623 lines
34 KiB
JSON
623 lines
34 KiB
JSON
{
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"schema_version": 1,
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"updated_at": "2026-06-01T18:19:36+08:00",
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{
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"id": "qq-beta-2026-05-week4-game-suggestions",
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"source": "QQ群 beta群 2026-05-24 至 2026-05-30 游戏建议二次分析汇总",
|
||
"description": "从“游戏建议相关条目_初步整理.txt”的 252 个讨论块二次归纳而来。已按主题合并为明确设计问题/建议方向,并在每条反馈末尾保留来源条目编号用于追溯。",
|
||
"feedback": [
|
||
{
|
||
"id": "fb-0001",
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||
"desc": "英雄体系需要从“全能高面板”转向更清晰的功能分工\n\n多次讨论集中在 Lv4 英雄超模、英雄成长强于普通兵种、部分英雄同时具备清兵、杀英雄、机动和经济压制能力。建议不要简单全体削弱英雄,而是先定义英雄定位:清兵型、对英雄型、经济/运营型、辅助/保护型,并让每类英雄有明确短板。这样可以保留英雄爽点,同时降低少数英雄包办所有战术目标的问题。\n\n来源依据:[006]-[013], [188]-[190], [229]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [006]-[013], [188]-[190], [229]",
|
||
"status": "待处理",
|
||
"solution": "原本思路方案:\n1.首发英雄是3个条件的推导结果:1.对手是谁在哪里 2.这一把开局地理情况 3. 我想玩一个什么战术\n2.次发英雄是3个条件的推导结果:1.更多的对手情报 2.更多的地理情报 3.当前我的运营情况\n3.三发英雄:要么乘胜追击,要么绝地反击,否则不出\n预期目标:\n1.首发英雄,根据前两个条件推导出2个最优解,再根据条件3选其中1个\n2.次发英雄,通常配合首发有2个最优解,根据局面选1个;少数情况选择其他的\n3.三发英雄:只有3个理由才出:1巩固大优势;2速文化升级绝地反击 3.1级立刻有妙用?",
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"id": "fb-0002",
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"desc": "Lv4 英雄应有单独的上限控制和反制成本\n\n玩家反复提到 Lv4 文、恋等英雄对局影响过高,常规兵种难以靠成长追上。建议把 Lv4 作为独立平衡层处理:限制部分技能对英雄的直接收益、提高关键效果触发成本、或为对手提供清晰反制窗口。重点是削“极端滚雪球和低成本压制”,不是削掉英雄本身的战略价值。\n\n来源依据:[008]-[012], [188]-[190]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [008]-[012], [188]-[190]",
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||
"status": "待处理",
|
||
"solution": "感觉目前强力英雄的Lv4是符合设计目标的,其他英雄Lv4要拔到统一高度",
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||
"updatedAt": 1780290834659,
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},
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{
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"id": "fb-0003",
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"desc": "普通兵种成长可以优化,但不应走向“全员超模”\n\n讨论中有人建议给兵种升级、转换、基础数值补强,也有人担心这会把游戏推成超模对撞。建议先优化兵种成长的可达性和收益感,例如降低部分升级条件、让盾兵/基础兵种通过承伤或存活获得进度、允许有限的花钱转换;但避免把普通兵种加强到直接和英雄分庭抗礼。\n\n来源依据:[008], [017], [021]-[023], [075]-[078], [217], [230]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [008], [017], [021]-[023], [075]-[078], [217], [230]",
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||
"status": "待处理",
|
||
"solution": "文化点系统重改。 目前考虑简单的做金币升级单位的设计(加一个法典)",
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||
"updatedAt": 1780291079039,
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},
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{
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"id": "fb-0004",
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"desc": "车阶的核心问题是残血后战力断崖和任务/收益不稳定\n\n车阶反馈高度集中:英雄位机会成本高,但残血后面板收益大幅缩水,欠缺多杀能力时容易亏模。建议围绕“受伤后仍有价值”重做补偿,而不是只堆面板;可考虑挨打也推进任务、升级补血/补上限、形态转换、或将部分价值转移到位移/保护/辅助能力上。\n\n来源依据:[002]-[005], [033], [035], [090], [221]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [002]-[005], [033], [035], [090], [221]",
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||
"status": "待处理",
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||
"solution": "1.挨打进任务\n2.占城(不论敌我)有城防\n3.升级回血提高",
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||
"updatedAt": 1780291147153,
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"raw-035",
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]
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},
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{
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"id": "fb-0005",
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||
