[Wild Assault] PvE Mode Experience Feedback Questionnaire -【兽猎突袭】PVE模式体验反馈问卷

Thank you for participating in the first playtest of the PvE mode "Feral Relic Defense Line"! To help us better optimize the gameplay experience, please fill out the following questionnaire based on your recent play sessions. Every piece of your feedback is invaluable.
感谢您参与“兽骨防线”PVE模式的首次测试!为了帮助我们更好地优化玩法体验,请您基于近期的游玩感受,填写以下问卷。您的每一条反馈都非常宝贵。
*
1.

In the current Easy mode, do you think the roles of different Valiants (e.g., Tiger, Fox, Rabbit, etc.) are clearly distinct? (Single choice)

在目前的简单模式下,您认为不同无畏者(如老虎、狐狸、兔子等)的职责区分是否明显

Very clear, each has irreplaceable functions - 非常明显,各有不可替代的作用
Fairly clear, but some heroes feel somewhat similar - 比较明显,但某些英雄之间有些同质化
Not clear, most heroes seem to do similar things - 不明显,感觉大多数英雄都能做差不多的事
No noticeable difference at all - 完全没有感觉到区别
*
2.

Are you clear about the core functions of the following roles in a team? (Multiple choices allowed)
您是否清楚以下定位在团队中的核心作用?

[Multiple]
DPS/Breaker (e.g., Tiger, Panda): Mainly responsible for frontline firepower and elite eliminations - 输出破阵位(如老虎、熊猫):主要负责正面火力与精英击杀
Mobile Looter (e.g., Meerkat, Crocodile): Mainly responsible for gathering "Beast Soul Coin" to ensure economy - 机动拾荒位(如狐獴、鳄鱼):主要负责搜集“兽魂币”保障经济
Support/Controller (e.g., Rabbit, Wolf): Mainly responsible for healing, buffs, or key control - 辅助掌控位(如兔子、狼):主要负责治疗、增益或关键控制
Not very clear about any of the above - 以上都不太清楚
*
3.

When playing in a team, do you feel the necessity of coordinating different roles?

在组队游玩时,您是否感受到与队友进行职业搭配的必要性

Very necessary; missing a certain role makes it very difficult - 非常必要,缺某种职责会很难打
Somewhat helpful, but not essential - 有一定帮助,但不是必需的
No noticeable difference; individual skill matters more - 感觉没什么区别,个人能力强就行
Haven’t played in a team yet - 尚未组队游玩
*
4.
  • How was your experience using the "H-Key Panel" to upgrade during combat intervals?
    您在战斗间隙使用
    “H键成长面板” 进行强化的体验如何?

Smooth operation, could quickly make upgrade decisions - 操作流畅,能快速完成加点决策
Too many options, time felt a bit tight - 选项较多,时间有点紧张
Interface information was complex and hard to understand - 界面信息复杂,不容易看懂
Barely used it; felt unimportant - 几乎没怎么用,感觉不重要
*
5.
  • Were the distinctions and effects of the three progression dimensions—"Firepower Projection," "Personal Attributes," and "Skill Efficacy"—clear to you?
    您对 “火力投射”、“自身属性”、“技能效能” 三大成长维度的区分和效果,感知是否清晰?

Very clear; knew what each upgrade improved - 非常清晰,知道每类强化对应什么提升
Mostly clear, but some specific effects were unclear - 大致清楚,但部分条目具体效果不明
Somewhat vague; often upgraded randomly - 比较模糊,经常随便点
Completely unclear - 完全不清楚
*
6.
  • After maxing out a dimension's attributes and activating the "Ultimate Buff" , how noticeable and impactful did it feel?
    当您将一个维度的属性点满后,激活的
    “终极Buff”,其存在感和强度感觉如何?
Very significant; noticeably changed combat style - 效果非常显著,能明显改变战斗方式
Felt stronger, but not transformative enough - 能感觉到变强,但不够颠覆性
Very weak presence; little difference from regular upgrades - 存在感很弱,和普通升级区别不大
Never activated it; unaware of this feature - 从未激活过,不知道有这个设定
*
7.
  • What are your thoughts on the "Random Card Draw" mechanic in the progression system?
    您如何看待局内成长中的
    “随机抽卡” 玩法?
Adds excitement and replay value; really enjoy it - 增加了惊喜感和重玩价值,很喜欢
Somewhat fun, but sometimes disrupts my upgrade plan - 有一定趣味,但有时会打乱我的强化计划
Feels lackluster; would rather invest in fixed attributes - 感觉鸡肋,不如老老实实点固定属性
Haven’t tried it or never drew a good card - 还没尝试过或没抽到过好卡
*
8.
  • How do you feel about the "Golden Collar" mechanic? (Golden Collar enemies drop collars upon death; small enemies pick them up and evolve.)
    您对
    “金色项圈” 机制(金色项圈怪死亡掉落项圈,小怪拾取后进化)的感受是?
Clever design; adds dynamic pressure and target priority - 设计巧妙,增加了目标的动态压力和集火优先级
Understandable, but often ignored or too late to handle in practice - 能理解,但实战中经常忽略或来不及处理
Feels chaotic; unclear who has the collar - 感觉有点混乱,不清楚谁带了项圈
Haven’t noticed this mechanic - 没注意到这个机制
*
9.
  • How much pressure and challenge do the "CORE-CONTAMINATED TANK" (slow-advancing final units) provide?
    您觉得
    “核心污染战车”(最终缓慢前进的单位)带来的压迫感和挑战性如何?
Intense pressure; perfect test for team DPS - 压力十足,是检验团队输出的完美考题
Some pressure, but moderate in difficulty - 有一定压力,但强度适中
Not much pressure; easy to destroy - 没什么压力,很容易打掉
Haven’t reached or seen the tanks yet - 还没打到或见过战车
*
10.
Are the behavioral differences (movement, attacks, aggro) between regular enemies, elites, and tanks clear to you?
普通小怪、精英怪、战车的
行为差异(移动、攻击、仇恨)您觉得明显吗?
They all behave similarly - 感觉它们行为都差不多
Very clear; can adopt different strategies accordingly - 非常明显,能采取不同策略应对
Haven’t observed closely - 没观察过
Somewhat different, but not impactful - 有一定区别,但影响不大
*
11.

