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文件:Ranks.jpg
The 25 numbered ranks in Ranked play.

排名模式  (EN:Ranked ) ,又被称为天梯,是《炉石传说》中对战模式下的一种模式,玩家可以通过比赛以提升自己的天梯等级,以获得诸如卡背暴雪嘉年华积分等战利品,也可以通过高排名证明自己的实力。作为对战模式下的模式,对战模式同样分为标准狂野两个模式,两种模式间天梯等级互不影响。

在排名模式中,每个天梯赛季持续时间为1个月。 在一个赛季结束后,下个月第一次登录游戏时,你会根据获得你的天梯成绩获得相应的宝箱。不同的等级得到的宝箱内容也不尽一致,包括共有的卡背和根据等级获得的下赛季星级,以及各自不同的标准模式金色卡牌奥术之尘。此外,第一次跻身传说等级时,还会获得一张“这就是传说”卡背。

排名

等级

天梯的25个等级

《炉石传说》中有25个新手等级(50~26级),25个普通排名等级(25~1级)以及一个“传说”等级。每个等级各有其称号与图标,其中50~26级以简化版的随从图标表示,25~2级以随从图像来表示,1级则是旅店老板。新玩家进入游戏后的等级从50级开始,通过在排名模式的匹配对战中获胜获得星星从而升级。一名新手玩家升到25级后无法回到26级以下。

每次胜利会使你获得1颗星星,每升一级需要获得5颗星星。在50~21级,以及20级、15级、10级、5级的0星状态下,即使你战败也不会失去星星;在其他情况下,战败会使你失去1颗星星,而此时若你在该等级中已经没有星星,你就会降级。在50~5级之间,连续获得3场胜利后,从第3场胜利开始每次获胜会获得2颗星星。

在1级满星时获得胜利便会到达传说级别,第一次到达传说级别时会立刻获得“你就是传说”卡背。传说玩家的图标是一颗橙色的水晶。当你成为传说玩家时,你的排名会随着时间和胜负场不断发生变化,但直到赛季结束前都不会离开传说级别。传说级别下,玩家排名会显示在你的图标中央。

文件:Ranked win streak.jpg
Achieving a win streak
等级 等级称号 等级 等级称号
25 愤怒的小鸡 12 战歌指挥官
24 麻疯侏儒 11 王牌猎人
23 银色侍从 10 食人魔法师
22 鱼人袭击者 9 白银之手骑士
21 南海船工 8 霜狼督军
20 持盾卫士 7 烈日行者
19 工程师学徒 6 战争古树
18 巫师学徒 5 海巨人
17 牛头人战士 4 山巨人
16 任务达人 3 熔岩巨人
15 银月城卫兵 2 黑骑士
14 团队领袖 1 旅店老板
13 恐怖海盗 0 传说

注:

  • 因为在二十级以下星星不会损失,所以只要完成一定局数的比赛,任何玩家都可以到达二十级。因此可以说,排名模式真正始于二十级,将排名较低的对手做为踏板从而让自己达到更高的等级。
  • 50~26级是只有新手玩家的“新手村”,这段区间只有同样刚进入排名模式的新手玩家。在这段区间中升级可以在其中获得大量卡包奖励,也能选择跳过这段阶段并放弃奖励。走出新手村后,将不能再回到这段新手等级。
  • 每个等级都可以分为没有星星,一些星星和所有星星三个阶段。一旦玩家在一个等级中获得所有星星,只要再获取一个,玩家就将进入下一个等级,显示一颗星星。然而,失去这颗星星并不会使玩家回到之前的等级,只会将星星移除,使他们处于新的更高级别而没有星星。从这个位置失去另一颗星将导致玩家下降一个等级,并会失去一颗星。
也就是说:任何一个满星的等级与下一个无星的等级相等。不同的是:任何等级的满星只能通过赢得下一场比赛从而达到更高等级;而没有星星的玩家在输掉最后一场比赛后,将会下降到下一个等级(除非你的等级在25~20、15、10、5级中)。
  • 五级及以上的等级不再被授予连胜的奖励星,然而,六级满星时胜利获得的奖励星是可以带到五级的。
  • 如果你拥有一个等级的满星,并赢得一场比赛,所有的星星以及连胜的奖励星(如果适用)将直接应用到下个等级,实现晋升。举个例子,如果你的排名是25级,有5颗星,你赢得下一场比赛,一颗星将直接应用到第24级,使之成为1/5。如果你因为这场比赛的连胜而获得一个奖励星,你将在排名第24级并拥有两个星星(2/5)。

