|
2025 Second Half "Guardian Legend" Q&A Survey
Hello everyone.
This is "Guardian Legend", "Fun for the Whole World".
The 2025 second half Q&A survey is underway.
Please share any areas in "Guardian Legend" that need improvement or any questions you may have.
Each question has been categorized, and each question can contain a maximum of 400 characters (including spaces).
Kakao Games will also collect the following personal information to improve service quality and process the survey.
■ Collection and use of personal information: Game member ID, survey feedback
■ Purpose of collecting and using personal information: To improve service quality, provide survey responses, and offer survey participation rewards
■ Retention and usage period: Retained for 90 days from the date of survey submission, then destroyed.
※ If you refuse to agree to the "collection and use of personal information", you will not be able to participate in the survey and will not receive any survey participation rewards. ※ If you select "I do not agree" in the "collection and use of personal information" section, this survey will close.
※ If you do not agree to the "collection and use of personal information", please submit your feedback on improvements to "Guardian Legend" or any questions through the in-game [1:1 Inquiry].
[Required] Do you agree to the collection and use of your personal information?
I agree.
I do not agree.
1. Please provide your opinions on heroes and balance.
Hero balance? Or start from resource consumption.
Five-star buffs cause five-star heroes to gain increased damage from immunity buffs, and blooming weapons, regardless of whether they are fully breakthrough or engraved;
both create a situation of double crushing.
I hope it can be adjusted slightly according to the cultivation gradient and given bonuses.
2. Please provide your opinions on collection and growth.
Add loop tasks. According to the consumption of 500-600 stamina points, give Origin Pager, which can fix and draw five-star heroes to make up for the lack of five-star heroes;
weekly limited loop tasks, according to the consumption of 1200-1500 stamina points;
weekly limited and fixed give Gray Pager.
3. Please provide your opinions on hero growth and equipment evolution to level 6.
Hero balance? Or start from resource consumption.
Five-star buffs cause five-star heroes to gain increased damage from immunity buffs, and blooming weapons, regardless of whether they are fully breakthrough or engraved;
both create a situation of double crushing.
I hope it can be adjusted slightly according to the cultivation gradient and given bonuses.
It is also suggested that in the later stage, the Training Room can be used to allow heroes or weapons to provide basic bonuses [full breakthrough, blessing; full breakthrough, engraving].
Allow heroes or exclusive weapons in the Training Room to bloom;
if there are new cultivation contents in the future, [provide non-latest cultivation, only basic bonuses, but allow players to spend resources to apply new cultivation contents on this basis; for example, the level cap is given according to the cultivation gradient, blooming +20 levels, full breakthrough or full blessing each +15 levels; I think it should be achievable].
4. Please provide your opinions on plot content (adventure, side stories, short stories).
Adventure content: Since the player level is limited to 100, and the maximum enemy level is limited to 100, but the blooming attribute is greater than the five-star attribute, it is better to design according to the numerical tendency of World 22; World 21 is really too weak, we jokingly call it "bath master".
Plot rhythm design: guide gradually according to the experience rhythm, not skip over it. Learn from worlds other than World 21, such as World 20 and 22.
Plot NPCs and decorations should not be too empty [Liye's baseball spin-off, at the beginning, was too empty, which felt a bit perfunctory]; make the scenes as lively as possible.
Character-exclusive large spin-offs and short stories [highlight the protagonist's characteristics, traits, or produce according to the traditional festivals of various countries]: if there is sufficient funds, then produce them like this, such as the captain, actor Eugene, fairy fox, god of death, Christmas deer, Christmas rabbit, Spring Festival dragon, Qixi magpie....
The key profitable exclusive paid hero spin-offs: although they are memory collection contents, the plot of Squirrel's Paradise, although allowing players to relive the tear-jerking scenes, feels a bit perfunctory; the reuse of theme scenes should not be a 1:1 copy and reuse.
5. Please provide your opinions on PVP content (Colosseum, Deathmatch, Arena, Master Arena).
Colosseum (defense -5, it's good as it is now).
Arena (3v3, because it involves core competition, if you want to optimize, you might as well add a new PK total annihilation mode (also applicable to the collection); according to the requirements of the original arena, but each season rotation can choose a fully cultivated hero or a fully cultivated exclusive weapon until the end of the season, and the arena only provides task coins, which are used to exchange for basic or core cultivation resources;
as for the forms, 3v3 + Deathmatch; 3v3 + PK total annihilation (3v3)
rotate side by side).
