欢迎光临散文网 会员登陆 & 注册

人间地狱更新日志#113

2021-02-06 19:33 作者:六六玖六  | 我要投稿

Hey everyone,
嘿大家好!


Welcome to Dev Brief #113!
欢迎收看开发日志113


This week we're hosting another Community Q&A where we'll be answering some of the hottest questions that you've sent in to us!
这周我们将举办另一场社区问答,我们将回答一些最热门的问题。


On that front you sent us over 1,500 questions in a week! This totally blew away our expectations so thank you. The team went through them all and picked 25 that we think you'll appreciate having the answers too!
在这方面,玩家们在一周内给我们发送了1500多个问题! 这完全出乎我们的意料,所以谢谢你。我们的团队浏览了所有的答案,并选择了25个,我们认为你们也会开心得到答案的!


Before we dive into that though, Black Matter Community Manager Spono has the latest update on the VoIP situation:
在我们说这些之前之前,Black Matter社区管理员Spono将给我们带来有关于语音崩溃问题的最新消息:


A Vivox / VoIP Update from The Great Spoondini

来自Spoondini的语音更新


Hi everyone,

大家好


I Just wanted to give you an update with the current in-game VOIP situation and thank you all for being so patient as we work to fix this. VIVOX have been working hard and have made several configuration changes to resolve the loss of comms some of you are experiencing.
我刚刚更新了当前的游戏语音网络,感谢大家的耐心等待,我们正在努力解决这个问题。VIVOX工作室一直在努力工作,并做了一些配置更改,以解决语音丢失的问题。


VIVOX will be continuing to make a few tweaks over the next 24-48 hours as we lead into the weekend, but are already noticing an improvement and are seeing no mass drop events since these changes were made.
在接下来的24-48小时内,VIVOX工作室将会继续做一些调整,我们已经注意到一些改善,并且在这些调整之后不会出现大规模语音崩溃的事件。


VIVOX have multiple people monitoring this and will continue to do so throughout the weekend. It would be great to let us know if in the weekend you are still experiencing loss of VOIP, or if your VOIP experience is now better.
VIVOX工作室有很多人在监测这个问题,整个周末还会继续这样做。如果在周末的时候你还在经历丢失语音的情况,或者你的语音体验现在更好了,我们将会非常高兴。


I want to personally thank the entire community for your patience as we have worked tirelessly with Vivox to resolve this as quickly as possible. Apologies for the time this has taken, we remain cautiously optimistic but hopefully we are now on the road to recovery. We will endeavor to update you on this after the weekend, once we have heard back from our friends at VIVOX.
我个人想感谢所有玩家们的耐心,因为我们不知疲倦地与Vivox工作室一起努力,以尽快解决这个问题。很抱歉花了这么长时间,我们仍然保持谨慎乐观,但我相信我们现在正在复苏的道路上。一旦我们从VIVOX的朋友那里得到消息,我们将尽力在周末之后向广大玩家更新。
Thanks again


再次感谢你们
Spono


Your Questions, Our Answers!

你们提问,我们回答!

Will Hell Let Loose be supported after you leave Early Access?
人间地狱在结束早期测试后会继续更新吗?


Yes. Leaving Early Access simply represents a consistent level of quality and optimisation across the game that we’d be happy to call a starting place for all the work to come. It is not a sign that we’ve “finished the game” and are going to move on. Once we leave Early Access, the team is poised to expand and continue as we always have - with the same or slightly larger flow of work as we’ve always had (too fast and it becomes hard to quality control and too slow and the game will feel stagnant!). We have to implement campaign mode, more forces, expand the ones we have, expand weapon and equipment offerings, add new mechanics (flamethrowers and mortars to name a few), add completely new map types, refine the metagame, continue to balance, support the competitive side, continue to optimise, add more vehicles and much more. Many of the most popular games on Steam are titles that have been out for more than five years!
是的。结束早期测试只是代表了游戏质量和优化的一致水平,我们很乐意称之为所有工作的起点。这并不意味着我们已经“完成了游戏”,我们将继续前进。一旦我们完成了早期测试,我们的团队就会像以前一样继续扩大游戏内容——工作流程和以前一样(如果速度太快,质量难以控制,如果速度太慢,游戏会停滞不前!)我们必须实现更多的战斗模式,更多的阵营势力, 扩大我们的武器和装备种类,添加新的机制(喷火器和迫击炮等等),添加全新的地图类型,细化地图,继续平衡,支持竞争方面,继续优化,添加更多的车辆。毕竟很多Steam上最受欢迎的游戏都已经发行了5年多了,我们还有很长的路要走。

