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2025GT 전반 분석 QA 초안

작성자洛雨|작성시간25.09.25|조회수179 목록 댓글 1

Game Company:
Kakao Games - Kong Studios
GT initially gained popularity due to its story-based, casual, and lightweight gameplay. However, small studios struggle to guarantee benefits and attract senior programmers, many of whom are new. I know there's no way around it.

Regarding the "Arena":
I understand that the main revenue streams are card draws, competitive (front-row paid), and deep progression.

Regarding the game's positioning:
The deep progression positioning represents a structural contradiction and requires long-term refinement.

Regarding the macro-level gameplay layers: PvE and PvP.
The deep progression positioning inherently determines your inevitability: early entry, one-off PvE content, then internal competition in PvP.

Regarding the player base:
In the early days, due to addressing "structural contradictions,"
modifying the PvP tier made it difficult to increase player growth;
it only delayed the contradiction.

The PvP tier that has been implemented:
Modifications: The boot camp benefits system has been delayed until now, which can delay the initial experience for new players.

Regarding the solution to the "small studio" story production bottleneck:
Modifying the "Friends Circle" gameplay
Using in-game "virtual social circles"
To rapidly create "story content" based on the heroes' daily lives through lightweight and resource reuse.

The following are questions and analysis after the Q&A session:

◆Character Bloom Candidates:
mk99, whose mechanics determine whether to switch to "gun" form based on the presence of nearby players.

Nefertiti, whose turret summons increase the possibility of victory in the competitive experience.

Miko, whose ethereal attributes allow him to be raised by powerful heroes.

Cinderella, a melee character in Guild Wars.
Fairy Dabin, provides powerful buffs and isn't weak in her own right.

◆About the judgment criteria:
The heroes we choose need to consider:
Attributes, usage rate, mechanics, and other factors.

◆About the future hero release plan:
One every two weeks, two every month;
This is already very fast.
About balance: Blooming is superior,
and those without blooming are barely even useful.

◆About blooming skills:
For scenarios like PvE, it's okay to look good.
In competitive content like Guild Wars, the CG display greatly affects judgment.
Therefore, we'll directly create a "settings control switch" to determine whether to play the blooming CG video.

◆About the training room:
The blooming effect is great.
However, expanding to two new characters won't affect revenue.
Because the core revenue of "deep development" is PvP.

◆Regarding the 3x increase in Flowering and Redstone Dungeons:
Make it similar to the "paid monthly pass" privileges I mentioned earlier.
For new players with low levels, create a Growth Monthly Pass with basic resource buffs;
For veteran players with high levels, create a Flowering Monthly Pass.
Wouldn't that resolve the controversy?

As for the long hiatus, just give out some free buffs occasionally to keep players up to speed.

◆Regarding returning players:
All requested improvements for new players are aimed at ensuring they stay and maintain a supply of "fresh blood," essentially guaranteeing basic supply and demand.

Ensuring these requirements ensures that players who quit to catch up will not experience a situation where they're "quitting" to catch up.
Returning players will definitely have more resources than returning players.

◆Regarding "Hero Growth and Equipment Growth":
Even if expanding the development line is unavoidable, the development system is complex and needs to be simplified.

This is the "structural flaw" of the "deep development positioning."

Regarding "Refining Stones, Locking Stones, and Exotic Faces":
Minor improvements will suffice under the current circumstances.
Regarding the person requesting "Awakening Stones" for the "Café,"
I believe what he's saying is establishing a comprehensive standard for "multi-resource consumption and exchange."
However, given the conflicting positioning of "deep development structure":
After improvements, it will be difficult to generate income from high-level resources like Exotic Faces.
My opinion is that this isn't feasible for the time being.

◆Level 150 Dungeon?
This involves core income and resource trade-offs.
It doesn't matter whether it's modified or not.
Just add the paid monthly membership buff [I'm not sure if this has been implemented on the Korean server, as I can't see the Korean server shop interface].

◆Regarding the "Yellow Block" adventure resource star piece:
This involves core income, so adding the "Blooming Stone Gift Box" is difficult.

◆Regarding Guardian Level Points Vouchers:
Both are fine, but the resources are definitely limited.
This is for obsessive-compulsive players.

◆Regarding 21, Kelly: It's just that the pacing isn't well-guided.
I'll just improve it in the future and prevent this kind of situation from happening again.

