Today I will talk about attracting new users, preventing the loss of paying users , and recommending game modes based on big data operations . 1. Prevent lossFor paying players
For free players
Some negative feedback factors also need to be considered in preventing loss. For example, some users are often disconnected, the network latency is high, the regional server often crashes, the client often crashes, and so on. In addition, time decay also needs to be considered when dealing with game frequency. The frequency of a player's activity is different if he played the game 30 times in the first few days of a month than if he played the game once a day for a month. Maybe as time goes by, the previous frequency needs to be attenuated. 2. Game Mode Recommendations
3. Attract new customersTheoretically speaking, for a MMOB like Honor of Kings where everyone competes against each other, on Tencent’s social relationship chain, a QQ tip s out does not need to worry too much about attracting new users. But when the new user growth curve does not look good, there is still something that can be done. Early Game
Game maturity
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