How do you feel about the difficulty curve of the current Easy mode? (Progressive increase in enemy strength and density with waves)
当前简单模式的
难度曲线(随着波次推进,怪物强度和密度提升)您觉得如何?

Well-paced; challenge gradually increases, feels comfortable - 循序渐进,挑战感逐步提升,很舒服
Too easy early, suddenly too hard later; uneven pacing - 前期太简单,后期突然变难,节奏不均
Overall too easy; lacks pressure - 整体偏简单,缺乏压力
Overall too difficult; prone to failure - 整体偏难,容易失败
*
12.
Do you feel the in-match progression pace (speed of strengthening characters with "Beast Soul Coins") matches the increase in combat intensity?
您觉得局内
成长节奏(用“兽魂币”强化角色的速度)与战斗强度提升的速度匹配吗?
Very well-matched; always feel yourself growing stronger in sync - 非常匹配,总能感觉到自己同步变强
Mostly matched, occasionally feel progression falls behind - 基本匹配,偶尔会觉得成长跟不上
Poorly matched; often feel short on coins or enemies scale too fast - 不太匹配,经常感觉钱不够花或怪物成长太快
No clear concept -没概念
*
13.

Were the ultimate goal of "defending the core" and the rule of "failure if a Collar Enemy or Tank enters the core" clear to you from the start?

对于 “守护核心” 的终极目标,以及 “项圈怪、战车进入核心即失败” 的规则,您是否从一开始就明确理解?
Very clear; UI explained it well - 非常明确,UI说得很清楚
Understood after playing for a while - 玩了一会儿才明白
Only understood after failing - 失败了才知道怎么回事
Still not entirely clear - 至今仍不完全清楚
*
14.
Do the in-game visual/audio cues (e.g., coin disappearance warning, collar enemy transformation effects, tank explosions) effectively convey key information?
游戏内的
视觉/音效反馈(如金币消失预警、项圈怪变身特效、战车爆炸)是否能有效提示您关键信息?
Very effective; immediately know what’s happening - 非常有效,一看一听就知道发生了什么
Fairly effective, but sometimes not noticeable enough - 比较有效,但有时不够醒目
Moderately effective; often miss the cues - 效果一般,经常错过提示
Barely noticed these cues - 几乎没有注意到这些反馈
*
15.
On a scale of 5 points, considering gameplay, pacing, challenge, and entertainment, how would you rate the current PvE mode "Feral Relic Defense Line"?
满分为5分,综合考虑玩法、节奏、挑战性与趣味性,您会给当前的“兽骨防线”PVE模式打几分?
5 points – Excellent: Overall experience is great; only details need polishing. - 5分 – 优秀:整体体验很好,只需继续打磨细节。
4 points – Good: The gameplay framework is solid, but there is significant room for optimization in several aspects. - 4分 – 良好:玩法框架合理,但在多个方面有较大优化空间。
3 points – Average: It’s decent but lacks highlights or unique appeal in the current gameplay. - 3分 – 一般:中规中矩,当前玩法缺乏亮点或独特吸引力。
2 points or below – Dissatisfied: The experience is poor, lacking interest for continued play. - 2分及以下 – 不满意:体验不佳,缺乏持续游玩的兴趣。
*
16.
    1. Which aspect of "Feral Relic Defense Line" would you prioritize for improvement? Why? (Please specify, e.g., strength of a certain hero, a monster mechanic, complexity of the progression system, in-game economy, etc.)
      您最想对 “兽骨防线” 的哪个方面进行优先改进?为什么?(请具体说明,如:某个英雄的强度、某项怪物机制、成长系统的复杂度、局内经济等等)

*
17.
During your experience, did you encounter any bugs related to PVE mode? (If yes, please briefly describe)
在体验过程中,您是否遇到了关于Pve模式的Bug?(如有,请简述)
18.
Please provide us your Discord ID or QQ Number so that we can get in touch and further discuss your demands and suggestions.
请提供您的QQ号或者Discord ID,以便我们联系并进一步讨论您的需求和建议。
Discord ID
Discord ID
 QQ
 QQ