◆Add "Story Plans":
"My Room" gameplay, short side stories, floating city comics
If production capacity is low, consider adding plot dialogue, topic guides, and pop-up story announcements from the "Friends Circle" to facilitate production.

◆Tips for "Recall" stories:
It's very simple. In World 13's "Fake Knight Falls," isn't there a "pop-up box"?

Just add a narration summary before the main story begins. I think it's fine to do it or not.
Maybe it's because Korean players need it (?)

◆Carly Costume:
Spoilers are only "relative," not "absolute."
If there are spoilers, then just create non-mainline costumes.

◆Channel Difficulty:
It's been adjusted nearly four or five times.
It's probably just the difficulty players experience with 3- and 4-star heroes.
Just do a good job of guiding new players through Boot Camp.
(Some people still don't know about this benefit.)

◆Decreased PVP Competition:
In Deathmatch, there's no decline in competition.
This is because the Pokémon Balance applies.
The original proposal was for the 3v3 Arena gameplay.
Create an "event mode" to promote competition.
Exchange event tokens for rewards.

◆Situations where the Deathmatch win rate is "one-sided":
For example, in Capture mode, victory is primarily determined by points, not damage and kills.
So, no adjustments are needed in this area.
If adjustments are needed, add "team voting surrender."

◆Regarding Daisy counters and environmental control:
Don't have a new hero every patch.
Human Rights - 4v4 or 3v3-specific heroes - Guild Wars
Just follow this rotation order.

◆Regarding 3v3: Master Arena participation rate is low:
Increasing honor rewards won't increase participation.
To put it bluntly, the players playing in the arena are veterans; familiar players fight familiar players.

◆The five-star buff prevents six-star heroes from monopolizing the meta.
Because six-star heroes were rare back then.
◆Why do people use six-star heroes with high bloom instead of five-stars?
Because, for example, Beth adds skill mechanics: Orb.
Because, for example, Galaxy adds range mechanics.
Because, for example, Daisy adds self-healing mechanics.

◆Regarding the Colosseum:
Adding a tutorial will suffice.

◆Regarding the low matchmaking rate for cooperative expeditions:
To put it bluntly, there aren't enough players.
Regular players can't be matched together.
This is also a structural contradiction, leading to community activity issues and difficulty meeting online rates.
Because the consensus is that players choose to quickly complete daily tasks during certain time periods. Honestly, the popular time incentives are useless, as matchmaking is still 24/7.

◆Regarding the boredom of cooperative expeditions:
This is due to low production capacity and a lack of themes;
I'm tired of playing, so I'm adding more rotating themes.

◆Regarding the cooperative expedition scoring system:
It doesn't matter if it's changed or not;

◆Guild War "Highest Damage" retry policy:
This will make front-line guild players obsessive-compulsive. For example, they must trigger a "critical hit" operation. This means they'll constantly retry and become fatigued.

The limit remains: 3 attacks per day. The number of retries (or exits) remains: 5.
However, a "Knight Attendance Selection Book" will be created, and damage will only be recorded after a successful boss defeat. This will allow you to choose 1 of 3 options each time, choosing the best damage strategy for each fight.

◆New Guild Bosses:
Try to avoid "invincible" and frequently dodging bosses. This is very bad for front-line players.

◆Set a limited-time "Guild Attendance Bonus" schedule:
Draw your sword daily to earn small rewards.

◆Dungeon Kingdom Slime Arena:
Apply the "Boss Lineup Attack Usage Rate" setting. This is also a front-row scroll, similar to 3v3, 4v4, and Guild Wars.

◆Guild Chat History Preservation:
This can be modified or not. It's similar to Kakao Talk, WeChat, QQ, and other social media platforms where there are guild groups.

◆Guild "Dream Evolution Stone" Donations:
This is possible, but with a focus on deep development, revenue depends on this, and it's targeted at front-row users. This means no one might be willing to donate.

◆Boss Rush, the event mode.
Seasonal buffs, expansions, great.

◆Regarding the Hunter Medal specification changes:
It's easier for new players to farm high-level accessories, I have no objection.

◆The Heroic Legend of Thetis:
Skip the storyline, you can do it or not.

Floating Floors?
To put it simply, it's about clearing floors and quickly getting rewards.
[It's up to you, you can do it or not.]

◆Floating City Elevator:
Establish a clearance statistics database. All first-time clearances will be automatically added to the list.
Players just need a reference.

