My opinion is: They should set a clear threshold in advance, where those above the line receive rewards, rather than selecting the top number of participants. This will inevitably cause confusion in other servers, as no one is willing to give likes to their potential competitors. Here are my reasons.
In previous seasonal achievements, you only needed to complete a certain number of challenges to claim your rewards, even though these challenges were difficult. Players were striving towards higher and stronger goals, working to surpass their past selves, and the rewards for seasonal achievements served as proof of their progress. Among players, there was a relationship of mutual assistance; they created strategies and guides to help each other complete tasks, fostering a generally positive community atmosphere. For the game company, when players were challenging themselves with these achievements, they would need to draw and nurture necessary characters, which also generated revenue for the game.
However, the new reward way has changed it. With only 50 people across the entire server receiving rewards, it means that competition among players is now zero-sum on a broad scale.
Firstly, I must criticize why such a collectible reward was not clearly communicated beforehand. There are many collectors among the player base, and they will undoubtedly be deeply disappointed by this outcome. Yes, you did say there would be rewards, but you merely informed us that there 'would' -- You didn't mention that the final rewards would be based on rankings, nor did you indicate that they would have significant collectible value (as opposed to, say, some gems)
Secondly, as I mentioned, this competition has become zero-sum. In future co-op on the Korean server, as well as ongoing co-op on other servers, players may no longer be willing to give others likes, especially those who hope to obtain the reward, because every like given to someone else could potentially prevent them from getting the reward themselves. Additionally, malicious like-farming methods may become prevalent, placing a significant burden on the server—some players might privately team up to create rooms to farm likes for each other, effectively generating a large number of likes within their group, and the continuous 24-hour availability of these rooms could put pressure on the server. And for players, this way is boring enough and will erode their willing to play the game.
In conclusion, I believe the director should change the method of obtaining this reward, such as setting a fixed threshold of 200 likes, and then clearly communicate this fact to everyone to prevent the scenarios mentioned above from occurring.
What do you think about that?
첫댓글 Good~!