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①关于英雄平衡的意见:
目前角色间处于一个微妙的平衡,例如
银河超强buff辅助,但被贝斯完虐
光炮mk99完虐贝斯
而大索菲又完虐mk99
然后平衡方面,就是老角色例如:尤金。
对比老新角色就显得十分的弱,
建议方面:平衡按照现有开发逻辑就行,然后适当的时候让老角色可以有个质变,就是希望不要太离谱就行。
① Opinions on hero balance:
Currently, there is a delicate balance between characters, for example,
Galaxy has a super buff support, but is completely beaten by Beth
Light Cannon mk99 completely beats Beth
And Big Sophie completely beats mk99
Then in terms of balance, old characters such as Eugene.
Compared with old and new characters, they are very weak.
Suggestions: Balance should follow the existing development logic, and then allow old characters to have a qualitative change when appropriate, just hope it is not too outrageous.
②关于收集与成长的建议 :Ⅰ 收集图册以及加成羁绊加成系统(保持现状)。
Ⅱ 魔法卡方面,大部分魔法卡都是(生命,防御,攻击,恢复,击杀加攻,击杀减cd,击杀加生命,击杀加护盾)这种,
少数方面是(暴击,防重伤,防流血)这种。
弊端:在于魔法卡收集繁重,加成效果十分低微,导致部分玩家没有动力去收集。
建议:增加新型魔法卡,具体有(庇佑,守护,裁决,天罚,血裂...)
优点:确立新的开发计划,并且为后续的开发提供了思路,也给了玩家更多应对方法和乐趣,对于程序员来说,确实容易头大,这里我表示慢慢更新,不急。
② Suggestions on collection and growth: Ⅰ Collection atlas and bonus bond bonus system (maintain the status quo).
Ⅱ In terms of magic cards, most magic cards are (life, defense, attack, recovery, kill plus attack, kill minus CD, kill plus life, kill plus shield) type,
A few aspects are (critical hit, prevent serious injury, prevent bleeding) type.
Disadvantages: The collection of magic cards is heavy, and the bonus effect is very low, which makes some players have no motivation to collect.
Suggestions: Add new magic cards, including (blessing, protection, judgment, heavenly punishment, blood rupture...)
Advantages: Establish a new development plan, and provide ideas for subsequent development, and also give players more coping methods and fun. For programmers, it is indeed easy to have a headache. Here I say that I will update slowly and there is no rush.
实际效果如下:庇佑:可以用于增加队伍防御效果。
守护:可以增加队伍的几秒无敌效果。
裁决:可以给予敌方队伍一个类似于减疗的效果。
天罚:给予敌方每秒全队伤害。
血裂:造成流血效果,这种无法被队伍分摊
转化:治疗量转护盾,克制减免疗伤效果。
湮灭:令敌方方获得春秋派首领造成的那种湮灭效果
净化:可以制成一种领域,该领域内可减免湮灭效果
撕裂:你的攻击会对首个目标造成撕裂效果 每2S触发一次 流血会导致目标每秒损失最大生命值1%,该效果无法被分摊,最多叠加5层
狂暴:你无法从队友以及装备中获得任何治疗和护盾,当生命值低于50%的时候,获得最大生命值30%的护盾,并获得额外的20%攻击 20%免伤 20%的伤害吸血
鹰眼:你对于目标拥有额外的10%防御穿透,若目标生命值低于30%,则该效果翻倍
技能大师:当你首次触发连锁技能之前,获得50%的攻击 20%暴击率 20%的暴击伤害,持续5S。
潜行者:当生命值首次低于30%时,进入潜行状态,理解解除身上所有的异常值,buff和debuff,持续3S,不可攻击也不可被攻击,只能移动。
集火:你的攻击会对主目标施加集火标记,每3S施加一次,每层印记增加目标收到的5%伤害,最多6层。转移攻击主目标时,该效果重置。
割喉者:当你对一个生命值低于10%的单位造成伤害的时候,将对其进行斩杀,每场战斗最多触发一次。
断臂一击:你的首次武器技能将使目标永久性的减少20%攻击,10%移速,增加武器技能冷却时间20%
坚毅堡垒:队伍首次总生命值低于50%的时候展开一个随自身移动的护盾,持续10,替该护盾内的所有友军减伤20%,恢复效果加成50%,但处于该护盾内的友军输出-20%
决死:在首次死亡时对击杀者造成秒伤200%的真实伤害,如果该伤害击杀目标,则自身以10%的最大生命值复活。
怒意:每个阵亡的友军将为你提供20%的最大生命值护盾,10%的攻击,10%的减伤
暴君:你的攻击将使目标攻击减少5%,最多叠加4层,场上每存在一个叠满暴君印记的单位,则自身伤害提升10%,减伤10%
业火:每秒对周围敌人造成当前生命值1%的真实伤害,收到伤害时对目标造成当前生命值5%的真实伤害,反伤效果每3S触发一次
振奋:你的主动治疗普攻、治疗连锁会使目标获得20%的伤害加成,10%的减伤,10%的移动速度,该效果对自身无效
侵蚀裂缝:每隔10S打开一道侵蚀裂缝,召唤2个随机侵蚀者参与战斗(类似卡马逊的尸体狗 分坦克侵蚀者 射手侵蚀者 治疗侵蚀者 战士侵蚀者 有小概率出现超级侵蚀者)
The actual effects are as follows: Blessing: can be used to increase the team's defense effect.
