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HELL LET LOOSE 【人间地狱】 常见问题 转自官方论坛,

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HLL何时发布?
我们目前的发布时间表如下:
封闭Alpha - 2018年第一季度
封闭Beta - 2018年第二季度
Steam Early Access - 2018年第二季度
HLL是否会进入控制台?
我们只关注PC。
你会审查纳粹意象吗?
是的 - 但仅限于法律规定我们必须遵守的地区。我们的目标是制作历史精确的游戏。因此,我们将努力捕捉每个德军和SS编队的伪装方案,装备,制服和武器。


IP属地:陕西1楼2018-03-13 14:52回复
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    会有角色进步或排名系统吗?
    目前我们正在做一个非常非常简单的排名系统。这是一个三层系统,旨在向玩家展示您在游戏中的相对体验,以便他们知道您可能是一个很好的建议来源。目前,排名系统基于赢得的比赛:赢得15场比赛是一颗铜牌明星,赢得100场比赛,获得银牌明星和500场胜利 - 一颗金色的明星。它的设计是一个长期的激励措施 - 不是立即获得的东西。到目前为止,“排名锁定”(并且在发布后很长一段时间之后)的唯一角色就是指挥官。
    会有制服和/或武器的化妆品或定制系统吗?
    目前我们正在努力研究化妆品如何分解。我们喜欢整个排的概念,但也意识到个人会想要在一定程度上定制自己。对我们来说,它将在保持真实性和历史准确性的同时保持微妙的平衡。
    会有抑制系统/机械师吗?如果可以,你可以解释一下吗?
    我们将实施相当残酷的压制策略,以达到或超过RO2和PR的程度。我们真的觉得他们对MG和其他高ROF武器很重要,压制将成为游戏中的一大特色。我们不想谈论它太多,因为它受到测试。
    游戏中的语音通信系统将如何工作?
    将有三个VOIP频道。与您的团队接近的VOIP。一个基于排的VOIP,然后是指挥官和所有排长领导之间的领导VOIP。我们也在每个级别上都进行文本聊天,并且会查看车辆VOIP。


    IP属地:陕西2楼2018-03-13 14:52
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      2025-08-30 19:56:57
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      ————————————————————————————
      医疗系统将如何工作?
      我们的健康和医疗系统是基于战争期间使用的分流标准的三层系统。
      受伤:受伤的运动员受到非致命伤害,导致出血,并且需要使用绷带或对他们施加绷带以控制出血。如果不加控制,玩家就会流血并且变得无能为力。
      无行为能力:无行为能力的运动员遭受了致命伤害(枪击胸部或大腿),导致失能。玩家将被击倒在地,无法移动。排医师可以将吗啡syrette应用于无行为能力的士兵,并将他置于受伤状态,此时玩家或医护人员需要使用绷带控制出血。
      死亡:受过致命伤害的玩家(爆头,胸部和大腿多次枪击,自焚,肢解等)将无法被医生复活,必须重生。
      你能否谈谈地狱放松怎么处理玩家产卵?
      没有生成点会花费资源进行部署,但每个角色都有一个固有的价值。如果一个步枪手去世并选择重生(而不是由军医复职),那么该角色的成本(1 Manpower)将从团队的人力资源中扣除。更有价值的角色需要更多的人力。虽然这不会直接影响个人球员,但是在球队的人力资源中连续失去许多有价值的角色(他们拥有的越少,他们失去比赛的可能性就越大)。此外,HLL有三种类型的重生点:
      基础:所有玩家可以在主基地重生。
      要塞:这是一个可供整个团队使用的产卵器。
      观察哨:这是由一个单位的军官部署的,这是军官角色最重要的职能之一。它允许所有排员在此位置产卵。
      每排或每队的专业角色是否有限?
      所有角色限制为每排1个 - 除了步枪手(无限制)。每个团队唯一有限的角色是狙击手和侦察员角色(因为每个团队只能有2个侦察排)。


      IP属地:陕西3楼2018-03-13 14:53
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        ————————————————————————————
        - 武器和武器处理 -
        你能花一些时间来解释HLL使用的瞄准系统吗?
        在处理和摇摆方面,这已经存在了,但我们会在我们去的时候调整它。我们的封闭测试人员都是战术射手和milsim的玩家,我们正在努力创造AAA射击体验的最佳体验(我们的意思是可靠性和质量),也是现实生活中等值的一面镜子。
        游戏是否会包含混战?
        是的 - 想想BFBC2。动画的内在和决定性本质将使近身触觉和残酷 - 而不是持续不断的空中摇摆!
        跟踪巡回最终会被添加到游戏中吗?
        是的 - 只有在发射它们的武器上!
        “保持呼吸的准确性”是一件事情吗?
        不是现在,但会是。
        武器会依赖地图吗?
        最终他们会依赖地图,但最初我们会用武器补充所有角色。