等级图标

天梯等级每级由图标表示;每变更一个天梯等级,图标就会自动更新至你的当前等级。图标由卡牌插画,等级数字和边框构成(狂野模式下图标会多出绿藤),其中,同一段位的等级图标边框相同,不同段位图标边框不同。你的等级图标会出现在自己的对战模式选项上,你的任务栏中以及你的好友的社交栏中你的战网ID左侧。

赛季

每个赛季持续一个月。玩家在这一个月中通过匹配比赛来提升等级,并在赛季末获得宝箱作为奖励。

赛季更替

文件:Season new 5.jpg
你每个赛季的最高等级将会为你下一个赛季赢得奖励星

在每一个赛季的开始阶段,排名将会被重置,此时每个玩家的新排名等于上一赛季的最高排名减四级,传说玩家则会变为四级零星。

  • 例如:一个在旧赛季中最高排名1级1星,且最终排名2级3星的玩家将在下个赛季开始时变为5级1星。

新赛季开始时,当玩家第一次登陆或进入比赛前,系统将显示玩家在上赛季的成绩结算:包含赛季结束时的排名,以及新赛季的初始排名,而玩家的最高排名将显示玩家在该地区活跃玩家中所处的位置。[1]在最后,如果在上赛季在排名模式中获得过5场胜利,系统会展示旧季度的成绩所赢得的#宝箱

匹配

在1~25级间,玩家在进行排名模式时匹配的都是等级上相同或相近的对手。少量情况下,玩家可能匹配到与自己等级差较大的玩家,由于高等级玩家数量较少,高等级玩家更难随时匹配到同等级的玩家。

在传说分段,玩家间的匹配由MMR(通常被称为隐藏分)决定。玩家的游戏水平与胜负影响着自己的MMR,而MMR越相近的玩家越容易互相匹配到。MMR同时还影响玩家在获胜或战败时增减排名的多少。当非传说玩家与传说玩家对战时,一般由MMR来进行匹配。

奖励

宝箱

你在赛季中每赢得一场胜利,玩家面前就会出现宝箱进度来显示距离获得宝箱还差多少场胜利。如果在赛季中赢得5场胜利,在赛季结算时,系统会展示旧季度的成绩所赢得的宝箱。在赛季中,玩家的最高级别每升高一次,玩家将领取的宝箱便会得到一次升级。宝箱以赛季最高成绩计算。

旧赛季等级 宝箱 奖励 折合奥术之尘
传说 海巨人宝箱(传说) 金色普通*3,金色史诗*1,赛季卡背 550
1 金色普通*2,金色史诗*1,25尘,赛季卡背 525
2 金色普通*2,金色史诗*1,20尘,赛季卡背 520
3 金色普通*2,金色史诗*1,15尘,赛季卡背 515
4 金色普通*2,金色史诗*1,10尘,赛季卡背 510
5 金色普通*2,金色史诗*1,5尘,赛季卡背 505
6
文件:食人魔法师宝箱.jpg
食人魔法师宝箱
金色普通*2,金色稀有*1,25尘,赛季卡背 225
7 金色普通*2,金色稀有*1,20尘,赛季卡背 220
8 金色普通*2,金色稀有*1,15尘,赛季卡背 215
9 金色普通*2,金色稀有*1,10尘,赛季卡背 210
10 金色普通*2,金色稀有*1,5尘,赛季卡背 205
11
文件:银月城卫兵宝箱.jpg
银月城卫兵宝箱
金色普通*1,金色稀有*1,25尘,赛季卡背 175
12 金色普通*1,金色稀有*1,20尘,赛季卡背 170
13 金色普通*1,金色稀有*1,15尘,赛季卡背 165
14 金色普通*1,金色稀有*1,10尘,赛季卡背 160
15 金色普通*1,金色稀有*1,5尘,赛季卡背 155
16 金色普通*1,25尘,赛季卡背 75
17 金色普通*1,20尘,赛季卡背 70
18 金色普通*1,15尘,赛季卡背 65
19 金色普通*1,10尘,赛季卡背 60
20 金色普通*1,5尘,赛季卡背 55

