Perfect World · Interaction Planning Internship · 2026

Zhu Xian 2 Equipment Reroll Redesign

During a three-month interaction planning internship with Perfect World’s Zhu Xian 2 team, I audited the equipment reroll system, identified 13 interaction and information issues, redesigned four core interfaces, and validated the flow through two rounds of user testing.

My Role
Interaction Planning Intern
Scope
System audit · Competitive analysis · UX flow · Interactive MVP
Duration
3 months
Validation
2 rounds · 6 participants per round

Decision support for high-risk rerolling

Make every
reroll decision
understandable.

The redesign keeps the underlying values and drop logic intact while making recommendations explainable, material goals traceable, and irreversible actions safer.

SYSTEM UX · INTERACTION PLANNING · USER TESTING
Wireframe of the redesigned Zhu Xian 2 equipment reroll preview
PROJECT BOUNDARY

Improve decision quality without changing the game economy

The proposal does not alter values, drop rates, or equipment rules. It restructures the interaction flow and information hierarchy so players can understand materials, risk, recommendations, and results before committing.

The growth loop worked, but its decisions lacked evidence

Zhu Xian 2 is a multi-platform MMORPG whose character-growth layer connects equipment, realms, artifacts, formation spirits, and the broader resource economy. Equipment rerolling sits directly inside the daily growth loop: acquire resources, invest, gain combat power, enter harder content, and improve acquisition efficiency.

I mapped the current system and documented 13 interaction and information issues. The recurring pattern was not missing functionality; it was missing evidence at the moments when players had to decide.

PRODUCT POSITION

A cultivation-themed MMORPG built from six connected systems

Set one thousand years after the original Zhu Xian story, the multi-platform MMORPG combines IP narrative, an open world, real-time combat, character growth, life skills, multiplayer relationships, and long-term events. Its three design goals are to extend the IP, build character growth through realms, equipment, artifacts, formation spirits, and related systems, and sustain stable multiplayer relationships under one cultivation-themed language.

WORLD & NARRATIVE

Six realms, quests, and returning characters

Carries worldbuilding and unlocks new content.

CORE PLAY

Class combat, team dungeons, bosses, and exploration

Creates the repeated moment-to-moment play loop.

CHARACTER GROWTH

Level, equipment, skills, artifacts, spirits, and stones

Converts resources into combat power and build choices.

RESOURCE ECONOMY

Production, crafting, trade, and upgrade spending

Moves resources between play, exchange, and growth.

SOCIAL ORGANIZATION

Teams, societies, families, homes, and auctions

Builds persistent multiplayer relationships.

CONTENT SCHEDULING

Daily, weekly, limited events, and rankings

Sets the cadence for returning and progressing.

Dependency chain · World narrative opens activities → activities produce resources → resources enter growth systems → growth supports competition → scheduled content regulates the rhythm.

GROWTH MODEL

Rerolling belongs to build growth and feeds the daily retention loop

UNLOCK GROWTH

Level and story progression

Unlocks systems instead of simply stacking values.

FOUNDATIONAL GROWTH

Equipment, enhancement, skills, and realms

Forms the baseline combat-power layer.

BUILD GROWTH

Artifacts, branches, traits, and stones

Creates configurable builds; equipment rerolling sits here.

COLLECTION GROWTH

Formation spirits, treasures, cosmetics, and collections

Adds long-term collection goals.

The game contains single-battle, daily-growth, periodic-cooperation, and long-term-content loops. Daily growth carries foundational retention: players acquire resources, invest them, raise combat power, unlock harder content, and return with better acquisition efficiency.

01

Acquire resources

Story · daily tasks · dungeons

02

Invest in growth

Equipment · artifacts

03

Raise combat power

Values and build strength increase

04

Enter harder content

Higher challenge becomes available

05

Unlock content

The available activity set expands

06

Improve efficiency

Better returns restart the loop

System tensions observed · free cultivation versus a unified combat-power score; open world versus quest containers; free class switching versus specialization; life skills versus combat attributes; and long-term goals versus system expansion.

CURRENT EQUIPMENT FLOW

The audit covered the whole equipment module before narrowing to rerolling

01

Entry and overview

Main screen → More → Equipment → overview and equipment schemes → equipment detail, bag, comparison, and settings.

02

Forging

Open forging → preview the effect and special effect → choose whether to use protection → forge → inspect the result.

03

Transfer

Choose the source equipment → choose the receiving equipment → confirm transfer → inspect the result.

