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Hello, developer; I am Chen, this is my overall analysis and (concerns) of the game:
The overall positioning income of the game in 2021 is 130 million RMB in 7 days
What is the group: casual positioning deciphers the nonsense crowd.
[Disadvantages: one-time content, highlighting low production capacity, and it is difficult to retain players]
The plot is like a good book
I don’t want to read it again after reading it;
Positioning of strong plot narrative
Fissure copy, magic mirror crack (although it is gone), orbital ladder, copy, maze, underground maze, single attribute maze tower, hero maze, ranch, single warrior teaching, world exploration...
All are one-time content
Floating city management, also touched the fur of casual management
Because it was made as a sideline at the beginning, it doesn’t matter if it is not managed well
Because what is sold is the plot
However, the game's production capacity is not high ()
Opening high and ending low (this is the overall trend of the game)
[Module Analysis: pvp]
The pvp content at the beginning of the game [upper limit is five stars, no blessings, engravings, and blossoms]
Relying on the balance between heroes, it is okay to play;
At this time, the pressure to develop is not very great, and you can have a good income by relying on pvp.
【Game Trend: Always implement the logic of deep development】
There are several points for doing this:
① Players feel that they are always catching up and it is difficult to graduate;
② The pressure is always increasing, and the upper limit of enthusiasm is gradually self-consumption;
③ The selling point and reputation of the game are the plot, and the strategy driven by the plot
However, the income does rely on pvp;
Players will have→after the plot is finished, quit the pit;
④ The essential cancer system of the game: the illustration,
Although Kan Gong(GT) is designed by collecting by class (only a certain number of collections are needed to increase its collection degree)
Then the bondage of these, gradually increase the pressure, the numerical gap is like a sky cushion;
⑤ Blessing, engraving (plot planning, the main deep development content),
The upper limit of the special weapon is increased, and the overall character attributes are increased;
⑥ Flowering heroes are opened in batches;
Some six-star crushing, this is the star level;
Exclusive weapons, breakthrough, engraving increases by 30 levels; 6 stars + 20 level upper limit
Hero, breakthrough, blessing increases by 30 levels; 6 stars + 20 level upper limit
→ Even directly destroy the pk experience
(It has been achieved. If you pay for the game, you will win. It is difficult to make up for it and it is difficult to balance it by other means. Timing ⏳ Evaluation: pay to win)
Although: the five-star buff is about to be implemented, this experience is very uncomfortable.
(Platinum: There is a Kali and a Galaxy on the opposite side. You must surrender directly)
Taste it yourself; (From the perspective of non-old players, don’t even mention 72, you can’t even kill the opponent’s skin)
The 44 defense revision is not bad. At least you can practice [6-star, relying on the bombing team, you can also drill one or so (the experience of the new players who blossomed in the last few batches of super low practice)]
[For the improvement of the pvp module and the direction of the new system:]
Please use the cooperative "joint skills" to combine heroes of different buffs and other types to form "public types" that are easy to form, to balance this difference.
Instead of adding a cap,
Players are not fools. Blindly increasing pressure
will only have a counterproductive effect.
ps: When the cultivation was not so difficult before, players were more likely to and willing to pay for the game. (In 2021)
ps: Improvement of monthly card, adding cultivation account cultivation buff, these are OK,
Paid diamond store, these are OK,
However, this can only guarantee that the current main players will slow down the loss.
ps: Hey, now we have to mention the direction of the game "main positioning",
In 2021, when adding new pressure cultivation,
What is the positioning of this module of pvp?
It is auxiliary
The current "gradual deepening of cultivation", what is the "module positioning" of PVP?
It is the main body
What is the vicious cycle of the game?
One-time content → boring period of long grass (boring period after the experience gap, challenge, etc. non-pvp content is quickly consumed) → deepening cultivation (rebellious emotions emerge; newbies are discouraged) → one-time content
→ boring period of long grass
Look at what this is?
It is a cycle, a vicious cycle
How to do the game:
Give up the pursuit of pvp traffic blindly,
Stabilize its own basic market;
Develop "leisure as the main body"
Replace simulation management, home visits, online
Stealing vegetables content;
Realize
Pvp is pushed back to the auxiliary position.
All players have both.
So, pvp players pursue the ultimate pk positioning,
How to let them play leisure content?
Resource transformation:
Coffee grinder: Five uses, then the coffee limit (fixed to 90), but fixed to give 100 [reserve stamina].
Include [Coffee Grinder] in the store purchase (weekly purchase limit of Star Pieces) system (after all, your price is too high, I still feel it is difficult to buy, after all, you only give me 10, I feel like I am being taken advantage of)
This is a store purchase;
Join the farm or floating city social (visit, steal vegetables)
Steal vegetables: Make [Coffee Grinder] according to the stolen materials (not a lot, you can randomly replenish its materials through log tasks) (weekly production limit; the quantity is judged by yourself).
ps: Reserve physical strength, can be stored (at least give some strategic value to players)
It is reserve physical strength, otherwise it is just ordinary physical strength (counting differently).
ps: It is necessary and necessary to make the game biased towards [leisure social] as the main body;
To cover up the huge problem of pvp()
I think this can make the game tend to an upward trend to a certain extent()
However, leisure, stealing vegetables, closed-loop management, and player weight courses need to be learned
There are also resources to be realized through network topology, different servers according to "friend system, number, id to search, database, etc."
[Try your best to achieve it()]
Summary: With "leisure content, adding social communication and interaction between people" as the core, the huge shortcomings of pvp are covered up; the game development or daily attention is focused on "leisure content"; by revising the "coffee grinder (definitely limit purchase or restrict manufacturing)", the strategic requirements of "fragmented storage" of players are met; break the "vicious circle"; there is no need to excessively "produce one-time content"; promote a virtuous cycle between players and developers; in addition, it is recommended to adjust the development strategy; reduce the output of one-time content, and through the above adjustments, realize the virtuous interaction between players and developers in the game ecology, which not only improves player retention and participation, but also lays a sustainable foundation for the long-term operation of the game.
thank you~(Looking forward to the game getting better and better)
good night
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I finally got around to reading the main post using AI translation (along with your other posts as well). It's really great content, though I always have my doubts about whether it actually reaches the developers. Still, as a GT player, I'm always grateful for your ongoing dedication and multi-faceted insights. Take care of yourself in this heat~!
Thank you. It is true that the weather is very hot. I don't know why. Is it because of the hot weather? Or is it because of irregular work and rest and uncoordinated diet that caused my viral low fever and bloating... But I feel much better after seeing a doctor. I plan not to stay up late and reply and think about this suggestion during the day.
https://m.cafe.daum.net/GuardianTales/AgPy/25768?svc=cafeapp
I suggest you take another look at the content of the two personal notes. Because the English translation is more than 10,000 words, I just posted it here. Please download it and check it out.