What do you think about adding more complexity/variety to the AT weapons in the game, i.e. magnetic mines/charges, single-use rockets, AT grenades, etc.
你们认为在游戏中增加更多反坦克武器如何?如磁性地雷、铁拳、反坦克手榴弹等。


This is ultimately where we want to go with the anti-tank capability. We feel it’ll be much more interesting to have a varied series of mechanics that can be used to take down different vehicles than just firing a ton of rockets at them. Ultimately the armour array is still quite undercooked. The current “medium” tanks in the roster will be replaced by the most populous mediums of the day (namely the Pz 4 for the Germans, the T34 for the Russians and the stock M4A3 Sherman for the US). As a result we’ll be rebalancing the AT role to encourage different styles of play.
这些是我们想给予步兵反坦克能力的最终目标。我们觉得用各种不同的方法击毁不同的载具会比向它们简简单单发射大量铁拳更有趣。归根结底来说,目前的装甲车辆系统仍然是相当不成熟的。之后,现在的中型坦克将会被二战时数量最多的中坦所取代(比如德国的四号坦克,俄罗斯的T34,美国的M4A3谢尔曼)。因此,我们将重新平衡反坦克角色,以鼓励不同的游戏风格。

Are defined "Front lines" the desire of the design team or are you looking at adjusting the linear nature of sectors within maps and garrison placement? - Whilst the changes in U7 (?) were to address "ninja garrisons" with fixed lines I now see garrisons and outposts seemingly dropped in near identical locations every time.
设计团队想要定义“前线”,还是你们想要在地图和据点位置上调整区域的线性属性?虽然第七次更新的改动是用固定线路来解决“阴间据点”的问题,但我现在看到据点和哨站似乎每次都会部署在几乎相同的位置。

Unfortunately the sector system (the hard squares) was a legacy implementation that has been hard to move away from, as it governs so much of the metagame. Ultimately, the key design goal is to create an organic frontline (that ideally can wrap around into the first active red row) without reintroducing the spawn bombing of the ninja garrison mechanics (where players drop the attack Garrison within the enemy SP and spawn the entire team there).
不幸的是,复活点系统是一种难以摆脱的方式,因为它控制着主要的游戏方式。我们最终的设计目标是创造一个动态的前线,而不再是在敌方领土空降一大堆火星兵(玩家空降到敌人领土中并在那里重生整个团队)。


Can we expect more loadouts for the Spotters (please add satchel charges for them) and Snipers (G43 with a scope and bolt action rifles without optics)?
你们能不能加入更多的观察手装备(比如炸药包)和狙击手装备(带瞄准镜的G43和不带光学瞄准镜的栓动步枪)?

Yes - there’s really no limit to the loadouts we’re keen to create and implement. They’re hugely flexible for us to alter, balance and expand and it’s the key way we’re able to introduce new gadgets. Expect everything you’ve suggested and much, much more as more forces enter the game.

是的-对于我们渴望创建和完善的装备系统是没有限制的。他将非常灵活,玩家们可以改变、平衡和扩展装备,这是我们能够引入新设备的关键方式。你所说的这些都将成为可能


Do you have any ideas about new abilities for commanders? Like air strike with Stuka or rocket strafing run with P47?

未来是否将有更多指挥官技能?比如用斯图卡空袭或者用P47进行火箭扫射?


Definitely. The Commander array was designed to allow us to continually expand their abilities - something that’s very easy for us to do. Expect to see Stukas, rocket strafes, nebelwerfers and more. We’ll be balancing adding these to each force in future updates.
这是肯定的。指挥官技能的设计是为了让我们能够不断地扩展他们的能力——这对我们来说非常容易做到。预计会看到斯图卡空袭、火箭弹扫射、战场烟雾发射器等。我们将在未来的更新中增加这些技能。

Would it be possible to implement a way to increase/decrease command channel versus squad channel voice volumes? Also a way to equalize voices? People who increase their in game mic volume end up sounding "boomy" whereas others are almost impossible to hear.
能不能增大/减少指挥频道和小队频道的语音音量?这也是一种平衡声音的方法吗?那些把游戏麦克风音量调大的人听起来很炸麦,吵得其他人几乎听不见。