"desc": "炮兵需要解决“活着但打不出价值”的定位问题\n\n玩家认为炮兵被针对后容易失效,但如果简单提高射程或伤害又会压迫 PVP。建议把炮兵定位成高准备成本、高阵地价值单位:可以测试第 4 格低伤害、降费、军港/阵地配套收益或更明确的 PVE/PVP分层参数。核心不是让炮兵更难死,而是让部署成功时有可感知收益。\n\n来源依据:[024]-[028], [084]-[085], [158]-[160]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [024]-[028], [084]-[085], [158]-[160]",
|
||
"status": "待处理",
|
||
"solution": "不处理",
|
||
"updatedAt": 1780291159988,
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||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-027",
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"raw-084",
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"raw-085",
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"raw-158",
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"raw-159",
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"raw-160"
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]
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},
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{
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"id": "fb-0006",
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"desc": "学者/治疗单位更需要机动和操作弹性,而不是单纯堆治疗量\n\n学者被反馈机动性弱、出场性价比低。较有价值的方向是移动后单体治疗、远一格治疗或低数值但更灵活的治疗,而不是单纯提高治疗量。这样能提升后勤手感,同时减少“大范围奶量过强”带来的拖局风险。\n\n来源依据:[030]-[031], [086], [116]-[117]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [030]-[031], [086], [116]-[117]",
|
||
"status": "待处理",
|
||
"solution": "暂不处理",
|
||
"updatedAt": 1780291398792,
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"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-117"
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]
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},
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{
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||
"id": "fb-0007",
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||
"desc": "骑兵与反骑体系需要检查满血斩杀线和克制可读性\n\n部分玩家提到骑兵满血被秒、反马单位实际存在感不稳定、三防特色巨人导致只有特定单位能有效反马。建议检查骑兵常见对局的满血斩杀线,并统一反骑标签/技能说明,让玩家能预期“什么能反马、反到什么程度”。\n\n来源依据:[032], [077], [186]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [032], [077], [186]",
|
||
"status": "待处理",
|
||
"solution": "先对反马单位头上的提示从骷髅改成幽灵消散符号",
|
||
"updatedAt": 1780291453777,
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||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-032",
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"raw-077",
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||
"raw-186"
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||
]
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},
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||
{
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||
"id": "fb-0008",
|
||
"desc": "红魔馆需要同时看经济短板、红雾联动和焦土克制\n\n红魔馆相关讨论不是单纯“加强/削弱”,而是中期经济、红雾、咲夜/蕾米联动、焦土特攻等多因素叠加。建议把红魔馆作为一组体系复盘:确认红雾生成规则、经济恢复能力、被焦土后的后期机会,以及咲夜从收割位转辅助位的可能性。\n\n来源依据:[038]-[040], [056]-[060], [090]-[091], [150], [172]-[173], [216]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [038]-[040], [056]-[060], [090]-[091], [150], [172]-[173], [216]",
|
||
"status": "待处理",
|
||
"solution": "暂时没有想法",
|
||
"updatedAt": 1780291773606,
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-058",
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"raw-059",
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"raw-060",
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"raw-090",
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"raw-091",
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"raw-172",
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"raw-216"
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]
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},
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{
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"id": "fb-0009",
|
||
"desc": "妹红复活机制可以做成围绕火苗/资源投入的风险收益博弈\n\n现有反馈认为妹红低死亡惩罚的特色值得保留,但复活机制脆弱、火苗价值不足、后期乏力。较完整的建议是让死亡后火苗成为双方争夺点:治疗/资源投入能加快复活并保留成长,火苗被压制则复活延迟或清空增益。这样能把“复活”从被动等待变成战场目标。\n\n来源依据:[087], [118], [231]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [087], [118], [231]",
|
||
"status": "待处理",
|
||
"solution": "小老帝->满月收钱,Lv4 满月/协同收钱?\n火苗->变肉,然后满血可以直接复活?",