赛季卡背

2014年4月的赛季卡背

当玩家在一个赛季中赢得5胜后,便会在月末宝箱中得到当前赛季的卡背

金色英雄

详情请阅读:金色英雄

当玩家使用一个职业获得500场排名模式胜利后,玩家会获得这个职业所有英雄的金色英雄头像。金色英雄类似于金色卡牌,具有特殊动画效果以及金色边框,还能将英雄技能同样升级为金色。

世界锦标赛积分

在每月天梯月末结算时位居前100名(标准或狂野)的玩家会依照自己的排名获得相应的世界锦标赛中国地区积分,以及黄金积分。其中,前10名可以获得3分,第11~50名获得2分,第51~100名获得1分。

天梯等级分布

While the ranks provide a handy guide to your progression within the Ranked play system, they do not directly state your success in relation to other players. However, while ranks change rapidly over the course of each season, by the conclusion of any season a certain percentage of players will have attained each rank. With a knowledge of the percentage of players at each rank, it is therefore possible to state a player's overall ranking within their region's Ranked play competitors.

The following data, released by Blizzard in September 2014,[2] shows the average percentage of active players at each rank at the end of any given season, based on combined data from Ranked Seasons 1-5.[3][4] By comparing your own rank at the end of each season, this can be used to get a rough idea of your overall standing in Ranked play.

  • 75% of players are between ranks 25 and 15
  • 17.5% of players are between ranks 15 and 10
  • 5.5% of players are between ranks 10 and 5
  • 2% of players are between ranks 5 and Legend
  • 0.5% of players are at Legend

This data allows for further extrapolation of figures:

  • Players at or above rank 15 are in at least the top 25% of players
  • Players at or above rank 10 are in at least the top 7.5%

NB: The above figures appear to include rounding up, since the combined total equals 100.5% of players. However, it is assumed this does not majorly affect the overall proportions represented by the statistics.

You're better than you think

One characteristic of this distribution is that players commonly underestimate their true ranking within their region, due to the disproportionately small number of players reaching the higher ranks, as referenced by Blizzard in the title of their report - "You're Better Than You Think!" A player exactly half way up through the ranking system (Rank 13, Legend excluded) may expect to be better than precisely 50% of other players, when they are in fact ranked above at least 80% of their peers.

This uneven distribution across the ranks is magnified even further when the total number of stars is considered, the higher ranks having larger numbers of stars per rank. By this measure the middle rank is Rank 8 and 5 stars - a ranking which is in fact seen by only around the top 5% of players.

When total stars are taken into account, 75% of players can be seen to inhabit roughly the bottom 20% of possible rankings, with the other 80% of rankings populated by the top 25% of players. The true "top half" of rankings is populated by roughly 5% of players, with the other 95% of players occupying the lower "half" of possible ranks.

Perspective

One important factor to take into account is that these numbers include players of all levels of participation. Included are those who have played every single day and spent lots of money and/or gold on packs, as well as those who have barely played that season and who are mostly relying on basic cards.

At the least, these percentages should be considered a reflection of performance, not ability or true potential. Players who find less time to climb the ladder will inevitably end the season with lower ranks, and factors such as which cards are owned, and whether the deck is handmade or copied from an expertly-crafted decklist, will continue to affect the player's success.

Notes

  • A greater variety of classes and deck types tend to be found at lower ranks.[5]
  • Ranked accounts for the majority of games played in Play mode, as of November 2016.[6]

Commentary

文件:Play mode victory.jpg
Every 3 victories in Play mode awards 10 gold

The rank system has certain characteristics which affect the nature and overall pattern of matchmaking in Play mode. Firstly, player ranks are subject to a soft-reset at the start of each season, reducing players to between Rank 25 and Rank 16. Over the course of a season players then slowly progress to higher ranks before their ranks are once again reset. Because players must defeat other players of roughly equal rank in order to gain rank, it is usually a little time after the start of each season before any player reaches Legend rank. Similarly, almost all players can be considered to be below their 'true' rank until well into the season.