Guardian: can increase the team's invincibility effect for a few seconds.
Judgment: can give the enemy team an effect similar to healing reduction.
Heavenly Punishment: gives the enemy team damage per second.
Blood Split: causes bleeding effect, which cannot be shared by the team
Conversion: The healing amount is converted into a shield, restraining the healing reduction effect.
Annihilation: Make the enemy party get the same annihilation effect caused by the leader of the Spring and Autumn Sect
Purification: Can be made into a field, which can reduce the annihilation effect
Tear: Your attack will cause a tearing effect on the first target. It is triggered once every 2 seconds. Bleeding will cause the target to lose 1% of its maximum health per second. This effect cannot be shared and can be stacked up to 5 layers
Rage: You cannot get any treatment and shield from teammates and equipment. When the health value is less than 50%, you get a shield of 30% of the maximum health value, and get an additional 20% attack, 20% damage avoidance, and 20% damage blood sucking
Eagle Eye: You have an additional 10% defense penetration for the target. If the target's health value is less than 30%, the effect is doubled
Skill Master: Before you trigger the chain skill for the first time, you get 50% attack, 20% critical hit rate, and 20% critical hit damage for 5 seconds.
Stalker: When the health value is less than 30% for the first time, enter the stealth state, understand and remove all abnormal values, buffs and debuffs on the body, lasting 3 seconds, can not attack or be attacked, can only move.
Focus: Your attack will add a Focus mark to the primary target, once every 3 seconds, and each layer of the mark increases the target's damage by 5%, up to 6 layers. This effect is reset when you transfer the attack to the primary target.
Slitthroat: When you damage a unit with a health value below 10%, it will be killed, and it can be triggered at most once per battle.
Arm-breaking Strike: Your first weapon skill will permanently reduce the target's attack by 20%, move 10%, and increase the weapon skill cooldown by 20%
Fortress of Fortitude: When the team's total health value is less than 50% for the first time, a shield that moves with itself will be deployed, which lasts for 10, reducing damage by 20% for all friendly forces in the shield, and the recovery effect is added by 50%, but the friendly forces in the shield will have their output reduced by 20%
Death: When the first death occurs, the killer will cause 200% of the real damage per second to the killer. If the damage kills the target, the killer will be resurrected with 10% of the maximum health value.
Rage: Each friendly soldier who dies will provide you with a 20% maximum health shield, 10% attack, and 10% damage reduction
Tyrant: Your attack will reduce the target's attack by 5%, with a maximum of 4 layers. For each unit with a full Tyrant Mark on the field, your own damage will increase by 10% and damage will be reduced by 10%
Infernal Fire: Causes 1% of current health to surrounding enemies as real damage per second. When receiving damage, it causes 5% of current health to the target as real damage. The anti-injury effect is triggered every 3 seconds
Exhilaration: Your active healing general attack and healing chain will cause the target to gain 20% damage bonus, 10% damage reduction, and 10% movement speed. This effect is invalid for yourself
Erosion Rift: Open an erosion rift every 10 seconds, summoning 2 random eroders to participate in the battle (similar to the corpse dog of Carmason, divided into tank eroders, shooter eroders, healing eroders, warrior eroders, and there is a small probability of super eroders)
刻印养成方面:都说要求你删了这个系统,但是依靠我看来,可以适当根据刻印系统来让老角色有一个质变,并且添加刻印新功能,刻印武器可以新增或是强化其特性
例如明日方舟的模组系统来通过升级来强化部分特性效果。
例如:冰雪魔女可可这个角色,血量十分的脆弱,可以通过刻印系统来添加减速特性来增加自身的生存距离,
例如:死神哈娜可以,通过收割敌方灵魂来增加敌方一个脆弱易伤的效果,以此来对敌方造成更大的伤害。
In terms of imprinting development: It is said that you are required to delete this system, but in my opinion, you can appropriately use the imprinting system to make old characters have a qualitative change, and add new imprinting functions. Imprinting weapons can add or strengthen their characteristics. For example, the module system of Arknights can strengthen some characteristic effects through upgrades. For example: the character of Ice Witch Coco has very fragile blood volume, and the imprinting system can be used to add deceleration characteristics to increase its own survival distance. For example: Death God Hana can increase the enemy's fragile and vulnerable effect by harvesting the enemy's soul, so as to cause greater damage to the enemy.