This is something we’re discussing with Vivox at the moment, as we’re limited on the outputs. We’d love to be able to treat each channel with a different SFX filter to better distinguish them, as well as allow you individual volume control. Often the question comes up as to why use Vivox at all, given the relative issues or inflexibility. The key answer here is that other titles force the game server to carry all voice traffic. Vivox takes all our voice traffic off our game server - allowing for a much higher tickrate (networking accuracy) in game - even with 100 players all in one small area.
这是我们目前正在与Vivox工作室讨论的问题。我们希望能够用不同的SFX滤镜系统来处理每个频道,以便更好地区分它们,同时也允许你单独控制音量。通常会出现这样的问题:考虑到相关问题或缺乏灵活性,为什么要使用Vivox ?这里的答案是,其他游戏迫使游戏服务器承载所有的语音通信。Vivox把我们所有的语音流量从我们的游戏服务器-允许更高的tickrate(网络准确性)在游戏-甚至100个玩家都在一个小区域。

Are more options planned for placed weapons like the current Pak-40. I was imagining one of those 20mm flak guns or an HE mortar. Side note- you guys are awesome, absolutely amazing dev team, seriously ya'll rock.
像现在的Pak-40这样的固定武器会不会有更多的选择?我想要的是那种20毫米高射炮或者是重型迫击炮。


Thanks so much for the support! Our plan is to introduce a flak position as a deployable that can be upgraded to various levels, with different functions. We’re also looking at allowing you to upgrade the AT guns similarly. We’re also going to be introducing mortars and deployables too (and most likely HMGs). There’s still a lot more to come!
非常感谢您的支持! 我们的计划是引入一种高射炮阵地,作为一种可部署的阵地,它可以升级到不同的级别,具有不同的功能。我们也在考虑让玩家以同样的方式升级反坦克炮。我们也会引入迫击炮和可部署的武器(最有可能是重机枪)。还有更多的东西要来!


UE5 may be in your hands early this year. (remember the amazing demo) So what do you think UE5 can bring to the game? Destruction maybe? More dust? ect. Keep up the good work, and be proud of what you are doing. cheers Jimmi.
今年年初虚幻五引擎可能就在你们手中了。那么你认为虚幻五能给游戏带来什么?更多的可破坏场景?更多的动态灰尘?

UE5 is still quite a Pandora’s Box of potential complexity and features, but one we’re really excited to open up. We’re going to seek to move to it depending on the benefits in order to future-proof the title. If that lets us achieve greater performance, atmospherics or even destruction then you can bet we’ll be very keen to explore if these can be brought into HLL.
虚幻五仍然是一个具有潜在复杂性和特性的潘多拉盒子,但是我们真的很高兴能够打开它。为了确保游戏能够在未来持续发展,我们将根据游戏的发展而转向它。如果这能让我们取得更好的性能,大气,甚至可破坏场景,那么你可以打赌,我们将非常热衷于探索这些是否可以纳入HLL。

Will we also see incendiary grenades and/or molotov cocktails?
我们还会看到燃烧手榴弹和莫洛托夫鸡尾酒吗?


Yes! We’re actually very excited to properly add fire to the game. It will most likely be later this year, but we want to bring incendiaries in with infantry and vehicle mounted flamethrowers. Molotovs, incendiary grenades - even incendiary rounds are on the table.
是的!我们真的很兴奋能给游戏增添火焰系统。可能会在今年晚些时候,我们想要引入燃烧投掷武器和步兵/车载的火焰喷射器。燃烧瓶,燃烧手榴弹,甚至炮射燃烧弹都会呈现给大家

It seems that developing a historically accurate flamethrower would be extremely difficult to implement. How is the team doing with this upcoming weapon, is there anything we should know, what steps have you taken to ensure its accuracy, and when do you foresee it coming to fruition? Thanks!
看来,设计一个还原历史的火焰喷射器将是极其困难的。你们的团队是如何处理这个即将到来的武器的,有什么是我们应该知道的,你采取了什么步骤来确保它的准确性,你预计什么时候它会实现?谢谢!

Funnily enough a lot of the flamethrower code already exists in the game - we just need to generate some of the FX and the work around setting up the weapon from an animation perspective. We’re going for a fuel/gel mix model - allowing you to consistently throw straight lines of fire over 20-30m (we’ll be testing the ranges). The idea is that it’ll be a way of clearing buildings at range with a high risk and reward factor. Exposing yourself to concentrate the flame, but highly effective at clearing tight spaces.
有趣的是,很多火焰喷射器代码已经存在于游戏中了——我们只需要从动画的角度生成一些FX和围绕设置武器的工作。我们正在开发一个燃料/凝胶混合模型——允许人物连续地发射20-30米的直线火焰(我们将测试射程)。我们的设计理念是将其设计成一种清除高风险建筑物的武器,可以高效地清理狭窄的空间。

Are there any plans to add more vehicles, things like tank Destroyers, Armoured Cars etc?
有没有计划增加更多的车辆,比如坦克歼击车,装甲车等等?


