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https://m.cafe.daum.net/GuardianTales/AgPy/25919?svc=cafeapp
Proposal for Optimizing 3v3 Team PK Gameplay, Establishing a Reputation System, and Enhancing Social Experience in Guardian Tales
Abstract: It is proposed to add a 3v3 team PK gameplay focused on "strategic communication and making friends", while optimizing UI interaction and gameplay guidance, establishing an internal reputation score system to address malicious behaviors, balancing the needs of rank competition and the official credibility, and harmonizing the competitive and casual social experience.
Dear Guardian Tales Development Team,
Greetings!
Based on the creative suggestions from players regarding team competition in the official café and observations of the game's existing social and competitive ecosystem, I have compiled a set of optimization proposals centered around the "3v3 Team PK" gameplay. The core goal is not to strengthen competitive confrontation, but to enable players to make friends through strategic communication, while addressing issues related to malicious behaviors and credibility. The specific proposals are as follows:
I. 3v3 Team PK Gameplay: Focusing on "Strategic Communication" to Optimize Interaction and Experience
This gameplay design originates from players' ideas, with the core objective of allowing players to engage in social interactions in a low-pressure competitive environment rather than merely pursuing rank advancement. Optimization is required in the following aspects:
(I) UI and Matching Mechanism: Lowering the UIreshold for Participation and Improving Collaboration Efficiency
1. UI Adaptation: Adjust the size of the "Player Invitation Button" to suit mobile operation, preventing difficulties in team formation due to excessively small buttons, and particularly facilitating casual players to form teams quickly;
2. Matching Optimization: Add a "Voting Decision Wheel" to the team matching process. If the majority of team members agree, the game can start in advance, catering to the different needs of "wanting to start the battle quickly" and "needing to communicate about the team composition", and avoiding mandatory waiting.
(II) Emoticon System: Accurately Conveying Strategies and Strengthening Interaction
The existing emoticons need to be improved by "functional classification", and at the same time, the emoticons from the team formation interface should be migrated to the competitive scenario to ensure efficient information transmission:
- Emotional Category: Retain the existing emoticons for expressing emotions (such as "Thank you for your help", "Nice to meet you", "Good luck"), which are used for breaking the ice in social interactions;
- Operational Category: Add new emoticons for tactical commands (such as "Use Skill", "Run", "Circle the Pillar", "Come Here", "QTE End", "Grab the Chest", "Decoy the Chest", "Restart"), facilitating the immediate transmission of operational intentions;
- Positioning Category: Classify according to the roles of heroes (DPS, Tank, Support), and match them with corresponding emoticons with phrases (such as "I'm the DPS", "I'm the Support", "Heal Request", "Support Request", "Resurrection Request"), helping players quickly clarify the team's division of labor and preventing failures caused by randomly selecting heroes.
(III) Decision-Making Discussion Time: Communicating in Advance to Avoid Team Composition Issues
Before the in-game program logic starts, add a "Decision-Making Discussion Time":
- Purpose: Allow the team to communicate about "the rationality of team buffs" and "the adaptability of teammates' heroes", such as confirming whether a Tank needs to be added or if the Support has healing skills, preventing a player from randomly selecting a hero and disrupting team collaboration;
- Value: It can not only reduce the probability of failure but also create opportunities for players to communicate (e.g., "I'll be the Support to heal you, and you can be the DPS"), laying the groundwork for future friendships.
(IV) Spectator Interaction: Enabling Non-Battling Players to Participate in Strategies and Avoid Experience Fragmentation
In 3v3 battles, teammates who are not in the battle can only watch. It is necessary to add an interaction channel for them:
- Allow spectators to send "preset phrases" (such as "Watch out for enemy skills", "Support is here"), positioning emoticons (such as "DPS, be careful"), and emotional emoticons to the battling teammates. This ensures that spectators can also deeply participate in the team's strategy instead of "slacking off", and strengthens social connections through two-way interaction (e.g., actively adding friends because of "reminding to dodge skills throughout the battle").
II. Internal Reputation Score System: Addressing Malicious Behaviors and Ensuring Credibility
To address issues such as "malicious kicking" and "intentional disruption" that may occur in team gameplay, it is necessary to establish a reputation score system only for official use, balancing fairness and player trust:
(I) Core Design of the Mechanism
1. Reputation Score Attribute: Only visible to the official; players cannot view others' scores, avoiding the disruption of the social atmosphere due to "discrimination against low scores";
2. Report Limitation: Set a "daily maximum number of reports" to prevent a single player from filing frequent malicious reports and reduce invalid reviews;
3. Judgment Logic: Only when "multiple clients report the same player frequently within a short period" will the player's reputation score be deducted, avoiding misjudgments caused by a single mistake or personal grudges; when making judgments, priority is given to "the player's short-term behavior within a day" rather than long-term records to ensure relative fairness.
(II) Punishment Gradient
- First-time being reported by multiple clients: Deduct a small amount of reputation score without triggering a ban;
- Being reported multiple times (reputation score continues to decrease): Deduct the reputation score and trigger a short-term ban (e.g., 1 hour);
- Reputation score dropping to the threshold: The ban duration will be gradually increased (e.g., 3 hours, 1 day). If a player is banned, it can be confirmed that the player has indeed engaged in serious malicious behaviors.
(III) Credibility Assurance
- If a player has doubts about the punishment, the official shall provide "screenshots of the reported player's reputation score changes/relevant behavior videos" to prove the basis for the punishment;
- Disclose the "program module logic for deducting reputation scores" (e.g., "the judgment standard for reports from multiple clients") to eliminate players' doubts about "the official targeting individuals" and strengthen trust.
III. Supplementary Notes: Balancing Different Needs and Improving Processes
Relationship with the "Rank Competition Mode"
I personally once proposed a mode of "achieving players' psychological balance through rank competition and balancing resource acquisition and rarity with task coins". This mode is not mutually exclusive with the "strategic social 3v3 gameplay" proposed this time — the former targets competitive players who "want to advance ranks and obtain resources", while the latter targets casual players who "want to make friends and prefer light competition". They can be launched in parallel (e.g., separate entrances for "Competitive Mode" and "Social Mode") to meet different needs;
Regular Reporting Process
In addition to triggering the deduction of reputation scores through "frequent reports from multiple clients", if a player encounters a single malicious behavior (such as abuse), they can submit a report through the "Customer Service Report" channel, and the official will verify and handle each case one by one to supplement the mechanism and cover blind spots.
The core of this proposal is to make "3v3 Team PK" a "social carrier" rather than a mere confrontational scenario, while ensuring the experience through the design of the reputation score system and credibility measures. It is hoped that the development team can comprehensively evaluate these proposals based on the game's existing framework and players' needs.
Sincerely,
Luo Yu
October 10, 2025
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