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Supplementary suggestions on adding monthly cards and buff adjustments (with summary)
To the developer team:
Hello!
In response to the problem of player loss caused by the in-depth development of the "Blooming" content, combined with the previous economic ecology optimization plan, we now add a set of "monthly card + dynamic buff" adjustment suggestions, aiming to balance player experience and revenue growth. First, the core ideas are clearly presented in summary——
Summary of core adjustments
1. Two new monthly cards:
- Large monthly card [Blooming Monthly Card]: Daily account buff includes "Blooming hero fragment acquisition improvement, redstone acquisition improvement (shared times)", priced at 30,700~38,400 won (corresponding to 158~198 RMB);
- Medium monthly card [Growth Monthly Card]: Daily account buff includes "Awakening Stone Daily Times +5, Upgrade to Five-Star Evolution Stone, Daily Reset Times +5".
2. Dynamic Buff Supplement:
- Major events or long-term periods: Ordinary players receive "limited-time short-term Buffs" (such as resource drop bonuses) every day to maintain activity;
- Inactive period: Exclusive Buffs are only obtained through payment, ensuring the value of payment while avoiding the loss of free players.
3. Core goal: Through "paid convenience Buffs", the liver pressure of "Blooming" content is alleviated and player loss is reduced; at the same time, the participation of non-paying players is activated with event Buffs to achieve "retention + revenue" double improvement.
Specific suggestions
1. Monthly card design: Accurately solve the pain points of "Blooming" content
Due to the in-depth development of the "Blooming" system, the demand for resources has surged , and some players have been lost due to "liver overload". The two monthly cards directly target the core pain points:
- [Blooming Monthly Card] focuses needs of the core resources (hero fragments, redstone) of the "Blooming" system, allowing players who invest in the system to reduce the fatigue of repeated swiping and improve the "convenience" of paying players;
- [Growth Monthly Card] covers basic growth lines such as awakening and evolution, lowering the cultivation threshold for all players, especially suitable for the advanced needs of medium and light players.
13,200~19,000won(68~98RMB)
The price corresponds to 158~198 RMB (30,700~38,400 won), which not only meets the "cost-effective range" of monthly cards of similar games, but also improves the willingness to pay through "just-needed Buff" - players pay to reduce "ineffective liver degree" rather than "pure numerical crushing", and the experience is more acceptable.
2. Dynamic Buff: Balance player retention during the activity period and the long-term period
- Major activity period: Use "daily limited-time Buff" (such as doubling resource drops ) to allow ordinary players to quickly catch up with the progress and avoid giving up due to "too big a gap";
- Long-term period (content gap period): Use short-term Buffs to maintain daily activity while retaining the exclusive value of paid Buffs (only available for payment during the non-activity period), so that free players will not feel "abandoned" and paid players will not feel "depreciated".
This design can effectively fill the experience gap in the "content update gap", especially to alleviate the decline in retention caused by "slow update and high liver" of "blooming" content.
3. Value to developers
- Reduce churn: Use Buff to lower the "dissuasion threshold" of "Blooming" content, so that core players are willing to continue to invest, and medium and light players can also find a rhythm that suits them through monthly cards or event Buffs;
- Stabilize revenue: Monthly cards, as "high-frequency and low-amount" payment items, are easier to form long-term consumption habits than single gift packages, and Buffs are tied to "growth rigid needs", and the payment conversion rate is more controllable;
- Optimize ecology: Clearly divide the boundaries between "free basic experience" and "paid convenience improvement", avoid negative feedback of "not being able to play without paying", and take into account business goals and player reputation.
This set of supplementary plans is a refinement of the previous economic ecology plan. The core is "using precise Buff design to solve specific content pain points" - both responding to players' complaints about "Blooming" content and providing the team with sustainable revenue grabbers. I hope to provide a reference for the long-term operation of the game. If there is room for adjustment, I am willing to communicate and improve it at any time.
Sincerely,
Luo Yu (Fanchen)
July 21, 2025
thank you
Guild pvp looks good, but the loss problem of Korean server makes it difficult to attract players with this content, so please control the loss problem...
첫댓글 I agree
thank you
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