【WOWS Q&A】2016/09/24

Source:https://thearmoredpatrol.com/2016/09/24/wows-qa-24th-september-2016/
来源↗

Source: Ph3lan (WoWS EU Staff)
来源:Ph3lan(WOWS欧服的工作人员)

1) How exactly does the points distribution system work in game? Ex. you are the last one against 4 ships, enemies are far from 1000 points, your cap is not in danger (so it still generates points for you), there is still enough time but anyway battle finishes. Why? This mechanism makes it impossible to get the achievement of Lonesome fighter.
1) 游戏内的这个点数分配到底是怎么回事?比方说你是最后一艘幸存的船,面对地方4艘船,敌人离拿满1000分还很有很长时间,你这边的占领圈并没有受到威胁(所以依然可以产出分数),离战斗结束还有足够的时间但是战斗还是结束了。为什么啊?这个机制直接让获得“单挑之王”这个成就变成了不可能。

One thing is where enemy counter is, another is where your team counter is. If your team drops to 0… A win is a win and you do not need to sink everyone. While we get that some people do not like this, most prefer a faster end instead of meaningless dragging out of hunt for last survivor.
答:那个分数有两条,一条是敌人的,一条是自己的。如果你们队伍的降低到0了……那你就是赢了,并不需要打沉所有人。我们知道有些玩家并不喜欢机制,大多数人还是喜欢更快的战斗,而不是满地图找最后一个人才能结束战斗。

2) How is this possible: 1 AP hit, penetration, ship has full HP and 0 dmg is done? Please, see the screenshot documentation of the situation here: http://forum.worldofwarships.eu/index.php?/topic/56867-otazky-pro-wg/page__st__20__pid__1205447#entry1205447
2
) 这是怎么回事:AP弹命中,船的血量是满的,但是没有造成任何伤害?请看截图:hvdxzcg

Already destroyed module (AA gun etc.) ate the shell. Most likely.
很有可能是某个已经被摧毁的模块(AA炮之类的)吃掉了这发炮弹。

3) Do you plan any change in spotting system to make it similar like in WoT (XPs for helping team mates to deal dmg etc.)?
你们有计划改动点亮系统吗,把它弄得像WOT那样(帮助队友造成伤害之类的?)

Check out the 0.5.12 public test
请看0.5.12的公开测试服

4) Do you plan letting players turn off chat including “F shortcuts”?
4) 你们有计划让玩家关闭聊天吗,包括那些“一键喷人”?

We may do it in the future, if there will be feedback in that direction – so far though it does not seem it is demanded too much.
如果以后大家有这方面的反馈的话,我们有可能会做的——但是现在的话我们好像没有看到那么多的需求。

5) Is there any chance that the battle mode where players must cap the bases in the middle of the map could be taken off the game? Big part of players doesn’t really know what’s going on there and the rest is afraid to go anywhere. Such battles usually end in 8 mins and it’s not fun. Could it be replaced by something like “annihilation mode” where players would be getting points for each enemy ship they sunk and if the battle would be about to last for more than 20mins points would indicate the winner (but without capping bases)?
5) 那个玩家必须占领地图中间的基地的模式会被删除吗?很多玩家都不知道在地图中间发生了什么,而其他人都不敢靠近。这种战斗一般8分钟就结束了,而且没什么意思。能不能弄一个“歼灭战”,就是大家通过摧毁敌方船只来获取分数,然后战斗时间大于20分钟,而最后的分数才会决定哪一方是赢家(而不需要占领基地)?

In 0.5.11 we have replaced this system with Epicenter mode – which should motivate teams to fight for the zone a bit more. So far it seems that the amount of capping victories in this mode is not too high.
在0.5.11中我们推出了一个震央模式—应该可以刺激两个队伍去争抢这片区域。现在看来的话这个模式通过占领而获胜的数量不是很高。

1. Why did you back out of a dedicated MM for tier VII CV’s?
1. 为什么把航母的分房保护改回去了?

Backing out of that would mean we planned it and abandoned it. We did not
改回去的意思是,我们曾经计划过,而后来放弃了。问题是我们没有。

2. Are you planning to introduce a more advanced planning layer to the gameplay? Something that would draw a line of attack and defense, manouvers, etc on the tactical map?
2. 你们有计划给游戏体验加入一层更加高级的计划方面的内容吗?比如说可以在战术地图上画一条攻击,防御或者是机动的线?

