证据等级:★★★ 交叉验证 | ★★ 直接参与事件·方法稳健 | ★ 观测性·存在已知偏差 | ○ 埋点不足·不可判定 · 仅覆盖内购(广告收入在发行后台)。
一周内付费波动大(±15%)而活跃波动小(±5%),且付费波动几乎全部由"付费人数"驱动,ARPPU 波动小得多(0.87-1.05)、但**周五显著偏低**。付费低谷=周一(收入 −11%~−15%),周二次低;周三、周四已接近周均;周六日最高(+9%~14%);周五是"多人小额日"。★★★
付费冲动的微观机制已经比较清晰:约七成金币包订单在下单前 60 分钟内刚做过金币复活,其中约四分之三复活后余额已跌破 900。"竞争压力→复活→余额见底→充值"这条链常年存在且强度周内恒定——周末付费高,高在被压进这条链的人数,不在单人冲动强度。★★★
赛马是周末最强的可观测付费关联活动:参赛日复活消耗与付费率显著高于同人未参赛的周末日(方向交叉验证一致,幅度有分歧);但 18.8% 的同日付费发生在首次参赛之前,净增量仍需实验确认。礼包/收集册/基金的"周末放大"是付费的结果而非原因。★★
真正偏弱的是周一、周二(周三、周四已接近周均),可干预的抓手指向高失败代价玩法的覆盖面;但"休息日闲暇时间"是不可干预的并行原因,份额无法用观测数据分离——投放日调整需要走实验。另有前置障碍:金币塔、星星、公会、竞技场只有领奖/发放埋点,效果暂时无法评价。
行动优先级:P0=活动埋点整改(让四个活动变得可评价)、限时收集任务上线+投放日 AB 实验、分析口径整改;P1=羽毛球扩面单独 A/B、星星服务端结算修复与玩法定位、竞技场主动竞争窗口小实验;P2=金币塔补埋点后再议、火山/糖果定向入口。红线:不动复活价格,不用加难制造失败,不砍玩家已见过的奖励数字。
成熟期基线:日活(有关卡行为)约 10.0-10.4k;周活跃 30.2k,其中过 48 关玩家占 42.8%(12.9k,7 月放量新客已长成);每人每日尝试中位 9 次、p90=36 次;单人最强 2 小时窗口通关中位 10 关。
| 周一 | 周二 | 周三 | 周四 | 周五 | 周六 | 周日 |
|---|---|---|---|---|---|---|
| 羽毛球赛 星星结算发奖 | 金币塔 | 搏击俱乐部 | 金币塔 | 08:00 起赛马 +周末夺宝 | 08:00 起收集星星 (48h) | 周末活动延续 竞技场周日结算 |
| ←— 工作日夺宝 + 公会宝箱(周一 08:00 ~ 周五 08:00)—→ | ←— 周末活动簇(至周一 08:00)—→ | |||||
常开:火山寻宝、竞技场、金猪、通行证、礼包链、糖果派对(档期制)。紫水晶冲刺未开放。
与周均值的偏差(成熟期,基线 1.00 = 周均值)
向上=高于周均(蓝),向下=低于周均(红)。取两轮分析区间的中点;悬停查看区间。
ARPPU 周内≈恒定(唯一例外:周五 0.87,"多人小额日")。DAU 用成熟期登录口径时周内几乎持平(0.967-1.035);此前混入的关卡口径"周日 1.11"受放量趋势污染,已移除。完整数字见附录表格。
四个要点:① 周一悖论——周一人均主线场次全周最高,但复活投入和付费转化全周最低:周一不缺参与,缺"值得花资源去拼的理由"。② 周五=多人小额日——付费人数全周峰值(最近四个周五 302-354 人)但客单 −13%,对应周五早 8 点的赛马+周末夺宝+礼包链。③ 周三、周四已接近周均,当前不是优先测试日。④ 金币产出周五/周日同步上升,烧>赚的缺口只在周六日清晰。
每 DAU 的金币收支与期末余额(成熟期 4 个完整周,7/13–8/09)
净额 = 产出 − 消耗,绝对值(跨零的指数无意义);余额取每人当日最后一笔金币流水后的 left_num。
| 星期 | 产出/DAU | 消耗/DAU | 净额/DAU | 期末余额中位 | ≈复活次数 |
|---|---|---|---|---|---|
| 周一 | 1,377 | 1,020 | +357 | 1,010 | 1.1 |
| 周二 | 1,663 | 1,104 | +559 | 1,155 | 1.3 |
| 周三 | 1,486 | 1,131 | +354 | 1,190 | 1.3 |
| 周四 | 1,611 | 1,117 | +494 | 1,232 | 1.4 |
| 周五 | 1,687 | 1,246 | +440 | 1,295 | 1.4 |
| 周六 | 1,540 | 1,247 | +293 | 1,285 | 1.4 |
