The issue
A challenge screen used “伤害总量奖励” in Chinese and Total DMG Rewards in English. The description and gameplay testing showed that rewards used the highest damage achieved in a single attempt, rather than cumulative damage across attempts.
Why it happens
The reward metric was unclear
“总量” and Total can suggest adding damage from repeated attempts. Neither label specifies “single attempt” or “highest,” creating an incorrect expectation about rewards. The ambiguity began in the Chinese source and carried into English.
Recommended solution
Rewards are based on the highest damage dealt in a single attempt. Damage from multiple attempts is not added together.
Confirm the rule with the designer
Confirm with the designer that rewards use the highest damage from a single attempt, then check the tracking period, reward thresholds, and when records update.
Revise the source and translations
Use “单次最高伤害奖励” in Chinese and consider Best Attempt Damage Rewards in English. Explain that damage from multiple attempts is not added together.
Align the related screens
Use consistent terminology in instructions, reward tiers, history and results so the same metric has the same name throughout.
Regression checks
Check that a lower result neither adds to nor replaces the existing best record, and that a higher result updates it. If a new record crosses a reward threshold, verify the reward state against the designer’s confirmed rules.
Playing the game reveals ambiguity in source copy. Designer confirmation and coordinated language updates then bring the written rules into line with the actual experience.
