According to the match judgment, if 4 people cannot be gathered within 3 and a half minutes
then
according to the determined number of matches, an enemy attribute is weakened
[The preset maximum match is still 4, and the weakening is based on the number of matches. For example, if 3 people are matched and it takes 3 and a half minutes or longer, the enemy attribute is reduced by 75%, and the minimum match can only be 2 people]
[Considering the rewards, some people may (the rewards caused by the number of matches are given according to the correction, and the amount of rewards reduced due to insufficient personnel) and thus play multiple times, with the goal of obtaining the final equal total weekly rewards; after correcting the number of people, the rewards are uniformly divided into
Each player, in any case, the final weekly token is 1400 fixed value (normal 4-person match, and less than 4-person match The weekly amount of matching players is the same, and there is no inflation); Normally, 4 people match 100 tokens at a time; if there are less than 4 people, the matching tokens are unified to 50 tokens]
This solves the problem of not being able to play the group due to insufficient matching at non-specific times
The solution is effective, but it may increase the burden on the server; in addition, the attributes need to be adjusted to prevent the problem of brushing the book too fast or too slow; in addition, because the correction of the matching number is a compensation matching mechanism, some new reward driving forces are needed (because Thetis is free); then do we need to increase the monthly purchase of [Thetis Token Box (1400~3000)] to slightly reduce the burden without letting the product show signs of depreciation;
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1. Dynamic matching number determination mechanism
1. Preset 4-person team standard configuration
2. 3 minutes and 30 seconds matching waiting threshold setting
3. Minimum 2-person group activation mechanism
4. Real-time number detection system operation process
2. Dynamic enemy attribute adjustment system based on matching number
1. 4-person full state maintains 100% basic attribute
2. 3-person team triggers 25% attribute weakening mechanism
3. 2-person team activates 50% attribute attenuation scheme
4. Difficulty curve dynamic balance algorithm description
3. Reward correction and distribution system
1. The total amount of weekly tokens is locked at 1400 benchmark
2. Full team single 100 token reward standard
3. Non-full team 50 tokens/time compensation rule
4. Implementation principle of automatic weekly cumulative balance algorithm
4. Server load and battle rhythm optimization
1. Dynamic resource allocation adjustment mechanism
2. Battle duration control parameter setting
3. Dynamic adaptation scheme for skill cooldown time
4. Dungeon clearance time threshold warning system
V. Token economic system upgrade plan
1. Thetis token box commercialization design
- Monthly limited purchase mechanism
- 1400-3000 floating quantity setting
2. Deflation defense measures
- Strengthening token recycling channels
- Dynamic pricing strategy for mall props
3. Player behavior guidance system
- First pass bonus mechanism
- Cross-time matching incentive policy
VI. Abnormal situation handling plan
1. Midway offline compensation rules
2. Malicious matching behavior detection
3. Attribute adjustment range tolerance interval
4. Emergency server expansion plan
Also, I want to see new stories about the Warrior Cult...
thank you(good night...)
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