| 周日 | 1,576 | 1,257 | +319 | 1,266 | 1.4 |
分母=关卡 DAU(20001 去重 role);余额样本 32.7 万 role-day(28 天全量,仅覆盖当日有金币流水的玩家,约占 DAU 95%)。复活单价 900。
"周末结算"确有其事,但量级不足以形成盈余:周末产出比周一高 13%,主要来自赛马(周末/周一 5.3×)与礼包连锁(3.2×);同期消耗比周一高 23%(其中 94% 是复活)——发放金币的活动同时也是消耗金币的活动,净效应偏负。
日级相关性:什么与收入同频?(28 天,各驱动指标 vs 日收入)
正相关向右(蓝),负相关向左(红)。
与付费同频的是"带资源代价的投入"(复活),白玩场次反而负相关。注意这只是方向一致的聚合信号,不是独立验证:同一批 28 天数据的简单 Pearson 相关,未控制星期效应、活动重叠与趋势,且收入与复活本就出自同一条行为链。
在线 session 时长数据(135.7 万行)补上了缺失维度:周内在线分钟/DAU 周日最高(1.039)、周一 0.978/周四 0.977 最低——周末是"登录人数不升、单人玩得更久"的形态。周一/周二晚间(UTC+2 18-24)订单占比仅 31.5%/28.0%,付费时点分散——任务与活动的触发应跟随玩家自身 session(如"游戏满30分钟解锁"),不押单一全服时段(165 国多时区)。
| 活动 | 排期 | 参与规模 | 埋点等级 | 失败代价 | 观测到的关联 | 证据 | 判定 |
|---|---|---|---|---|---|---|---|
| 赛马 | 五~一 | 2.0-3.6k/日 触达2.4万 | 直接进入事件 | 强(3轮竞速仅第1晋级) | 参赛日付费率 5.5-6.2% vs 3.3-3.4%;复活金币 ×1.9-2.0;在线 +27min;18.8% 同日付费在首次参赛前 | ★★ | 最强可观测关联 · 净增量待实验 |
| 羽毛球赛 | 一 | ~2.5k/场 触达1.6万 | 直接进入事件 | 中(双人3阶段晋级) | 同人差异 +2.0pp;参与日在线 +32min | ★★ | 周一证据最充分的杠杆 |
| 搏击俱乐部 | 三 | ~2.5k/场 触达1.68万 | 直接进入事件 | 中(同PVP结构) | +2.2pp;参与日在线 +32min | ★★ | 维持现排期 |
| 火山寻宝 | 常开 | ~1.8k/日 触达2.25万 | 直接进入事件 | 中 | +2.4pp;参与日在线 +53min;复活/终局失败 1.11 最高(重度自选择明显) | ★★ | 强投入型 · 定向入口候选 |
| 糖果派对 | 常开档期 | ~1.9k/日 触达1.59万 | 经济动作代理 | 中(档期玩法) | 参与日在线 +33min(同人CI 32.4-34.5);付费率 7.3% vs 3.8% | ★ | 有潜力 · 埋点不足 |
| 金币塔(大逃杀) | 二 / 四 | 领奖 ~2k/日 1.14万人 | 仅领奖 (scene58 只有正向金币) | 强(百人淘汰赛) | 领奖者=幸存筛选;48.9% 同日付费先于领奖 → 参与日对比不可用 | ○ | 不可判定 · 先补参赛埋点 |
| 收集星星 | 六48h / 结算周一 | 结算领取 ~3.5k/期 获奖 889 | 仅结算领奖 | 中(排名,3星=分) | 付费拉动不可判定;冠军仍占获奖者 73.9%(8/14 专项审计) | ○ | 改动已上线 · 核心结构未改 |
| 竞技场 | 常开 / 周日结算 | 领奖 ~3.6k/日 3.47万人 | 仅领奖(20014) | 无主动竞争节点 | 付费拉动不可判定(此前 −1.1pp 源于领奖分组偏差,已修正);高段位真实触达≈0(6月经济分析) | ○ | 不可判定 · 改造机会明确 |
| 公会宝箱 | 一~五 | 发放触达 1.23万人 | 仅资源发放 (scene54 无参与事实) | 弱(公会积分段位) | 无参与/达标/排名移动数据,此前 +3.0pp 已修正 | ○ | 不可判定 · 先补参与埋点 |
| 夺宝 | 常开双形态 | ~6.4k/日 11.6万人 | 进度代理 | 无(纯积分累积) | 伴生于游玩本身,无法判定拉动 | ★ | 低压参与底盘 · 保持 |
| 冠军巅峰赛 | — | 118人 | — | — | 样本不足 | ○ | 未成规模 |