Maybe something like that could come handy in more team-oriented modes in the future, but definitely not planning that for now for Random battles. Would be too messy.
也许在未来的更加注重于团队合作的模式中这个可能会很有用,但是随机战斗是肯定没需要的。

3. What are the plans for developing weather effects? Waves, temporary damage done to the ships, etc..
3. 对于天气效果的开发你们有什么计划?海浪,对于船只造成的暂时性伤害之类的。

While we want to make weather more spectacular, we also do not want to fry lower end computers So working on it, but it is a thing for long run.
我们的确是想把天气弄的更加壮观一些,但是我们也不想把老爷机烧掉。所以我们还在长期计划的层面上搞这件事。

4. Are you planning to introduce a global +-1 MM rule for all classes and tiers?
有计划给所有的船只和等级上实装±1的MM吗?

No
没有。

5. What are WG’s plans in therm of the ARP content? Is it only about collecting them or is there a bigger plan?
5. WG对于接下来苍蓝的内容有什么计划?现在的话是只有收集性的内容还是说你们有更大的计划?

While ARP content is highly welcome, it’s also part of a partnership which has its limitations. As you might have heard from our announcement on TGS, we are currently working on content in collaboration with High School Fleet. Let’s see where that takes us when we get there.
虽然大家很喜欢苍蓝的内容,但是我们的合作还是有一些限制的。你也可能听说了,我们在TGS上宣布我们会和高校舰队进行联动。等到时候再看看吧。

6. Do ARP missions have other ships in plans, other than Kongo and Myoko?
6. 苍蓝的任务还准备要出其他除了金刚和妙高级以外的船吗?

Only collecting them.l Unfortunately the amount of ships in series was kida limited mostly to Myoko and Kongo classes.
现在只能收集船只。我们能出的船现在被限定在了妙高和金刚级上。

1. When the clans will be implemented, with the flags from the ship nationality and the commemorative ones, will we be able to have also one with the clans emblems ? A bit like in WoT and the clan emblem on the front of the tank.
1. 什么时候才实装军团啊,船上以后除了国旗,纪念性的旗帜以外,能不能悬挂军团的徽章?就像WOT里面把军团徽章弄在车正面一样。

We are aware of the popularity of showing Clan insignia, no worries. When Clans come, we will try to include a way how to show Clan symbols as well
我们知道大家都很想展示军团的徽章,别慌。等军团实装的时候我们会想办法让大家展示军团徽章的。

2. Do some scenarized mission are scheduled. It could be like this : a group of players gather up against an historical formation of ships that they will have to fight against. Like for exemple fighting against the Yamato and her escort ? Fight against the IJN fleet in Guadalcanal ? etc etc.. Create some PvE missions against another nation to have a “almost-historical”, with a bonus point if the players ships are from the same nation.
2. 你们有计划要出场景任务吗,比如说一群玩家聚在一起,然后面对一套历史阵容。比如说玩家VS大和和她的护卫舰(坊之岬海战)?或者是瓜岛海战?之类的。然后做一套“几乎是史实的”PVE任务让玩家打,如果玩家都是开同一个国家的船的话还有经验。

We are looking into widely understood PVE content, as there is a certain group of players who prefer to play only cooperatively or even solo against bots, rather than play against other humans. What we’re working on cannot be disclosed at the moment, but we’re really interested to see your feedback once we’re ready to roll these elements out.
我们在试图研究PVE的各种可能性,因为现在有一些玩家只喜欢打CO-OP,或者是一个人去Solo那些Bot,而不是和别的玩家一起玩。我们现在在搞的东西还不方便说,但是我们十分想在这些内容上线后听取到玩家的反馈意见。

3. Will it be possible to have a foghorn to honk on the seas ? We can hear it when we collide into an ally, but it could be useful to use it before ! It has been created in this purpose. So yeah, there might be some players abusing it and some concerts of horns during the first week of their release, but it could be fun !.
3. 会不会有能在海上行驶的时候可以拉响的雾号啊?现在的话撞到队友上能听见,但是为在撞击之前用不上更好吗!你看,雾号这个东西就是干这个用的啊。虽然有些玩家可能会在这系统实装第一周的时候瞎TM按,但是有这个东西还是很开心的啊!

