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Why can't stone distance be brushed alone?

2025-10-25 06:30:30 Toy

Why can't stone distance be brushed alone? ——Analysis of the challenge mechanism of popular copies

Recently, the highly difficult dungeon "Stone Talisman" in "Onmyoji" has once again become a hot topic of discussion among players. Many novice players are wondering: Why can't I just brush the stone distance alone? This article will analyze it from the perspectives of mechanism design, reward rules, team collaboration, etc., and attaches the hot topic data of the entire network in the past 10 days.

1. Basic settings of the stone distance copy

Why can't stone distance be brushed alone?

Stone distance is a special gold coin/experience copy in "Onmyoji". Its core mechanism limits the possibility of single-player challenges:

Mechanism typespecific rulesInfluence
blood volume mechanismThe BOSS's blood volume doubles with the number of participants in the battle.It is difficult for a single person to reach the standard output
Reward mechanismDistributed according to damage amount ladderA single person cannot trigger the full reward
time limitFixed 5-minute combat durationIt is difficult for a single person to complete the output cycle

2. Hot topics of discussion among players in the past 10 days

By crawling data from NGA, Tieba and other platforms, we found the following discussion hot spots:

discussion topicheat indexcore ideas
Try a solo challenge8.7Players with top level skills can complete it, but the benefits are extremely low.
Team matching problem9.2Delay in cross-region team formation affects experience
Reasonableness of rewards7.5Multi-person allocation leads to a decrease in single-time income

3. The deep logic of mechanism design

Game planning ensures the social attributes of Shiju through three dimensions:

1.economic system balance: Prevent gold coins from being produced too quickly by forcing team formation
2.Building social stickiness: Promote interaction between players to increase retention rate
3.Content layered design: Distinguish between single player/multiplayer gameplay experience

4. Comparison of player actual measurement data

The actual measurement records collected from 50 players show:

Team sizeAverage time takenGold coin income/personExperience gain/person
Single4 minutes and 52 seconds12,0008000
three people3 minutes and 15 seconds28,00015,000
six people2 minutes and 38 seconds36,00022,000

5. Practical suggestions for players

1.Team strategy: Prioritize your teammates to receive bonuses
2.Shikigami matching: Carry at least 1 group output shikigami
3.Time selection: The highest matching success rate occurs 10 minutes after the hour

Conclusion: The nature of the design that cannot be played alone is a classic case of the social system of MMO games. As the level cap increases, a single-player challenge mode may appear in the future, but teaming up is still the best solution at this stage. It is recommended that players look for fixed fleets in the game community to improve the efficiency of the copy.

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