| 限时任务(现状) | 每日一弹 | 领奖仅 1.2-1.5% | 领奖 | — | 4000金币任务在当前免费金币水平下难以达成(免费金币约1650-1800/天);5次3星对 L200+ 玩家同样偏难 | ★★★ | 长期低完成 · 替换方案见 3.2② |
付费商品节奏(通行证/礼包链/基金/金猪)不属活动拉动评估;既成节奏:礼包链周五高峰(scene34 周五 4.4×,付费结果侧印证)、派对通行证周中触发型(周末 0.69x)。
主导假设:竞争压力比奖励种类更能解释投入差异——这是当前最有解释力的工作假设,不是已验证结论。两条支撑:配置侧各活动奖励配方高度同质(卡包+无限道具+金币,数额相近),资源类型本身无法区分效果差异;行为侧(限于四个有直接参与事件的活动)赛马、羽毛球、搏击、火山的参与日都表现出更长在线(+27~53 分钟)、更重的复活投入和更高的当日付费率。
这个假设还缺什么:①"有排名压力就一定正向"无法验证——金币塔、星星、竞技场、公会都只有领奖/发放埋点;②自选择偏差始终存在(当天有时间才会参赛);③"竞争机制是否优于资源奖励"需要随机实验来判断。
一个被数据否定的直觉:"周末玩家玩得更多所以付费多"——主线场次/人周末并不高(周一反而最高),多的是在线时长、复活投入和活动参与。一个曾被过度解读的观察:金币塔领奖者当天复活消耗远高于其奖池发放额,此前据此说"金币雨不能缓解付费";领奖者是幸存筛选出的重度玩家,该对比不足以支撑结论——金币塔净效应目前无法判定。
修正后的因果图景(观测数据能支撑的版本)
"周末全部增量由赛马制造"与"活动覆盖不足是周一低谷唯一原因"均未被证明——这正是排期调整要走实验的原因。
金币塔、收集星星、公会宝箱、竞技场目前只有领奖/资源发放记录,无法评价效果,也无法验证任何改造是否有效。统一补齐事件链:
另需补:星星的 cycle_id、配置版本号、机器人最终得分;公会的参与、分层达标、排名移动。补齐前,这四个活动的"效果结论"缺乏数据依据;补齐后一个完整活动周期即可评价。
替换死任务"2小时4000金币":2小时内吞噬 2,000 个大物件(单个分数≥4,对齐 40007 埋点口径)。48关门槛;当日游戏满30分钟可见解锁(锁定槽+进度条);当日 50% 概率;奖励池68不变(天使×1+黄金卡包×1+800金币,体力5→10)。N=2,000 ≈ 目标人群自然2小时产出的 p85,预计完成率 15-22%;道具增益仅+9%,付出主体=持续投入+体力管理。调参阶梯:>25%→N=2,500;<8%→N=1,500。
定位:面向周一二低谷的"人造冲动链入口"——2小时期限制造输不起心理,加打+体力消耗把玩家推向余额压力。
当前证据最充分的周一杠杆:有直接参与事件、同人差异 +2.0pp、参与日在线 +32 分钟、已触达 1.6 万人。先做低成本项(入口可见性、匹配质量、场次),单独跑 A/B 而不是混进收集任务实验——否则两个动作在同一天互相污染。
按 8/14 专项审计更新(此前"落实 40→50、冠军 3000"的写法已过时)。线上事实:50 个排名节点已于 6/26 上线;冠军实发 1500 金币;服务端逻辑未随配置改动;冠军仍占获奖者 73.9%,"过易夺冠"的核心结构没变。因此要做的是:
效果目前不可判定(只有领奖埋点),但结构性机会明确:3.6k 日领奖流量、无任何主动竞争节点、高段位真实触达≈0(6 月经济分析)。方向是给它一个可观测的主动竞争节点(限时冲分窗口、失败代价、结算悬念),先做小流量实验而非全量重做。定位是"设计机会",而非问题修复。
若要下调 49 级门槛,只能单独 A/B,不与其他动作叠加。
前置条件是 ① 的埋点整改完成。之后再谈两点权衡:解锁门槛限制覆盖;纯金币奖池与减产方向逆行(可讨论部分卡包化)。6 月经济分析曾定调"低触达高人均是其特色、不削"。
门槛读数备注:6/27 配置快照为"首过第 48 关"(Condition 211 → extra 48;1,与新手包 34 关、免广告 12 关同一编码约定,后两者已由广告需求文档独立印证)。OpenFunction id=43 是大逃杀的功能行号,不是等级门槛,两者容易混淆;线上现值仍需按当前分支复核。
夺宝是 6.4k 人的参与底盘和休闲侧配重,不要加失败代价——游戏需要一个无压力的积分长跑。火山/糖果派对是参与日在线最高的常开系统(+53/+33 分钟)但自选择最重,不靠加频次;可测形态是周一/二定向门票或入口任务(与收集任务互斥轮换),糖果派对先补进入/结果埋点。
| 指标 | 周一 | 周二 | 周三 | 周四 | 周五 | 周六 | 周日 |