Mmmmmaybe. No guarantees.
也许会有吧,但是不做任何保证。

4. When does the IJN bombers will receive a replacement for their HE bombs as they’re almost useless, by other bombs such as some AP ones that they used in Pearl Harbor ?
4. IJN的舰爆会有其他的炸弹吗,因为现在的高爆炸弹一点都没用。比图说在轰炸珍珠港的时候用过的AP炸弹?

In Pearl Harbor, IJN used 3 types of bombs:
800kg AP bombs, which were designed for level bombing of a static target
242kg fragmentation bombs
250kg Semi-Armour Piercing bombs
Neither were in fact that effective and IJN struggled with their planes needing more hits to do substantial damage – standard bomb carried by US Navy dive bombers was 1,000 lb – 500 kg.
So… USN has better dive bombers, IJN has better torpedoes. Fair deal, no?
在珍珠港的时候,日本用过三种炸弹:
800kg的AP炸弹,本意是对固定目标进行水平轰炸的
242kg的碎片炸弹
250kg的半穿甲炸弹
这些其实没一个好用的,而且当时日本也很头疼,因为他们需要炸好几次才能炸出实质性的伤害—而美国海军舰爆的标准炸弹是1000磅,大概就是500公斤。
所以……美国的舰爆更强,而日本的鱼雷更好。你看,这不是很不错吗。

5. Is it one day scheduled to implement the crews on our ships ? I’m speaking on a visually, seeing them move on the decks, on the AA guns etc..
I know that during battles there will be some crew dead and the game will lose is “all public” classification, but why not making them disappear when the section or the module of the ship is damaged/destroyed, so no need of blood, and we would stay in the politically correct.
Cause it’s a bit sad to see those huge Montana/Yamato for ex empty.
5. 以后有没有机会在船上实装乘员?我指的是能够拿肉眼看到的乘员,还有那些操纵AA炮的。我知道在战斗的时候可能会有乘员死掉,然后我们分级上就不是“全年龄”了,但是直接把那些被摧毁的模块上面的乘员改消失就好了嘛,不需要留学什么的,然后我们依然还是政治正确。

No crew in battle. Soon though you will have crews in port – in battle, everyone is anyway huddled under the armor and when big guns fre, even AA crews have to take shelter
战斗中是肯定不会有乘员的。但是以后在母港中就有了——在战斗中的话,大家在主炮开火的时候都是躲在船里面的,就算是防空炮的乘员也要躲起来。

Any information about the training room being available without the need of a modification?
什么时候可以不用mod就进入训练房啊?

Not for now – but as far as modification goes, both trainig rooms and replays are included in our new Modpack. Try them out!
现在的话暂时不会出—但是现在mod的话包含训练房和录像功能,我们官方的mod整合包中也包含了这些mod。去试试吧!

Are there any plans to adjust the high-tier economy and reduce repair cost or was that a one-time “event”, that we had?
你们有计划要对高阶战斗的经济做出调整,并且降低修理费吗,还是说当时的那个只是我们实行的一次“活动”?

The event was done to test things, we are processing the results. It is possible there will be more tests on different regions to see how they will influence the player’s behavior.
这个活动的主旨是让我们来测试东西的,我们现在正在处理结果。未来有可能会在不同的地区进行更多的测试,以观察这些活动会怎么样影响玩家们的行为。

Is there going to be a better antialiasing coming for WoWs? With FXAA it is not looking very well.
WOWS以后会有更好的抗锯齿技术吗?现在的FXAA好像看起来不是很好啊。

In time, yes. See the next question.
以后会有的。看下面。

What are the plans regarding the graphics engine in general and especially about the GUI scaling for WGHD and 4k screens?
关于图像引擎有没有什么计划,尤其是针对WGHD和4k屏幕的GUI缩放?

This is one of the topics we are working on., especially as number of hardware configurations that support this increases. Stay tuned.
我们现在在搞这些东西,尤其是现在支持这种配置的硬件数量在上涨。请静候佳音。

The different regions are treated differently. For premium goods it somehow makes sense, but especially XP bonus evnets (x2 or x3 weekends) and different discounts per region are very annoying. Why is that still different and not unified for all regions?
现在不同地区的待遇不同。金币的东西还能说得过去,但是那些周末的奖励活动(双倍或者是三倍的周末)以及地区特定的折扣还是非常烦人的。为什么这些东西就不能统一起来呢?

