Wednesday, May 18, 2022

[Korea] Director's Note: Measures to Alleviate Play Fatigue and Information on Progress

  • In this note, the director would like to tell you about play fatigue. After this max level expansion update, many adventurers have been sending various opinions, but it seems that most of them relate to fatigue from play. Of course, it is also the most discussed topic internally.
    • We've been analyzing a lot of data to see if there's actually enough load in the game to make adventurers feel tired.
    • They viewed various data such as how many characters are mainly playing with difficulty of Heroes or higher, how indicators related to play time are changing, how many characters are playing the same dungeon, etc., and discuss the actual play experience and areas that need improvement.
    • As a result, it was confirmed that the word fatigue is an expression created by the accumulation of various negative experiences that adventurers feel.
    • Among these issues, the ones that were judged to be of great importance were the following.
  • First, it is related to the efficiency of growth, especially the efficiency of transfer.
    • The problem is that the efficiency of the item growth method is too low compared to the current growth method through transfer.
    • For transfer growth, it was confirmed that the main character would play a single high difficulty general dungeon repeatedly, and the sub-character would repeatedly play a low difficulty general dungeon to supply golden beryl. As a result, the boredom of the dungeon naturally increased.
    • In the process, there was also a problem in which the growth of the main character and the sub-character was vastly different.
  • Second, the long playtime.
    • Repeat play of high level dungeons was recommended for growth, which led to an increase in play time. In addition to that, the golden beryl supply and demand time of the sub-characters mentioned earlier has been increasing.
    • The part related to play time and its rewards is always a tricky part to deal with, but it seems to be a clear fact that people who are not used to long play times can feel fatigued.
  • Finally, it is related to party play in the dungeon.
    • For the same reasons as above, high-difficulty general dungeons are often played through parties.
    • There is also a problem that takes a lot of time to find a class for the party you want because the criteria for party recruitment are different.
    • In particular, even when playing the dungeon with 2 or 3 people, the difficulty of the dungeon is fixed at 4 people, so it is also difficult to recruit a party of 4 people.
    • In addition, we were able to check the various inconveniences that adventurers give. Unfortunately, it is difficult to solve all problems at once. 
  • If you look at one aspect and solve the problem, it is easy to cause other problems, and if you change the direction several times to fix other problems, it will confuse the adventurers as a result. 
    • So, even if it seems a little slow, we are thinking of resolving it step by step, and it would be good to see the work in the same vein as lowering the difficulty of general dungeons, adding growth-only epics, and adjusting the level of equipment that drops in Heroes Mode.
    • We apologize for the delay in action than you expect, and we promise once again that we will do our best to make the game a better game through continuous action.
Easing the Burden of Growth
  • In addition, related updates have been made to the first server this week, and we will introduce the contents. First, the system for easing the burden of growth has been updated.
    • As a way to solve the mentioned problems, we have added a drop and acquisition route for untradable Golden Beryl that belongs to the character regardless of the existing Golden Beryl drop.
    • The reason for adding untradable Golden Beryl is that the method account-bound Golden Beryl only adds the effect of focusing on one character, so there is concern that people who do not have enough time will feel more fatigue.
    • I thought that the untradable Golden Beryl would be one way to solve the problem of the difference in growth between the main character and the sub-character mentioned earlier.
    • Through this patch, sub-characters can naturally accumulate untradable Golden Beryl while supplying Golden Beryl for the main character, which is expected to be an opportunity to grow as much as the effort put in. As it increases, it is expected that sub-characters' dependence on beryl supply and demand will decrease.
    • In addition, the amount of Golden Beryl consumed for equipment option growth will be reduced, although it has not been included in the first server schedule due to the development schedule.
    • The problem is that the growth method of the same Epic is not as efficient as the transfer growth, so by reducing the amount of Golden Beryl consumed for growth itself, adventurers will not only transfer their characters, but also grow their characters through the equipment growth system. We plan to create an environment that is conducive. 
    • Please note that this update will be applied directly to the live server on the 26th. At the time of the update on the live server, 20 equipment option growth coupons will be given to all adventurers in consideration of the goods consumed for option growth. We will inform you about this through a separate notice.
    • Separate from the equipment option growth rights that will be paid on the live server, we plan to additionally sell equipment option growth rights through the black market on the live server on the 19th to support the character growth of adventurers until the update is reflected.
  • Second, the relaxation of party play.
    • First of all, in order to alleviate the difficulty of recruiting a party in Heroes mode, we have improved the difficulty of the dungeon when playing with 2 or 3 players. 
    • We have made it possible to play the dungeon with 2 or 3 people, depending on the situation, without having to wait for all 4 party members.
    • In addition, we have compensated for the long play time by lowering the HP of monsters in general/heroes mode party play in general dungeons. You will be able to clear the dungeon faster, and we think this will be helpful for those who feel burdened by long play times.​
    • We tried to apply this update as quickly as possible, but we are well aware that various other issues still remain. 
    • Even as the character grows, we are pondering and fixing various issues, such as the more boring problem because we cannot feel getting stronger because of the problem of having to go through the higher difficulty level of the same dungeon, and the balance problem of this Meister's laboratory dungeon. We promise to keep working hard until we become a good figure.
  • In addition, we are preparing to hold DnF ON this year in June. We think this will be a place to talk about our concerns so far, what we have been thinking about, and what we are preparing for. 
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