|
||
"updatedAt": 1780292528219,
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"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-118",
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"raw-231"
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]
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},
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{
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||
"id": "fb-0010",
|
||
"desc": "咲夜可考虑从收割型转向位移保护/超级辅助定位\n\n有玩家提出削弱咲夜收割,增加王车易位、英雄换位、行动点刷新等辅助能力。这个方向能减少单点收割的压迫感,同时强化红魔馆内部联动。建议作为独立方案评估:是否能让咲夜承担布局、保人、配合大小姐/二小姐/姆Q的角色。\n\n来源依据:[034], [038]-[039], [090]-[091]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [034], [038]-[039], [090]-[091]",
|
||
"status": "待处理",
|
||
"solution": "暂时不处理",
|
||
"updatedAt": 1780295281762,
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
|
||
"rawRefs": [
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"raw-034",
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"raw-038",
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"raw-039",
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"raw-090",
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||
"raw-091"
|
||
]
|
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},
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{
|
||
"id": "fb-0011",
|
||
"desc": "恋/恐惧/隐身/推人相关机制需要统一反制规则\n\n恋、恐惧、隐身、ZOC、推人和兵营占位相关反馈交织,且已经出现多个疑似 bug。建议建立一套规则表:隐身是否无视 ZOC、能否被推入/推到、建筑出兵如何处理隐身占格、恐惧是否只在主动攻击触发。先统一规则,再修显示和描述。\n\n来源依据:[009], [135], [138], [219], [236], [240]-[241]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [009], [135], [138], [219], [236], [240]-[241]",
|
||
"status": "待处理",
|
||
"solution": "均补充明确逻辑",
|
||
"updatedAt": 1780295470061,
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-236",
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"raw-240",
|
||
"raw-241"
|
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]
|
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},
|
||
{
|
||
"id": "fb-0012",
|
||
"desc": "古明地/地灵殿反馈可能被 bug 和机制不透明污染,需要专项复盘\n\n地灵殿和古明地相关反馈显示,一些玩家可能把 bug 当机制、或因为机制难懂导致问卷评价偏低。建议把地灵殿机制、觉、消散、隐脉、巨人和新机制联动列为专项检查,先修明显 bug,再判断真实强度。\n\n来源依据:[063], [216], [224], [247]-[248]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [063], [216], [224], [247]-[248]",
|
||
"status": "待处理",
|
||
"solution": "已经修复大部分明显问题",
|
||
"updatedAt": 1780295840810,
|
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"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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},
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{
|
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"id": "fb-0013",
|
||
"desc": "焦土策略在混战和特定阵营对局中破坏体验,需要限制滥用场景\n\n焦土被多次描述为混战伤害大、拿不回城市时默认恶心对手,且对红魔馆等阵营有特攻效果。建议不要急着全面禁用,而是限制最破坏体验的场景:提高前期门槛、限制每城/每回合次数、保留部分底层资源、或让占领方有代价恢复城市价值。\n\n来源依据:[056]-[060], [099], [210]-[216], [244], [250]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [056]-[060], [099], [210]-[216], [244], [250]",
|
||
"status": "待处理",
|
||
"solution": "待定考虑。焦土问题确实在特色能力下被放大",
|
||
"updatedAt": 1780295860195,
|
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"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-099",
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"raw-210",
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"raw-212",
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"raw-213",
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"raw-214",
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"raw-216",
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"raw-250"
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]
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},
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{
|
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"id": "fb-0014",
|
||
"desc": "城市发展点/占城收益需要 UI 明示,否则早战价值难以判断\n\n玩家提到抢城后很难判断城市到底损失了多少发展点、拆掉了什么、是否补回经济价值。建议在城市界面增加发展点/建筑价值/被拆损失提示,尤其服务早战、焦土和占领后的决策。\n\n来源依据:[133], [210]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [133], [210]",