These events usually balance themselves over time. Just consider: In Europe, we have different important days than in USA or in Russia. Where we give bonus for gamescom, RU gives bonus for their major expo – where we have St. Patrick’s day as a rather popular thing, Russian server has the Navy Day which in turn would have no connection here.
这些活动应该是会随着时间推移而自己互相平衡掉。你想啊,在欧洲的话我们的节日和美洲以及俄罗斯都是不一样的。我们可能会因为Gamescom就实施奖励活动,毛服会因为有大型展会而有奖励活动——而美服有圣帕特里克节的活动,而人气还是很高的。毛服的话有海军日,而他们的这个节日和我们没有一点的关系。

Will be introduced the penetration per distance in the stats of the ship, within the port, with ammunition AP / HE or it will only appear in the videos of some boats like so far?
以后会在母港的船只属性界面中加入AP/HE弹的穿深距离衰减数据吗,还是说只会像现在的视频中出现?

We are considering how to show this to players – penetration dropoff over distance is significant enough in tanks, with ships firing at distances a scale of magnitude longer displaying this understandably is a challenge.
我们还在考虑要怎么样把这些数据呈现给玩家—穿深衰减在坦克中就已经很重要了,而船只要在更加远的距离上开火,想要把这些数据呈现出来其实是很有挑战性的。

Are we going to introduce in the client the class boat on the minimap?
以后会把在小地图上显示船型的功能实装进客户端吗?

Maybe. For now, you can find this function in our new modpack in the Minimap section!
也许会吧,但是现在的话我们的mod整合包中的小地图那一块就已经有这个功能了!

If a player crashes against a ship in process of sinking, this ship won’t move. It’s like crashing against an island and players will get stuck being no able to move. Why? Are we going to change this?
如果玩家撞上了正在下沉的船只的话,那艘正在下沉的船只是不会动的。就像是撞上了一个岛屿一样,玩家也动不了。为什么呢?以后会做出改动吗?

Mostly because having the sinking ship interact is too much bother for too little gain for no. Maybe in the future, but we have bigger fish to fry.
最大的可能性是因为要做出与沉船的互动效果太得不偿失了。以后也许会有吧,但是现在我们还有很多要干的事。

1. Are you planning to do anything about kagero? Is it possible to say at least, you are looking into it?
1. 有计划对阳炎做出什么改动吗?或者说,你们有考虑过吗?

Yes, we are doing something about Kagero – she is moving to Tier VIII, with appropriate adjustments. However since the question is not too specific, hard to tell what was the intent – and whether you will be happy with the change or not
对,我们现在的确是正在对阳炎动手——阳炎会被放去8级,并且还会进行一些调整。然而你这个问题并不是很具体,所以我也不好说你这个问题是关于什么的——也就不知道我们这么改。

2. DD’s are using dual purpose guns and when you use it as main battery, they keep shooting as AA and it is not realistic. Are you planning to change this?
2. 驱逐舰的高平两用炮在开火的时候还能进行对空射击这件事是非常不真实的。你们有计划做出改动吗?

This is a gameplay mechanic and for now we are not planning to change this – it would just increase the complications DD skippers face without really adding anything to gameplay.
这是我们游戏体验机制的一部分,现在并没有计划要做出改动—这只会对那些跑去玩驱逐舰的玩家带来更多的困惑,而且对游戏性也不会有任何的影响。

Does doing damage worth 50% of full HP of a tier VI ship give the same amount of XP as doing the same to a tier VIII ship (providing that you are sailing an equally tiered ship)
对6级船造成50%血量的伤害和对8级船造成50%血量的伤害所获得的经验奖励是一样的吗(假设玩家驾驶的是同一等级的船)

No. It does not. There is a specific scaling the reward system follows – generally low tiers are less valuable than high tiers in this aspect. We will however not disclose exact numbers.
并不会。奖励系统有一套非常特殊的换算比例—一般来说低级船比高级船的奖励要少。然而我们不会公布具体数字。

Is there a chance to see the equations responsible for XP and credit earning?
我们有机会能看到经验和银币的获取公式吗?

