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"audit_id","feature","sample_evidence","payer_advantage","design_risk","launch_decision","guardrail"
"PAY-001","首领防御/闪避","商品与道具表存在首领防御类消耗品","直接降低局内失败概率","高:将挑战结果与付费绑定","仅作为可游玩获得的开局道具,首发不直接现金售卖","单局最多 1 个;使用前显示效果;不在失败瞬间推销"
"PAY-002","监狱脱出","商品表存在监狱脱出道具","跳过负面棋盘事件","高:付费消除随机惩罚","改为任务、成就和免费商店货币来源","触发监狱后不得弹现金购买;可使用既有库存"
"PAY-003","好地块保证","钻石、广告与商品配置存在 good tile 相关条目","改变落点收益分布","高:可能破坏骰子公平感","只允许开局前选择一次性护符,效果改为提升下一次奖励而非改写落点","不得重算已提交骰子;效果记录进 run seed 日志"
"PAY-004","开局装备","商品配置存在 start gear 相关条目","缩短成型时间并影响战力","中高","作为赛前构筑槽位;可通过局外升级解锁,不现金独占","付费获取速度优势不超过一个赛季 15% 有效战力差"
"PAY-005","回合/循环点数","商品配置存在 loop point 相关条目","加快进度、提前触发成长","中高","转为周常可得的便利消耗品,不在排行榜模式生效","排行榜、首通与竞速模式自动禁用"
"PAY-006","体力购买","样本可用钻石购买 15/50 体力并有广告补充","增加可玩次数","中","保留自然恢复、活动补给和每日广告;失败重试宽限","不销售永久体力伤害;活动门票与主线体力不双重收费"
"PAY-007","装备/宠物/遗物/坐骑抽取","样本含多条抽取及现金加速商品","长期战力与收集进度提升","高","可保留但所有战力有免费确定性路径;现金主要售外观与时间","公布概率/保底;重复品可兑换目标;无付费专属属性"
"PAY-008","通行证","样本含 normal、raid、mount 等 pass 商品族","资源密度与收集速度提升","中高:多 pass 叠加造成订阅疲劳","首发合并为一个 28 天通行证","一个高级轨;奖励可追赶;不要求购买第二张玩法通行证"
"PAY-009","订阅/VIP","样本含 subscription/VIP,VIP 增加体力上限","持续便利与资源收益","中","首发仅一个月卡","无伤害/暴击/掉率加成;可随时取消;权益写清"
"PAY-010","阶段通关礼包","商品目录存在大量 stage clear/trigger 家族","里程碑时提供高价值加速","中高:高频弹窗与锚定定价","成功后大厅卡片展示,不自动遮挡结算","每里程碑一次曝光;无损失倒计时;不在失败后出现"
"PAY-011","每日购买奖励","配置以 0/1/2/4/7/10/13 购买点累进","刺激当日追加消费","高:诱发沉没成本与冲动消费","不采用,改为每日活跃奖励","进度只由玩法行为积累;不显示消费缺口"
"PAY-012","插屏与去广告","样本含插屏管理、频控入口和去广告商品","付费改善体验但不增加战力","中","允许自然断点插屏并提供一次性去插屏","教学期禁用;3 局/10 分钟频控;奖励广告不受影响"
"PAY-013","AFK 快速领取","样本可消耗体力并可看广告快速领取","缩短等待时间","低中","保留每日一次广告加速,不现金收费","预览确定收益;不同时消耗体力和现金;本机改时无效"
"PAY-014","复活","BoardController 元数据存在 UseRevive,实际价格与触发规则未由方法体确认","可能直接延长单局并保留构筑","高","每日首次可用免费资源;付费币复活只限非排行榜 PvE 且每局一次","失败后只显示已有资源复活,不弹现金包;复活不改变已结算掉落"