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Ash Echoes Launch Disaster: Main Story Gated by Real Time, Stingy Gacha Rewards Spark Player Outrage

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When a new game's main story requires waiting until the next real-world day to unlock — no, this isn't a 2004 browser game, it's Ash Echoes (白荆回廊), launched in 2024 by Aurogon (烛龙).

According to the original poster (OP), after clearing the first day's main storyline (excluding weekly events) and collecting all diamond rewards, they only managed to accumulate 29 character gacha pulls and 10 weapon pulls total. Even more infuriating were the various 'time-locks' scattered across the event interface: the free SR character selector requires a 7-day wait, and the SR weapon selector takes a full 14 days. Day one's login event rewards? Just gold coins (upgrade materials). The 42-day battle pass basic rewards? A mere 4 pulls.

The OP signed off with a disclaimer: they had already uninstalled the game and would not be updating the post even if changes were made — a textbook 'I'm out and I'm not looking back' power move.

The comment section erupted. One veteran player pointed out that 'Aurogon has always been notorious — it's just that their single-player audience was small, so fewer people knew.' They dug up the company's scandals from over a decade ago, noting that Aurogon used to be shielded by even worse mobile game publishers, and now that they're making their own gacha games, their true colors are showing. Another commenter delivered a savage take: 'These companies aren't making games — they're making digital chastity locks. They want your money, your online time, AND they won't even let you finish.'

Many commenters compared Ash Echoes to NetEase's old title 'Everlasting 7 Days' (永远的7日之都), noting similar gameplay but calling Ash Echoes 'completely outclassed by a game from years ago.' They also pointed out that even Everlasting 7 eventually patched out the real-time dependency. Others drew parallels to Blade & Soul's infamous launch grind — logging in at 8 PM, grinding until midnight for daily events, repeating for half a month — quipping, 'It's the 2020s, how is this design philosophy still alive?'

Opinions on the main story time-gate split into two camps: one side argued it's because the devs know players would burn through all available content in a day — essentially a sign of insufficient content and lack of confidence in the product. The other side noted that Tower of Fantasy (幻塔) had a similar time-gate at launch, suggesting it's an industry-wide problem rather than unique to this game. The pity system also sparked confusion — reports ranged from 30 to 60 to 70 to 80 pulls, with users correcting each other back and forth, reflecting the game's unclear communication.

All in all, Ash Echoes' launch has become a textbook example of how not to do it: stingy rewards, frustrating time-locks, and insufficient content. If Aurogon wants to survive in the mobile gaming arena, they might want to start by learning how to respect their players.

Disclaimer: The following is a summary of community discussion on NGA forum. All claims are based on player reports and should be taken as such.

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