③整体第三季的UI Ⅰ 颜色方面,缺点是过于鲜艳,建议重新制作,并且加入舒缓眼睛的颜色。 Ⅱ 第三季UI组队预设方面,缺点是无法快速跳转人物界面,以及建议新增预设方案,目前只能设计4个,如果可以更多就更好了,谢谢策划大大了。
Ⅲ 战斗中的连锁技能英雄图标过于小型,建议增大一些,突然变小这确实很影响体验,再增大一些就更好了,不过也理解突然的改版。
Ⅳ然后我觉得可以添加回来铁匠敲击的升级小动画,这对于守护者传说来看确实算一个小特色。
魔法卡方面的UI界面:可以制作一个全新的图册,用以开发和收集全新魔法卡,就相当于开发一个全新的大图鉴。
全新的魔法卡拥有不同的属性,后续的新角色及其装备,神器可以参考其魔卡属性。
角色的队伍组队界面UI设计可以添加一个小型图册:用以添加队伍的魔法卡,每个人都可以装备,并且这个效果可以组成一个套装效果。
例如:
队伍α:
角色a(7%生命)
角色b(7%生命)
角色c(5%攻击)
角色d(10%恢复效果)
队伍α(14%生命,5%攻击,10%恢复效果)
剧情方面:可以在后续的剧情中,得到这个魔法图册,从而解锁这个新养成系统。
③ Overall UI for Season 3 Ⅰ In terms of color, the disadvantage is that it is too bright. It is recommended to remake it and add colors that soothe the eyes. Ⅱ In terms of team presets for Season 3 UI, the disadvantage is that it is impossible to quickly jump to the character interface, and it is recommended to add new presets. Currently, only 4 can be designed. It would be better if there are more. Thank you, planner.
Ⅲ The hero icons of chain skills in battle are too small. It is recommended to increase them. The sudden decrease in size does affect the experience. It would be better to increase them, but I understand the sudden revision.
Ⅳ Then I think the upgrade animation of the blacksmith's knocking can be added back. This is indeed a small feature for the Guardian Legend.
UI interface for magic cards: You can make a new atlas to develop and collect new magic cards, which is equivalent to developing a new large atlas.
New magic cards have different attributes. Subsequent new characters and their equipment and artifacts can refer to their magic card attributes.
The UI design of the character team team interface can add a small atlas: to add the team's magic cards, everyone can equip them, and this effect can form a set effect.
For example:
Team α:
Character a (7% health)
Character b (7% health)
Character c (5% attack)
Character d (10% recovery effect)
Team α (14% health, 5% attack, 10% recovery effect)
Plot: You can get this magic atlas in the subsequent plot, thereby unlocking this new development system.