Yes, these are all planned and much more!
是的,这些都在计划之中了

Will there be further tweaks to the gore system, eg. bullet dmg and stuff like bloodpools forming under dead bodies?
对血腥系统会有进一步的调整吗?子弹伤害之类的会在尸体下面形成弹坑吗?


Yes, this is something we want to continue to refine and polish. It’s still using a lot of visually imperfect elements that we want to tighten up and make much better looking.
是的,这是我们想继续完善和润色的东西。目前的系统仍然使用了很多视觉上不完美的元素,我们想要使其更严谨,使其更好看。

With the inclusion of the eastern front and what I'm assuming, more subclasses. Will you try to balance the amount of classes to each faction? IE will Germany have 2 machine gunner classes while Russia and America only have 1?
随着东线的引入我猜还有更多的改动。你们会平衡每个阵营的职业数量吗?比如可不可能德国会有2个机枪手而缩苏联和美国只有1个吗?


Due to the way our backend works, we’re keen to keep the number of roles in the game at 14, as expanding this will cause huge continuously multiplying complexity. As a result of this, we really see the loadouts available to each role as a way of expanding functionality across a team, and weighting it in a particular way.
由于我们的后端工作方式,我们希望游戏中的一个小队的角色数量保持在14个,因为过多将导致巨大的不断成倍的复杂性。因此,我们确实将每个职业可用的负载视为在团队中扩展功能的一种方式,并以特定方式使这些角色更重要。

Are you guys looking into adding maybe a 1 to 2 minute preparation phase before a match starts? To give people a little time to plan the attack, and to figure out what roles are needed in a squad.
你们有没有考虑在比赛开始前增加1到2分钟的准备时间? 给玩家一点时间来计划进攻,并找出在一个小队中需要什么角色。


This will be arriving in Update 9!
这将在更新9中已经包括了!

Back during the backing process of HLL, adding in the Pacific was a potential goal that wasn't met. With the success of the game so far, do you think the Pacific may be added into the game sometime in the future? Thanks for everything, and keep up the great work!
在HLL的开发过程中,增加太平洋战场的潜在目标没有实现。随着这款游戏的成功,你认为太平洋战场会在未来的某个时候加入游戏吗?谢谢你们所做的一切,继续努力!


Let’s just say, if things continue as they are then we’d definitely be looking at introducing it.
这么说吧,如果事情继续这样向好发展,我们肯定会考虑引入它。

How do you figure out how to balance between realism and more "game-y" elements of gameplay?
你该如何平衡真实性和游戏性?

It’s always a very tough balance. It usually requires us boiling down the expectation of a feature or weapon and then considering how that could be best represented on the battlefield in a way that compliments or modifies other existing mechanics. A good example is the artillery. We felt it was important to capture the total power and devastation of it on the battlefield, and to do so we needed to introduce some limiting principles - namely, the need for teamwork in both placing marks, working with a loader and minimal game-feedback that you’re being successful. We’ll always begin with what the absolute most realistic implementation would look like and then work it back to suit the gameplay. Fundamentally it has to feel fun and to perform as close to expectations as possible - paired with an appropriate learning curve and devastating side-effects. If artillery was incredibly easy to fire then we’d have to lower it’s lethality - causing grenade-style explosions. If we make it too powerful, then we’d need to complicate it to the point where it was very inaccessible to use - lowering it’s presence on the battlefield. That is always the balance we consider - “who will want to use this?”
这总是一个非常艰难的平衡。这通常要求我们降低对功能或武器的期望,然后考虑如何在战场上以完善或修改其他现有机制的方式表现出来。炮兵就是一个很好的例子。为了做到这一点,我们需要引入一些限制原则——即在放置标记、使用装载机和最小化游戏反馈时都需要团队合作,这些都使一个人火炮的使用变得困难。我们总是先从现实中的执行方式开始,然后再根据游戏玩法进行调整。从根本上说,它必须让人觉得有趣,并且表现得尽可能接近预期。如果火炮很容易发射,那么我们就必须降低它的杀伤力。如果我们让它太强大,那么我们就需要把它复杂化到一个非常难以使用的地步——降低它在战场上的存在感。这一直是我们考虑的平衡。

