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Letter to the Guardian Tales Development Team
Subject: Optimization Suggestions for the Deathmatch Outpost Mode – Lower-Level Player Friendliness + High-Level Team Balance Adjustments
Dear Guardian Tales Development Team,
Greetings! I am a passionate player of Guardian Tales (Canterbury Tales: Princess and Knight Awaken the Champion's Sword). In the current Deathmatch Outpost Mode, lower-level players or those without powerful 6-star tanks (such as Daisy) often face a "one-sided" negative experience. I am writing to propose optimization suggestions for this mode, aiming to enhance the fairness and sense of participation for players of different progression levels.
I. Core Pain Points of the Current Mode
High-level players can quickly monopolize outposts by using multiple powerful 6-star tanks (e.g., Daisy with self-healing and high durability), making it difficult for lower-level players or those without Daisy to participate in outpost capture. The battle rhythm is overly fast, resulting in an unbalanced experience.
II. Specific Optimization Suggestions
1. Team Composition Adjustment
Change the existing 3-player team to a 4-player team to increase collaboration space for mixed teams of high-level and lower-level players, reducing the influence weight of individual powerful heroes.
2. Outpost Rule Optimization
Set differentiated capture conditions for "P Points (Single Flag)" and "PP Points (Dual Flags)" while restricting the outpost monopoly of powerful tanks:
- P Points (Single Flag): At least 1 player is required to initially capture the point, and at least 2 players are needed to maintain control during the battle.
- PP Points (Dual Flags):
① At least 2 players are required to initially capture the point, and at least 3 players are needed to maintain control during the battle.
② When multiple players select powerful single-attribute tanks (e.g., Daisy), they are counted as "1 capture slot" (e.g., a team of 2 Daisies + 2 Craigs will only count as 2 capture slots) to prevent high-level teams from monopolizing PP Points with multiple powerful tanks.
3. Victory Points and Battle Duration Adjustment
- Adjust the current "40 points to win" to an extended victory point threshold (50-60 points is recommended for testing).
- Synchronously extend the battle duration to avoid rapid one-sided outcomes and provide more room for lower-level players to collaborate and stage a comeback.
4. Outpost Capture Limit
A team can occupy a maximum of 2 P Points + 1 PP Point at the same time to prevent high-level teams from monopolizing all outposts.
5. Emoji Function Supplement
Add team-exclusive emojis (visible only to allies) labeled with faction direction (e.g., "Blue Team Emojis") to enhance the fun of team communication and avoid interference from the enemy.
III. Simulated Experience of Lower-Level Players After Optimization
Example 1: Mixed Team of Lower-Level and High-Level Players [Blue Team]
High-level players first lead the team to capture 2 P Points to stabilize the base score. When the enemy attempts to capture PP Points, the team unites to switch targets and seize the PP Point. Since the PP Point requires at least 3 players to maintain control, the enemy cannot meet the capture condition if they rely on multiple Daisies (counted as 1 slot). The mixed team with lower-level players can interrupt the enemy's additional points from P Points, improving their sense of participation and winning rate.
Example 2: High-Level Player Team [Red Team]
Lower-level players collaborate to capture the 2 P Points of the high-level team, forcing the high-level players to withdraw from the PP Point to reclaim the P Points. This enhances team collaboration, increases the winning rate of lower-level players, and improves the strategic depth for both sides.
I hope these suggestions will help optimize the experience of the Deathmatch Outpost Mode. I look forward to more fair and interesting competitive gameplay in Guardian Tales in the future!
Sincerely,
Luoyu
November 28, 2025
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Letter to the Guardian Tales Development Team
Subject: New Mechanic for Deathmatch Brawl Modes + Expansion Suggestions for the Training Ground Event Mode
Dear Guardian Tales Development Team,
Greetings! I am Luoyu, a player who has always been enthusiastic about the competitive modes in the game. To further enhance the strategic depth of the Deathmatch Brawl series and the fun of events, I am writing to propose two optimization suggestions for your reference.
I. New "Health Overload Mechanic" for Deathmatch Brawl (Shrinking Circle/Mist) Modes
Mechanic Description
Starting from spawning, if a player does not engage in any damage interaction with other players (i.e., neither deals damage to others nor takes damage from others), an automatic health reduction effect will be triggered (the initial reduction rate is recommended to be moderate, adjustable according to the mode rhythm).
Design Purpose
This mechanic can effectively prevent some players from using tank heroes to simply stack durability and passively "camp for points." It forces players to actively participate in battle interactions, enhancing the confrontational nature and compact rhythm of the mode, and making the competitive experience more balanced.
II. Expand the Training Ground Event Mode with "Deathmatch Brawl (Mist)" Submode
Mode Settings
Add a "Deathmatch Brawl (Mist)" submode to the existing Training Ground event mode (based on the 3v3 Arena). The gameplay inherits the core rules of Deathmatch Brawl (Mist) and only rewards event tokens (no additional special rewards), which can be exchanged for items in the event store.
Based on the characteristics of the Training Ground event, a difficulty option for Health Overload can be added. If players choose "Health Overload Training Deathmatch," they can earn double the amount of tokens.
- Weekly limit: 7 attempts for Health Overload Training.
- Daily limit: 10 attempts for Regular Training.
- Players can complete the total (70 + 7) attempts at any time during the week.
Design Purpose
Enrich the mode options of the Training Ground event to meet players' demand for competitive gameplay with the Mist mechanic. At the same time, the single token reward logic will not disrupt the event reward balance, allowing players to steadily progress in the event while enjoying fun battles.
Regarding the Issue of No Matches Found
Add a megaphone 📢 chat function in the matching window for [Deathmatch, Arena, Co-op Expedition] modes.
Add a "Keep Matching and Return" button option: retain the matching window and return to the corresponding mode lobby interface.
Add a team demand list where players who use the megaphone will be displayed.
In the game's UI chat panel, add a "Team Recruitment Chat" tab where players' recruitment messages will be shown like regular chats. Clicking "Join" will redirect to the corresponding room.
The above suggestions aim to optimize the game's competitive experience and event diversity. I hope the development team will consider them in combination with the actual development plan. Thank you for your continuous efforts to improve the game quality. May Guardian Tales continue to thrive!
Sincerely,
Luoyu
November 28, 2024
thank you~
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