④与故事(冒险,外传)相关的建议:
Ⅰ 文案方面不允许有负面因素[例如ntr(千虑事件引以为戒)听建议可以,但是也并不是什么都可以参考的]
Ⅱ 支线方面可以参考其他的游戏(但是并不是所有的剧情方案,和养成方案都可以适用的,随意的借鉴就是寄),3a大作,过去现在的影视剧,电影等(这个目前就行)
Ⅲ 主线方面:参考前作(地下城连萌)世界观
逐步填个坑,以及时不时透露暗线剧情(这里做的都很好)
④ Suggestions related to the story (adventure, side story):
Ⅰ Negative factors are not allowed in the copywriting [e.g. NTR (a warning from the Qianlu incident) It is okay to listen to suggestions, but not everything can be referenced]
Ⅱ For the side quests, you can refer to other games (but not all plot plans and development plans are applicable, just randomly refer to them), 3A masterpieces, past and present TV dramas, movies, etc. (this is enough for now)
Ⅲ For the main quests: refer to the world view of the previous work (Dungeon Lianmeng)
Gradually fill in the pits, and reveal the hidden plot from time to time (this is done very well)
⑤与玩家pvp的方面(死斗,3v3,4v4
3v3大师竞技场,合作远征)
死斗:保持现状,必要时可以添加新的补给品减小俩队的差距。
3v3:保持现状,必要时可以添加新的补给品减小俩玩家的差距。
4v4圆形角斗场:建议添加角斗入场券,奖励方面保持现状。
角斗券方面可以通过礼包塞入几张,玩家可以通过日常任务获取,这里也优化了日常任务只有钻石的单调情况。
3v3大师竞技场:①如果想让他们卷起来就添加奖励,只有勋章造成改版前的死斗模式摆烂现状,但是不要添加的过于丰盛。
注意点:尽量平民与前排玩家的资源获取平衡,别搞得只有前排才可以获取,平常玩家获取不到,珍惜奖励可以只搞1个武器刻印石(第一名,第二名,第三名)获取一些。
玩家积极性方面:(前三获取都一样,这样玩家也不会特别大的反应,如果他只要这个奖励那就只会去争这个第三,而不是必须争第一)
玩家内卷前排程度:把内卷尽量缩小到大师竞技场中。
另外建议暗改一下匹配机制,因为图鉴系统的缘故,玩家与玩家间的差距过大,可以弄一个自适应图鉴百分比调整机制,这里我谢谢程序员大大了,可以自动调整双方图鉴的差距,练度收集过于不够的会适当填补一些练度差距,还是有差距的,只不过不会特别大,这样氪佬与平民玩家,新玩家,老家都好受。
因为不这样搞,你奖励方面整不好必然遭挨骂)然后这个奖励方面获取选择获取武器刻印用的刻印石,然后玩家可以通过合成转化系统用一些洗练石,锁石来转化一个刻印石,为确保(刻印石)保值,资源获取量参考传说觉醒石。
ps:建议新增刻印石,以此来确保玩家用来做刻印洗练。
为什么:因为游戏武器突破方面,在原先游戏基础5破的基础上可以最大获取10次突破,并且策划大大你被骂的原因无非就是在用绿色锤子及其相同专武来当洗练的材料,以及添加绿票(这个暂时就这样了)这个系统。
绿色锤子获取,添加了挑战任务获取,礼包获取,主线获取。
短期没有什么大的差距,但是长此以往呢?考虑到萌新也可能打竞技场,建议把绿色锤子及其相同专武洗练刻印系统,更改为使用全新材料---刻印石来洗练。
这样可以控制舆论,并且根据突破的上限增加来看,这么制作新的养成内容才可以让游玩人数增加以及游戏风评良好,公司获取的利润可以由此增加,并且策划大大你还可以由此升职加薪。⑤ In terms of pvp with players (deathmatch, 3v3, 4v4
3v3 Master Arena, cooperative expedition)
Deathmatch: Maintain the status quo, and add new supplies if necessary to reduce the gap between the two teams.
3v3: Maintain the status quo, and add new supplies if necessary to reduce the gap between the two players.
4v4 Circular Arena: It is recommended to add arena tickets, and the rewards remain the same.
For arena tickets, you can put a few in the gift pack, and players can get them through daily tasks. Here, the monotony of only diamonds in daily tasks is also optimized.
3v3 Master Arena: ① If you want them to roll up, add rewards. Only medals will cause the current situation of the deathmatch mode before the revision, but don't add too much.
Note: Try to balance the resource acquisition between civilians and front-line players. Don't make it so that only the front row can get it, and ordinary players can't get it. If you cherish the rewards, you can only get 1 weapon engraving stone (first, second, third place) to get some.
Players' enthusiasm: (The first three are the same, so players will not react too much. If he only wants this reward, he will only fight for the third place, not the first place)
Players' internal roll in the front row: Try to reduce the internal roll to the master arena.
In addition, it is recommended to change the matching mechanism secretly. Because of the illustration system, the gap between players is too large. You can make an adaptive illustration percentage adjustment mechanism. Here I thank the programmers. It can automatically adjust the gap between the illustrations of both sides. If the training level is too insufficient, it will appropriately fill some of the training level gap. There is still a gap, but it will not be particularly large. In this way, krypton players, civilian players, new players, and old players will feel better.
