"Game Suggestion: Recommended Solutions for Addressing Divine Stone Inflation"
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Game Suggestion
New Equipment: Medal Initial Medal: Orange (Legendary) quality, with one fixed attribute: +10% to All Attributes. Growth System: A medal can have a maximum of 7 attributes. Use Divine Stone + Another Specific Material to attempt to add a new random attribute to the medal. The success chance for adding each subsequent attribute decreases sharply: 2nd Attribute: 50% 3rd Attribute: 20% 4th Attribute: 10% 5th Attribute: 5% 6th Attribute: 2% 7th Attribute: 0.5% Attribute Pool: Includes powerful stats like: Final Damage Increase, Final Critical Damage Increase, Final Critical Chance Increase, and various other percentage-based boosts. Design Goal: To prevent long-term inflation of the Divine Stone currency by creating a compelling, high-stakes sink for it. Last bumped on Jan 9, 2026, 12:45:02 PM
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The following analysis is generated by AI.
Game System Suggestion: Sigil of Divinity I. Core System Design 1. Sigil Name: Sigil of Divinity 2. Initial State: Legendary (Orange) quality, fixed with first attribute: All Attributes +10%. 3. Growth Cap: Maximum of 7 attributes (1 initial + up to 6 additional). 4. Core Materials: Divine Stone: High-tier universal currency/material, obtained mainly from endgame dungeons, seasonal events, etc. This is the system's primary currency sink. Sigil Core: New bound material used alongside Divine Stones to add attributes. Obtained from daily/weekly activities and sigil dismantling. This ensures active free-to-play players can participate, while whales need to buy Divine Stones from the market for repeated attempts. 5. Failure Penalty: To prevent oversaturation and add tension, failure to add an attribute has a chance to "downgrade" the sigil. Upon failure, there is a 30% chance to randomly remove one non-initial attribute (prioritizing newly added ones). If only the initial attribute remains, failure has no extra penalty (protects the player's baseline). II. Attribute Pool & Weighting Attributes should have unequal rarity distribution and maintain balance to avoid "one-size-fits-all" ultimate sigils. T1 Attributes (Low Weight, ~5%-10%): Final Damage Increase +8% Final Critical Damage Increase +12% Skill Cooldown Reduction +10% All Elemental Resistances +15% T2 Attributes (Medium Weight, ~20%-30%): Attack/Spell Power +15% Maximum Health +20% Critical Strike Chance +10% Attack/Cast Speed +12% T3 Attributes (High Weight, ~40%-50%): Primary Attribute (Str/Dex/Int) +25% Armor/Magic Defense +20% Life Steal/Mana Regeneration +5% Movement Speed +8% When adding a new attribute, it is randomly drawn from the pool. Duplicate identical attributes cannot appear on the same sigil. III. Growth Probability & Cost (Key Section) This is the core for economy control, creating excitement and setbacks. Probabilities should drop precipitously, with pity systems added. Target (Adding Nth Attribute) Success Chance Required Materials (Divine Stone + Sigil Core) Pity Mechanism (Optional, enhances positive feedback) Adding 2nd Attribute 50% 1 + 1 None, or +20% chance after 2 consecutive failures Adding 3rd Attribute 20% 2 + 2 After 5 consecutive failures, next attempt chance increases to 40% Adding 4th Attribute 10% 4 + 3 After 8 consecutive failures, the next attempt is guaranteed to succeed Adding 5th Attribute 5% 8 + 5 After 15 consecutive failures, the next attempt is guaranteed to succeed Adding 6th Attribute 2% 15 + 8 After 30 consecutive failures, the next attempt is guaranteed to succeed Adding 7th Attribute (Final) 0.5% 30 + 15 After 80 consecutive failures, the next attempt is guaranteed to succeed. Upon success, high chance to obtain a T1 attribute. Notes: Pity Mechanism: Provides a clear expectation for investment, prevents extreme bad luck from discouraging players, and is key for retention. Escalating Cost: Material costs increase exponentially, especially for Divine Stones, effectively absorbing vast amounts of currency. Final Attribute: 0.5% is the dream, but the 80-attempt pity (requiring ~2400+ Divine Stones) is an astronomical goal. It becomes the ultimate pursuit and status symbol for top players, creating a massive currency sink. IV. Supporting Systems & Anti-Inflation Design 1. Sigil Dismantling: Dismantling a sigil with 2-3 attributes has a chance to return 1 Sigil Core. Dismantling a sigil with 4-5 attributes has a good chance to return 1 Divine Stone and several Sigil Cores. Dismantling a sigil with 6-7 attributes guarantees multiple Divine Stones and Sigil Cores. Better attributes yield higher returns. Purpose: Provides partial loss recovery for failed attempts, increases market supply of sigils, and stabilizes material prices. 2. Attribute Locking/Reforging (Future Update): Introduce Divine Inscription (an even rarer item), allowing players to lock 1-2 precious attributes while reforging the others. This further increases late-game pursuit of perfect sigils and associated consumption. 3. Seasonal Sigils: Each new season/major update introduces 1-2 new limited-time attributes (not in the old sigil pool) and a season-specific starter sigil. Old sigils remain powerful, but new ones offer new build possibilities. This continuously stimulates player collection and crafting desire, ensuring perpetual demand for Divine Stones. V. Design Philosophy & Expected Outcomes Combating Inflation: The high-value, high-randomness, high-cost growth path transforms Divine Stones from a hoarded currency into a consumable. Crafting a top-tier sigil is a near-bottomless currency sink, continuously absorbing excess Divine Stones from the server economy. Player Experience: Casual/Active Players: Acquire Sigil Cores through daily play, gradually crafting a decent 3-4 attribute sigil. Dismantling extras can yield small profits. Mid-tier Players: Through market trading and accumulation, they can pursue 5-6 attribute high-quality sigils, forming the main consumer base. Top-tier/Whale Players: They chase the perfect 6-7 attribute sigil, especially a "BiS (Best in Slot)" sigil with 2+ T1 attributes. This becomes their ultimate goal and status symbol, consuming astronomical amounts of currency. Economic Ecosystem: Divine Stones and Sigil Cores will stabilize at market-driven prices. God-tier sigils will become one of the game's most stable stores of value. The system will generate massive material and sigil trading, revitalizing the in-game economy. This design provides immense fun and long-term goals while perfectly achieving your初衷 (original intent) of "recycling high-tier currency to prevent inflation." It functions like a well-designed "currency shredder," yet players will willingly feed it in pursuit of glory and power. The following content is provided as reference material for AI analysis." |
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