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人间地狱开发日志#114

2021-02-13 15:56 作者:六六玖六  | 我要投稿


Hey everyone,
大家好


Welcome to Dev Brief #114!
欢迎收看开发日志114


This week we're pleased to be sharing with you our updated Early Access Roadmap for 2021!
本周我们很高兴与大家分享我们更新的2021年早期更新路线图!


We'll also be sharing with you the key parts of Update 9 today! On top of that we're letting you know how you can test out these new additions and changes ahead of Update 9's launch to give us your thoughts and feedback before they go live.
我们今天也将与你分享第九次更新的关键部分!最重要的是,我们让你们知道你们可以如何测试这些新的添加和变化,在第九次更新发布之前,请给我们你们的想法和反馈。


We'd seen from various parts of the community that you'd like to get more involved in changes to the game ahead of their implementation and we're looking forward to further embracing that mantra with you.
我们已经从社区的各个地方看到,玩家们希望在游戏完善之前更多地参与到游戏的改变中,我们期待着进一步与你们一起进行这些改变。


Now I'm going to pass the Dev Brief over to Lead Developer Max to show you what's next for Hell Let Loose -
现在我将把开发简报交给首席开发者Max,向你展示Hell Let Loose -的下一个项目

A Message From Max - Roadmap Update!

来自Max的消息-更新路线图!


Hi everyone,
嗨,大家好
We are excited to share the first roadmap update of 2021! This will show what’s coming up in Update 9 and what is still to come this year and beyond. We also want to give you more info about some of the changes well in advance of Update 9 itself, in order to keep new and veteran players better informed and to provoke conversation before we open testing up in the PTE.
我们很高兴能够分享2021年的第一个更新路线图! 这次更新日志将展示在第九次更新中将要出现的内容,以及今年和以后将会出现的内容。我们也想在更新9之前给玩家更多的信息,以便让新玩家和老玩家更好地了解,并在我们在开放正式测试之前激发玩家与我们之间的对话。


Within the next few weeks we will begin testing U9. This is to make sure we have stable servers and clients before the update gets pushed live. We will have a focus on specific things we want the community to test and give feedback on, and will let you know what these are closer to the test date. We are happy to tell you it will now have a separate Steam application dedicated to testing.
在接下来的几周内我们将开始测试更新9。这是为了确保在更新发布后我们有稳定的服务器和客户端。我们会关注一些我们想让社区测试和反馈的具体内容,并在临近测试日期时让你们知道这些内容。我们很高兴地告诉你我们现在将有一个单独的Steam应用程序专用于测试。


While this was a large amount of work to set up for previous playtests, it had always been our desire to provide you with a separate app for quick access. We were able to take the time shortly after the launch of U8 to establish this new system.
虽然这是为之前的游戏测试所做的大量工作,但我们一直希望能够为你提供一款独立的应用以便快速访问。在更新8上线后不久,我们就花了一些时间来建立这个新系统。


Updated Roadmap - 2021!

2021年更新路线图


Update 09: Q1 2021
第九次更新将包括

Melee

近战武器

Server Admin Camera

加入服务器管理员视角

Implement correct weapon zeroing for all firearms

为所有武器进行正确的武器调零

Beginning the armor system rework

开始装甲系统重做

Community Voice Overs

频道声音过滤

Steam Achievements

更多的Steam成就

Barbed Wire functionality

铁丝网重置,使其拥有更多功能

Added and refined localization

加入精心校对的不同语言翻译文本

MG34

加入MG34

Additional loadouts

更多的装备搭配

Continued Bug & Crash fixes

继续进行bug,崩溃的修复

Warmup Staging Period for Warfare Mode

在开始游戏前加入准备时间

XP level increase

经验提高

Sound Improvements across the board (BAR to footsteps to death)

各种声音的提升(武器枪声,脚步声,死亡音效)

UI Changes

界面UI更新

Max level Increase

玩家最高等级提升

Improve optimization

更好的优化

Grass and Foliage spawning improvements

在重生时草地不会消失

Utah Beach Offensive mode for both German and US forces

犹他海滩地图的美军和德军进攻模式

Weapon visual quality overhaul

武器外观材质大修

Improved Damage Occlusion System

优化伤害系统
And many more changes!
和更多的改变


Medium Term Still To Come:
在之后的中期,我们将推出

Continued improvements to armor systems

装甲系统持续更新

Campaign Mode

战役模式

SMDM Overhaul

Russian Forces

苏联军队阵营

Russian Weapons

苏联武器

Russian Vehicles

苏联载具

Flamethrowers

火焰喷射器系统

Kursk

库尔斯克战役地图

Unannounced Eastern Front Map currently in development

还有两张目前未披露的东线地图

2 Unannounced Western Front Maps currently in development

Continued in-game FX overhaul

Continued in-game SFX overhaul

游戏光影和抗锯齿大修

Continued implementation and expansion of RCON features

指挥官技能扩展和完善
Beyond this Roadmap
除了更新路线图提到的内容和之外

We want to assure you that there’s tons to come beyond this roadmap, we simply can’t fit it all on here and feel it’s more important to communicate short and medium term goals on this image.
我们想向你保证,在这个路线图之外还有很多东西要做,我们不能把所有的东西都放在这里,我们觉得在这个图中上传短期和中期目标更重要。

Armor System Rework

装甲系统大修


One of our toughest challenges has been how we tackle the armor bugs and inconsistencies, and get it to a place where it is fun, satisfying and consistent.
我们面临的最大挑战之一是如何解决装甲车辆的BUG和不一致性,并让装甲系统变得有趣、令人满意和一致。


Update 9 contains many changes to armor. Some large ones are:
更新9包括许多装甲系统的改变,有一些改动比较大的地方,比如:


Increased the MG belt size to 200.

