The analysis of the six-star gap scoring mode is divided into several aspects:
Deathmatch [Using the illustrated balance system, but;
Six-star crushes five-star, the upper limit of both sides is different]
[Deathmatch. Brawl]
Due to the scoring rules: ranking by blood volume;
Tank heroes can intervene;
Six-star heroes, the gap problem caused by almost no.
[Deathmatch. Passionate Blood]
Due to the scoring rules: to kill 10 people first;
Basically a reincarnation (super hero) team;
Six-star heroes, must win, the gap is huge.
[Deathmatch. Team]
Due to the scoring rules: first 20 points;
Look at the teammates matched, if it is a mother, tank
Basically the victory of the he
If both sides have a super hero team
Try hard to reverse the gap
So, the six-star gap is huge
Regarding the question of 44:
Since you already know that
six-stars must beat five-stars,
then, in the cycle of developing a huge gap in six-stars
the six-star system team must win;
lack of six-star heroes will lose (unless there is a five-star team with a general attack buff bonus, which can reverse the victory)
pay to win
Let me show you a top 100 lineup [almost all six-star heroes]
Thetis Hero Legend:
New players:
Attribute rotation requires many heroes to cooperate.
Thetis is now free 3 times a day;
But it’s useless without heroes()
Breakthrough +15, blessing +15, six-star +20
pvp→lv.135 vs lv.150
Blooming Compass, 100-level redstone copy, can’t beat;
Old players:
New players borrow friends’ heroes (configuration),
→get gold coins and experience.
Make up for the development gap [users who don't pay, attract new players]
>>>So the requirement (assistant system)]
The problem of huge gap in illustrations:
Illustration categories are divided into [basic illustrations] and [exclusive illustrations];
By introducing a [universal resource]
Provide daily online rate, spend [universal resources] to light up, to optimize the [basic illustrations] gap;
Old players still have advantages
Special weapon illustrations [yellow, green] quality;
Bonds [suit connection attributes, five-star special weapon attributes, six-star bond attributes]
<You should know that before there was no six-star illustration
The gap was huge,
So, it is generally not recommended for new players to pvp>
In terms of the main line,
Six-star heroes provide crushing attributes
Old players are very bored,
→It is recommended to restore the difficulty (provide a self-selected difficulty reduction UI, similar to the purple coin radar)
→Difficulty recovery, make full use of the [assistant system]
Borrow friends' heroes,
Make full use of the [assistant system] to develop [social elements]
Lay the foundation for future improvements to the farm
Summary:
- PVP balance: weaken six-star crushing through mode grading and improve strategy
- Assist system: drive resource flow through social interaction to relieve the pressure of new players
- Illustration grading: catch up with basic illustrations + retain depth of exclusive illustrations
- Optional difficulty: take into account both hardcore and casual players and extend the life cycle of content
This solution uses systematic splitting and dynamic adjustment mechanisms to maintain the sense of accomplishment of old players while opening up a clear path for new players to catch up, and ultimately achieve a healthy ecosystem.
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