|---|---|---|---|---|---|---|---|
| IAP 收入 | 0.85-0.89 | 0.91-0.92 | 0.97-0.99 | 0.98-1.00 | 1.01-1.03 | 1.09-1.11 | 1.13-1.14 |
| 付费人数 | 0.86-0.87 | 0.87-0.89 | 0.96-0.97 | 0.95-0.96 | 1.16-1.18 | 1.09-1.11 | 1.07-1.09 |
| ARPPU | ≈1.02 | ≈1.02 | ≈1.01 | ≈1.02 | 0.87 | ≈1.01 | ≈1.05 |
| 主线尝试/DAU | 1.05-1.06 | 1.02 | 0.99 | 0.97 | 0.98 | 0.98 | 1.00-1.01 |
| 复活金币/DAU | 0.87 | 0.94 | 0.98 | 0.96 | 1.08 | 1.08 | 1.09 |
| DAU(登录口径·成熟期) | 0.973 | 1.035 | 1.005 | 1.029 | 1.001 | 0.967 | 0.992 |
| 在线分钟/DAU | 0.978 | 1.004 | 0.995 | 0.977 | 0.994 | 1.014 | 1.039 |
| 事件 / 字段 | 说明 |
|---|---|
| 205 | IAP 充值;amount=美分;order_id 前缀 GPA.=GooglePlay、纯数字=AppStore;recharge_num=累计充值;须按 order_id 去重 |
| 208 | 道具流水;consumetype 1=获得/2=消耗;scene:22任务/26签到/31关卡/34礼包/38赛马/39星星/43收集册/45夺宝/46竞技场/49PVP/52火山/54公会/57糖果派对/58金币塔/59基金/62搏击/60杂项;金币消耗 8/7 起复活=63(此前31)、商店=64/65 |
| 20001 / 20002 | 关卡结算;win_state=剩余秒数(0=失败);20002 失败 stage_id 错位须用 real_id;tool1-5=关内道具槽位 |
| 40007 | 物件吞噬结算(7/27 起);total_num=单局吞噬的 4 分及以上物件数(经关卡配置逐关核验,非 10 分以上) |
| 在线时长 | session 时长事件(135.7万行、缺失0);活动参与另有直接进入/开始事件(赛马/羽毛球/搏击/火山已确认可用) |
| 星期口径 | 指数分析=UTC(UTC+2 复核不翻转);活动日=@timestamp−8h 对齐服务器 08:00 边界 |
| 轮次 | 内容 | 位置 |
|---|---|---|
| 周内模式 | 82天日序列、周内指数、月初检验 | 会话 scratchpad(e_analysis.py 等) |
| 付费归因 | 全量订单逐单分解、首充/复购/回流、时段、冲动链 | 同上(f1/f2/f3 系列,p205.tsv) |
| 逐活动检验 | 同人配对面板、赛马假设、活动画像 | 同上(g1/g2 系列) |
| 独立复核 | 23 项逐条核对、修正与实验建议 | M_Analytics/outputs/weekday_payment_activity_validation_20260816/ |
| 活动组合策略包 | 在线时长接入、直接参与事件、日级相关性、11 活动记分卡 | M_Analytics/outputs/activity_portfolio_strategy_20260816/ |
| 限时任务方案 | 收集任务完整数值方案与依据 | 本会话定稿(另可成文) |
与既有结论的衔接:复活链结论与"复活占金币消耗 94%、均次 ~980"的关内审计一致;金币面调整先过产耗比护栏(1.35);不建议用加难制造失败(难度纪律仍有效);活动奖励遵守"奖励箱只发数量形态"的规范。
Evidence grade: ★★★ cross-validated | ★★ direct participation events · method sound | ★ observational · known bias | ○ telemetry insufficient · not assessable · IAP only (ad revenue lives in the publisher dashboard).