No. Both because the equation is quite complex and because it’s a formula that we’re constantly improving. If we share the version now, there will most likely be changes to it with the next game version, and the following one, and so on. We constantly improve the system, but we assure you we’re aiming it to be as fair as possible and include more and more factors, such as rewarding support actions in the upcoming update.
不会。因为这两个公式都很复杂,而且我们一直都在改进这些公式,也许下一个版本就会对公式做出改动,之后的又改,又改,改改改改。我们一直都在对系统做出改进,但是我可以保证,我们的目标是让这套系统变得尽量公平,而且我们会在公式中包括越来越多的参数,包括接下来补丁中要实装的点亮辅助伤害。

Are you going to add penetration and normalization values to the in game stat cards
你们会给母港的数据中加入穿深和转正数值吗?

This is a tricky one. We want to display as much information, as possible, but naval gun penetration is rather complex matter, far more so than with tanks – as it is very dependant on the distance to target and other factors. So the question is how to display it the best way possible.
这个问题很复杂。我们的确是想显示尽量多的信息,但是海军主炮的穿深是很复杂的,比坦克复杂很多—因为要牵涉到与目标的距离以及其他的参数。所以现在的问题是如何用最正确的方式来呈现这些数据。

Just to give an example, here is a bit of historical data on the US 16”/45 battleship gun – you will note how wide is the range of penetration values depending on range to target http://navweaps.com/Weapons/WNUS_16-45_mk6.php
我举个栗子,链接中是美国的16寸L/45战舰炮—你可以看到由于和目标的距离不同而导致的穿深值有很大的不同。

Are you planning to make the daily mission more interesting than they are now? They don’t motivate too much the way they are right now
你们有计划把日常任务弄的比现在有意思吗?现在的话好像玩家并没有什么动力去做这些任务。

We are planning to add a completely new mechanic to replace daily missions altogether. It will have nothing in common with the current mechanic. The daily missions are not meeting our expectations and we want to try out something new. At the same time simpler to complete regardless of class you enjoy playing, as well as providing way more interesting rewards that you, as players, should be looking forward to.  You may remember the supply boxes we presented during gamescom – that was just a rough draft of the animation, but we plan to include that mechanic in the default daily reward system and we’re putting a lot of work in making it happen this year. The purpose of “daily quests”, so something you can be sure you’ll be able to do whenever you log in, will stay for sure, but the execution will be largely improved both visually and mechanically. We’ll share more details on this in the coming weeks.
我们计划要加入一个全新的用来替代日常任务这个系统的机制。这个机制和现在的没有任何的关系。但是同时无论你喜欢开什么船,完成任务都会比以前更加简单了,玩家们应该很期待这个系统才对。你也许还记得我们在Gamescom的时候公布的补给箱系统—那只是奖励动画的一个雏形而已,但是我们的计划是把这个机制包含在每天的日常奖励系统中,我们现在正在很努力的想办法让这个系统在年内上线。这个“日常任务”的概念,就是让你每天上线的时候都有事情干的概念,肯定还会得到保留,但是执行这个任务的过程会从机制和视觉效果两方面进行大幅度的强化。接下来几周中会公布更多的信息。

Is it possible to change the colour scheme of the ship names to some other than white so that it wouldn’t blend in with the environment so much?
能不能把船只的名字从白色改成别的颜色啊,这样就不会和背景色混在一起了?

This is more like suggestion than a question – I mean yes, everything is possible and our UI team works on better display of everything – and you can already also turn to the mudpack to change some of the visual settings in game.
这更像是个建议,而不是问题—没错,的确是可以这么弄,我们的UI团队正在想办法改进所有视觉内容的效果—现在的话可以通过我们官方的mod整合包来调整游戏内的一些视觉设定。

1) When are you going to implement the depot into the game?
1) 什么时候给游戏加入仓库功能啊?

We’re working on having it later this year, as it’s an increasing priority to allow players to properly manage their inventory. We want to do it in a way that will be a good user experience and that requires additional work from what we’ve got at hand right now.
我们现在在努力让它在今年年末就能上线,因为让玩家能够更好的管理他们所持有物品的重要性在逐渐的上升了。我们想让它以一种良好的用户体验的方式来呈现,而这样做又是一些额外的工作量。

And will there be also something like barracks in WoT for the ship crew?
WOWS会有像WOT的兵营一样的系统吗?

