparency to underlying mechanics (give it the 1.4 air treatment)
- 提升海军战斗界面中的信息透明度,来让玩家更容易理解海战的机制(就像1.4中的空军界面一样)
- Improve balance, feedback and mechanics for submarine warfare
- 优化潜艇作战的平衡性,反馈和机制。
- Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players
- 通过长期的玩家可见的目标和战略来指引AI决策,而不是通过随机/历史的焦点
- Every starting nation has a custom portrait for historical leaders
- 每个开局可选的国家都会有自己的历史将领的画像
- A way for players to take dynamic decisions, quickly. Somethign that fits between events and national focuses.
- 一个新的,快速的玩家采取动态决策的方式。这个形式将会介于事件和国家焦点之间。
- Spies and espionage
- 间谍和特务行动
- Changing National Unity to something that matters during most of the game rather than when you are losing only
- 国家凝聚力会影响整局游戏,而不是只决定投降与否。
- Improving peace conferences
- 优化分赃大会
- Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan)
- 给核心国家的核心焦点添加假象历史路线以及更多的选项(德国,意大利,美国,英国,苏联,法国和日本)
- Wunderwaffen projects
- 奇迹武器
- Properly represent fuel in some way in the game
- 游戏中燃料的用途会更加合理
- Add the ability to clean up your equipment stockpile from old stuff
- 可以清理武器库中的旧式武器
- Rework how wars work with respect to merging etc as its a big source of problems
- 重做战争合并的功能。很多时候这都是许多bug的来源
- More differences between sub-ideologies and government forms
- 不同的次级意识形态和政府形式之间会有更多的区别
- More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
- 更多的国家焦点树(我们最优兴趣的: 中国,南美,挪威,瑞典,芬兰,西班牙,土耳其,伊朗和希腊)
- An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
- 占领区政策系统不会仅仅在战争中才可选了。对各种资源的获取也不会仅仅分为核心/非核心领土
- Make defensive warfare more fun
- 让防御作战更加有趣
- Adding mechanics to limit the size of your standing army, particularly post-war etc
- 增加限制常备军数量的机制,尤其是战后。
- Allow greater access to resources through improving infrastructure
- 通过提升基础建设可以增加资源的获取
- Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups
- 让学说对编制的影响更大。这样就不会有万金油模板的解决方案,也不会有跟历史相差太远的游戏内容了。
You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented. Oh yeah, and before someone goes "why isn't improving AI on this list" the answer is that its not really something you can ever check off as done. We'll keep working on that in parallel with other stuff as we have since release.
你必然察觉到这些改动大小不一。我现在实在是不能在这方面提及更多的细节。只有当我们实装该功能并写进开发日志的时候才会告诉你们。哦对了,以前有人问“为什么你们不把优化AI也写进去呢?”,我的回答就是对AI的优化并不是什么你能看出来的事情。我们在游戏发售后做各种修改,补丁的同时一直在持续优化AI。
There is no World War Wednesday stream today since the channel is all streaming from Gamescom today, but you can now check out last weeks episode on youtube to see me run the dev team as generals in a massive co-op.
本周没有周三世界大战直播活动,因为直播频道都在放游戏展。不过你们可以在youtube上看上一周的录像。录像中我们的开发团队在大型多人协作中扮演各种将军。