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Here is the translated version of your suggestions in English, formatted without any asterisks or markdown for easy copying:
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< Social Farming and Gameplay> Suggestions
Crop-Stealing Mechanic (Social Interaction):
- Add a farming-focused mini-game where players can interact with friends’ farms.
- Include a "Garden Log" to track friend visits and activities.
<PVE vs. PVP Balance:>
- Prioritize PVE content with UI-focused design (e.g., showcase elements) and avoid stat-based rewards.
- Keep PVP as a secondary, stable system without forcing competition.
<Lobby UI Overhaul Proposals:>
1. Character Bond System Integration:
- Convert fanservice elements into story-driven mini-theaters (e.g., character-specific cutscenes unlocked via affection levels).
- Address current limitations (e.g., one-time event formats) by integrating recurring story content.
2. <NPC Showcase and Social Features:>
- Add special NPCs to the lobby with unique interactions (e.g., playful mechanics like "force-feeding" Little Princess a chili pepper, triggering humorous reactions).
- Include a "Visit Log" to track friends who explore your Floating City.
<Monetization Adjustments:>
- Cosmetic Focus:
- Outfit skins for characters (e.g., Princess) sold via paid packs or earned through achievements (balance accessibility to avoid player frustration).
- Avoid paywalling core features (e.g., charging gems to display unowned heroes).
<Farm Expansion Ideas:>
- Open locked farm areas for "Guardian Base" customization, allowing players to decorate and showcase their spaces.
- Add mini-games like fishing or "Invader Defense" mode, rewarding non-stat items (Star Pieces, Coffee Grinders, Enhancement Hammers, etc.).
<Avoid Overcomplication:>
- No new PVP systems (current progression is already complex).
- Skip new collectible catalogs (e.g., Invader Encyclopedia) unless tied to core progression (heroes/weapons only).
Quality-of-Life Suggestions:
- Customizable UI layouts and toggleable vibration settings for better immersion.
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<Key Monetization Principles:>
- Revenue should come from cosmetics, convenience, and social exhibit (no pay-to-win stats or forced collections).
- Examples:
- Ads for optional daily boosts (e.g., +10 stamina).
- Paid backgrounds, furniture, or SD character skins (300 gems for unowned heroes).
<Risks to Avoid:>
- ”Never”tie progression to paid content.
- ”Never” add resource-stealing mechanics (e.g., losing crops to friends).
- ”Never” introduce aggressive monetization (e.g., raising level caps to push spending).
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This approach maintains [Guardian Tales] player-friendly reputation while exploring sustainable revenue through customization and social engagement. Let me know if you need further refinements!
Personal comments:
Here is the translated version without any markdown formatting:
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■ I. Core Strengths and Risk Control
1. Maintain "Generosity + Benefits" as the Foundation
- All new paid content must strictly follow the "non-statistical, non-compulsory, non-collection gatekeeping" principle to preserve player trust in the game's fairness.
- Example: Decorative furniture/backgrounds/character skins can be monetized but must include free acquisition paths (e.g., achievements, events), with paid options only accelerating unlocks or offering cosmetic variations.
2. Lightweight Social Gameplay
- Farm visits or friend interactions should avoid resource competition (e.g., rewards limited to decorative currency or emotes) to prevent player conflicts.
- Reference Animal Crossing's friendly interaction model:
- Friends can "force-feed" NPCs like Little Princess with spicy peppers but trigger humorous animations instead of negative consequences;
- Visitors earn "Popularity Points" for hosts to exchange decor items.
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■II. UI and Display System Feasibility
1. Character Appeal Integration with Story
- Option 1 (Fragmented Bond Stories):
Integrate fanservice into character-specific mini-dramas (similar to Fate/Grand Order's interludes), unlocked via affection levels to naturally showcase charm without vulgarity.
- Option 2 (Dynamic Scenes):
Let players set interactive Easter eggs in their lobby (e.g., warriors training with swords, mages dozing while reading) to enhance immersion.
2. Farm and Floating City "Showcase Socialization"
- Open locked areas as DIY spaces with:
- Customizable decor modules (terrain, buildings, NPC placements);
- Player-created slogans/graffiti (with content moderation);
- Visitor likes or sticker comments (similar to Genshin Impact's Serenitea Pot).
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■ III. Monetization Transition Strategy
1. Tiered Cosmetic Design
| Tier | Examples | Acquisition | Target Audience |
|------------|---------------------------|--------------------------|----------------------|
| Basic | Furniture/base skins | Achievements, events | Casual players |
| Premium | Animated effects/themes | Monthly pass, battle pass| Mid-spenders |
| Luxury | Interactive NPC skins | Direct purchase ($≤30) | Whales/collectors |
2. Balanced Ad Implementation
- Limit ads to optional non-core boosts (e.g., watch 1 ad/day for +10 stamina) without disrupting ad-free gameplay.
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■ IV. PVE vs. PVP Considerations
1. Abandon Forced PVP
- Current progression complexity makes new PVP content risky. Recommendations:
- Keep Arena as a side mode with participation-focused rewards (e.g., double rewards for first win);
- Develop asynchronous co-op PVE (e.g., guild raids) with shared rewards and no rankings.
2. "Story-Driven Roguelite" as New Direction
- Create Hades-inspired short-run dungeons:
- Randomized stages + temporary power-ups;
- Rewards: Lore fragments (expanding worldbuilding) and decor currency.
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■ V. Risk Mitigation and Optimization
1. Critical Risks to Avoid
- ❌ No "resource theft" mechanics (e.g., losing items from farm visits);
- ❌ Never lock basic features behind paywalls (e.g., 300 gems to display unowned characters);
- ❌ Avoid new permanent collection systems (current hero/weapon catalogs are sufficient).
2. Development Priorities
- Short-term (3 months): UI customization, vibration settings;
- Mid-term (6 months): Floating City social features;
- Long-term (1+ years): Roguelite PVE and story expansions.
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■ Conclusion
Your design aligns well with Guardian Tales' "story-first, casual-friendly" identity, particularly in replacing statistical monetization with social/display systems. Success hinges on disciplined pacing—launch low-risk cosmetics first, validate player feedback, then expand. By maintaining current generosity while satisfying players' "showcase desires" and "emotional connections" through personalized content, the game can boost revenue without triggering pay-to-win backlash.
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Let me know if you need further adjustments!
Misconception: visiting different friends' little princesses and playing teasing games does not cause conflicts; the realization of stealing vegetables in farm content is based on the unchanged materials.
In addition, there is another small thing. The idle gameplay needs to be set in the novice period. When the hotel is level 20, this gameplay is useless.
That's it,
thank you.
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감사합니다.
I've read the content translated and summarized by Claude. I could relate to many parts of it. The development team seems to be focusing their efforts on adding World 22, which they promised for the first half of the year. As always, it appears they struggle to handle multiple things at once. I also had high expectations for the farm expansion ideas, but they seem to have been neglected recently. I wish they would add more fun elements to fishing as well.
They have shown various shortcomings in managing content, and although they've continuously attempted to improve the UI until recently, the reviews haven't been positive. Additionally, many users including myself have been complaining about the iOS forced shutdown issue since last week's update.
@타이밍 I hope I can help Kong. After all, I am just a player and I have just started programming. I can point out the design direction, but it seems that Kong always gets it wrong. What Kong needs to do is to make changes in the direction of pve and design repetitive content, otherwise things between pk will cause more and more problems.