将车载机枪的一个弹鼓扩容为200发

Fixed zeroing on the MGs resulting in far less drop off.

修正车载机枪的归零点,使子弹在远程下坠更小

Reworked several associated sounds.

一些音效重制

Created new FX to better designate non-penetrating hits.

为穿甲弹未击穿的情况设计更好的视觉特效

Reworked HE shell damage tracing to make them ignore smaller occluding collision (ie. a fence won’t protect you from the damage). Includes all radial damage on explosions.

Buffed HE shell damage radius on all vehicles.

重做高爆弹伤害追踪系统,使其忽略较小的体积碰撞(例如,现在一个小小的篱笆不能保护你免受高爆弹的伤害)。包括爆炸造成的所有溅射伤害。

增强所有车辆高爆弹的伤害范围。

Began reworking smart materials and geometry on all vehicles and vehicle viewports to increase visual fidelity and lower vram requirements.

开始在所有车辆和车辆视口上重制材质和几何形状,以提高视觉保真度和降低内存要求。

Altered Fuel costs

改变一些车辆消耗的燃料

Hitbox adjustments

击中判定体积调整

Collision adjustments

碰撞体积调整

Penetration values & angles

调整穿深数值

Armour values

tank handling and stability

提高坦克操作手感和稳定性
We will continue work on the many different aspects of the armor system in response to community feedback, taking into consideration but not limited to the following:
根据社区的反馈,我们会继续在装甲系统的许多不同方面进行工作,会考虑但不限于以下几点:

Main gun alignment

主炮校准

Coaxial gun alignment

同轴机枪校准

Vehicle PhysX

车辆的物理效果

Handheld AT Damage

调整巴祖卡和坦克杀手的伤害

AT Gun Damage and distribution

调整反坦克炮的伤害

Mine Damage

调整地雷的伤害

tank Speed

调整坦克的速度

Turret speed

调整炮塔的转速

Switching seat speed

调整乘员换座位的速度

Expansion and balancing of vehicle rosters

扩张并平衡坦克车辆种类

Reconsideration of vehicle componentry

重新划定车体零件部分

Repairing

修理系统重置

Rearming

车辆补给弹药方式重置

tank commander loadouts

添加车长装备

Crewman loadouts

添加成员组装备

Introduction of new vehicles

引入新载具


We want to acknowledge that the current tank play can be very frustrating, and we are 100% dedicated to improving the overall armour and vehicle experience based on the community's feedback. This will not come all at once, as it requires rigorous testing and significant development time, but we want to reaffirm this is a top priority. The reason we’re unable to achieve this in a single update is due to the intense complexity behind the scenes as to how the vehicle physics model works. Often, adjusting one aspect of the vehicles will cause unintended other issues.
我们要承认,目前的坦克体验是非常令人沮丧的,我们100%致力于根据社区的反馈来改善整体装甲和车辆体验。这不会一下子全部实现,因为它需要严格的测试和大量的开发时间,但我们想重申这是最优先的。我们无法在一次更新中实现这一点的原因是由于车辆物理模型工作的复杂性。通常,调整车辆的一个方面会导致其他意想不到的问题。


For example, while we can easily alter some aspects of penetration or armour values, we feel that there are endemic issues in the way the physics model works that will require a bigger relook.

例如,虽然我们可以很容易地改变某些方面的穿深和装甲值,但我们觉得在物理模型的工作方式上有一些普遍的问题,需要更多的考虑。
We still have a lot to do, and are far from happy with it’s current implementation. We will be continuing to make significant changes, and will be asking the community for feedback when we have more focused PTEs post Update 9.


我们仍然有很多工作要做,而且对它的当前实现还很不满意。我们将继续做出重大的改变,当我们在第九次更新后有更多的数据时,我们会向社区寻求反馈。
We are aware of some current optic and gun offsets that can arise during gameplay. We understand why this is happening and are currently troubleshooting the best approach, however this is likely a significant rework and will require a lot of development and QA time.

我们知道在游戏过程中会出现一些光影和枪模的偏移。我们理解为什么会发生这种情况,目前正在研究排除故障的最佳方法,但这可能是一个重大的返工,将需要大量的开发时间。


There are some immediate collision and hitbox issues that we will be looking to resolve for U9, but will require additional work to make this more consistent and intentional. We will do our best to eliminate as many armour bugs we can for U9, and we appreciate the patience as we work to fix this for the community, especially for those who main tanks.