        IP属地:陕西5楼2018-03-13 14:53
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          Allies
          M1 Garand
          M1 Carbine
          M1A1 Thompson
          Browning Automatic Rifle (BAR)
          M1919A6 30 Cal. Machinegun
          Mk2 Fragmentation Grenade
          Bazooka
          M2 AP Mine
          M1A1 AT Mine
          Axis
          K98K
          G43
          MP40
          STG44
          MG42
          M43 Stielhandgranate
          Panzerschreck
          S-Mine 35 AP Mine
          Tellermine 43 AT Mine
          翻译的发布出来


          IP属地:陕西6楼2018-03-13 14:55
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            ————————————————————————————
            -汽车-
            指挥官,坦克乘员组,侦察队会收到他们自己的制服吗?
            这是我们的目标!
            车辆/坦克是否能够用尽燃料(理论上)?
            是的,但它可能有点噱头....当
            车辆穿越不同地形或遇到问题和/或故障时,车辆是否会承受机械应变?
            目前我们将有一个非常简单的驱动器齿轮系统,这将增加一个微小的学习曲线。我们也会看到对驾驶有不同影响的不同表面。最终我怀疑我们会让车辆在两小时的战斗中相当可靠,因为它们非常昂贵。另外,玩家使用它们的错误会很高。
            步兵能够像战争期间经常看到的那样,骑在坦克的顶部吗?
            是! 这将是进入战斗的好方法!
            两栖作战的计划是什么?
            目前我们的重点非常集中在陆地上的联合军备战争。我们将看到它如何与车辆编程,以及两栖如何实施 - 然而,这远不是我们的优先事项。
            我们可以期望看到将地中海航空资产纳入放任?
            玩家将能够进行全面的空中轰炸和对敌阵地的扫射。不幸的是,我们不会在游戏中包含玩家控制的飞机。我们目前关注我们的开发团队规模意味着我们只能切实地提供一种组合武器地面作战体验。


            IP属地:陕西7楼2018-03-13 14:55
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              会不会有任何一种天气系统和/或昼/夜周期?如果是的话,一天中的时间将根据战斗期间的实际情况而定。
              它将基于战斗本身!也就是说,正如您在Hurtgen和Foy中可能已经看到的那样,对每张地图都有不同的特征和天气影响很重要。我们不感兴趣复制粘贴相同的旧东西一遍又一遍。我们专注于创建整个生物群系,然后我们可以创建许多地图。诺曼底,阿登,雪等


              IP属地:陕西8楼2018-03-13 14:55
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                - 未来 -
                如果扮演伞兵,我们是否有能力在地图上执行空降?
                我们基本上需要测试这个。目前,我们的地图边界非常接近可播放区域的边缘,作为性能美感的折衷。这不是解决空战的主要动机 - 因为它看起来相当丑陋。正因为如此,我们目前正在地面上产生伞兵。但是,随着开发的进展,这将是我们重新评估的内容。
                您可以根据可能的活动或领土模式扩展战略层面的未来吗?
                我们正在计划采用类似RO2的广告系列模式。最终,我们希望玩家能够依次对抗不同的广告系列。例如,霸王行动,突起战役,莫斯科,斯大林格勒等。
                你打算发布一个SDK还是提供某种程度的mod支持?
                我们想要。在游戏达到完整版本后,我们会考虑使用全套映射工具发布地图编辑器。我们将研究自定义地图如何与游戏交互 - 以及我们提供的映射工具(如果我们这样做)。解释它有点早,但知道我们正在考虑它。但是,我们的主要任务是确保标题尽可能好。
                您是否打算为不熟练英语的玩家提供本地化服务?
                是! 对于我们的标题,我们很幸运,因为大部分文本都在选项菜单中,而且很容易适应不同的语言。
                ————————————————————————————————
                结束!


                IP属地:陕西9楼2018-03-13 14:56
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                  2025-08-30 19:50:57
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                  IP属地:陕西10楼2018-03-13 14:57
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                    附带原版内容如下:
                    ————————————————————————————————
                    Hell Let Loose Community FAQ
                    As we are still in early stages of development please note that this is a WIP, these are the best answers given at the time, some answers provided may therefore be subject to change. We will edit and update this FAQ periodically and do our best to keep you informed of any significant changes if they occur.