One consequence of this is that matchmaking early in a season is a little more random, with players frequently matched against opponents of widely varying ability. As players continue to spread out through the ranks, matchmaking should pair players more accurately with opponents of similar level. This also tends to make competition more fierce early in the season, and easier as the season progresses. A player may only be able to reach Rank 14 a few days after the start of the season, but later ascend to Rank 11 once players have spread out through the ranks. Matchmaking at any level is also affected by the ascendancy of individual players. A player who has fought their way up to Rank 15 may meet a previous Legend rank player, who due to not having played since the season reset, is currently placed at Rank 16, thus providing a surprisingly stiff and rapidly overwhelming challenge from this apparently lower-ranked contender. The consequence of such individual ascent is therefore to reduce the rank of all players encountered during the climb back to their previous rank.

Due to the overall shape of player distribution through the ranks, matchmaking also tends to be most precise at roughly Ranks 20-15 (although this will shift over the course of a season). Matchmaking at these ranks usually succeeds in finding a player of almost equal stars, presumably due to the large pool of players at these ranks. In contrast, at higher ranks it is common to see pairings between players with several ranks' difference, while Ranks 25-21 often feature pairings separated by 2 or more ranks. In both cases this is likely due to a far sparser selection of players from which to find suitable opponents.

Another feature of Ranked play is the win-streak feature. This allows players winning more than two games in a row to gain an extra star each time they win a game, below Rank 5. This is useful for higher-ranked players when they begin playing each season, accelerating their ascent to an appropriate rank, but also acts to drive all players toward higher ranks, in turn further causing the average player rank to improve over the course of a season. The lack of a complementary lose-streak feature also makes uneven play rewarding - win-streaks followed by lose-streaks offer more bonus stars than the overall win:loss ratio, and can cause players to gain in rank even when they lose more matches than they win.

In theory, the win-streak feature may mean that given enough time and the right matches, almost all players would reach Rank 5. Most players at higher ranks would therefore likely end up Legends. Consider that if two Rank 25 players were to face each other continuously in Ranked play, taking turns to win a streak of games before then losing an equal streak of games, each player would in fact slowly gain in rank due to the stars awarded from their win-streaks. Given enough time, these two players would eventually reach Rank 5, without requiring any progression in their decks or abilities. If this type of progression were to occur with a large enough group of players, one would only need to be moderately superior in ability to the worst of these players in order to reach Legend rank. If this model is indeed also applicable to the larger and more random pairings found in actual Ranked matchmaking, it can be considered that there is no 'correct' rank, only the rank which players are able to reach before the end of the season, with longer seasons offering proportionately greater ranking opportunities.

历史

可追溯至封闭Beta测试时期,于1.0.0.4217补丁结束使用的天梯系统的等级徽章,分别代表新手,入门,青铜,白银,黄金,白金,钻石,大师和宗师
最早的时候,玩家每周会基于当周成绩获得奖励星
在封闭Beta测试时寻找对手前的截图。右上角的徽章代表玩家天梯等级,徽章右侧的小按钮用于切换排名和休闲模式,徽章上方的进度条是玩家在等级中的成绩。此外,图中战士潜行者使用的是旧插画。

《炉石传说》在封闭Beta测试时,曾经使用过一种与现在完全不同的天梯系统。在1.0.0.4217补丁中,天梯系统被推翻重做,新的成绩计算方式奠定了当前天梯的基础。

封闭Beta测试

在封闭Beta测试时期,天梯中分为9个等级,每个等级有3颗星,玩家的等级与星数会在排名模式中直接显示。不同的是,输与赢并不会直接影响星数,玩家可能连胜多场才能获得一颗星,也有可能连败而不失去星星。匹配系统更不透明,对手的等级并不会显示给玩家,官方论坛中也有帖子表示排名和休闲对战(当时被称为“非排名”)是可以相互匹配到的。

玩家等级每周重置,此举引来了部分不甚活跃的玩家的不满。等级重置后,玩家本会在次周登录时根据之前的等级获得一个徽章——设计师的本意似乎是想让玩家来收集徽章,用于当做成就系统或产生实际用途,但直到天梯被重制,这个系统也都没有实装。

9个等级分别命名为新手,入门,青铜,白银,黄金,白金,钻石,大师和宗师。玩家间会使用“三星大师”来称呼高等级玩家,这是宗师(相当于现在的传说)下的最高等级玩家。这些图标中的一部分还被用于竞技模式钥匙上。

排名模式曾被成为“每周锦标赛”(Weekly Tournament)。[7]