Spend swings widely across the week (±15%) while activity barely moves (±5%), and the swing is driven almost entirely by the number of payers — ARPPU moves far less (0.87–1.05), though Friday is clearly below the rest. Trough = Monday (revenue −11% to −15%), Tuesday second lowest; Wednesday and Thursday already sit close to the weekly mean; Sat/Sun highest (+9% to +14%); Friday is a "many payers, small tickets" day. ★★★
The micro-mechanism of purchase impulse is now fairly clear: ~70% of coin-pack orders were preceded by a coin revive within 60 minutes, and in ~75% of those the post-revive balance had already fallen below 900. The chain "competitive pressure → revive → balance runs dry → purchase" is always present and its strength is constant across the week — weekends are higher because more players enter the chain, not because each player's impulse is stronger. ★★★
Horse Racing is the strongest observable spend-associated weekend activity: on race days the same players revive more and convert better than on weekend days they skipped (direction cross-validated, magnitude disputed). But 18.8% of same-day payments happen before the player's first race event, so net lift still needs an experiment. The weekend "spikes" in packs / collection book / coin fund are consequences of paying, not causes. ★★
The genuinely weak days are Monday and Tuesday (Wednesday and Thursday already sit close to the weekly mean); the actionable lever points at the coverage of high-failure-cost modes. But "weekend free time" is a parallel cause we cannot change, and observational data cannot separate the two shares — any schedule change should go through an experiment. One blocker first: Gold Tower, Star Collection, Guild Chest and Ranked Arena only emit claim / grant events, so their effect cannot be evaluated for now.
Priorities: P0 — activity telemetry remediation (make those four assessable), ship the timed collection task + run the schedule-day A/B, fix analysis definitions; P1 — scale Badminton with its own A/B, fix Star Collection's server settlement and decide its design intent, small experiment on an active Arena window; P2 — revisit Gold Tower once instrumented, targeted Volcano / Candy Party entries. Hard limits: do not raise revive prices, do not manufacture failure through difficulty, do not cut reward numbers players have already seen.
Mature-period baseline: ~10.0–10.4k DAU (players with level activity); 30.2k weekly actives, of whom 42.8% are past level 48 (12.9k — the July UA cohort has matured); median 9 attempts per player per day, p90 = 36; a player's strongest 2-hour window clears a median of 10 levels.
| Mon | Tue | Wed | Thu | Fri | Sat | Sun |
|---|---|---|---|---|---|---|
| Badminton Star settlement payout | Gold Tower | Fight Club | Gold Tower | Horse Racing from 08:00 + weekend Treasure Hunt | Star Collection from 08:00 (48h) | weekend cluster continues Arena settles Sunday |
| ←— Weekday Treasure Hunt + Guild Chest (Mon 08:00 – Fri 08:00) —→ | ←— Weekend cluster (until Mon 08:00) —→ | |||||
Always-on: Volcano Hunt, Ranked Arena, Piggy Bank, Pass, pack chain, Candy Party (seasonal). Amethyst Rush is not live.
Deviation from the weekly mean (mature period, baseline 1.00 = weekly mean)
Up = above the mean (blue), down = below (red). Bars show the midpoint of the two analysis passes; hover for the range.
ARPPU is flat across the week (sole exception: Friday 0.87, the "many payers, small tickets" day). On the mature-period login definition DAU is nearly flat (0.967–1.035); the level-based "Sunday 1.11" that appeared in an earlier version was contaminated by the UA ramp and has been removed. Full figures in Appendix A.
Four takeaways: ① The Monday paradox — Monday has the highest level attempts per player yet the lowest revive spend and conversion: Monday does not lack engagement, it lacks a reason worth spending resources on. ② Friday = many payers, small tickets — the payer count peaks (302–354 over the last four Fridays) while ticket size is −13%, matching the Friday 08:00 Horse Racing + weekend Treasure Hunt + pack chain. ③ Wednesday and Thursday already sit close to the weekly mean — not priority test days for now. ④ Coin faucets also rise on Fri/Sun; the burn > earn gap is only clear on Sat/Sun.
Coin flow per DAU and end-of-day balance (mature period, 4 full weeks, Jul 13 – Aug 9)
Net = in − out, shown in absolute terms (an index across zero is meaningless); balance is each player's left_num after their last coin transaction of the day.
| Day | Coins in / DAU | Coins out / DAU | Net / DAU | Median balance | ≈ revives |
|---|---|---|---|---|---|
| Mon | 1,377 | 1,020 | +357 | 1,010 | 1.1 |
| Tue | 1,663 | 1,104 | +559 | 1,155 | 1.3 |
| Wed | 1,486 | 1,131 | +354 | 1,190 | 1.3 |
| Thu | 1,611 | 1,117 | +494 | 1,232 | 1.4 |
| Fri | 1,687 | 1,246 | +440 | 1,295 | 1.4 |
| Sat | 1,540 | 1,247 | +293 | 1,285 | 1.4 |
| Sun | 1,576 | 1,257 | +319 | 1,266 | 1.4 |
Denominator = level DAU (unique roles in 20001); balance sample = 327k role-days (full 28 days, covering only players with coin activity that day, ~95% of DAU). A revive costs 900.
