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I. Analysis of the Problems of the Existing Physical Energy Purchase Mechanism
1. Contradiction between the Purchase Frequency and Diamond Consumption:
You can purchase physical energy 20 times a day, and the price increases by 100 diamonds every two times (up to 500 diamonds/time). You need 8,000 diamonds to purchase the full amount in a single day to obtain 1,000 physical energy.
2. Core Problem:
High frequency of direct purchase of diamonds leads to the depreciation of both physical energy and diamonds, which fails to solve the imbalance between resource supply and demand and makes the paid experience rigid.
II. Physical Energy System Reconstruction Plan: Dual Track System and Strategic Item Design
(I) Dual Track Positioning of Physical Energy and Reserve Physical Energy
1. Self-recovery physical energy:
- Upper limit 90, naturally recovered over time (10 minutes/1 point), used for daily basic consumption.
2. Reserve physical energy:
- A strategic resource independent of self-recovery, exchanged through "reserve coffee grinds" (5 packs = 100 reserve physical energy), the upper limit can be set to 3000 (or linked to the upper limit of self-recovery).
(II) Core paid item design
1. Coffee grinder (upper limit +1, upper limit ends at 90, and only adds usable "self-recovery of physical strength"; every five can be used);
- Instantly replenish physical strength (for example, replenish "self-recovery of physical strength" of "1/2 upper limit amount" points"), as a daily item, the daily purchase limit is optimized (such as 3 times), and the cost performance needs to be higher than the original direct purchase. (50,50,100;💎)
2. Reserve coffee grinder:
- Limited acquisition (weekly purchase limit/"social interaction, stealing, crafting" and other redemption), 5 packs are exchanged for 100 reserve physical strength, which is used to stock up for high-yield activities. [I personally think that it should be set to 10-15 packs]
3. Limited-time efficiency grinder (account item, warehouse use):
- Rarity is equivalent to "reset stone", after use, the physical strength recovery speed is +25% "within one week", stacking is prohibited, and it can only be obtained through major events or limited krypton gold (such as Platinum Pass (end of the year)/season rewards).
III. Linkage design between social system and physical system
1. Social visit mechanism:
- Visiting a friend's base can "steal" ground powder or fragments with a probability (such as 40% probability of stealing 1 pack, limited to 3 times a day), and the stolen party will receive compensation (such as star pieces/friendship points).
2. Guild mutual assistance system:
- Guild warehouse supports donation and exchange of ground powder, and sets a weekly limit;
3. Ground powder production (weekly limited production):
5 packs: 40 small stones, 2 coffee seeds.
4. Cumin powder, chicken (etc., produced by livestock farms;)
(produced by vegetable farms;)
Sweet floral chicken (chicken drumstick): used to give gifts to princesses when visiting homes, random treasure chests (50💎, 50,000 gold coins (limited to 1 time per day), 2 star pieces, 1 grinding powder/2 grinders, 500,000 experience crystals, 40 weapon crystals, target: achieved 3 times, 1 level 50 strengthening hammer (4 times per week))
Bell peppers-farm growing
Healthy pepper flower cake (bean cake): used to give gifts to princesses when visiting homes,
(although this will make the princess of friends sad), Rolandin's reward (30💎, 50 weapon crystals, 1 grinding powder (limited to 3 packs), 20 hero crystals (limited to once), target: achieved 3 times, 50 redstone fragments (once a week))
IV. Key points of economic system balance (user emphasis points)
1. Diamond consumption diversion (changed to weekly limit):
- Diamonds can be purchased 20 times a day, with a high cost-effectiveness gradient for the first few times (100/200/300 diamonds), and a new optional guide-turned setting product: weekly purchase limit grinding powder gift pack (300 diamonds = 5 packs, limited to 2 times/week).
2. Stamina value (player prediction) anchoring:
- Reserve stamina is oriented for free disposal (), and self-recovery stamina is used for daily use to avoid mixed use of resources and depreciation.
3. Rare props quantity control:
- Limited-time efficiency grinder strictly limits the number of acquisitions (such as 1 every 6 months) to ensure that its strategic value is not diluted.
4. Include "grinder" or "grinding powder" in the purchase system.
Grinding powder has more strategic value,
Grinding machine is one level lower in value.
V. Summary of user core demands
- From "numerical direct purchase" to "strategy management": through dual-track stamina + props stratification, let players independently plan resource usage scenarios (daily/activity).
- Strengthening social stickiness: With "stealing food/mutual assistance" as the core, the physical system is bound to social interaction to enhance player retention motivation.
- Healthy diamond economy: Reduce the monopoly consumption of diamonds by direct physical purchase, and disperse the expenditure scenarios through multiple payment points (grinding powder/efficiency props/social mutual assistance and visits).
Isn't this a good way to "not force krypton" and "promote consumption"?
thank you~
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