|
||
"status": "待处理",
|
||
"solution": "填加左侧栏说明",
|
||
"updatedAt": 1780295889739,
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"id": "fb-0015",
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"desc": "文化值需要更明确的中前期用途,可考虑文化树或转化机制\n\n文化值被多次提到“缺用途”或想与科技树类似形成成长线。建议评估文化树、文化转信仰、剩余人口产信仰、文化提供属性加权等方向。目标是让文化在前期也能驱动决策,而不是只成为后期或特定体系的附属资源。\n\n来源依据:[071]-[076], [096], [098], [109]-[111], [148], [171], [228]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [071]-[076], [096], [098], [109]-[111], [148], [171], [228]",
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"status": "待处理",
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"solution": "文化值系统:\n1. 金币买回合文化点 以及雕像点\n2.雕像点可以额外布置产生发展度",
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"id": "fb-0016",
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"desc": "二级庭院/港口/保护区等建筑线需要重新评估收益和占地冲突\n\n建筑反馈集中在二级庭院、港口、保护区、军营/军港等建筑是否值得升级,以及与伐木场、扩地、人口占用的冲突。建议按建筑线列出“投入、占地、人口、战斗收益、经济收益”,优先处理投入高但反馈弱的二级建筑。\n\n来源依据:[079]-[080], [088], [102], [105], [209], [250]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [079]-[080], [088], [102], [105], [209], [250]",
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"status": "待处理",
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"id": "fb-0017",
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"desc": "灌溉/水井/农业辅助可以增强种田路线的稳定性\n\n玩家提出灌溉周围一格有水即可建造、水井作为勘探所式前置、妖精女仆降低农业建筑成本并加速灌溉生成田。这些都指向同一个问题:种田路线受地形和初始资源影响大。建议围绕“提高种田可控性但不让收益爆炸”做小型农业辅助系统。\n\n来源依据:[067]-[068], [089], [093]-[094], [172]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [067]-[068], [089], [093]-[094], [172]",
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"status": "待处理",
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"solution": "考虑初始给红魔馆保底1个灌溉位",
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"id": "fb-0018",
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"desc": "要塞/兵营/城墙防御成长需要跟上中后期火力\n\n要塞被反馈防御上限不足,敌方火力逐渐增加而建筑防御有限;也有人建议点了要塞的城市兵营获得城墙效果。建议检查防御建筑在中后期的收益曲线,避免前期过硬、后期无意义。\n\n来源依据:[069], [227]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [069], [227]",
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"status": "待处理",
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"solution": "问题还是在后期节奏上,城防本身就是一个前期决策和前期工具。或者说给文化市政加一个防御相关的(10块钱给兵营/主城买墙)",
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"id": "fb-0019",
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"desc": "桥、道路、树、地形破坏应作为一组地图控制机制统一设计\n\n拆桥、野外桥、破坏道路、种树挡路、开局砍树等反馈说明玩家在关注地形控制的边界。建议统一决定哪些阵营能拆桥/破路、哪些地形操作是公共能力、哪些是阵营特色,并明确是否允许不可逆堵路。\n\n来源依据:[018]-[020], [152]-[153], [243]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [018]-[020], [152]-[153], [243]",
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"status": "已处理",
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"id": "fb-0020",
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"desc": "PVE/自定义内容路线应从地图关卡开放逐步走向 AI 和数值 Mod\n\n玩家对 PVE 的核心期待是自定义地图、关卡、AI 阵营/team、超级人机以及后续数值/技能/单位自定义。建议按难度分层推进:先自定义地图/关卡和 AI 阵营配置,再开放单位/技能数值,最后考虑 AI 逻辑自定义。\n\n来源依据:[144], [163], [184]-[185], [198]-[201], [223]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [144], [163], [184]-[185], [198]-[201], [223]",
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"status": "待处理",
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"solution": "逐步搞",
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"id": "fb-0021",
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"desc": "自定义模式需要更多对局参数:英雄数量、玩家席位、胜利条件、地图大小和种子\n\n多条反馈指向自定义对局的参数不足:希望有英雄数量滑块、增加玩家席位、地图大小、地图种子、25 回合分数胜利、自定义胜利条件等。建议把这些作为自定义房间的高级参数,并注意编辑状态切换胜利条件的占位符 bug。\n\n来源依据:[149], [168], [184], [201], [208], [222]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [149], [168], [184], [201], [208], [222]",
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"status": "已处理",
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"id": "fb-0022",
