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Let me talk about the conclusion first: this game is one of the audio games I have played in recent years that has a better balance between numerical design and development depth. The linkage between characters and reality is not a gimmick. The voice actors will really grow along with the game plot, which will be discussed in detail later. If you are waiting to see whether to jump into the trap, or you are just confused, this post should help you.
Let's talk about the core team formation logic first. The band in the game consists of five people, each of whom has a corresponding instrument position (guitar, bass, drums, keyboard, vocals). All five positions must be filled to trigger the synergy bonus. This bonus is a multiplication calculation, not an addition, so don't force it together with four people. If one position is missing, the overall score gain will be greatly reduced. I have seen many novices rush into battle after getting a few four-star cards at the beginning. As a result, two of the five positions were left empty. The final score was significantly different, and all resources were wasted. Even if you use three-star transition in the early stage, you must first fill up the five positions. This is the first iron rule.
Let's talk about attribute restraint. Each character has four attributes: Power, Cool, Happy, and Pure. Each song's chart will be bound to an attribute bonus. Characters in your team with the same attributes as the song will have an additional 20% increase in value. what does that mean? That is, when you raise cards, you can't just raise one team, you must at least divide them into four teams according to their attributes. It sounds silly, but in fact the game has an automatic formation function, which will help you pull out the five people with the highest comprehensive strength from the card pool based on the attributes of your current song, which is completely sufficient for daily cleaning. The only time you really need to manually adjust is when you are ranking for events. At that time, you need to fine-tune the lineup separately for the bonus of each song.
Then there is the skill mechanism, which many novices tend to overlook. Each character has a captain skill and a personal skill. Captain skills are a global judgment. It is recommended to have a "score improvement" type of captain in the early stage, which is much more practical than the recovery type. Personal skills are divided into score improvement, life recovery, judgment enhancement (even good is considered perfect), and combo bonus. The timing of activation is random, but the skill duration and coverage of high-star characters are obviously better. Here's a little tip: the first skill is triggered at the beginning about 20 seconds into the song. If you use your fingers to warm up, try to ensure full connection in the first 20 seconds. When the skills are stacked later, you can sprint for high scores, and the benefits will be much greater.
In terms of activity gameplay, a mode will be changed every week. Common ones include competition (scoring and ranking), tour (pushing pictures to unlock the plot), challenge live (fixed number of times to refresh the chart), and suite live (several consecutive songs increase the physical consumption gradually). If you are an ordinary player who wants to get event rewards, my suggestion is to put your physical strength first into competitions and tours. These two modes give more event coins and character experience. It is difficult to challenge the live chart. If you don't have enough practice in the early stage, the efficiency will be low. Suite live is worth recommending, because it calculates the total score based on the comprehensive ability of the five songs in your team. As long as all five of your teams can collect three or more stars, you can steadily get a good grade.
Speaking of cultivation, the biggest material gap in the game is actually gold coins, not experience cards. Upgrading a four-star card from level 50 to level 60 requires about 3 million gold coins. Experience cards can be accumulated quickly by playing songs, but once the gold coins bottom out, you can only wait for daily tasks to be produced. You must be aware of this pitfall in advance. My suggestion is to exchange the gold coin boxes in the event store as empty as possible. This is the most efficient way to exchange unit physical strength for gold coins in the current version. The same applies to skill upgrade materials. Priority is given to the golden dream fragments that are limited to each event. The quantity is very small, but after reaching a high level, each level can open up a gap of several thousand in comprehensive power.
Finally, let's talk about idol development and character interaction. Each character has a corresponding short story, and the unlocking conditions are level and intimacy. Intimacy requires you to bring the corresponding character into battle in live. After the battle, a small amount of points will be given based on performance. The accumulation of this point is very slow, but each character's intimacy level improvement also gives more crystals, and it is a stable one-time reward. My personal habit is to use a fixed team to farm materials, and change characters every once in a while to gain intimacy. In this way, after two weeks of playing, I can unlock the interactive plots of most of the characters, and the crystal income is enough to draw several rounds and ten consecutive rounds.
To be honest, this game is quite friendly to free players. The card-drawing resources given daily and in events can add up to two or three dozen consecutive games in a season. The guarantee mechanism is not a trap. As long as you don't blindly chase all the illustrations, plan the resources and play steadily, the experience is very good. And it is a game that can be played for a long time. It is not the kind of game that goes offline after ten minutes. The feel of each live game is worth pondering again and again. If you like music games and want to experience a little bit of development and story depth, this game is worth giving it a chance.