We already have the Reserve system, so not sure what the point is here
已经有后备舰长系统了啊,我不知道你这问题问来是干嘛的。

2) Do you plan to work on better balance of DDs’ number in the game? There are often too many of them on one side. And what about the tier III battles where MM places ships will zero AA in the battle with 2 CV of tier IV against them? Placing the same ships into the other team does not solve the situation because the battle result is in fact in hands of CVs only.  The other extreme is then putting tier VI CVs against VII and VIIII ships (while many of those are US CAs with very strong AA). Do you plan any improvements here?
2) 你们有计划要对游戏中的驱逐舰数量进行进一步的平衡吗?现在经常会出现某一队的驱逐舰数量过多的问题。还有那种MM把没有任何防空的3级船放进4级房,并且需要面对两个航母的情况又怎么办?把同样的船分在对面也并不能解决问题,因为战斗的结果其实是由航母来控制的。另一个极端情况是把6级航母分去和7级,8级船对打(而许多美国的巡洋舰的AA都很强)。你们有计划要做出任何的改进吗?

Destroyer numbers are already balanced – you should not have more than 1 destroyer difference, and the number of their top tiers is also balanced.
As for ships with poor AA, they are also on Tier IV – it is just the thing of the times. Many navies underestimated the need for AA / did not have funds to upgrade and ship construction overall is full of compromises. If you have a ship with poor AA and there are carriers in the game, try to stick to friendly ships with good AA or even ask the carrier for assistance.
With Tier VI carriers in a VIII battle, you have to pick your targets carefully – but the same applies for any other outtiered ship. You may have to maneuver a lot to get into a favorable position, however you can always avoid the cruisers – and one of the best things you can do is often to hunt for their destroyers. Might be harder, but the rewards are also higher.
驱逐舰的数量现在已经很平衡了—现在两队的驱逐舰数量差应该不会大于1,而且顶级驱逐舰的数量也是对等的。
关于那些防空很差的船,其实4级也有啊—那些其实只是大环境造成的而已。许多海军低估了AA的重要性,或者是根本就没钱去升级,而且造船其实是一个大量妥协的过程。如果你开的是防空很差的船,而且游戏中又有航母的话,想办法和那些防空不错的队友呆在一起,或者是让航母掩护你。

3) When will you fix the chat in the port? The msgs are not displaying properly.
3) 什么时候修复母港内的聊天啊?现在信息显示都不正确。

We are aware of the issue, but it’s not a key priority right now. The UI is subject to constant improvements and we hope that we’ll find time soon to deal with this.
我们知道问题是什么了,但是现在优先级不是很高。这套UI会一直进行改动,我们希望在未来能够有时间来解决这个问题。

4) Why there is not dmg dealt by each player displayed in the table after the battle? We would like to be able to check how enemy team was doing and how much dmg each player of both teams dealt.
4) 为什么在战斗结束后的表格中看不到每一个玩家所造成的伤害?我们想看到敌方队伍打的如何,而且还想看到两队玩家中的每一个人都造成了多少的伤害。

It’s something we can consider. No promises though.
可以考虑出,但是不做任何保证。

5) Do you plan to add CV’s class YORKTOWN (CV-6) (USA)? And do you think about remaking and improving the aircraft of BOGUE , INDEPENDENCE and SAIPAN or at least TB aircraft on US CVs? It’s bad to play with 0 TB aircraft on US CVs against 2 on Japanese CVs.
5) 你们有计划加入约克城级(CV-6)航母吗?你们有考虑过重制并且Buff博格,独立和塞班的飞机吗,或者至少是把美国航母的舰攻改改吧?没有舰攻的美航对上有两队舰攻的日航是很蛋疼的。

We definitely plan to add as many legendary ship classes as possible – the “big three” of Yorktown class would definitely be nice to have, same as Japanese carriers based on repurposed battleship  and battlecruiser hulls.
我们肯定会尽可能多的实装那些传奇性的船只——比如“约克城三巨头”如果实装了肯定也很好,日本那些基于战舰和战巡改装的航母也不错。

As to the plane loadouts, the main accent of US carriers was always on fighters and dive bombers – torpedo attacks were more of Japanese navy field of expertise, however we track feedback on all aspects of game including the air group composition.
关于飞机的配载,美国航母的主要侧重点就是舰战和舰爆——鱼雷是日本海军的特长,然而我们的确是会收集游戏所有方面的反馈,包括飞机的配置。

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