The weekend settlements are real, but too small to create a surplus: weekend coin output is 13% above Monday, driven mainly by Horse Racing (weekend/Monday 5.3×) and the pack chain (3.2×); over the same days spending is 23% above Monday (94% of it revives). The activities that hand out coins are also the ones that burn them, so the net effect leans negative.
Daily correlations: what moves with revenue? (28 days, each driver vs daily revenue)
Positive to the right (blue), negative to the left (red).
What moves with revenue is resource-backed commitment (revives); free play sessions correlate negatively. Read this as an aggregate signal pointing the same way, not as independent validation: it is a simple Pearson correlation on the same 28 days, with no control for weekday effects, activity overlap or trend, and revenue and revives come from the same behavioural chain.
Session-duration data (1.357M rows) filled the missing dimension: online minutes per DAU peak on Sunday (1.039) and bottom out on Monday 0.978 / Thursday 0.977 — weekends are "not more logins, but longer sessions per player". Only 31.5% / 28.0% of Monday and Tuesday orders fall in the 18:00–24:00 (UTC+2) evening block, so purchase timing is dispersed: tasks and activities should trigger off the player's own session (e.g. "unlocks after 30 minutes of play"), not a single global time slot (165 countries, many time zones).
| Activity | Schedule | Scale | Telemetry grade | Failure cost | Observed association | Evidence | Verdict |
|---|---|---|---|---|---|---|---|
| Horse Racing | Fri–Mon | 2.0–3.6k/day 24k reached | direct entry event | High (3 rounds, only 1st advances) | race-day payer rate 5.5–6.2% vs 3.3–3.4%; revive coins ×1.9–2.0; +27 min online; 18.8% of same-day payments precede the first race | ★★ | Strongest observable link · net lift TBD |
| Badminton | Mon | ~2.5k/session 16k reached | direct entry event | Medium (duel, 3 stages) | within-player difference +2.0pp; +32 min online on participation days | ★★ | Best-evidenced Monday lever |
| Fight Club | Wed | ~2.5k/session 16.8k reached | direct entry event | Medium (same PvP structure) | +2.2pp; +32 min online on participation days | ★★ | Keep current schedule |
| Volcano Hunt | always-on | ~1.8k/day 22.5k reached | direct entry event | Medium | +2.4pp; +53 min online; revives per terminal failure 1.11, the highest (heavy self-selection) | ★★ | High-commitment system · entry-point candidate |
| Candy Party | always-on, seasonal | ~1.9k/day 15.9k reached | economy-action proxy | Medium | +33 min online on participation days (within-player CI 32.4–34.5); payer rate 7.3% vs 3.8% | ★ | Promising · under-instrumented |
| Gold Tower (Battle Royal) | Tue / Thu | claims ~2k/day 11.4k players | claim only (scene 58 is coin reward only) | High (100-player elimination) | claimers are survivor-selected; 48.9% of same-day payments precede the claim → participation-day comparison unusable | ○ | Not assessable · instrument entry first |
| Star Collection | Sat 48h / settles Mon | ~3.5k claims/cycle 889 prize winners | settlement claim only | Medium (ranking, 3-star = points) | spend lift not assessable; champions are still 73.9% of prize winners (Aug 14 audit) | ○ | Config shipped · core structure unchanged |
| Ranked Arena | always-on / settles Sun | claims ~3.6k/day 34.7k players | claim only (20014) | No active competitive moment | spend lift not assessable (the earlier −1.1pp came from claim-based grouping and has been corrected); real reach of high tiers ≈ 0 (June economy analysis) | ○ | Not assessable · clear redesign opportunity |
| Guild Chest | Mon–Fri | grants reach 12.3k players | resource grant only (scene 54 has no participation fact) | Weak (guild points / tiers) | no participation, threshold or rank-movement data; the earlier +3.0pp has been corrected | ○ | Not assessable · instrument participation |
| Treasure Hunt | always-on, two formats | ~6.4k/day 116k players | progress proxy | None (pure point accumulation) | rides on core play itself; lift cannot be isolated | ★ | Low-pressure participation base · keep |
| Champion Cup | — | 118 players | — | — | sample too small | ○ | Not at scale |
| Timed task (current) | one per day | claims only 1.2–1.5% | claim | — | the 4,000-coin task is hard to reach at the current free-coin level (about 1,650–1,800/day); "5× 3-star" is similarly demanding past L200 | ★★★ | Persistently low completion · replacement in 3.2② |
Monetisation products (Pass / pack chain / coin fund / piggy bank) are outside the activity-lift assessment. Two established rhythms: the pack chain peaks on Friday (scene 34 at 4.4× — the result-side signature of paying) and the Party Pass is mid-week triggered (0.69x on weekends).