Are there any particular development processes you use as a small development team to release such a high fidelity game? It amazes me that such a small team can produce such a high fidelity game, arguably better than what many AAA studios have released over the last few years and as a games developer myself I like to know how the small studios get ahead.
作为一个小型开发团队,你们是否使用了特定的开发过程来发行如此硬核的游戏?如此小的团队能够创造出如此硬核的游戏让我感到惊讶,甚至比许多AAA级工作室在过去几年中所发行的游戏还要出色。作为一名游戏开发者,我想知道小型工作室是如何取得成功的。


Really appreciate the kind words - they’re a huge encouragement to the team. Realistically, I think finding the right like-minded team-members has played a huge part.
真的很感谢这些亲切的话语——它们对团队来说是巨大的鼓励。实际上,我认为找到志同道合的团队成员起到了很大的作用。

What feature are you most excited about from the future roadmap?
未来更新计划图中最让你们兴奋的特性是什么?


I think Campaign mode will tie each battle together in a really meaningful way that will give greater context and reward to the efforts of each player on the battlefield. I’m also very excited about the Eastern Front and the sheer breadth of the combat that will start to roll through the game. That you could be leading a tank column across Normandy in one battle to be hacking someone to death with a shovel in the living room of a tiny Russian Izba in the next, to dropping artillery on a rocky desert outcrop in the next battle.
我认为战役模式将以一种真正有意义的方式将每一场战斗联系在一起,为每个玩家在战场上的努力提供更大的背景和奖励。我们也对东线战斗的广度感到非常兴奋,这将贯穿整个游戏。你可能在一场战役中率领坦克纵队穿越诺曼底,然后在俄罗斯伊兹巴岛的小客厅里用铁铲砍死一个人,而在另一场战役中,你可能在一块岩石嶙峋的沙漠上扔下大炮。

Do you collect stats of every player's efficiency such as kills/times killed throughout his 'career'? Would be interesting to have a look at that not just for one round but in total (all plays) to review personal progress. Thanks
你是否会开设生涯系统,让收集玩家的数据,如击杀次数? 如果能看一看,那就很有趣了,不仅仅是在一轮比赛中,而是在所有比赛中,来回顾玩家个人的进步。谢谢


We do collect stats, and we’re going to build out a stat page in a future update. We’re keen for players to be able to see where they’re improving or efficient, and we also feel that the data will help us make better informed decisions around balance and gameplay.

这是可行的,我们会收集统计数据,我们会在以后的更新中创建一个统计页面。我们希望玩家能够看到自己的改进或效率,我们也认为这些数据能够帮助我们在平衡和游戏玩法方面做出更明智的决定。


What is the plan for a campaign and what is it's status?
战役模式的计划是什么,目前开发状态怎么样?


We’re designing Campaign mode to become the default system of map rotation from server to server. Within it, we’ll pit Allies against Axis across a world map, allowing you to experience the full scale of conflict as you press for global victory. Essentially, a campaign will begin on a server and the first 5 minutes will be a both teams observing a world map of different territories. We’re thinking through the exact mechanics at the moment, but want to introduce an element of risk and reward to decision-making in this screen. Will you choose to open your campaign by attacking in the “Beaches” territory (choosing between Utah or Omaha), or will you decide to begin in the far east as the Russian forces? We need the design to be flexible enough to allow us to continually add maps, as well as introduce variety and different stakes to each battle. We want resources to be fixed, so that failing to maintain a good balance in one battle will affect the next one. In addition, the choice you make over whether you choose to attack on Offensive mode, defend on Offensive mode or fight a Warfare battle will similarly change the reward for victory or defeat. We have a huge number of variables that we’re excited to introduce - we’re currently just working over the design to make sure that it’s both compelling, competitive and balanced. It also needs to be able to house all current and future content. In any case, it will be a very, very large update post-launch as it’ll be a very significant addition to the game.
我们正在设计战役模式作为服务器间地图轮换的默认系统。在游戏中,我们将在世界地图上让同盟国对抗轴心国,让你在争取全球胜利的同时体验全面的冲突。从本质上说,一个战役将在一个服务器上开始,前5分钟将是两队观察不同地区的世界地图。我们现在正在思考具体的机制,但想在这个屏幕中引入风险和奖励元素。你会选择在“海滩”地区(犹他滩或奥马哈海滩之间选择)开始你的战役,还是你会决定以苏联军队的身份从远东开始?我们需要足够灵活的设计,让我们能够不断添加地图,并在每场战斗中引入各种不同的利害关系。我们希望资源是固定的,这样在一场战斗中不能保持良好的平衡就会影响下一场战斗。此外,你所做的选择是在进攻模式中攻击,在进攻模式中防御,还是在战斗中战斗,同样也会改变胜利或失败的奖励。我们有大量的变量,我们很兴奋地要介绍-我们目前只是在设计,以确保它是吸引人的,同时具有竞争性和平衡性。它还需要能够容纳所有当前和未来的内容。无论如何,这将是一个非常非常大的更新,因为它将是一个非常重要的游戏模式。


