181 lines
6.2 KiB
Markdown
181 lines
6.2 KiB
Markdown
---
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id: wiki-2026-0508-revenge-cycle-dynamics
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title: Revenge Cycle Dynamics
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Revenge Loop, Retaliation Spiral, Counter-Attack Cycle]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, pvp, retention, social-dynamics, war-commander]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: live-ops
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---
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# Revenge Cycle Dynamics
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## 매 한 줄
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> **"매 attack 은 매 future attack 의 seed 다."**. Revenge cycle 은 War Commander, Mobile Strike, EVE 등 PvP 전략 게임의 retention engine — player A 가 player B 를 칠 때, B 의 retaliation probability 가 높아지고, 그 retaliation 이 다시 A 의 counter-retaliation 을 trigger 하는 closed feedback loop 이다. 매 2026 LiveOps 에서 이 cycle 을 의도적으로 telemetry-balance 하는 것은 D30 retention 의 핵심 lever.
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## 매 핵심
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### 매 Cycle Anatomy
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- **Trigger**: unprovoked attack, base raid, alliance-level aggression
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- **Emotional payload**: loss aversion + identity threat (base = avatar extension)
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- **Retaliation window**: 24-72h (mobile), 7d (slow strategy)
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- **Escalation vector**: solo → alliance war → cross-server war
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- **Decay**: 매 cycle 은 자연스럽게 fade — fuel injection (events, leaderboards) 없으면.
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### 매 Retention 메커니즘
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- 매 active grudge = 매 daily login reason
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- 매 revenge planning = 매 in-app currency sink (troop healing, base upgrades)
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- 매 alliance bond = social switching cost
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- 매 storytelling = personal narrative (UGC potential)
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### 매 응용
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1. War Commander: kill report + replay → revenge UI button.
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2. EVE Online: kill mail system → corp-level vendetta.
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3. Mobile Strike: VIP bounty board → paid revenge service.
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4. Clash of Clans: revenge cooldown design (one-shot).
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## 💻 패턴
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### Pattern 1 — Revenge eligibility tracker
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```typescript
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interface AttackEvent {
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attackerId: string;
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defenderId: string;
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timestamp: number;
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damageDealt: number;
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retaliated: boolean;
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}
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class RevengeTracker {
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private events = new Map<string, AttackEvent[]>();
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private readonly WINDOW_MS = 72 * 3600 * 1000;
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record(e: AttackEvent) {
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const list = this.events.get(e.defenderId) ?? [];
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list.push(e);
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this.events.set(e.defenderId, list);
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}
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pendingRevenge(playerId: string): AttackEvent[] {
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const now = Date.now();
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return (this.events.get(playerId) ?? [])
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.filter(e => !e.retaliated && now - e.timestamp < this.WINDOW_MS);
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}
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}
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```
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### Pattern 2 — Escalation scoring
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```typescript
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function escalationScore(history: AttackEvent[]): number {
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// 매 reciprocal exchange = +1, asymmetric = +2 (more inflammatory)
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let score = 0;
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for (let i = 1; i < history.length; i++) {
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const prev = history[i - 1];
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const cur = history[i];
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const reciprocal = prev.attackerId === cur.defenderId;
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score += reciprocal ? 1 : 2;
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}
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return score;
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}
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```
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### Pattern 3 — Cooldown gate (anti-grief)
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```typescript
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function canAttack(attackerId: string, defenderId: string, history: AttackEvent[]): boolean {
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const recentSameTarget = history.filter(
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e => e.attackerId === attackerId
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&& e.defenderId === defenderId
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&& Date.now() - e.timestamp < 3600 * 1000,
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).length;
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return recentSameTarget < 3; // 매 1h 내 3회 제한
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}
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```
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### Pattern 4 — Revenge notification injection
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```typescript
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async function dispatchRevengePush(victim: Player, event: AttackEvent) {
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await pushService.send(victim.deviceToken, {
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title: `${event.attackerName} attacked your base!`,
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body: `Tap to retaliate. Window closes in ${remainingHours(event)}h.`,
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deepLink: `app://revenge/${event.id}`,
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});
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}
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```
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### Pattern 5 — Asymmetric matchmaking shield
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```typescript
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function shieldEligibility(attacker: Player, defender: Player): boolean {
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const powerRatio = attacker.power / defender.power;
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// 매 5x power gap → 매 attack blocked (anti-snowball)
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return powerRatio < 5.0;
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}
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```
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### Pattern 6 — Alliance vendetta propagation
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```typescript
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function propagateVendetta(allianceA: string, allianceB: string, severity: number) {
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if (severity > THRESHOLD_WAR) {
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declareWar(allianceA, allianceB, durationDays: 7);
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grantWarBuffs([allianceA, allianceB]);
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}
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}
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```
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### Pattern 7 — Revenge replay capture
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```typescript
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function captureReplay(combatLog: CombatTick[]): ReplayBlob {
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return compress({
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seed: combatLog[0].rngSeed,
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inputs: combatLog.map(t => ({ tick: t.tick, action: t.action })),
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version: GAME_VERSION,
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});
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual mobile, low-skill players | Soft revenge (one-shot button, easy win) |
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| Hardcore PvP (EVE) | Persistent kill mails, no auto-balance |
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| New player onboarding | Newbie shield (3-7 days) |
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| Whales attacking f2p | Power-ratio shield + bounty system |
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**기본값**: 72h retaliation window + power-ratio shield + escalation telemetry alert at score ≥ 10.
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## 🔗 Graph
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- 부모: [[Live Operations (LiveOps)]] · [[Player-Experience-Modeling]]
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- 변형: [[Jailing]] · [[Revenge-Cycle-Dynamics]]
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- 응용: [[War-Commander-Combat-Ecosystem]] · [[Mobile Strike]] · [[EVE 온라인]]
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- Adjacent: [[Prisoners-Dilemma-Models]] · [[Alliances-and-Sector-Hegemony]]
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## 🤖 LLM 활용
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**언제**: PvP balance proposal 작성, retention drop 의 revenge-cycle 진단, alliance war event design.
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**언제 X**: PvE-only 게임, single-player narrative — revenge loop 적용 X.
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## ❌ 안티패턴
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- **Whale-stomping unchecked**: power gap shield 없으면 신규 유저 대량 이탈.
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- **Infinite loop fuel**: revenge buff stacking → exhaustion + churn.
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- **No exit ramp**: 매 player 가 cycle 에서 quit 할 수 있는 mechanism (peace treaty, alliance switch) 없으면 toxic.
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- **Hidden retaliation**: 매 attack notification 없으면 cycle 자체가 발생하지 않음.
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## 🧪 검증 / 중복
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- Verified (Kixeye War Commander postmortems, CCP EVE devblog 2023-2025).
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- Cross-ref: Mobile Strike LiveOps GDC talks.
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full revenge-cycle anatomy + 7 patterns + decision matrix |
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