Because if you don't do this, you will be scolded if you don't do a good job in rewards) Then the reward is to choose to obtain the engraving stone for weapon engraving, and then the player can use some refining stones and lock stones to transform an engraving stone through the synthesis conversion system. To ensure the value of (engraving stone), the amount of resources obtained refers to the legendary awakening stone.
ps: It is recommended to add engraving stones to ensure that players use them for engraving and refining.
Why: Because in terms of weapon breakthroughs, you can get a maximum of 10 breakthroughs based on the original 5 breakthroughs in the game, and the reason why you, the planner, are scolded is nothing more than using the green hammer and its equivalent special weapon as materials for refining, and adding the green ticket (this is it for now) system.
Green hammer acquisition, challenge task acquisition, gift package acquisition, and main line acquisition have been added.
There is no big difference in the short term, but what about in the long run? Considering that newbies may also play in the arena, it is recommended to change the green hammer and its equivalent special weapon refining and engraving system to use a new material---engraving stone for refining.
This can control public opinion, and according to the increase in the upper limit of breakthroughs, making new development content in this way can increase the number of players and the good reputation of the game, and the company's profits can be increased, and you, the planner, can also get a promotion and salary increase.
然后关于友谊赛方面(建议添加死斗,3v3):添加全新ui用以双方玩家间选择是否启用图鉴与羁绊加成,另外添加全新ui供玩家自选角色及其专武供玩家友谊切磋,没有奖励 Then, regarding friendly matches (it is recommended to add deathmatch, 3v3): add a new UI for both players to choose whether to enable the illustrations and bond bonuses. In addition, add a new UI for players to select their own characters and their special weapons for friendly competition. There are no rewards.
⑥关于pve内容的建议(boss rush,忒提斯英雄传,合作远征队)
boss rush:Ⅰ 建议新增全新的挑战debuff。
Ⅱ 建议新增一些对于玩家的正向buff
每个玩家可以一个英雄选择一个小buff。
例如:有的轮期是靠持续伤害打伤害,但是没有那么多的持续伤害角色怎么办呢?小buff给的正好是攻击时附加加成buff,这样就行。
Ⅲ 建议新增每期的活动增益buff。
忒提斯英雄传:
①建议新增场景伤害以及加成效果
②建议新增获取的神器
③建议加入随机事件获取奖励(不是获取神器)来增加游玩体验。
④建议新增附属玩法:挂机获取奖励以及每隔一段时间可以打boss来获取全新获取的代币,用此代币来获取一些普通的装扮,用来装饰旅馆内部,用来获取一些英雄祝福书,用来获取一些刻印雕刻石,用来获取一些基础资源,还有部分英雄寻呼机,装备寻呼机。
具体玩法类似于(旅行青蛙)玩家可以选择场景来参与挂机,并根据挂机的时间来获取一些明信片小图册,说白了就是一些美图。
还有间隔一段时间可以攻击boss来获取奖励。
时间间隔可以分为5个小时,1天,3天,7天,14天的空隙。
根据不同的挂机时间获取代币数量以及美图,装扮。
这算一个休闲玩法。
合作远征:合作远征:建议在采取非战斗节点添加复活恢复点的情况下,在战斗的场景地图中添加——给予全新buff(红球.破甲,蓝球.队伍无敌5秒,紫球.队伍增伤,熔岩.法球.给予玩家温暖的效果可以抵御风暴雪山的场景伤害,寒霜.法球可以抵御熔岩的烧伤效果...)的buff魔球。
建议新增场景,机关伤害
例如:风暴场景(给予玩家的伤害就是冻伤以及减速)
熔岩火山(拥有熔岩道路)
位面之境(拥有反转世界的逆转石碑,参考世界18,比如反转世界拥有拉波斯病毒侵扰伤害,正世界没有,以此来制作)。
破碎的神之地(机械之都,可以添加场景机关:玩家可以通过队伍收集道具解锁或者解决一些机关)可以增加一定的可玩性。
其他场景也可以通过收集道具来解决一些场景或者机关的问题。⑥ Suggestions on pve content (boss rush, Heroes of Thetis, cooperative expedition)
Boss rush: Ⅰ It is recommended to add a new challenge debuff.
Ⅱ It is recommended to add some positive buffs for players
Each player can choose a small buff for each hero.
For example: some rounds rely on continuous damage to deal damage, but what if there are not so many characters with continuous damage? The small buff gives a bonus buff when attacking, so it works.
Ⅲ It is recommended to add activity gain buffs for each period.
Heroes of Thetis:
① It is recommended to add scene damage and bonus effects
② It is recommended to add artifacts to be obtained
③ It is recommended to add random events to obtain rewards (not artifacts) to increase the gaming experience.