6. Please provide your opinions on PVE content (Tethys Heroes, Co-op Expedition, Boss Rush).
Co-op Expedition: randomly match difficulty, with a time of 4-5 minutes. If there are no other players and the 4-player room cannot be filled, add AI according to the number of missing players;
Co-op Expedition: add the original co-op battle theme maps of the earliest version; add various maps to the co-op to alleviate the monotonous and boring experience.
Co-op Expedition (hardcore challenge group): add hardcore difficulty, optional debuffs (can appropriately choose cursed artifacts), and independently choose to give必死buff (certain death buff), withered black feathers (cannot recover blood within a certain time, can recover blood globally) and other independently chosen team factors.
Seasonal achievements, world achievements: since they are large-version contents, try to reduce the difficulty; because there are many limited contents now, according to rotation, provide low-difficulty achievement contents at intervals, not so difficult every time; at least give players a buffer period.
Tethys Heroes: (as it is now).
Boss Rush (can add the above-mentioned debuff factors, and in the new round (before fighting 3 bosses), can appropriately independently choose bonus buffs; Awakening Reset Stone is one level lower in value than Hero Reset Stone. It is suggested to increase the amount of weekly Hunter Medals obtained, but Awakening Reset Stone is applicable to 6000, and Hero Reset Stone is applicable to 8000.)
7. Please provide your opinions on secret realm content (Evolution Stones, Rebirth Stones, Treasures, Awakening Stones, and Red Shard Dungeons).
According to the 7 types of secret realm contents, separately or jointly,
set up loop tasks. According to the consumed stamina (500-600; 1200-1500; players' daily habits are at least 1-3 times of stamina), give Origin Pager (exclusively for drawing five-star heroes), Gray Pager (can draw blooming heroes and five-star heroes in the fixed track pool, and the current up heroes (but the big guarantee is 220), and the external up pool (the big guarantee gold tickets are set to 180)).
8. Please provide your opinions on challenge content (Orbital Elevator, Maze).
Add leaderboards or video recordings outside the dungeon, or YouTube (Bilibili) video links for players' reference.
9. Please provide your opinions on guild content (Guild Raid, Dungeon Kingdom Arena, Meteor Mining Operation).
Dungeon Kingdom Arena: add the attack logs of one's own guild (after the end, add one more week of viewable dates).
Meteor Mining: slightly modify the arrangement UI as mentioned in the café (although I don't think there's a big problem).
Guild Raid and event rifts (and other PVE contents)
Modify the blooming hero skills so that, according to time, after the cooldown ends, and when the blooming skill energy is full (), the hero skill can be released.
In the settings, add an option to enable or disable the playing of hero blooming CG (establish a library for storing hero blooming CG videos; if in the library, the animation can be played; if outside the library, it cannot be played).
10. Please provide your opinions on other content (Floating Castle, Farm, Ranch, and Floating Castle special comics/novels).
Floating Castle (Floating City): combine with the farm and friend system, store data between different players on the server.
Develop a home visit system,
according to the player's friend ID, match and browse the player's home data according to the visit button [according to the ID code of the displayed player's avatar].
Ranch: add race tags to the existing monsters respectively.
Upgrade the raccoon girl or open new NPCs;
open the monster key care function: deploy monsters of different races (limited to 1-3).
Key care function: social interaction or (stamina consumption) loop tasks or (a small amount of) purchasing materials.
Make (feed).
Feed the monsters, and when the monster's care value is full, a bonus buff () will take effect temporarily.
According to the tags, give different temporary account cultivation acquisition (gold coins, experience, enhancement hammers) bonus buffs (), or PVP damage bonus (PK bonus should be restricted as much as possible, otherwise it is a bit uncontrollable), or PVE damage reduction (), or additional magic resistance (), or PVE (self-healing aura)....
Farm: according to the recruited leisure designers, develop resource interaction, [princess feeding function (give different rewards according to the function; chicken legs correspond to random treasure chests, with a chance of 💎, a chance of gold coins, a chance of star pieces, a chance of grinding powder; colored pepper and green pepper vegetables, the inn lady will definitely give diamonds 💎, with a chance of enhancement hammers, a chance of fantasy evolution stones). Players can feed their home princess a total of 3 times a day;
if the player's princess is fed with colored pepper vegetables, it will show crying on the hall interface].
Combine grinding powder, stones, wood and other resources to make daily stamina packs (two types: self-recovering stamina and reserved stamina).
Sell stamina by stamina tiers.
In general, obtain benefits through (non-mandatory) social interaction;
allow players to recruit new members according to the number of their friends.
To reduce their own burden.
Try to shift the positioning of in-depth cultivation towards social interaction.
Floating City daily comics, novels: daily stories between heroes [for example, slightly improve the already published hero comics for update production; or make visual novels and comics with themes of various countries' festivals or heroes' personal characteristics].