1.0.0.4217补丁

1.0.0.4217补丁中,天梯系统得到了重做。天梯开始启用26个等级的系统,并将“非排名”更名为休闲模式。新的26个等级包括以随从命名的25~2级(其中25级是最低等级,序号越少等级越高),以旅店老板命名的1级和1级以上的传说级别;每级的星数随着等级提升而从2星逐步变化为5星。新等级系统相较之前的版本更为透明,在对战时双方都能看到对手的等级,但玩家偶尔会发现自己和对手排名差距较大。此外,玩家在排名模式与休闲模式中也有了各自的MMR。

为与之前不明显且波动幅度小的等级变化有所区别,新的系统简单的定义每一场胜利都对应获得一颗星,而每一次战败都会失去一颗星。此外还为连胜加入了一项新规则,从连胜的第三场比赛开始每次胜利玩家可以获得额外的1颗星,直到玩家等级为5级或更高。最后,每周重置的等级改为了每赛季重置,每个赛季的长度定为1个月。这项改动是玩家有更多时间来“爬天梯”,不至于使得抽不出身的玩家有所顾虑。

1.0.0.4944补丁

在《炉石传说》的正式服上线前,1.0.0.4944补丁对排名模式进行了更为深远的调整。其中影响最为显著的一项是,赛季重置不再使每位玩家退回到相同的起跑线,而是依照玩家的上赛季等级而决定下一赛季给予的补偿。在此前的补丁中,每位玩家都会在赛季开始时退回到25级愤怒的小鸡,这会使得传说玩家常常在赛季初匹配到新手,低等级的玩家就会因为遇到太多高手而产生挫败感。而新的补丁使得在上赛季取得良好成绩的玩家可以在下赛季获得奖励——上赛季每上升一级,下赛季就获得一颗奖励星。

这个补丁是封闭Beta测试结束前的最后一个补丁,补丁中还包括了许多其他变更,如玩家使用一个职业在排名模式中获得500场胜利会获得该职业默认英雄的金色英雄,还为游戏加入了卡背。新的赛季开始完全按照现实中的日期来执行,每个赛季都有名称和特殊奖励。

3.0.0.9786补丁

天梯系统的下一次变更在3.0.0.9786补丁中实装,每个赛季末的奖励变为了赛季#宝箱——宝箱中除了奖励星与赛季卡背外,还包含了依照上赛季最高成绩决定的其他奖励,如金色卡牌和奥术之尘等。只有达到了20级才能获得赛季宝箱。

5.0.0.12574补丁

5.0.0.12574补丁中,随着第一个标准模式年度海怪年的到来,排名模式被分为了标准模式与狂野模式两个独立的天梯。玩家在赛季结束时获得的奖励星只与自己两个天梯中的最高等级关联。

7.1.0.17720补丁

2017年2月,随着7.1.0.17720补丁的发布,Zeriyah 宣布了排名模式的最新变化

“我们一直在寻找改善排名模式体验的方法。我们立刻能做的其中一件事就是让‘爬天梯’这件事在完成一个个小目标后更具有成就感。为了让玩家可以更多的对套牌进行测试,并减少玩家可能面对的在高等级时害怕掉级的情况,我们加入了新的排名模式阶梯。”
“当一名玩家达到15、10或5级时,他们不会再从这个等级上掉下去,直到赛季结束,就如同以前的20级和传说等级那样。举个例子,一名玩家到达了15级,无论这名玩家接下来再输多少局,都不会掉到16级去,我们希望这能够使得玩家在等级间拥有更坚实的支撑,不会因失败产生太多挫败感。”

10.2补丁

早在2016年10月,Ben Brode就曾表示设计师们对当前的天梯并不是100%满意[8],他们表示会对天梯进行一次改变,但“还处于早期阶段”。这项改变在10.2补丁中实装。

这次的系统的变化主要在:将之前每个等级升级所需要的不同的星数统一为5颗,以及将曾经“每升一级就在下一赛季获得一颗奖励星”的赛季重置机制改变为“新赛季的初始等级为旧赛季的最高成绩减4级”。这项改变可以使新玩家不会过早遭遇天花板,也能让传说玩家能更快的重回传说等级,而以前的传说玩家赛季重置后会回到16级。

另外的一项更改是,玩家不再需要到达20级才能获得宝箱,而是改为每个赛季中在排名模式下获得5场胜利就可以获得。这项改动保证了新玩家能得到的奖励,但也需要低活跃度玩家保持基本的游戏次数。

Game formats

The advent of game formats in April 2016 brought substantial changes throughout Hearthstone, but perhaps most significantly in its effects on Ranked play. This marked the first time previously released cards had been barred from use in any game mode (aside from the odd Tavern Brawl), and the arrival of Standard format provoked a strong reaction among many players, for the first time facing losing the option to play with a sizeable portion of their hard-won cards.