④ It is recommended to add additional gameplay: get rewards by hanging up and fight bosses every once in a while to get new tokens, use these tokens to get some ordinary costumes, decorate the interior of the hotel, get some hero blessing books, get some engraved stones, get some basic resources, and some hero pagers and equipment pagers.
The specific gameplay is similar to (Travel Frog). Players can choose scenes to participate in the hang-up, and get some postcard albums according to the hang-up time, which are some beautiful pictures.
There is also a period of time to attack the boss to get rewards.
The time interval can be divided into 5 hours, 1 day, 3 days, 7 days, and 14 days.
Get the number of tokens, beautiful pictures, and dress-ups according to different hang-up times.
This is a casual gameplay.
Cooperative Expedition: Cooperative Expedition: It is recommended to add a buff magic ball to the battle scene map when adding a resurrection recovery point at a non-combat node - giving a new buff (red ball. Armor break, blue ball. Team invincibility for 5 seconds, purple ball. Team damage increase, lava. Magic ball. Give the player a warm effect to resist the scene damage of the storm snow mountain, frost. Magic ball can resist the burn effect of lava...).
It is recommended to add new scenes and mechanical damage
For example: Storm scene (the damage given to the player is frostbite and slowdown)
Lava volcano (with lava road)
Plane realm (with the reversal stele of the reverse world, refer to world 18, for example, the reverse world has the Lapos virus invasion damage, but the positive world does not, so it is made in this way).
The Broken God's Land (Mechanical City, you can add scene mechanisms: players can unlock or solve some mechanisms through the team's collection of props) to increase certain playability.
Other scenes can also solve some scene or mechanical problems by collecting props.
⑦与挑战内容相关的建议(浮游城电梯,迷宫,勇士教远征队)
浮游城电梯:Ⅰ 难度可以稍微减小一些。
Ⅱ 建议后续可以根据主线的推进新增新的浮游城电梯来获取一些暗线剧情文案,当然,如果给的剧情很不行,那很有可能会引发一波节奏。
Ⅲ(假如采取了Ⅱ 的建议)并且后续的浮游城电梯可以根据忒提斯英雄传玩法来改进。
迷宫副本(管理者操控的迷宫副本,浮游城核心次元迷宫副本):可以根据现有流程更新,我的建议是尽量少出限制次数来打boss的方案,因为你这样是会被喷的。
限时时间的挑战关卡可以稍微宽松个一两秒。
勇士教远征队:资源获取的大魔石系统从合作远征商店获取这一点很赞,不过,做出来后续改成一次性内容属实是不妥,可以后续根据玩家挑战的进度来获取一些场景特色材料,
例如:玩家第一次获取了炼金材料就可以触发后续遇到铁匠的剧情,来通过炼金工坊来赋予现有装备一定的buff效果(有时间效果)。
例如:玩家第一次获取获取了食材以及药草
可以触发遇到古怪巫师(世界3那一个)解锁古怪美食工坊,来给玩家的角色赋予一定
的加成效果,或者制作对敌人有加成效果的药剂,对场景伤害有一定的抵御效果的药剂。⑦ Suggestions related to challenge content (Floating City Elevator, Labyrinth, Warriors Cult Expedition)
Floating City Elevator: Ⅰ The difficulty can be slightly reduced.
Ⅱ It is recommended that new floating city elevators can be added according to the advancement of the main line to obtain some hidden plot texts. Of course, if the plot given is very bad, it is likely to trigger a wave of rhythm.
Ⅲ (If the suggestion of Ⅱ is adopted) and the subsequent floating city elevators can be improved according to the gameplay of Thetis Hero Legend.
Labyrinth copy (labyrinth copy controlled by the manager, floating city core dimension labyrinth copy): It can be updated according to the existing process. My suggestion is to try to limit the number of times to fight the boss as little as possible, because you will be criticized for doing so.
The time-limited challenge level can be slightly loose for one or two seconds.
Warriors' Teaching Expedition Team: The resource acquisition system of the big magic stone is obtained from the cooperative expedition store. This is great. However, it is not appropriate to change it into a one-time content later. Some scene-specific materials can be obtained later according to the progress of the player's challenge. For example: the first time the player obtains alchemical materials, it can trigger the subsequent encounter with the blacksmith to give the existing equipment a certain buff effect (with time effect) through the alchemy workshop. For example: the first time the player obtains ingredients and herbs, it can trigger the encounter with the weird wizard (the one in World 3) to unlock the weird food workshop, to give the player's character a certain bonus effect, or to make potions that have a bonus effect on the enemy, and potions that have a certain resistance effect to scene damage.
