반복 구조
세부 반복 구조
무엇이 반복되며 시스템을 계속 움직이는가?
주기적 동일복귀형
Quest/field/dungeon play feeds gold, EXP, materials and then enhancement/skill/collection spending.
일간·주간·시즌 초기화가 같은 활동 노드의 자격을 직접 복원한다.
유형 정의 보기 →핵심 Daily Growth Loop
Quest/field/dungeon play feeds gold, EXP, materials and then enhancement/skill/collection spending.
경쟁 Weekly
Dungeon resets, Valhalla daily schedule, world dungeon biweekly cycle and guild war seasons produce medium-term goals.
협력 Long-term Meta Growth Loop
Max level, high-grade gear, avatar/mount/rune/codex and guild status form long-term retention goals.
경제 Growth-Economy Loop
Content rewards become enhancement, crafting, gacha and shop demand; sinks regulate economy and progression.
경쟁 PvE-to-PvP Transition Loop
Early/mid PvE growth routes eventually convert into PvP, guild war and world-level competition participation.
협력 Cooperation-to-Competition Loop
Guild cooperation builds capacity for siege, territory, world boss and server/world competition.
복귀 Event-LiveOps Loop
Events fill update gaps, inject rewards, refresh goals and accelerate growth/economic consumption.
공급 Automation-Fatigue Loop
Auto/idle systems reduce repetitive fatigue but can weaken manual engagement and combat mastery.
획득 Gacha-Shop-Monetization Loop
Premium shop and gacha provide power goals, while events/free rewards soften stress.
획득 Cross-System Consistency Loop
representatives map into //, currencies into , and event/shop/gacha rewards into growth.