◆Farms/Ranches:
Farms/Ranches will not be updated further due to low income and difficulty generating returns. This may be what the Kong team is saying.
However, I would like to ask, there will be no one-time content updates.
This relates to the current game's transformation and the need to improve the redundant growth system.
Regarding "resource exchange," the existing "Friends' Homes - Farms" process is a "face-saving project."
However, this content can be expanded.
And Bind "Server Resources - Player Data";
Build a built-in database system.
Players can query friends by their UIDs.
Then load the friend scene, and players/users can feed their friends by interacting with the NPC (the little princess in the home).

Since the "Friend Database" already exists, we only need to improve and expand the internal code of the existing "Home Visit" button →
Implement server data and resource interaction.
Remove the current module content.

Reference:
Single-player farm "Harvest Crop" code;
Link the "Server Database" to
Realize the player who visits the home [that is, the player who clicks the Visit Home button control bound to the corresponding UID player data, which is the player who uses the "Click This Button Event"; does that make sense?] //User Visits Home

Then, based on the server-bound data, link
consume resources (e.g., cake, bell peppers, vegetables, chicken legs) from their account. Just follow the suggestion and create separate databases for desserts and vegetables, linking them together and consuming them. Finally, load the obtained random resources through a pop-up window [resource allocation].

Then, based on the "Little Princess in the Home is fed bell peppers and clicks the bell pepper button" click event, execute the load and display it in the main lobby of the user's homepage where the Little Princess is located.

Add a small pop-up interface with an animation showing the Little Princess crying. Then set the code to repeat.

This not only creates an interactive topic about feeding bell peppers, but also enables home visits and resource interaction.

Then resource interaction is also very simple. Load the code in the field interface of the farm interface [based on seed classification]. Set the time for maturity to be 8 hours or 24 hours.

Rather than simply consuming physical strength to mature, it seems simple. However, as the "structural positioning contradiction" expands, resources continue to depreciate, and physical strength is given more and more. So, isn't your farm model a non-profit project? I understand you're new, but I'm a newbie too. Theory is theory, but I don't have access to projects. Could you please implement it?

◆Also, I saw your company's job posting for casual designers. Regarding the content of the letter, income, positioning, and other problem reports, I'm not sure if you plan to develop this type of expansion content.

A "mass fishing" network system?

I didn't mention the fishing system.

The network I want you to implement is "home visits," "resource interaction," and feeding gameplay. That's just a small module improvement.

The obscured area:
I'm not sure if you're referring to the farm expansion area or the final area of ​​the floating city in Season 3.

Regarding the Plaza feature:
Large-scale online content?
That's certainly not easy, as it's difficult to load a large number of users.
However, it's possible to implement "small online" based on each user's home.
This is also done by loading the user's hero model and developing some interactive NPCs in a large, public environment, much like the "early GT" version of the previous game's "Dungeon Link." It's an open main storyline loaded into the game, not like the current level entry.

Blacksmith, once a year, as you said.

Linkages:
Small links are paid.
Large links must have heroes and a storyline.

Squirrel Quiz Challenge:
This can be expanded to "player-to-player quick-answer" mode, which also uses user slots to load user models. Type
to advance the game.

About Network◆
Multi-user loading to jointly promote this gameplay
[LAN] online.
This is the early online gameplay
(this is what you need now).

Existing cooperative expeditions
are more room-based, similar to [WAN] online.

◆Pass Rewards, Returning Knight:
This should be changed. The rewards are not cost-effective.

◆Paid Gems
Just use the existing store.
Also, adding paid crossover events after the paid store expires can easily lead to conflicts.

◆5000 Diamond Benefits Package
Continue with the existing one, providing resources such as alternate planes.
Try to mitigate the pressure.

◆World Expeditions, Warriors' Training Solo Expeditions, and Carmarthen
Hopefully, they will be opened as soon as possible and transformed into long-term gameplay.

◆Hopefully, schedule a schedule to provide
online Q&A and real-time communication opportunities.

Also, I recommend using Switch Live Streaming because it offers online translation.

◆A small request for easier replies to emails: Could you provide a text document containing only questions in the future to facilitate more convenient communication?

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  • 작성자당돌한 기사 | 작성시간 25.09.29 안녕하세요.

    기사님의 의견을 정리하여 관련 부서에 전달드릴 수 있도록 하겠습니다.

    감사합니다.
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