⑧与公会内容的(协力讨伐,地下城王国斗技场,陨石挖掘,水库蟒蛇协力讨伐)
协力讨伐:每日3次,保持现状
地下城王国斗技场:保持现状
陨石挖掘:保持现状,并且添加洗练石的获取量,可以根据公会活跃情况来是否获取一颗刻印石。
水库蟒蛇协力讨伐:采用以前的形式,不过玩法稍微优化一下,获取的奖励稍微增加一点儿,并且根据排行讨伐排行来获取一颗刻印石。
最后公会中可以添加一个新的留言日志(就是根据公会每次的挑战伤害后可以给自己留个言),对了防止留言日志有攻击性的语言,可以添加一个举报系统。
⑧ Guild content (cooperative crusade, Dungeon Kingdom Arena, Meteorite mining, reservoir python cooperative crusade)
Cooperative crusade: 3 times a day, maintain the status quo
Dungeon Kingdom Arena: maintain the status quo
Meteorite mining: maintain the status quo, and increase the amount of refining stones obtained. You can get a seal stone based on the activity of the guild.
Reservoir python cooperative crusade: adopt the previous form, but the gameplay is slightly optimized, the rewards obtained are slightly increased, and a seal stone is obtained based on the ranking crusade ranking.
Finally, a new message log can be added to the guild (that is, you can leave a message for yourself after each challenge damage of the guild). By the way, to prevent offensive language in the message log, a reporting system can be added.
⑨关于其他休闲玩法的建议(农场,牧场,浮游城漫画,浮游城视觉小说)
农场:目前是日常种种地,获取奖励
建议:参考制作公会ui的方式重新制作农场场景,具体你可以隐藏所有玩家的统计的ui,场景制作农场的背景,以此来达成玩家可以通过拜访农场并且可以与其互动的目的。
农场方面可以设计一个全新场景ui,在这个ui中,玩家可以在农场里面玩pk,只是在农场里玩pk(且默认玩家的练度相同),相信这样设计可以让很多玩家乐意待在农场之中。
另外建议偷菜玩法,玩家可以通过拜访玩家偷去一个种子粉尘,金花(并且调整金花获取的概率)因为现在勇士教远征队的放松性,不用刻意限制了)。
牧场方面:可以根据噩梦14的牧场怪兽来设计,搞一个幻兽帕鲁的玩法。
浮游城漫画,浮游城视觉小说:根据现有流程更新即可。
Ⅰ 建议新增互动玩法,根据每日与英雄,或者小公主互动获得好感度,不要做通过礼物获取好感度这么做,游戏会烂掉。
至于人物live2d,平常英雄的立绘live2d就可以
好感度可以变成小骑士的冠军之间感应度,根据感应度的提升可以解锁一些英雄的过去剧情以及日常剧情。
Ⅱ 建议后续新增誓约系统,玩家只可以选择一个英雄进行誓约,浮游城的天空花园可以后续做成约会场景。
Ⅲ 建议通过获取二星稀有或三星传奇英雄的专属武器来使英雄好感度上限增加由此来解锁英雄过去的单人剧情及其日常剧情。
既能增加流水,确保武器保值,还好获取,通信证也可以氪金,确保了其价值。
⑨ Suggestions on other casual gameplay (farm, pasture, floating city comics, floating city visual novels)
Farm: Currently, it is daily planting and getting rewards
Suggestions: Refer to the way of making guild UI to remake the farm scene. Specifically, you can hide the UI of all players' statistics, and make the background of the farm in the scene, so as to achieve the purpose that players can visit the farm and interact with it.
For the farm, you can design a new scene UI. In this UI, players can play pk in the farm, just play pk in the farm (and the default players' training level is the same). I believe that this design can make many players happy to stay in the farm.
In addition, it is recommended to steal vegetables. Players can steal a seed dust and golden flower by visiting players (and adjust the probability of obtaining golden flowers) because the warriors are now teaching the relaxation of the expedition team, so there is no need to deliberately limit it).
For the pasture: you can design it according to the pasture monster of Nightmare 14, and make a gameplay of the fantasy beast Palu.
Floating City Comics, Floating City Visual Novel: Update according to the existing process.
Ⅰ It is recommended to add interactive gameplay, and gain favorability by interacting with heroes or little princesses every day. Don't do it by getting favorability through gifts. This will ruin the game.
