TH1/Tools/Dashboard/data/core_player_feedback.json
2026-06-05 00:49:32 +08:00

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{
"schema_version": 1,
"updated_at": "2026-06-01T18:19:36+08:00",
"collections": [
{
"id": "qq-beta-2026-05-week4-game-suggestions",
"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",
"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?",
"updatedAt": 1780290800046,
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"rawRefs": [
"raw-006",
"raw-007",
"raw-008",
"raw-009",
"raw-010",
"raw-011",
"raw-012",
"raw-013",
"raw-188",
"raw-189",
"raw-190",
"raw-229"
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},
{
"id": "fb-0002",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [008]-[012], [188]-[190]",
"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",
"updatedAt": 1780290834659,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-008",
"raw-009",
"raw-010",
"raw-011",
"raw-012",
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"raw-189",
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},
{
"id": "fb-0003",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [008], [017], [021]-[023], [075]-[078], [217], [230]",
"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)",
"updatedAt": 1780291079039,
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},
{
"id": "fb-0004",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [002]-[005], [033], [035], [090], [221]",
"status": "待处理",
"solution": "1.挨打进任务\n2.占城(不论敌我)有城防\n3.升级回血提高",
"updatedAt": 1780291147153,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
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{
"id": "fb-0005",
"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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
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"raw-085",
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"raw-160"
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},
{
"id": "fb-0006",
"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]",
"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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-030",
"raw-031",
"raw-086",
"raw-116",
"raw-117"
]
},
{
"id": "fb-0007",
"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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-032",
"raw-077",
"raw-186"
]
},
{
"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",
"rawRefs": [
"raw-038",
"raw-039",
"raw-040",
"raw-056",
"raw-057",
"raw-058",
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"raw-060",
"raw-090",
"raw-091",
"raw-150",
"raw-172",
"raw-173",
"raw-216"
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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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-087",
"raw-118",
"raw-231"
]
},
{
"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": [
"raw-034",
"raw-038",
"raw-039",
"raw-090",
"raw-091"
]
},
{
"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",
"rawRefs": [
"raw-009",
"raw-135",
"raw-138",
"raw-219",
"raw-236",
"raw-240",
"raw-241"
]
},
{
"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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-063",
"raw-216",
"raw-224",
"raw-247",
"raw-248"
]
},
{
"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,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-056",
"raw-057",
"raw-058",
"raw-059",
"raw-060",
"raw-099",
"raw-210",
"raw-211",
"raw-212",
"raw-213",
"raw-214",
"raw-215",
"raw-216",
"raw-244",
"raw-250"
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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",
"rawRefs": [
"raw-133",
"raw-210"
]
},
{
"id": "fb-0015",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [071]-[076], [096], [098], [109]-[111], [148], [171], [228]",
"status": "待处理",
"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",
"updatedAt": 1780299780493,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
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"raw-072",
"raw-073",
"raw-074",
"raw-075",
"raw-076",
"raw-096",
"raw-098",
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"raw-110",
"raw-111",
"raw-148",
"raw-171",
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},
{
"id": "fb-0016",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [079]-[080], [088], [102], [105], [209], [250]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-079",
"raw-080",
"raw-088",
"raw-102",
"raw-105",
"raw-209",
"raw-250"
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},
{
"id": "fb-0017",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [067]-[068], [089], [093]-[094], [172]",
"status": "待处理",
"solution": "考虑初始给红魔馆保底1个灌溉位",
"updatedAt": 1780305877599,
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
"raw-067",
"raw-068",
"raw-089",
"raw-093",
"raw-094",
"raw-172"
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},
{
"id": "fb-0018",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [069], [227]",
"status": "待处理",
"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",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [018]-[020], [152]-[153], [243]",
"status": "已处理",
"solution": "增加描述",
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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]",
"author": "AI二次归纳QQ群 beta群来源条目 [144], [163], [184]-[185], [198]-[201], [223]",
"status": "待处理",
"solution": "逐步搞",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"id": "fb-0021",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [149], [168], [184], [201], [208], [222]",
"status": "已处理",
"solution": "已实现",
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"id": "fb-0022",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [169]-[170], [193]",
"status": "已处理",
"solution": "",
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"id": "fb-0023",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [056], [175]-[176], [192], [196]-[198], [213]-[216]",
"status": "待处理",
"solution": "暂不处理",
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"id": "fb-0024",
"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]",
"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]",
"status": "待处理",
"solution": "",
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{
"id": "fb-0025",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [108], [121], [126], [136], [138]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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"raw-121",
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{
"id": "fb-0026",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [112]-[115], [158]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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{
"id": "fb-0027",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [127], [129], [139], [218]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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},
{
"id": "fb-0028",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [122], [142]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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},
{
"id": "fb-0029",
"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]",
"author": "AI二次归纳QQ群 beta群来源条目 [128], [140]",
"status": "待处理",
"solution": "",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
"rawRefs": [
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},
{
"id": "fb-0030",
"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]",
"status": "已处理",
"solution": "已加入网络错误详情从而方便优化",
"rawSetId": "qq-beta-2026-05-week4-game-suggestions-raw",
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{
"id": "fb-0031",
"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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{
"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",
"rawRefs": [
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},
{
"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-235",
"raw-236",
"raw-237",
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"updatedAt": 1780309156628
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{
"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",
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{
"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": "",
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