Where previously there had only been a single Ranked ladder, there were now two separate ladders for Ranked Standard and Ranked Wild, with players able to choose between two different paths for pursuing their laddering ambitions. Players rank's were initially set based on the player's current rank at the point game formats are added to the game, with the two ladders independent from then on.[9]

Trivia

  • The system of minion cards used to represent the ranks does not strictly adhere to any single rule. The main pattern is an increase in mana cost at higher ranks, although this is not entirely consistent; Silvermoon Guardian, Dread Corsair and The Black Knight break the order, the latter quite notably. There is also an increase in rarity at the higher ranks, with Ranks 6, 5, 4 and 3 being epic, and Rank 2 being legendary (Rank 1's the innkeeper presumably trumping even legendary status), but below this the rarity is fairly random, with even Rank 25 being rare, while Rank 8 is a common Basic card. In addition, there is clearly an intention to have less valuable or effective minions at the lower ranks, with the quality, value and power of the minions growing as the rank increases. This fits quite well with the increase in rarity, and is best depicted by Angry Chicken at Rank 25, as well as the innkeeper himself at Rank 1.

Gallery

End of season rewards
Ranked Chest
文件:Ranked Chest victory screenshot.jpg
Each time a player reaches a new highest rank for the season, their chest is upgraded

Patch changes

  • 模板:Patch 5.0.0.12574
    • With the arrival of game formats, Ranked has been split into Ranked Standard and Ranked Wild. Rewards are now based on whichever rank is highest.
  • 模板:Patch 3.0.0.9786
    • A bonus chest will be granted at the end of each season based on the highest rank reached in Ranked Play mode.
    • The gaining rank animation has been updated and lengthened.
  • 模板:Patch 2.4.0.8311 The end of season rank announcement now includes a percentile for the player's success on that month's Ranked play ladder: "That puts you in the top _% of our ranked play players!"
  • March 21st 2014: The remaining duration of the current Ranked season is now displayed upon logging into the game, or entering Play mode. This system was added with Patch 1.0.0.4944, but not activated until March 21st.
  • 模板:Patch 1.0.0.4944
    • During each Ranked Season change, players may now start the new season at a rank higher than the default Angry Chicken rank, depending on the rank that was obtained at the end of the previous season. You’ll receive one bonus star for every rank you achieved in the previous season.
    • The Angry Chicken rank now starts with 0 stars, instead of 1. Bawk!?
    • Rewards for ranked play have been implemented.
      • A special card back will be available each season, gained by reaching Rank 20
      • Golden heroes are now available, gained by achieving 500 wins on that hero in Ranked play
  • Unknown patch: Sound effects have been added when gaining or losing stars
  • 模板:Patch 1.0.0.4217
    • The Ranked play system has been completely redone
      • There are now month long seasons that reset at the end of each month
      • There are new ranks and minion portraits for all levels of play
      • You earn a star for each win and lose one for each loss and your stars determine your rank
      • Players who get to top rank of legend and are in the top 10,000 players have their exact region-wide ranking displayed
      • There will be rewards for playing ranked mode in the future, but they were not implemented with this patch, and will be added at a future date
      • Unranked is now known as Casual
    • User interface:
      • The toggle between Casual and Ranked Play modes is now more explicit.
      • Your player rank (icon and number) is now visible in the friends list, the versus screen and your BattleTag in-game.

References

  1. Zeriyah的推文. (2015-04-01). 
  2. Hearthside Chat - You're Better Than You Think!. (2014-09-18). 
  3. Zeriyah on Twitter. (2014-09-18). 
  4. Zeriyah on Twitter. (2014-09-18). 
  5. Ben Brode on Twitter. (2014-11-12). 
  6. 模板:Cw
  7. Ben Brode的推文. (2015-06-08). 
  8. 模板:Cw
  9. A New Way to Play. (2016-02-02). 


模板:Game modes

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