Recently, "Old Rice" has successfully optimized the daily quests, however, some players have reported that there are still problems with the bounty crusade design, which makes people feel tired from repeating the cycle. At the same time, the fishing system is widely regarded as a chicken rib, the resin limit is too low, and the map design that cannot skip the plot and the underworld has also caused dissatisfaction among players. Many players still feel that some of the pain points of this game still haven't gotten a good ending, so what are the pain points that make players memorable?
1. Bounty on the crusade design problem
The current circularity of bounty raid design makes players tired. This may be because the tasks lack enough variety and challenge to make completing them monotonous and tedious. The development team can consider increasing the variety of missions and introducing more innovative elements to stimulate player interest. In addition, the difficulty and rewards of bounty crusades are dynamically adjusted to make them more in line with the player's level and avoid the fatigue of the player's cycle.
2. The impracticality of the fishing system
The fishing system is considered to be a nuisance, mainly because it is difficult to operate, and players use it more as a means to acquire specialized weapons than as an effective way to pass the time of boredom. One way to solve this problem is to simplify fishing and provide a more intuitive interface and controls that make it easy for more players to participate rather than being hindered by the difficulty of the operation.
3. Resin cap issues
The low resin cap causes players to spend a lot of time working with resin every day, which obviously affects the smoothness of the game. It is recommended that the development team consider increasing the resin cap to reduce the time pressure on players and make the game more enjoyable. This also encourages players to be more actively involved in other fun gameplay elements, rather than being limited to resin handling.
4. The problem of not skipping the plot
Some players expressed their dissatisfaction with not being able to skip the story, believing that this design may be to allow players to watch the story more closely. However, in reality, the patience of players is limited. In some plots that have already been experienced, giving players the right to choose to skip can better meet the needs of different players and make the game more personalized.
5. Map design of the underworld
As map design continues to become more complex, especially since the advent of Sumeru, multi-layered maps make it easier for players to get lost and reduce their desire to explore. The development team could consider adding a more intuitive navigation system that provides clearer map information to help players find their destination more easily. In addition, you can design some interesting interactive elements of the map to increase the fun of exploration, rather than becoming a hindrance to the player.
Overall, as a popular game, Lao Mi can better meet the needs of players and enhance the game experience by optimizing these key issues. The development team needed to be more agile in listening to player feedback and actively tweaking and improving the game design to ensure that the game would continue to engage players and become a beloved masterpiece.