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To the Guardian Tales development team and all Guardians:
Today, I'd like to share a plan for adjusting payouts based on the progression rhythm of the Flowering version. The core idea is simple: to help players avoid unnecessary mistakes and save costs through reasonable spending, while also increasing willingness to pay by precisely matching players' needs, ensuring developers receive a reasonable return on their investment. After all, a healthy payment ecosystem is the foundation of a game's long-term success.
1. Passes: Balancing Value and Scarcity
The pass is the core vehicle for players' daily investment, and adjustments are focused on "increasing perceived value":
- The World Pass will replace the bonus character "Claude" with a character of your choice, and will also add 500 Red Shards. For new players, choosing a character will help them adapt to their lineup more quickly; for veteran players, Red Shards can be used directly for Flowering progression, avoiding wasted resources. - Platinum/Gold Pass resource allocation optimization: Platinum grants 300 Redstones per stage (to maintain scarcity and prevent inflation), Awakening Stone gift boxes are differentiated by level (Platinum corresponds to level 80, Platinum corresponds to level 100), and Magic Crystals are increased from 80 to 400, effectively reducing the need for character development.
- Added a new Costume Pass (medium-priced), enhancing the value of the paid upgrade through a visual change like a "pager changing from gray to purple," making appearance-seekers willing to pay for the sense of exclusivity.
II. Character Development Packs: Targeting "must-have" characters to reduce blind spending
After the Bloom update, characters like Ginga and Kali have become core characters in the mainstream lineup, and the packs are designed to directly address the need for "targeted development":
- Newbie/Must-Have Character Packs: Exclusive Bloom Packs (medium-priced) are available for Ginga (who has a high penetration rate in the newbie pool) and Kali, eliminating the need to pay for irrelevant characters. "Blooming Stage Optional Packs" (higher-priced) are available to match different development progress levels and avoid resource overage. - Competitive/Deathmatch Packs: For dedicated PVP players, we offer a "Competitive Character + Special Weapon Pack" (high price) and a "Deathmatch 3 Character Pack" (medium price). These packs come with full blessings and engraving materials, and are limited to three purchases (each purchase is enough to fully raise one character). New players no longer have to worry about who to raise for competitive play, and veteran players can quickly strengthen their roster with more accurate spending.
III. Accessories and Materials: Tiered Supply, Balancing Essential Needs with Value
Accessories and materials are key areas of development, and the pack design emphasizes "tiered satisfaction":
- Accessories Sets: Epic tiers (Black Crown, Fortress Ring, etc.) are mid-to-low priced, while Extraordinary tiers (Dusk Ring, Ice Ring, etc.) are mid-priced, and both are limited to one purchase. This allows average players to acquire core accessories at a low cost, while also providing a convenient channel for players pursuing top-tier builds, avoiding the waste of repeated dungeon runs. - Material Packs: The "Basic Growth Pack" (medium-low price, contains a large amount of gold and experience) exclusively for new players lowers the entry barrier; the "Thetis Hero Coin Sweep Pack" (8,000 tokens, medium price) addresses the pain point of store redemption; and the "Redstone Relay Pack" precisely replenishes scarce resources, reducing the frustration of players experiencing difficulty in progressing.
IV. Stamina Pack: Weekly supplies and social interaction make progress manageable
Stamina is the foundation of daily development, and adjustments have been made to provide greater flexibility:
- Weekly Permanent Packs: The "Coffee Grinder" (medium-low price) increases the maximum stamina regeneration (+100, from the previous cap of 90); and the "Grinding Powder" (medium to high price) replenishes stamina reserves, making the set purchase more cost-effective. Players can choose according to their needs, avoiding the awkward situation of wanting to buy stamina but having no suitable channels.
- Social Design: Players can steal materials from friends to craft grinding powder (with a guaranteed daily reward). The more friends you have, the more stable the reward. This not only promotes social interaction, but also allows new players to easily gain stamina by adding friends, reducing retention pressure.
Finally: Players save money, developers profit—a win-win situation.
The core of this solution is to ensure that "every penny spent by players corresponds to a clear need"—new players don't have to pay for redundant resources, and veteran players don't have to worry about unavailable materials. By precisely matching players to these needs, developers can increase their conversion rate and user stickiness. After all, when players feel that spending money is to save time and address shortcomings, rather than being forced, they will be more willing to pay for their passion.
I hope this solution will make the development of "Guardian Tales" smoother, and allow us, the Guardians, to continue to play the game for the long haul.
Luo Yu
August 3, 2025
thank you~
Correction: Regarding the grinder proposal, the upper limit remains at 90, there is no upper limit, only the physical strength amount is increased.
Because the previous suggestions for the 3v3 Arena were somewhat idealistic and may have affected revenue, I hope this suggestion can optimize revenue and player spending experience, achieving a win-win situation! Also, I hope to quickly implement buff-type monthly cards to increase retention and revenue. Thank you~
첫댓글 Correction: Regarding the grinder proposal, the upper limit remains at 90, there is no upper limit, only the physical strength amount is increased.
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