Chapter 60 of the season?

As time ticked by, and the chat in the LINE group became more and more frequent, it suddenly fell silent again.

The Japanese server for "Final Battlefront" has been launched.

Log in to your account, instant login, update, new installation package complete, restart, log in again.

A star flies into the sky from the lower left corner, and with a "frame" sound, the starry sky appears, and the familiar Starry Sky Games logo appears on the screen.

The mouse was clicking frantically.

The screen went black, then white, and finally I entered the game.

The first thing Sano Yujun did was open his account data in the upper left corner.

Although Xingchen had promised that data transfer was possible and he had filled in the relevant data on the official website, seeing is believing. Fortunately, the data transfer seemed to proceed without any problems.

Returning to the interface, AR15's slightly arrogant yet somewhat cute voice began to play.

"Commander, welcome back."

Sano Yujun breathed a long sigh of relief.

With the data perfectly inherited, his assets were finally secure. He rubbed his hands together, his gaze sweeping over the brand-new Japanese server game interface.

Soon, the newly added announcement interface caught his attention.

"Simulated Frontline & Final Frontline, Season 1 is now open?"

"Huh? There are seasons for PvE too?"

The concept of a season existed among players in the previous life.

Reputation has always been a very delicate matter.

On the one hand, a large number of players are complaining that they don't want ranked matches, ranked ladder, or seasons.

"The ranked ladder system has ruined the fun of the game!"

"Everyone's become a class slave, the game isn't fun anymore!"

In reality, for a PVP game to maintain its popularity, a season system combined with a ranked ladder is already the optimal solution.

The reason why the optimal solution was messed up in the previous life.

There are only three reasons.

Search engine, mechanism, and updates.

"Stingy" refers to the developers' stinginess in setting the season ranking rewards, resulting in rewards that are not attractive enough.

It's not that developers don't know that increasing ranking rewards can boost game activity, but in most games, ranking rewards are actually used for the battle pass.

The season ranking system itself only uses ranking points to keep players engaged and encourage them to keep playing. The battle pass is the real tool to attract players to pay.

Based on this logic, the rewards for ranked matches are practically non-existent.

Because ranked matches offer little reward and are reset every season, players typically only play for one or two seasons. Once they reach a peak in one season, they often lose the motivation to climb the ranks in the next season.

To solve this problem, Chu Chen directly changed the pass to a "season acceleration ticket," priced at 30 yuan, which grants a 150% season score bonus upon activation.

This involves using a mechanism where the reward remains the same, but paying allows you to receive the reward faster.

To address the issue of season reward balance.

This system wasn't actually Chu Chen's original creation. The reason World of Tanks initially had such a good reputation was because of its paid items. Whether it was VIP or premium tanks, they only provided bonuses, and premium tanks were even weaker than regular tanks of the same tier.

This charging model, where regular players spend time and paying players enjoy convenience, is relatively reasonable because most players who can afford to pay are precisely those who don't have much time to play games.

So for them, getting a 150% boost for 30 yuan is too cheap.

With the monetization issue resolved, Final Frontline can now focus on season rewards. With richer season rewards, players' enthusiasm for ranked matches will naturally increase.

This entire cycle then begins to run.

Specifically, Chu Chen has placed some attractive rewards for each rank in the ranked matches, such as personalized avatars, chessboard skins, weapon skins, and even character skins for the Master rank.

The weapon skins are completely new.

To address this issue, after the 1.0 campaign mode update, Final Front also added a camera zoom function to the normal mode.

Players can view the character's attack animations more closely.

This creates space for weapon skins.

In "Final Frontline", there are two types of weapon skins: general skins, which can be used by all characters after obtaining them, and specific skins, which are exclusive to certain characters.

Although, due to the perspective of "Final Frontline", players can't see the details of these weapon skins most of the time, except when the skill animation is playing.

But players should still be able to accept this system.

On the one hand, weapon skins are not sold and can only be obtained through the game itself, which means that in addition to the aesthetic appeal of the skins, they also have other benefits.

Weapon skins can also provide additional emotional value.

After all, the most amazing things are the ones you can't buy.

In PVP, you can roughly tell what rank the opponent was by looking at the gun they are holding. On the other hand, since you can't buy it, there is no negative feeling of being tricked into spending money.

Of course, the reason Chu Chen refused to sell was...

This is because weapon skins were originally part of Chu Chen's system for filling season rewards. There are also skins for chat bubbles, chessboard skins, and even the chess piece waiting area.

There's nothing the stars can't do, only things you can't imagine.

With these items as a base, and then adding some recruitment tickets and some special and rare weapon parts, all of which are placed after the ranked match rewards, players will naturally have the motivation.

At this point, some players will definitely ask, "Hey, you're putting everything in PVP, what about those of me who don't like PVP?!"
Hmm...
In Final Frontier, there is also a separate PVE season.

Why are there seasons for PVE? Of course PVE can have seasons, because the PVE mode in Final Frontiers is essentially a large-scale roguelike game.

Its gameplay is somewhat similar to the simulation universe of "Honkai Impact 3rd," except that the final rewards in the simulation universe of "Honkai Impact 3rd" are mostly fixed, except for the first clear.

The PVE mode in "Final Front" features a complete progression system including "experience," "weapon components," and "level tiers," or to put it more simply...

The "Simulated Battlefront" mode in "Final Battlefront" puts all the resource dungeons that require character development in all anime-style games into one place, so players don't have to grind repeatedly for a particular resource.

Instead, players acquire these items incidentally while playing the [Simulation Front] game and experiencing the game itself, aiming to clear levels faster. Only a few very specific and rare items require players to farm certain bosses in [Simulation Front].

Since the experience, weapon components, breakthrough materials, and coins needed for character development are all in this [Simulation Front], it's naturally more motivating to play.

If you don't mind wasting your daily simulation attempts, you can also choose to use the slightly "idiotic" auto-battle system after completing the game to alleviate the fatigue from grinding.

Before the update, this PVE mode had five different difficulty levels and different scene combinations in the "Simulated Frontline" mode.

The names of these battle lines vary depending on the gameplay.

(End of this chapter)

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