<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>成长归一化 on PlumePHP</title><link>https://plumephp.com/tags/%E6%88%90%E9%95%BF%E5%BD%92%E4%B8%80%E5%8C%96/</link><description>Recent content in 成长归一化 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 30 Nov 2021 16:18:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%88%90%E9%95%BF%E5%BD%92%E4%B8%80%E5%8C%96/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器跨模式成长归一化架构设计</title><link>https://plumephp.com/game-server-cross-mode-progression-normalization-architecture/</link><pubDate>Tue, 30 Nov 2021 16:18:00 +0800</pubDate><guid>https://plumephp.com/game-server-cross-mode-progression-normalization-architecture/</guid><description>&lt;p&gt;长线在线游戏的服务器架构，最怕把一个看似局部的玩法能力做成隐形全局规则。一款游戏可能同时有排位、休闲、PVE 副本、限时活动、训练场和创意工坊。它们都给经验、通行证进度、角色熟练度或货币。若每个模式自己算收益，很快会出现某个低成本模式刷成长最快，或某个高难模式奖励不划算。跨模式成长归一化架构要把各模式结果先转换为统一贡献口径，再套用上限、衰减和审计。&lt;/p&gt;</description></item></channel></rss>