04

Mystic stones

Open stones → select a stone → review upgrade requirements → upgrade → inspect the result.

05

Rerolling

Open rerolling → start → filter by equipment level → select material equipment → reroll → inspect the result.

06

Supporting screens

The module also contains material selection variants, reroll preview, equipment detail, inventory, equipment comparison, and settings screens.

ISSUES FOUND

13

Interaction and information issues across selection, confirmation, results, and repeated attempts.

CORE INTERFACES

4

Reroll main screen, material selection, consumption confirmation, and result preview.

TEST ROUNDS

2

A V1 diagnostic round followed by a fresh V2 validation round.

V2 TASK PASS

4 / 4

Every participant completed all four core validation tasks.

Current Zhu Xian 2 equipment reroll entry screen
SYSTEM POSITION

Rerolling sits inside a dense growth network

Equipment, resources, combat power, and content progression form one loop, so each reroll decision affects more than a single screen.

Current Zhu Xian 2 material-selection screen
MATERIAL JUDGMENT

Material value is hard to judge

Players see selectable equipment, but filters, protection, recommendation reasons, and consumption consequences are not sufficiently visible.

Current Zhu Xian 2 reroll-result feedback
RESULT JUDGMENT

The result reports change without supporting a choice

Score feedback appears after rerolling, but the interface does not provide a direct old-and-new comparison or a clear next action.

PRIORITIZED ISSUE INVENTORY

Thirteen findings connected risk, comprehension, efficiency, and flow continuity

P0

Asset-loss risk

P0-1

Material destruction had no confirmation

After players selected material equipment, there was no warning that it would be destroyed and no second confirmation. Selection immediately consumed the item and could not be undone; the frequency of accidental loss still required live-data validation.

P0-2

Selected materials could not be changed

Different equipment and reroll materials provide different attempt counts, yet the chosen item could not be replaced or cancelled. A single mistaken selection could consume a valuable item without recovery.

P1

Core comprehension and task blockers

P1-1

Trait ownership created the wrong mental model

Traits appeared on a single equipment page, suggesting that each item owned its own traits. In fact, rerolling refreshes the whole trait set, but the interface never explains that rule.

P1-2

Trait quality and type were invisible

Traits showed only text and values. With no quality or type hierarchy, the total combat-power increase was the only reference and was not enough for a newcomer to judge whether a trait was worth keeping.

P1-3

Two core reroll rules were hidden

The random attribute range depends on the level of the invested equipment, not directly on the material level; and rerolling changes the whole set rather than one equipment part or one isolated trait. Both facts were absent from the interface.

P1-4

The attempt-count label was ambiguous

After filtering by level, the label “Level-30 equipment reroll attempts” did not explain who owned the attempts, whether each level had a separate limit, or how results carried across levels.

P2

Efficiency and guidance

P2-1

Results lacked save and activation feedback

The preview summarized all attributes but did not connect the result to a specific item or confirm when it had been saved and applied. Result ownership and timing remained uncertain.

P2-2

The overview had no equipment-acquisition route

Players could act only on equipped or stored items. Newcomers who needed replacement equipment had no visible route to obtain it, so the growth path stopped at the overview.

P2-3

Transfer mixed equipped, best, and obsolete items

The transfer-source list displayed all forged equipment without distinguishing the equipped or strongest set, making obsolete source equipment harder to find.

P2-4

Equipment state appeared only after selection

Equipped status and scheme ownership were shown only as small text after an item was selected. Players had to open items one by one instead of judging from the list.

P2-5

Recommendation badges had no explanation

The interface could label an item or trait as recommended, but did not explain why it matched the current build or decision.

P2-6

New and old results were not compared

A total value replaced a side-by-side comparison, forcing players to remember the previous result before deciding what to keep.

P2-7

The repeat path broke when materials ran out

Players had to leave the panel to look for materials and reconstruct the reroll context before trying again.

Core diagnosis · Players could not judge whether a trait was good, which materials were safe to consume, whether the new result was better, or how to retry efficiently. The system therefore replaced player judgment instead of supporting it.

Four moments made the same question hard to answer: what should I do next?

01 · CHOOSE

Which material is safe?

No filters, locks, recommendation reason, or clear warning made accidental equipment loss possible.

02 · JUDGE

Is the trait valuable?

Trait quality and the logic behind recommendations were not legible enough to support a choice.

03 · KEEP

Which result should stay?

A total score replaced a clear old-versus-new comparison, and the word “Save” was ambiguous.