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"desc": "联机退出后 AI 托管和玩家身份绑定是联机体验的关键补强\n\n玩家关心联机中途退出、存档是否绑定 Steam 用户、是否能给玩家一个稳定身份。AI 托管已经被提到是下版本方向,建议同时检查托管后权限、回合控制、恢复连接和存档归属,避免长局因为掉线直接废局。\n\n来源依据:[169]-[170], [193]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [169]-[170], [193]",
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"status": "已处理",
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{
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"id": "fb-0023",
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"desc": "多人混战需要单独的节奏和平衡策略\n\n多人混战反馈明显区别于 1v1:容易出现坐山观虎斗、焦土恶心人、局势拖长和针对性特攻。建议不要完全套用 1v1 平衡,至少在问卷和数据分析中区分 1v1、2v2、多人混战、PVE。\n\n来源依据:[056], [175]-[176], [192], [196]-[198], [213]-[216]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [056], [175]-[176], [192], [196]-[198], [213]-[216]",
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"status": "待处理",
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"solution": "暂不处理",
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{
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"id": "fb-0024",
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"desc": "问卷需要按模式和玩家画像拆分,否则结论容易混杂\n\n群里多次讨论问卷盲点:缺游玩频率、经典/征服/自定义模式差异、PVE 玩家和 PVP 玩家混在一起、题目越来越长。建议后续问卷先问模式、频率、局长、地图大小、阵营熟练度,再分别收集平衡和体验建议。\n\n来源依据:[036], [050], [096], [162], [164]-[166], [178], [182]-[183], [192], [197]-[198], [203]",
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"author": "AI二次归纳;QQ群 beta群;来源条目 [036], [050], [096], [162], [164]-[166], [178], [182]-[183], [192], [197]-[198], [203]",
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"status": "待处理",
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{
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"id": "fb-0025",
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"desc": "英雄介绍和百科需要展示衍生单位/衍生效果\n\n妹红、早苗等英雄的技能效果挂在蛋、火苗、大吉大凶、天狗之风等衍生单位或衍生效果上,当前英雄介绍和百科只展示英雄本体,导致玩家找不到关键说明。建议英雄介绍模块增加“衍生单位/衍生效果”分栏,百科也能索引这些效果。\n\n来源依据:[108], [121], [126], [136], [138]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [108], [121], [126], [136], [138]",
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||
"status": "待处理",
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"solution": "",
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"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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{
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"id": "fb-0026",
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"desc": "可见性/被发现信息需要做成清晰 UI,而不是靠玩家猜\n\n玩家建议在对方文明界面显示该文明已发现我方哪些城市,在单位详情显示此单位被哪些文明发现;同时隐身单位的发现成果可以延迟公开,避免暴露隐身行踪。这个方向能让情报战更可读,但需要谨慎避免削弱间谍和隐身。\n\n来源依据:[112]-[115], [158]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [112]-[115], [158]",
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"status": "待处理",
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{
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"id": "fb-0027",
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"desc": "战斗反馈需要更强的伤害确认和数值显示\n\n玩家提到点击战斗后给一个确认框、显示伤害数字、双方对撞效果更显眼,以及铃仙伤害显示问题。建议统一战斗预览、确认和结果表现,让玩家在关键攻击前知道预计伤害,攻击后能看懂实际结算。\n\n来源依据:[127], [129], [139], [218]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [127], [129], [139], [218]",
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"status": "待处理",
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"id": "fb-0028",
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"desc": "地图大或色块多时可读性不足,需要地图显示优化\n\n玩家反馈地图稍大、色块稍多时看不清东西,远距离也不易辨认。建议优化缩放下的地块边界、单位轮廓、阵营色块对比和信息层级,至少保证中远景能分辨城市、单位、资源和危险范围。\n\n来源依据:[122], [142]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [122], [142]",
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||
"status": "待处理",
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"solution": "",
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{
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"id": "fb-0029",
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"desc": "网络状态和加载动画应提供可收起/关闭选项\n\n玩家认可网络状况按钮支持隐藏/缩小,也提出希望关闭加载动画。建议把这些非核心浮层做成可折叠设置,减少长期对局中的视觉干扰。\n\n来源依据:[128], [140]",