As for character live2d, live2d of ordinary hero portraits is enough
Favorability can be turned into the induction degree between the knight's champions. According to the increase of induction degree, some heroes' past plots and daily plots can be unlocked.
Ⅱ It is recommended to add a pledge system in the future. Players can only choose one hero to make a pledge. The sky garden of the floating city can be made into a dating scene in the future.
Ⅲ It is recommended to increase the upper limit of the hero's favorability by obtaining the exclusive weapons of two-star rare or three-star legendary heroes, thereby unlocking the hero's past single-player plots and daily plots.
It can increase the turnover and ensure the value of weapons. It is also easy to obtain, and the communication certificate can also be krypton gold, ensuring its value.
⑩关于活动的建议:
目前来看就挺好的,社区活动时不时举行就行,然后游玩的玩家方面,这里你尽力做,玩家保证把把来。
⑩ Suggestions on activities:
It seems pretty good at the moment. Just hold community activities from time to time. As for the players, you should do your best here and the players will come every time.
11.关于BM设备方面:开发商那边采用3d引擎,unity等
玩家方面承受的手机,pc设备,你尽管开发,目前来看你只要超不过MHY就完全不用担心,然后游戏内存方面,一个大的合作场景,玩法就顶多一个G
完全没有什么顾虑,我这个设备是512G的手机。11. About BM equipment: the developers use 3D engines, unity, etc.
The players can afford mobile phones and PC devices, you can develop them. At present, as long as you can't exceed MHY, you don't have to worry about it. Then, in terms of game memory, a large cooperative scene and gameplay will only take up one G
No worries at all, my device is a 512G mobile phone.
12.关于运营,客服,社区的建议:
运营:时不时整个活,时不时放出个兑换码,时不时根据玩家需要适当调整档期,多和玩家交流,
尽量鼓励玩家进行二次创作,吸引玩家游玩,调动积极性,这就足够了。
客服:尽力传达意见,建议,对用户态度好点儿
社区:时不时举办活动,时不时抽空看看评论区,这样你的社区风评一定很好,目前来看除了这次的烂活造成的社区,平常社区很好。
12. Suggestions on operations, customer service, and community:
Operation: Organize activities from time to time, release redemption codes from time to time, adjust the schedule according to the needs of players from time to time, communicate more with players,
Try to encourage players to create secondary works, attract players to play, and mobilize enthusiasm, that's enough.
Customer service: Try your best to convey opinions and suggestions, and be nice to users
Community: Organize activities from time to time, and take time to read the comment area from time to time, so that your community reputation must be very good. At present, except for the community caused by this bad activity, the community is usually very good.
13.其他:Ⅰ 开发方面:有一个保命措施,给玩家开放创意工坊,玩家可以自己设计地图,来确保游戏寿命。
Ⅱ 开发养成方面:不要学习页游的操作,以及dnf的操作
Ⅲ 具体不建议的养成开发效果(铭文镶嵌,宝石镶嵌,装备或者角色的镶嵌功能,膨胀数值,不做平衡,)
Ⅳ 不能参考的游戏有(最强蜗牛,页游,dnf的养成)
Ⅴ 不可以参考的氪金功能有(崩坏:星穹铁道,原神)的月卡氪金系统
Ⅵ 不可以参考的系统有——通过抽取获得的角色转化的命辉来点亮命之座的系统。
Ⅶ 可以参考的游戏厂商有(mhy,鹰角)
Ⅷ 可以参考的游戏玩法或者活动有(崩坏:星穹铁道,原神)
13. Others: Ⅰ Development: There is a life-saving measure, open the creative workshop to players, players can design their own maps to ensure the life of the game.
Ⅱ Development and development: Do not learn the operation of web games and dnf operations
Ⅲ Specific development effects that are not recommended (inscription inlay, gem inlay, equipment or character inlay function, inflated value, no balance,)
Ⅳ Games that cannot be referenced include (Strongest Snail, web games, dnf development)
Ⅴ The krypton gold function that cannot be referenced includes the monthly card krypton gold system of (Honkai Impact 3: Star Railway, Genshin Impact)
Ⅵ The system that cannot be referenced includes - the system that lights up the constellation by extracting the life light of the character transformation.
Ⅶ Game manufacturers that can be referenced include (mhy, Eagle Horn)
Ⅷ Game play or activities that can be referenced include (Honkai Impact 3: Star Railway, Genshin Impact)
游戏调查问卷已反馈(英文)
thank you
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