11. Please provide your opinions on events.
Guild Raid and event rifts (and other PVE contents):
Modify the blooming hero skills so that, according to time, after the cooldown ends, and when the blooming skill energy is full (), the hero skill can be released.
In the settings, add an option to enable or disable the playing of hero blooming CG (establish a library for storing hero blooming CG videos; if in the library, the animation can be played; if outside the library, it cannot be played).
12. Please provide your opinions on BM.
I'm not sure what BM means due to translation issues.
But I guess it may refer to the overall cultivation system or UI.
In terms of UI, I think it's already okay;
as for friend invitation notifications, I hope the notifications can be more prominent in the Floating Castle or personal space hall interface.
As for the cultivation system, it is positioned as in-depth cultivation.
Since it is a long-term cultivation,
there is also a collection system, and the attributes added by Guardian Mastery (the upper limit is not known yet).
It's hard to change.
So to optimize this system, it can only be positioned to lean towards multi-directional social interaction.
13. Please provide your opinions on operation, customer service, and community.
If the operation wants to control the trend of public opinion, please appropriately give some rewards (occasionally high cost-performance) or redemption codes.
In terms of customer service, the response speed is okay [maybe sometimes busy].
Community: it is very good to control some unreasonable abusive remarks.
14. Please provide any other opinions.
In addition, (stamina consumption) loop tasks can give [Origin Pager; Gray Pager; gifts for feeding friends' princesses (colored peppers and other vegetables, fried chicken legs, cakes, milk and other sweets; weekly limited supply); daily, slightly limited feed (for feeding small monsters; as for the key care monster room, it is similar to a small temple. When a certain race's gratitude buff is applicable, it shines with different lights, similar to the Dragon Temple (World 22), Elemental Temple (World 16), etc.)].
Finally, I hope Director Luo can write letters again.
But not so frequently.
Because if something goes wrong, he will definitely be scolded.
I hope he can collect some players' questions or experience feelings through letters.
Truly communicate bidirectionally with players.
Thank you for the efforts of the development team.
I am Luoyu, thank you.
-------------------------------------------------------------------------
A quick aside: I want you to build on the existing Blessing Seal that increases the level cap listed above by building on it, and then progress in a step-by-step manner. The Training Room only provides basic bonuses, but heroes in the Training Room can be used for new developments like Flowering [players spend resources to gain attribute benefits at this level]. This doesn't conflict with the revenue goal of selling Flowering Hero Stones and Redstone. I understand why you didn't add the Training Room. The original concept for the Training Room was that players expected to use it to gain the single benefit of Flowering heroes for free. However, due to low development capacity or costs, the Training Room contradicts this revenue strategy, and frequent adjustments are too cumbersome. Therefore, providing only basic bonuses and allowing players to spend resources on new developments like Flowering [development content before the latest development is provided virtually by the Training Room; the latest development content requires players to spend resources on it]. I think this is acceptable, as the Training Room is almost useless now...
Or perhaps it doesn't necessarily have to be based on the original star rating.
Five stars, but with a different color
represents a virtual full five-star upgrade.
Six-star heroes are virtual full upgrades + 6-star blossoms (blossoms require resources to unlock). The blossom attribute is only applicable in the training room.
If you enter the training room and are not fully upgraded: take them out of the training room.
The original star rating and strength will be used.
To prevent code errors, if the player previously used the preset blossom ritual in the training room (the player spends resources to blossom) to complete the new development process for the hero;
When the player reaches five stars + fully upgrades the hero
the blossom attribute variable is directly applied.
[The blossoming portrait requires Players can switch between them; the default blooming portraits are not changed.
In essence, the two-star hero preset strengths, three-star hero preset strengths, four-star hero preset strengths, five-star hero preset strengths, and six-star hero preset strengths are used. The two-star and three-star models remain unchanged as initial strengths; only the final six-star and higher hero models are used as proxy for the preset strengths.
Looking at the development design table that Director Luo once revealed, it displayed the star ratings of different heroes.
This is designed and used based on a "hero strength model library based on star strength." Otherwise, adjusting the code one by one would be a bit tedious. This significantly reduces the development process.
Well, it should be able to help Director Luo to a certain extent; that's about it。
If the mode is changed to a dual-track rotation system, the original 3v3 mode, which has always been the main track, will need further changes: After reaching Master this week, retain your Master rank for one week → wait for Master Arena ()
[Formally, add an hourglass timer + number. Every week, the hourglass timer decreases by 1. When it reaches 0, your rank decreases by 1.]
Although it's all about playing badly, right? ()
↓
↓⌛0
thank you~