                    IP属地:陕西11楼2018-03-13 14:58
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                      -General-
                      Can I Pre-order?
                      We are exploring options for a pre-order window which may allow you the opportunity to play in the Alpha & Beta release. We will have more info on this at a later date.
                      When will HLL be released?
                      Our current release schedule is as follows:
                      Closed Alpha - Q1, 2018
                      Closed Beta - Q2, 2018
                      Steam Early Access - Q2, 2018
                      Will HLL be coming to console?
                      Our focus is on PC only.
                      Will you censor Nazi imagery?
                      Yes - but only in territories where the law states that we must. It is our goal to make an historically accurate game. As such, we will strive to capture the camouflage schemes, equipment, uniforms and weapons of each of the Wehrmacht and SS formations.


                      IP属地:陕西12楼2018-03-13 14:58
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                        -Gameplay Mechanics & Systems-
                        Will there be a character progress or ranking system?
                        We are doing a very, very simple rank system at the moment. It's a three tier system designed to show players your relative experience in the game so that they know you're probably a good source of advice. Currently the rank system is based on games won: 15 games won is a bronze star, 100 games won, a silver star and 500 games won - a gold star. It's designed as a long running incentive - not as something to be immediately obtained. The only role so far that would be "rank locked" (and that's after a good deal of time after release) would be the Commander.
                        Will there be a cosmetics or customization system for uniforms and/or weapons?
                        At the moment we are trying to work out exactly how cosmetics will break down. We like the idea of entire platoons appearing in the same but also recognize that individuals will want to customize themselves to a degree. For us, it will be about striking a delicate balance while maintaining authenticity and historical accuracy at the forefront.
                        Will there be a suppression system / mechanic and if so can you explain a bit about it?
                        We're going to be implementing pretty brutal suppression tactics to the degree that'll match or exceed RO2 and PR. We really feel they're critical to MGs and other high ROF weapons, and suppression will be a large feature in the game. We don't want to talk about it too much, because it's subject to testing.
                        How will the in-game voice communication system work?
                        There will be three VOIP channels. A proximity VOIP for your team. A Platoon-based VOIP, and then a leadership VOIP between the commander and all Platoon-leaders. We also have text chat at each of those levels too, and will look at a vehicle VOIP.
                        How will the medic system work?
                        Our health and medic system is a three tiered system based on the triage criteria used during the war.
                        Wounded: Wounded players have suffered non-fatal injury that has resulted in bleeding and will be required to either apply a bandage or have a bandage applied to them in order to control that bleeding. If left uncontrolled the player will bleed out and become Incapacitated.
                        Incapacitated: Incapacitated players have suffered a life threatening injury (gunshot to the chest or thighs) that has resulted in incapacitation. The player will be knocked to the ground and unable to move. The platoon medic can apply a morphine syrette to the incapacitated soldier and place him into a wounded state at which point either the player or the medic will need to apply a bandage to control bleeding.
                        Death: Players who have suffered mortal injuries (headshots, multiple gunshots to the chest and thighs, immolation, dismemberment, etc) will not be able to be resuscitated by a medic and have to respawn.
                        Can you shed any light on how Hell Let Loose will handle player spawning?
                        No spawn point costs resources to deploy, but each role has an inherent value. If a Rifleman dies and chooses to respawn (instead of being revived by a Medic), the cost of that role (1 Manpower) is deducted from the team’s manpower pool. More valuable roles cost more Manpower. While it does not directly affect the individual player, losing many valuables roles continuously will reflect in the team's Manpower (the less they have, the more likely they are to lose the game). Additionally, there are three types of spawn points in HLL:
                        The Base: All players can respawn at their main base.
                        The Garrison: This is a spawn that can be used by the entire team.
                        The Observation Post: This is deployed by the Officer of a Platoon as is one of the most important functions of the Officer role. It allows all Platoon members to spawn at this location.
                        Will there be a limited amount of specialty roles per platoon or per team?
                        All roles are limited to 1 per Platoon - except the Rifleman (which is unlimited). The only role that is limited per team is the sniper and spotter roles (because you can only have 2 recon platoons per team).


