About the hero favorability system:
I have consulted a lot of QA questions and answers from past quarters and other developer information.
[Since the hero favorability system involves a large number of hero plot settings, it is difficult to directly make all the hero plots, so we plan to improve and provide world backgrounds and plots in other ways to indirectly reflect emotional elements.]
I want to tell the former director [Jin Fukang] and the current director [Robin] [my opinion]:
The conceptual framework system of hero favorability involves a large number of story sets, which does not mean that you can make all the character bond stories in advance, because this is really impossible and the workload is too large.
My plan is to give priority to the development of this system framework,
make the favorability bars of some characters (the workload is huge, not for you to make a huge amount in advance, not all)
make the favorability system bars,
then apply the code to all characters.
Then according to the hero update plan, slowly launch [interactive small bond dialogues between characters]
It is divided into many cycles, and then after the framework is completed, you can try to update the plots of different favorability for some characters.
Why do you make interactions?
Because the interface of my room system is very monotonous, the portrait display is very good, but it is still very monotonous, and it is difficult for players to stay for a long time. After all, [not] everyone is [old pervert].
The only possibility of staying is during the [cooperative expedition-----random matching]
period.
As for the additions of [stickers], [bgm]
, [background] in the content of my room, they should be appropriately updated with auxiliary energy, and the main energy should be placed on other places.
thank you
첫댓글 Here's a good suggestion, so I'm posting a translated summary of the original text.
1. 호감도 시스템 구현 제안의 이유와 방법
- 왜: 감정적 요소와 캐릭터 간 유대감을 더 효과적으로 표현하기 위해
- 전체 시스템 프레임워크 먼저 개발
- 일부 캐릭터부터 시작하여 점진적 확장
- 캐릭터 간 상호작용 대화 시스템 단계적 도입
2. 마이룸 시스템 개선이 필요한 이유와 방안
- 왜: 현재 인터페이스가 너무 단조로워 플레이어 체류 시간이 짧음
- 현재는 협동 원정-랜덤 매칭 시에만 오래 머무르는 상황
- 스티커, BGM, 배경 등은 보조적으로만 업데이트
- 플레이어 체류 시간 증가를 위한 상호작용 요소 필요
3. 개발 방향성과 그 이유
- 왜: 전체 캐릭터의 스토리를 한번에 제작하기엔 작업량이 너무 방대하고 현실적으로 불가능
- 무리한 콘텐츠 제작보다는 시스템 프레임워크 우선
- 점진적이고 체계적인 업데이트 계획
- 실현 가능한 범위 내에서 단계적 구현 제안
I think this is a good suggestion. However, I'm concerned about the resources, as many users consider new story content as their top priority. Would there be enough time and manpower to implement this new system? As we know, story content updates are already significantly delayed.
Due to the word limit for comments, my reply will be in the form of an English picture, sorry.1
Due to the word limit for comments, my reply will be in the form of an English picture, sorry.2
안녕하세요.
건의해 주신 내용을 관련 부서에 전달드릴 수 있도록 하겠습니다.
이 외에도 다른 내용의 건의 사항이 있으시면 말씀해 주세요.
감사합니다.