Regarding the randomness in our game, it truly permeates every aspect and has always been an important feature. Heroes, treasures, and skills can all be randomly selected, and many game mechanisms also incorporate randomness.
In fact, when designing this game, we considered adding elements of randomness wherever possible to create a more roguelike casual competitive game. In most cases, players appreciate the fun that randomness brings, but we also understand that in certain situations, players may find it frustrating when randomness results in particularly low rewards, considering it a terrible experience—such as receiving very few coins from the newly added "Random box of Gold" this season. We completely understand some players' complaints, and we agree that excessive randomness doesn't necessarily create a good experience, though too little randomness can reduce the element of surprise and joy. Randomness is a crucial part of what makes this game fun, but we're constantly evaluating whether mechanisms that receive more complaints have indeed gone too far. Regarding the recently added "Random box of Gold," please share more of your thoughts on whether you feel its randomness is too high and leads to a poor experience.
We've increased flower rewards in this season's tier rewards, and it appears that the issue of using alternate accounts to send flowers for revival in tournaments has significantly improved. Thank you for your feedback on this issue; we'll continue to monitor the tournament situation.
Next Monday's update, in addition to fixing some issues, will add a fixed display option for battle statistics—an excellent suggestion made by a player some time ago. Thank you for the suggestion. If you have more ideas to make the game better, we look forward to hearing them.