                        IP属地:陕西13楼2018-03-13 14:58
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                          ——————————————————————————
                          -Sector Capture & Resource System-
                          Can you expand on the resource meta that is so central to Hell Let Loose?
                          In HLL, we are currently using three resource types as a mixture of currency to buy supplementary benefits. For example Munitions buys strafing runs and restocks artillery ammunition at base. Fuel allows the Commander to spawn special vehicles or to force respawn destroyed vehicles. Manpower allows you to force respawn dead infantry and governs your rate of attrition. Currently, defences that the player can build are tied to Supply crates, which are generated in main base via Munitions. We will continue to widen, refine and balance the resource system as we develop during testing stages.
                          Is it possible to cap a point behind enemy lines? If so does this affect their resources if you cut off the front lines for example?
                          You can only cap adjacent sectors to ones you already own. So two guys can't hop in a jeep and cap the sector next to the enemy base, but you can perform a flanking manoeuvre by capping around an enemy salient.
                          -Weapons & Weapon Handling-
                          Can you take some time to explain the aiming system which HLL utilizes?
                          In terms of handling and sway, that's already present, but I'll be tweaking it as we go. Our closed-testers are all players of tactical shooters and milsims, and we're working very hard to create the best of a AAA shooter experience (by this we mean reliability and quality), and also a mirror of the real life equivalents.
                          Will the game contain melee?
                          Yes - think BFBC2. The visceral and decisive nature of animations will make melee tactile and brutal - instead of constant air swinging over and over!
                          Will tracer rounds eventually be added to the game?
                          Yes - and only on weapons that fired them!
                          Is "hold breath for accuracy” a thing?
                          Not currently, but it will be.
                          Will weapons be map-dependent?
                          Eventually they'll be map dependent, but initially we'll be filling out all the roles with a complement of weaponry.
                          Could you provide us with a list of weapons we can expect in the closed alpha?
                          Allies
                          M1 Garand
                          M1 Carbine
                          M1A1 Thompson
                          Browning Automatic Rifle (BAR)
                          M1919A6 30 Cal. Machinegun
                          Mk2 Fragmentation Grenade
                          Bazooka
                          M2 AP Mine
                          M1A1 AT Mine
                          Axis
                          K98K
                          G43
                          MP40
                          STG44
                          MG42
                          M43 Stielhandgranate
                          Panzerschreck
                          S-Mine 35 AP Mine
                          Tellermine 43 AT Mine


                          IP属地:陕西14楼2018-03-13 14:59
                          回复
                            ————————————————————————————————————
                            -Deployables & Crew Served Weapons-
                            What can we expect from the mobile artillery stretch goal?
                            The mobile artillery stretch goal refers to self-propelled artillery pieces. We are currently looking at making our first two additions to this subcategory: the M7 Priest for the Allies and Sd. Kfz. Wespe for the Axis.
                            Will it be hard to land artillery fire? How it will work?
                            It will be difficult, in so much as ranging and practice is concerned. Players who do it a lot will become a force to be reckoned with. You'll essentially need to get a bearing, a range, then manually shift elevation and check effect-on-target as you go. A spotter or comms from the frontline will be necessary. You're going to have range charts and have to work it out. The more you do it, the better you'll get at quickly sighting on specific landmarks.
                            Will players be able to tow artillery pieces with support vehicles?
                            Possibly. We'll have mobile artillery, so we can look at including towed arty too.


                            IP属地:陕西15楼2018-03-13 14:59
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                              2025-08-30 19:44:57
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                              ————————————————————————————————
                              -Vehicles-
                              Will the commander, tank crew, recon team receive their own uniforms?
                              That's our aim!
                              Will vehicles/tanks be able to run out of fuel (theoretically)?
                              Yes, but it may be slightly gimmicky....
                              Will vehicles suffer mechanical strain as they traverse different terrain or encounter problems and/or breakdowns well?
                              At the moment we're going to have a very simple gear system for drivers, which will add a tiny learning curve. We'll also look at different surfaces having different effects on driving. Ultimately I suspect we'll make the vehicles quite reliable for the two hour stretch of the battle, as they're very expensive. Plus, the player error in using them will be quite high.
                              Will infantry be able to ride on top of the tank as was often seen during the war?
                              Yes! It'll be a great way to get into combat!
                              What is the plan on amphibious combat?
                              Currently our focus is very much on combined arms warfare on land. We will see how it goes with vehicle programming, and how amphibious could be implemented - this however is nowhere near our priority.
                              Can we expect to see the inclusion of air assets in Hell Let Loose?
                              Players will be able to call in full scale aerial bombardments and strafing runs on enemy positions. Unfortunately we will not be including player-controlled planes in the game. Our current focus for our development team size means that we can only realistically deliver a combined arms ground combat experience.
                              -Maps-
                              Will there be any kind of weather system and/or a day/night cycle? If so will the time of day be based on the actual conditions during the time of the battle?
                              It will be based on the battle itself! That said, as you've probably seen in Hurtgen and Foy, it's important to have different characteristics and weather effects for each map. We're not interested in copy-pasting the same old stuff over and over. We're focused on creating entire biomes that we can then create many maps off. Normandy, Ardennes, Snow etc.


                              IP属地:陕西16楼2018-03-13 14:59
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