9148c358d0
Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
5.9 KiB
5.9 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-liveops | LiveOps | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
LiveOps
매 한 줄
"매 game 매 ship 의 끝 아닌, 매 시작". LiveOps (Live Operations) 매 launched game 매 live service 매 ongoing content, events, balance, monetization 의 continuous operation. 2026 매 mobile F2P, MMO, gacha, battle-pass 매 default; 매 console/PC 매 Fortnite, Helldivers 2 등이 매 mainstream 화. Data-driven, A/B-tested, calendar-planned.
매 핵심
매 LiveOps pillars
- Content cadence: 매 weekly events, 매 monthly seasons, 매 quarterly major.
- Balance patches: 매 telemetry-driven 매 buff/nerf.
- Monetization: 매 battle pass, 매 limited bundles, 매 events.
- Retention loops: 매 daily login, 매 streak, 매 timed events.
- Community: 매 Discord, 매 Reddit, 매 patch notes, 매 dev streams.
매 Telemetry → action loop
- Collect (events, sessions, IAP, churn).
- Analyze (cohort retention, ARPDAU, funnel).
- Hypothesize (feature/event/balance change).
- A/B test (segmented rollout).
- Roll out (or roll back).
매 응용
- Mobile F2P: 매 Clash Royale, Genshin, Royal Match — 매 textbook.
- Live-service shooter: 매 Fortnite, Apex, Helldivers 2.
- MMO: 매 FFXIV, WoW — 매 patch + expansion cycle.
- Gacha: 매 Genshin, 매 Star Rail — 매 banner schedule 매 core.
💻 패턴
Remote config (server-driven balance)
// Unity + PlayFab
async Task ApplyRemoteBalance() {
var cfg = await PlayFab.GetTitleData(new[] { "balance.json" });
var balance = JsonConvert.DeserializeObject<Balance>(cfg["balance.json"]);
GameTuning.SwordDamage = balance.SwordDamage;
GameTuning.GoldDropRate = balance.GoldDropRate;
GameTuning.BossHpScalar = balance.BossHpScalar;
}
// No client patch needed — designer ships balance via dashboard.
Event scheduling (calendar-driven)
{
"events": [
{ "id": "summer_2026", "start": "2026-06-15T00:00Z", "end": "2026-07-15T00:00Z",
"modifiers": { "xp_mult": 2.0, "drop_table": "summer_pool" },
"store": "summer_bundle" },
{ "id": "halloween_2026", "start": "2026-10-20T00:00Z", "end": "2026-11-05T00:00Z",
"modifiers": { "skin_pack": "spooky" } }
]
}
A/B test (server-segmented)
def assign_variant(user_id: str, exp: str) -> str:
h = hashlib.sha256(f"{exp}:{user_id}".encode()).digest()
return "B" if h[0] % 2 else "A"
def starter_pack_price(user_id):
v = assign_variant(user_id, "starter_price_v3")
return 4.99 if v == "A" else 7.99 # measure conversion × revenue
Battle pass logic
interface BattlePass {
seasonId: string;
startUtc: string; endUtc: string;
freeTrack: Reward[]; // 50 tiers
premiumTrack: Reward[];
xpPerTier: number;
premiumPrice: { usd: 9.99 };
}
function tierFromXp(xp: number, bp: BattlePass): number {
return Math.min(50, Math.floor(xp / bp.xpPerTier));
}
Cohort retention SQL
WITH cohort AS (
SELECT user_id, DATE(MIN(session_start)) AS d0
FROM sessions GROUP BY user_id
)
SELECT
d0,
COUNT(*) AS n0,
COUNT(DISTINCT CASE WHEN s.session_start::date = d0 + 1 THEN s.user_id END)::float / COUNT(*) AS d1,
COUNT(DISTINCT CASE WHEN s.session_start::date = d0 + 7 THEN s.user_id END)::float / COUNT(*) AS d7,
COUNT(DISTINCT CASE WHEN s.session_start::date = d0 + 30 THEN s.user_id END)::float / COUNT(*) AS d30
FROM cohort c LEFT JOIN sessions s USING (user_id)
GROUP BY d0 ORDER BY d0;
Hot-fix flag system
// Feature flag — disable broken feature without client patch
if (FeatureFlags.IsEnabled("new_pvp_mode") && !FeatureFlags.IsKilled("new_pvp_mode")) {
ShowPvpEntry();
}
Anti-cheat telemetry alert
# Real-time anomaly detection on coin gain
def is_suspicious(user, gain, window):
median = get_median_gain(user.cohort, window)
return gain > median * 50 # >50× median = inspect
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 mobile F2P launch | 매 LiveOps 매 day-1 plan, 매 6mo content roadmap |
| 매 single-player premium | 매 LiveOps 매 unnecessary (DLC enough) |
| 매 small indie | 매 lightweight events + Discord, 매 full LiveOps team 매 X |
| 매 MMO | 매 patch cycle + expansion + LiveOps 매 hybrid |
| 매 dying game | 매 sunset plan, 매 honest 매 player communication |
기본값: 매 remote config + event calendar + cohort retention dashboard 매 minimum viable LiveOps.
🔗 Graph
- 응용: Player-Retention · Game-Monetization
- Adjacent: Telemetry · Feature-Flags
🤖 LLM 활용
언제: 매 mobile/F2P design; 매 monetization strategy; 매 retention analysis; 매 event calendar planning. 언제 X: 매 single-player narrative game (다른 framework); 매 unmonetized hobby project.
❌ 안티패턴
- Burnout-grind events: 매 daily-mandatory events 매 churn 매 가속.
- Pay-to-win sledgehammer: 매 short-term ARPU spike, 매 long-term community collapse.
- Silent nerf: 매 patch notes 없이 매 weapon nerf — 매 trust 매 destroy.
- No sunset plan: 매 servers 매 갑작스럽 shut, 매 player data 매 lose.
- Calendar-only, no story: 매 events 매 mechanical 매 없이 narrative — 매 fatigue.
🧪 검증 / 중복
- Verified (Deconstructor of Fun, GDC LiveOps talks 2020-2025, Genshin/Clash Royale post-mortems, Helldivers 2 patch cadence).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full content (LiveOps pillars, telemetry, battle pass) |