Update 8 has been great! Especially the updates to the support and engineers. What unit type do you think needs more love the most next and what additional infantry loadouts & customizations do you have planned for the future?
更新8已经很棒了! 特别是对补给和工程兵的更新。你们认为什么职业最需要加强,以及未来有什么额外的步兵装备和步兵自定义的外观?


Really glad you’re enjoying the additions! Ultimately we’ll be rotating through the most under-cooked loadouts to add more and more to them before circling back to the start. Initially we were so busy with overhauling key parts of the game that many of the loadouts became just different mixes of existing guns. We’re going to be increasingly moving away from introducing loadouts with existing elements, and use them how they were designed - as a way of introducing entirely new functionality (be it weapons or gadgets or equipment).

真的很高兴你喜欢! 最终我们将在最不成熟的装备系统中不断添加更多内容。一开始我们忙于修改游戏的关键部分,忽略了对装备的打磨,以至于现在许多套装备都仅仅是现有枪支的不同组合。我们将慢慢抛弃现有的装备系统,并按照它们的设计方式使用它们——创造一种引入全新功能的装逼方式(无论是武器、工具或装备)。

Do you ever expect the game to have tanking only maps? Would be kind of cool!
你有没有想过出只会有坦克的坦克战地图?会很酷的! 


We’re keen to keep the ruleset for HLL as fixed as possible, with the main variable being the maps and forces present. That said, we know that some maps are better for infantry and some are better for vehicles. While we’d never limit the players or force playstyles in a certain direction, we’re going to be introducing some famous tank battles. It’ll become obvious once you’re in the battle why armor played such an important role in open, rolling terrain!
我们希望HLL的规则集尽可能固定,主要变量是地图和部队。也就是说,我们知道有些地图更适合步兵,有些更适合车辆。虽然我们不会限制玩家或者强迫玩家在特定的游戏方式上玩游戏,但是我们会引入一些历史上著名的坦克战斗。一旦你进入战斗,你就会明白为什么装甲在开阔、起伏的地形中扮演了如此重要的角色!(一旦进入战斗你就明白在这种地图上玩步兵是如此的无助……)

Night combat, do you have any plan to do any current maps but with night variants? If so, would flare guns also be looked at both as illumination and anti tank/infantry variants?
你们有没有计划在现在的地图上加入夜战版本? 如果是这样的话,炮兵和步兵会添加照明弹装备吗?

Yes, we’ll be bringing in a night mode in the future. We feel it’ll need flare guns to brighten up longer ranges and give unique purpose to the night environment. We don’t want to introduce a night time mode that just encourages players to increase their gamma!
是的,我们将来会引入夜战模式。我们认为它需要信号枪来照亮更长的射程,并为夜间环境提供独特的用途。我们不想引入一个只是鼓励玩家增加伽玛值的夜间模式!

Are there any plans to introduce rifle grenades? (spigot-type grenade launcher / Schiessbecher) + thank you for your work so far! :)
未来会引入枪榴弹吗?

Yes, we’re very keen to introduce this to the game in a future update!
是的,我们非常希望在未来的更新中引入这一点!


Dedicated melee weapons are on the way! We'll be sharing how they work and more in an upcoming Developer Briefing.
专用近战武器正在路上!我们将在下周的开发者简报中分享近战武器系统是如何工作的。

They say keep your friends close and your enemies closer...
要亲近你的朋友,更要亲近你的敌人…(译者注:这是《教父2》中的一句经典台词)

That wraps up this week's Dev Brief!
这就是本周开发简报的总结!


We hope you enjoyed our latest Community Q&A session, let us know what your favourite questions and answers were in the comments as we'd love to hear what you think!
我们希望你喜欢我们最新的社区问答环节,让我们知道你最喜欢的问题和答案在评论中,因为我们很乐意听到你的想法!


Have a great weekend everyone.
大家周末快乐


We'll see you on the frontline.

我们前线见


人间地狱更新日志#113的评论 (共 条)

分享到微博请遵守国家法律