
Recently, I came across news about the open beta of "Legend of Shu Realm" on the forum. To be honest, when I saw the words "Log in and get 1,000 draws for free", my first reaction was a bit subtle. As an old viewer who watches KPL all year round and likes to ponder version updates, I am particularly sensitive to the words "numerical inflation" and "resource inflation". Today I want to talk to you about whether this kind of operation idea of getting rich right from the beginning is honey or arsenic for a game that focuses on competitive experience. 🤔
Let's talk about balance first. I think the lifeblood of competitive games is "restraint relationship" and "operating upper limit". The promotion of "Legend of Shu Realm" contains a large number of exotic beasts, cheats, and SSR to assist in the battle. Combined with the tone of Lantu Network's previous works, it is most likely a routine to gather bonds and build up. What are you most afraid of in this model? What I'm afraid of is that the free stuff makes it too easy to crush the numbers. 1,000 pumps seems to be a good idea, but in essence it speeds up the player's formation speed. When everyone gets a full set of mythical beasts in seven days, the so-called "hundred times and ten consecutive" is actually jumping repeatedly in the anxiety cycle. If the new cards released later are not stronger, who will pay for it? This forces planners to inflate the values. Once the values are inflated, the competitive environment will become very mimetic. The lineup will be the same. Whoever goes first will win. It will be difficult to see wonderful counterattacks in operation. 😮💨
Let's talk about this “limited time cross-server PK”. To be honest, I have reservations about limited-time events. The most important thing in e-sports is fairness and state continuity. In cross-server battles, if the "peak showdown" is not segregated by rank, and the Krypton guy in the old zone or the lucky Gan Emperor uses a suit full of broken beasts to bully the pioneering players in the new zone, then the game will not be based on strength, but on the origin and luck. The real arena ecology should allow S-level teams and B-level teams to have their own stages, rather than throwing a group of people into the Colosseum. Not to mention the enjoyment, it will cause frustration and the loss of players is inevitable. I think the official matching mechanism is more important than how many draws are given. ⚖️
From the perspective of version updates, what I am most looking forward to is how "Legend of Shu" will deal with the relationship between "free benefits" and "long-term playfulness" in the future. To be honest, a common problem in mobile games now is that you get joy in the early stage, but the development in the later stage depends entirely on the liver and the sharp increase in the krypton curve. If this game can use balance patches and interesting map mechanics to retain competitive players after the hustle and bustle of launching a server, then that will be its real skill. After all, no matter how lively the LPL is, the beauty of the game depends on the understanding and teamwork of the players, rather than simply fighting over who has more equipment. 📊
Finally, let me give you some personal advice. If you are a casual player who wants to experience the "exhilaration" of the game, then this wave of benefits is definitely full, so don't hesitate to go and give it a try. But if you are like me and go for the competitiveness of cross-server PK, I suggest you wait and see the changes in the first wave of version updates to see how much official control they have over the "late conversion rate of free resources." After all, a healthy competitive environment always needs a little "regret that cannot be obtained" and "strategies that need to be thought about." Pure "fafafa" is actually quite boring. 🤷
The above is a fragmentary thought from a tactical perspective. Friends who are also following this game are welcome to come and chat in the comment area. What do you think of the ecological dangers behind "getting a thousand draws at the start"? Or, do you think there is any other mobile game that combines "benefit giving" and "competition fairness" very well? I would also like to copy the homework. 🙋♂️