Leading hypothesis: competitive pressure explains commitment differences better than reward type — this is the most explanatory working hypothesis, not a verified conclusion. Two supports: config side — reward recipes are highly homogeneous across activities (card pack + unlimited boosters + coins, similar amounts), so reward type alone cannot explain the differences; behaviour side (limited to the four activities with direct entry events) — Horse Racing, Badminton, Fight Club and Volcano Hunt all show longer sessions on participation days (+27 to +53 minutes), heavier revive spend and higher same-day payer rates.
What the hypothesis still lacks: ① "ranking pressure is always positive" cannot be verified — Gold Tower, Star Collection, Arena and Guild only emit claim / grant events; ② self-selection is always present (players enter on days they already have time); ③ whether competitive mechanics beat resource rewards needs a randomised experiment to judge.
One intuition the data rejects: "weekend players play more, so they pay more" — level attempts per player are not higher on weekends (Monday is in fact highest); what rises is online time, revive spend and activity participation. One observation that was over-read: Gold Tower claimers spend far more on revives that day than the prize pool grants, which was previously read as "the coin shower does not relieve spending". Claimers are survivor-selected heavy players, so that comparison cannot carry the conclusion — Gold Tower's net effect is currently not assessable.
The corrected causal picture (the version observational data can support)
Neither "the entire weekend increment is produced by Horse Racing" nor "insufficient activity coverage is the only cause of the Monday trough" is proven — which is exactly why the schedule change has to go through an experiment.
Gold Tower, Star Collection, Guild Chest and Ranked Arena currently emit only claim / grant records, so their effect cannot be evaluated and no redesign can be validated. Complete the event chain uniformly:
Also required: Star Collection's cycle_id, config version and final bot scores; Guild participation, tier thresholds and rank movement. Until this lands, "effect conclusions" about these four lack data support; once it lands, a single full activity cycle is enough to evaluate them.
Replaces the dead "4,000 coins in 2 hours" task: swallow 2,000 large objects (individual score ≥ 4, matching the 40007 telemetry definition) within 2 hours. Level-48 gate; visibly unlocks after 30 minutes of play that day (locked slot + progress bar); 50% chance per eligible day; reward pool 68 unchanged (Angel ×1 + Gold Pack ×1 + 800 coins, Energy 5→10). N = 2,000 ≈ the p85 of the target group's natural 2-hour output, expected completion 15–22%; boosters add only +9%, so the real cost is sustained play plus energy management. Tuning ladder: >25% → N = 2,500; <8% → N = 1,500.
Role: a manufactured entry into the impulse chain aimed at the Mon/Tue trough — the 2-hour deadline creates something to lose, and extra runs plus energy drain push players toward balance pressure.
The best-evidenced Monday lever today: it has direct participation events, a within-player difference of +2.0pp, +32 minutes online on participation days, and already reaches 16k players. Start with low-cost work (entry visibility, matchmaking quality, session count) and run it as a separate A/B rather than folding it into the collection-task test — otherwise the two actions contaminate each other on the same day.
Updated per the Aug 14 audit (the earlier wording "ship 40→50 and champion 3,000" is out of date). Live facts: the 50 ranking nodes shipped on Jun 26; the champion actually receives 1,500 coins; server logic did not change with the config; champions are still 73.9% of prize winners, so the "too easy to win" structure is intact. What is actually needed:
The effect is currently not assessable (claim telemetry only), but the structural opportunity is clear: 3.6k daily claim traffic, no active competitive moment at all, and real reach of high tiers ≈ 0 (June economy analysis). The direction is to give it one observable active moment (a timed scoring window, a failure cost, settlement suspense) and run a small-traffic experiment rather than a full rebuild. Frame this as a design opportunity rather than a fix.
If the level-49 gate is to be lowered, do it as a standalone A/B, never stacked with other actions.
Precondition: ① is complete. Then weigh two things: the unlock gate limits coverage, and a pure-coin prize pool runs against the faucet-reduction direction (partial card-pack conversion is worth discussing). The June economy analysis concluded "low reach, high per-player value is its character — do not cut it".
