Response to community's concerns on fairness, paid content and test regions-Letter from the DevTeam

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Dear Travelers:We are less than 12 hours away from start of CBT2. Our development team is making every effort to make sure everything works well. Over the past few days, we have read through all the community disccusion, watched all the videos from creators, and read all the comments under the videos. We are grateful for your affection for the CBT2 update content, and for Dragonheir, for SGRA. Your support means everything to us.
Meanwhile, we have also noticed some worries and confusion. We believe in communication and mutual trust between the community and the development team, so we decided to provide additional explanations on topics that players were most concerned about.
Q1. Is Dragonheir a F2P-friendly gacha game? How do you plan to balance revenue and reputation?
Firstly,  we expect Dragonheir to be a game that will run for a long time and keep bringing fun to players, instead of being a cheap, looking generous but short-lived game. To achieve this goal, we do need some revenue to support the development team, but we also need to control our greed and prevent damage to the game's reputation/lifespan caused by excessive commercialization. That's why we'd like to introduce our core rationale of commercialization strategy and F2P design.
Paid Items:We have designed simple monetization points, and the main paid content is the Heliolite Dice (advanced hero summoning props) and Legendary Skill Scroll. The currency used to purchase these items can be earned through daily in-game actions.
We have removed the VIP system, annoying login pop-ups, and confusing gift packages. There will be 2 one-time season gift packages and 3 types of fixed-discount Skill Scroll packages. In the late stage of the season, there will be 4 discount packages with limited purchase times. We don’t want to encourage over-consumption, but hope players who really need the props will be able to buy them easily and conveniently.
We sell stamina limitedly, which can only be bought 4 times a day, with discounts for the first 3 purchases.
We do not sell any equipment. All equipment can only be obtained through dungeons and forging.
We do not apply paid-only currency or probability discrimination. The Heliolite Dice (advanced hero summoning props) players get for free from events and the ones players acquired by purchase are absolutely identical. Free players can also obtain all the rare characters in the game over time.
F2P Benefits:
We have designed various gameplay rewards to ensure that highly active free players can accumulate a significant amount by the end of each season.
More than 10k Wyrmarrow and 100+ Heliolite Dice (advanced hero summoning props) could be earned for free by high active free players throughout the CB2 season. According to probability and guarantees, free players can obtain four to five legendary heroes or more. This number increases to five to six with the pre-registration Reward Hero, Errich. These legendary heroes can be carried over to S1, providing a more efficient and enjoyable experience.
At the same time, we want to emphasize once again that legendary heroes are not everything. Many rare and epic heroes also have amazing performances. We hope that you can explore more F2P-exclusive builds and make your team unique.
In addition, the development team has been fully focused on and tested the F2P experience ourselves, making sure that F2P players can complete all the dungeons, defeat all bosses in Main Quest, and get all the rewards. In the previous internal test, we played as different types of players to participate in the game. Some played as F2P players, some played as players who only bought monthly cards, and some played as whale players. The test season lasted for 2 weeks, and surprisingly, we found that some F2P players were in the top 10 out of 100 players.
More importantly, in the upcoming CBT2 test, our core level/hero designers will continue to play as an F2P player, experiencing the full S0 season to ensure that overall game experience and dungeon difficulty meet our expectations, and to ensure that all F2P players can play for a long time.
Q2: CBT2 is only open in select regions, and data will not be wiped. Will players who can only play after global launch, including iOS players and players from other regions, be left behind by CBT2 players? Isn't it unfair?
The short answer is not really. We have a complete solution to ensure that both CBT2 players and global launch players will have great experience.
During CBT2, there would be imperfections and bugs. It requires both developer and CBT2 pioneers to work together to make the game better. We also hope that the pioneers' time and effort can be preserved to make the experience of future seasons even more exciting. Therefore, we chose not to delete data, which allows players to keep their heroes/artifacts and other assets. Yes, we respect and appreciate the efforts of every pioneer, and we will do our best to protect the value of your accounts.
At the same time, we designed the season system. The core gameplay of the season system is that the gaming world will unlock different gameplay and content as the server time progresses. For example, in weeks 5-8 of the season in one server, an extremely powerful season boss will be unlocked, and all players and alliances on this server will have to work together to fight against it. The overall performance of the cooperation will affect the final rewards of the season. Under this system, the character creation time and combat level of all players on one server must be as close as possible, otherwise players will miss out on important season gameplay and rewards (imagine how helpless it would be if your teammate is only level 1 when the season boss appears). So instead of opening a large global server as some games did, we open a new server every two days to ensure that all players on the same server create characters at similar times, so that seasonal gameplay can proceed smoothly and effectively. Meanwhile, we have also designed powerful cross-server features, such as friends, chat,  arena, and guild PVP (fulfilled players), etc., to ensure better communication.
At the end of the S0 season, players from different CBT2 servers will be connected into one world as the first server in global launch to start new S1 competition with experienced players.
New global launch players will be assigned to other new S1 servers based on their character creation time and will compete with other new players to ensure everyone starts at the same level.
It is worth noting that CBT2 players and global launch players will still connect to each other by cross-server features in S1, such as friends, chat, arenas and guild PVP (fulfilled players), ensuring that CBT2 players are not isolated.
And in the future S2, as the global launch and CBT2 players have accumulated experience and properties, we will connect certain servers to one world based on the condition of different servers to ensure that all players find themselves in a brand new, competitive server that can handle the season challenges in S2.
Q3  Why is CBT2 only available in 14 regions and 6 languages, and only available on PC and Android? Why can't we open it up to more regions, languages, and platforms?
We appreciate the love from players around the world, and we are very sorry that CBT2 is only available in select regions.
First of all, due to iOS developer policy, it is impossible for us to conduct paid test without public release. Well, iOS players can participate in CBT2 by playing on PC, and all data will be synced when players log in on their iOS devices during global launch. We can assure you that the iOS and MAC versions will have great graphical performance by then.
Secondly, SGRA is a start up studio, and our localization team is still growing, too. To be honest, supporting 6 languages in four months was a huge challenge for our team. Based on the 6 languages we currently support, we chose representative regions and countries with high coverage of those languages. SGRA always values players from all regions and countries, and we are working hard to improve our localization capabilities to support more languages in the global launch.
Last but not least, we'd like to express our big thanks to our MODs, creators, and veteran players who are always there to answer the questions of new players, and spread your kindness to everyone. This kind of goodwill and trust always drives our development team forward. Once again, we thank you all for your support.
SGRA
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