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||
"author": "AI二次归纳;QQ群 beta群;来源条目 [128], [140]",
|
||
"status": "待处理",
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||
"solution": "",
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||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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{
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"id": "fb-0030",
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"desc": "房间和大厅状态需要修正同步/显示异常\n\n有反馈称房间里玩家被邀请走后,本地仍显示在房间;从房间退出再创建房间会弹网络错误;自定义房间名需要确认外部可见。建议把大厅玩家状态、退出后清理、房间名同步和创建房间错误恢复作为联机 UI 专项。\n\n来源依据:[124], [130], [204], [225]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [124], [130], [204], [225]",
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||
"status": "已处理",
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||
"solution": "已加入网络错误详情从而方便优化",
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||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"id": "fb-0031",
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"desc": "推人、伤害取整、0 血单位等底层战斗结算需要集中回归测试\n\n多个反馈涉及 0 血兵、伤害取整、防御结算、推人撞隐身单位、蛇丢到隐身单位、军营出兵卡恋等。这些不是单一数值建议,而是底层结算规则风险。建议建立回归用例,覆盖伤害、防御、死亡、推人、占格、隐身、出兵、溅射触发来源。\n\n来源依据:[061], [135], [218]-[219], [240]-[241], [245]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [061], [135], [218]-[219], [240]-[241], [245]",
|
||
"status": "待处理",
|
||
"solution": "已修复部分",
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"updatedAt": 1780309141394
|
||
},
|
||
{
|
||
"id": "fb-0032",
|
||
"desc": "红美铃/红雾/溅射击杀触发规则需要明确\n\n玩家明确提出红美铃溅射击杀不出红雾是否为 bug。建议明确“击杀来源”的定义:主动攻击、反击、溅射、持续伤害、召唤物/衍生伤害是否触发红雾,并同步到技能描述。\n\n来源依据:[137]-[138], [225]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [137]-[138], [225]",
|
||
"status": "待处理",
|
||
"solution": "",
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"rawRefs": [
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"raw-137",
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||
"raw-138",
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||
"raw-225"
|
||
]
|
||
},
|
||
{
|
||
"id": "fb-0033",
|
||
"desc": "大吉/大凶和随机机制需要降低极端卡手感\n\n早苗签、大吉大凶、随机数等反馈说明玩家能接受随机博弈,但不喜欢连续卡手或完全不可控。建议考虑伪随机保底、未触发时提高下次概率、或把大吉/大凶固定成更稳定的效果。\n\n来源依据:[189], [235]-[238]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [189], [235]-[238]",
|
||
"status": "待处理",
|
||
"solution": "加入保底",
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
|
||
"rawRefs": [
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"raw-189",
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|
||
"raw-236",
|
||
"raw-237",
|
||
"raw-238"
|
||
],
|
||
"updatedAt": 1780309156628
|
||
},
|
||
{
|
||
"id": "fb-0034",
|
||
"desc": "海图、捕鲸、军港和水域经济需要单独平衡\n\n海图反馈提到占城、蓬莱不缺人、捕鲸太强、军港削弱方式等。建议把水域经济和军港作为单独平衡对象,检查捕鲸收益、军港防御/出兵/经济叠加,以及不同阵营在海图上的人口和扩张压力。\n\n来源依据:[102], [244], [250]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [102], [244], [250]",
|
||
"status": "待处理",
|
||
"solution": "先解决热插拔",
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
|
||
"rawRefs": [
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"raw-102",
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"raw-244",
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||
"raw-250"
|
||
],
|
||
"updatedAt": 1780309176741
|
||
},
|
||
{
|
||
"id": "fb-0035",
|
||
"desc": "地图生成和资源生成需要可复现,最好支持种子和异常诊断\n\n玩家多次提到地形生成问题、地图随机数变化、庄稼/矿关联、存档或 Steam 重新开始导致开局变化。建议提供地图种子显示/复制,并在资源生成异常时能复现同一局面,方便调试与玩家反馈。\n\n来源依据:[106], [168], [179]-[181], [234]",
|
||
"author": "AI二次归纳;QQ群 beta群;来源条目 [106], [168], [179]-[181], [234]",
|
||
"status": "待处理",
|
||
"solution": "",
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
|
||
"rawRefs": [
|
||
"raw-106",
|
||
"raw-168",
|
||
"raw-179",
|
||
"raw-180",
|
||
"raw-181",
|
||
"raw-234"
|
||
]
|
||
}
|
||
],
|
||
"updatedAt": 1780309176741,
|
||
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw"
|
||
}
|
||
]
|
||
} |