Note on the gate reading: the Jun 27 config snapshot says "first clear of level 48" (Condition 211 → extra 48;1, the same encoding convention as the starter pack at 34 and no-ads at 12, both independently confirmed by the ad spec). OpenFunction id = 43 is the Battle Royal function row number, not a level gate — the two are easy to confuse. The live value should still be re-checked against the current branch.
Treasure Hunt is a 6.4k-player participation base and the casual counterweight — do not add a failure cost; the game needs one pressure-free long-run points track. Volcano Hunt and Candy Party have the highest participation-day online time of the always-on systems (+53 / +33 minutes) but also the heaviest self-selection, so do not simply raise their frequency; the testable form is a targeted ticket or entry task on Mon/Tue (rotating exclusively with the collection task). Candy Party needs entry / result telemetry first.
| Metric | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
|---|---|---|---|---|---|---|---|
| IAP revenue | 0.85-0.89 | 0.91-0.92 | 0.97-0.99 | 0.98-1.00 | 1.01-1.03 | 1.09-1.11 | 1.13-1.14 |
| Payers | 0.86-0.87 | 0.87-0.89 | 0.96-0.97 | 0.95-0.96 | 1.16-1.18 | 1.09-1.11 | 1.07-1.09 |
| ARPPU | ≈1.02 | ≈1.02 | ≈1.01 | ≈1.02 | 0.87 | ≈1.01 | ≈1.05 |
| Level attempts / DAU | 1.05-1.06 | 1.02 | 0.99 | 0.97 | 0.98 | 0.98 | 1.00-1.01 |
| Revive coins / DAU | 0.87 | 0.94 | 0.98 | 0.96 | 1.08 | 1.08 | 1.09 |
| DAU (login basis · mature) | 0.973 | 1.035 | 1.005 | 1.029 | 1.001 | 0.967 | 0.992 |
| Online minutes / DAU | 0.978 | 1.004 | 0.995 | 0.977 | 0.994 | 1.014 | 1.039 |
| Event / field | Notes |
|---|---|
| 205 | IAP purchase; amount in cents; order_id prefix GPA. = Google Play, all-digits = App Store; recharge_num = lifetime spend; must be de-duplicated by order_id |
| 208 | Item ledger; consumetype 1 = gain / 2 = spend; scene: 22 tasks / 26 check-in / 31 levels / 34 packs / 38 Horse Racing / 39 Star / 43 Collection Book / 45 Treasure Hunt / 46 Arena / 49 PvP / 52 Volcano / 54 Guild / 57 Candy Party / 58 Gold Tower / 59 Coin Fund / 62 Fight Club / 60 misc; for coin spend since Aug 7: revive = 63 (was 31), shop = 64/65 |
| 20001 / 20002 | Level settlement; win_state = seconds remaining (0 = fail); on 20002 failures stage_id is off by one, use real_id; tool1-5 = in-level booster slots |
| 40007 | Object-swallow settlement (since Jul 27); total_num = objects worth 4+ points swallowed in that run (verified against level configs level by level; it is not "10+ points") |
| Online time | Session-duration events (1.357M rows, zero missing); activity participation additionally has direct entry / start events (confirmed for Horse Racing, Badminton, Fight Club, Volcano Hunt) |
| Weekday basis | Index analysis in UTC (a UTC+2 re-run does not flip the conclusions); activity day = @timestamp − 8h, aligned to the 08:00 server boundary |
| Pass | Content | Location |
|---|---|---|
| Weekly pattern | 82-day daily series, weekday indices, month-start test | session scratchpad (e_analysis.py et al.) |
| Spend attribution | full order-level decomposition, first / repeat / lapsed purchases, time-of-day, impulse chain | same (f1/f2/f3 series, p205.tsv) |
| Activity-by-activity test | within-player matched panel, Horse Racing hypothesis, activity profiles | same (g1/g2 series) |
| Independent review | 23-claim verification table, corrections and experiment design | M_Analytics/outputs/weekday_payment_activity_validation_20260816/ |
| Activity portfolio pack | online-time integration, direct participation events, daily correlations, 11-activity scorecard | M_Analytics/outputs/activity_portfolio_strategy_20260816/ |
| Timed task spec | full numeric spec for the collection task and its basis | finalised in this session |
How this connects to existing conclusions: the revive-chain finding matches the in-level audit ("revives are 94% of coin spend, ~980 per revive"); any coin-side change must clear the faucet/sink guardrail (1.35); manufacturing failure through added difficulty is not recommended (the difficulty discipline still stands); activity rewards follow the "reward chests grant quantity-form items only" convention.