第九次更新有一些即时的碰撞体积问题,我们希望解决,但需要额外的工作,使其更加一致。我们会尽最大努力消除第九次更新的装甲漏洞,我们感谢大家的耐心,特别是那些主玩坦克的玩家。





VIVOX / VOIP

语音崩溃问题

We have seen some significant improvements to the in-game voip since last week due to changes made by Vivox. We are going to continue to troubleshoot with them and we will continually provide updates as we work to resolve these issues.
自上周以来,由于Vivox工作室的努力,我们已经看到游戏中的语音情况有了一些显著的改进。我们将继续与他们一起排除故障,并在我们努力解决这些问题的同时,不断提供更新。


We have also included in U9 the ability to re-connect to the VIVOX server via the game options menu, this may resolve your VOIP bug, depending on the issue you are experiencing.
我们还在第九次更新中加入了通过游戏选项菜单重新连接语音服务器的能力,这可能会解决您的语音漏洞。

Grass & Foliage
草丛和植被系统

We’ve rewritten the way we spawn grass so it is now near-instant. This will provide a significant upgrade to the cover and concealment within the game - especially near spawns. We have also worked through all maps to make sure that grass and bushes are not affected by setting scaling. This means that low foliage quality settings will no longer remove concealing bushes.
我们已经重新编写了引擎生成草的方式,所以现在生成草丛几乎是即时的。这将提供一个重要的升级,在游戏的掩护和隐藏-特别是在出生点附近。我们也在所有地图上进行了修改,以确保草地和灌木丛不会受到画面设置的影响。这意味着即使玩家设置低画质时,也将不再删除灌木丛。

Loadouts
装备系统

We are looking at ways to balance loadouts as we look to introduce the Russian forces and therefore more weapons into the game. The current loadouts are by no means final and will be something that will be constantly tweaked for gameplay and balance throughout ongoing development.
我们正在寻找平衡装备的方法,因为我们希望引入苏联军队,因此更多的武器会进入游戏。目前的装备搭配绝对不是最终的,在开发过程中会不断调整游戏玩法和平衡。


Also we will be introducing some new loadouts specifically to those roles that lack a second loadout.
同时,我们也会为那些没有第二套装备的职业引入一些新的装备。比如:

Commander指挥官

Machine Gunner机枪手

Sniper狙击手

tank Commander车长



Warfare Forward Garrison Meta
据点系统改变


Garrisons can now be placed in the first row/column of the red zone.

据点现在可以被放置在地方领土(红区)的第一列中


Garrisons placed in the red zone cost 100 supplies.

在敌方领土放置据点需要100补给


Garrisons placed in the red zone are disabled if enemies are within 100m of them. This is to encourage conservative placement.

如果红色区域内的据点100米范围内有敌人敌人,则不能放置据点。这是为了防止据点被压。


NOTE: We will be testing this during the PTE and specifically observing the placement and effectiveness of these in opening up a more circular frontline.
注意:我们将在PTE过程中进行测试,并具体观察它们的位置和效果,以形成一个更加动态的前线


Achievements
成就系统

As mentioned when we released achievements, we want to reiterate that many will not be available to unlock until we make client and server side changes in Update 9.
正如我们在发布成就时提到的,我们想重申的是,直到我们在更新9中做出客户端和服务器端的更改,在那之前许多成就将无法解锁。


UI Changes
UI界面更新


We’ve reworked the deployment screen format and main menu to better include explanatory descriptions and format the text better to multiple resolution scales. This also includes adding an available spawn point list in the deployment menu.
我们重新修改了部署屏幕的格式和主菜单,以便更好地包含解释性的描述,并且更好地将文本格式设置为多种分辨率。这还包括在部署菜单中添加一个可用的刷出点列表。

Weapon Zeroing
武器归零


We’ve fixed the zeroing across all firearms. Effectively, this means your sights are adjusted to compensate for bullet drop, meaning you’ll need to aim a smaller amount above your target's head to correct for bullet drop.
我们已经解决了所有武器的归零问题。这意味着你的瞄准器会被调整以补偿子弹的下落,这意味着你需要瞄准目标头部上方较小的距离来纠正子弹的下落。

Max Level Increase
最高等级提升

We have increased the max level from 200 to 500. For those who are already at level 200 you can expect to see your level jump to your new level, based on your existing experience points
我们已经将最高等级从200增加到500。对于那些已经达到200级的人,你可以看到你的级别基于你现有的经验点跳转到新的级别,。


That wraps up this week's Developer Briefing!
这就是本周开发简报的全部内容


We're really excited to be sharing more on the future of Hell Let Loose with you, we'll be delving more into Update 9 and its contents over the coming Dev Briefs too so watch this space!
我们真的很高兴能与你分享更多关于这款游戏的未来,我们将在未来的开发简报中深入研究更多的更新9和它的内容,所以请关注这个频道!

If you're yet to join us in battle Hell Let Loose is currently 25% off until Feb 15th

如果你还没有加入我们的战斗,人间地狱目前实行七五折的优惠,截止到2月15日


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