04 · REPEAT

How do I try again?

Running out of materials forced players to leave the panel and rebuild context elsewhere.

Yanyun Sixteen Sounds showed how a reroll system can teach while it asks

I compared only the equipment-affix reroll flows in Zhu Xian 2 and Yanyun Sixteen Sounds. The useful difference was not visual polish. Yanyun exposed the trait pool, tier, recommendation logic, old-and-new comparison, confirmation, and material sources at the point of need.

PRINCIPLE 01

Recommendations must be explainable

Show why an item or trait is recommended instead of asking the player to trust a badge.

PRINCIPLE 02

Goals must remain traceable

Keep material sources and acquisition paths connected to the current task.

PRINCIPLE 03

High-risk actions need safeguards

Use clear warnings, confirmation, comparison, or recovery wherever the cost is irreversible.

TRANSFER RULE

Borrow logic, not surface styling

The analysis informed decision support while preserving Zhu Xian 2’s own rules and interface language.

Decision supportCurrent Zhu Xian 2 flowTransferable insight from Yanyun
Trait targetTrait pool and quality hierarchy are not visible.Expose possible outcomes, tier, and the current value-to-limit relationship.
RecommendationA badge gives a conclusion without its reason.Explain why the item or trait is recommended at the decision point.
Result comparisonPlayers infer change from a total value and memory.Show old and new results together with visible differences.
Irreversible costMaterial equipment can be destroyed without a dedicated safeguard.Name the item, cost, and consequence before confirmation.
Material sourceThe player leaves the task to search elsewhere.Attach source channels and acquisition routes to the current goal.
Yanyun Sixteen Sounds equipment growth overview
GROWTH GUIDANCE

Expose the build target

Trait overview and growth guidance show what can improve before the player invests.

Yanyun Sixteen Sounds material source panel
SOURCE TRACEABILITY

Keep material sources one action away

Dungeon, shop, and reward sources remain attached to the current upgrade objective.

Yanyun Sixteen Sounds irreversible-action confirmation
RISK CONFIRMATION

State the consequence before confirmation

The confirmation identifies the irreversible cost and the exact action being approved.

The new flow keeps players informed from material selection to the next attempt

SOLUTION GOAL

Give players system evidence at every reroll decision

Before rerolling, players should know what the equipment can produce, what counts as a good trait, and where the current result sits. Afterwards, they should know whether the result improved and feel confident keeping, discarding, or rerolling it. The interaction sequence remains based on Zhu Xian 2’s existing flow.

The original path delegated too much judgment to the system and broke when resources ran out. The proposed path adds recommendation explanations, filtering, a material-source shortcut, a consumption confirmation, a direct old-and-new comparison, and a clear route into another reroll.

DECISION AND CONFIRMATION MATRIX

Every decision receives evidence proportional to the cost of being wrong

Decision pointPlayer questionSystem evidenceCost of a wrong decision
Are the current traits good enough?Should I reroll this equipment?Quality tier, recommendation, and current value versus maximum.Spend materials on a result that did not need rerolling.
Are materials sufficient and disposable?Do I have enough, and can I afford to destroy this item?Level, category, attributes, recommendation, and acquisition sources.Destroy valuable equipment or leave the task when supplies run out.
Confirm material selectionAre these the correct materials?A review step before materials enter the conversion flow.A mistaken choice becomes irreversible.
Confirm equipment destructionDo I want to destroy these items for reroll attempts?A second confirmation states the conversion and irreversible consequence.Permanent asset loss.
Is the result better?Should I keep the new or old traits?Side-by-side comparison, difference markers, tiers, and recommendations.Keep a worse result or discard a better one.
Reroll again?Do I want another attempt?The old traits remain a reversible fallback and remaining attempts stay visible.None; the choice remains reversible.

PROPOSED PLAYER JOURNEY

01

Enter and judge

Open the reroll panel and review the overall trait panel before deciding whether the equipment can improve.

Change · quality color, recommendation badge, and value ratio
02

Filter and select

Filter by level and quality, identify usable materials, and distinguish equipped items from safe choices.

Change · recommendations and equipped items shown disabled
03

Acquire missing materials

When materials are insufficient, use Get More to see where they come from and how many can be earned.

Change · source shortcut and empty-state guidance
04

Confirm the cost

Review the selected materials, then confirm that equipment will be destroyed and converted into reroll attempts.

Change · two confirmation safeguards
05

Compare and decide

Compare old and new traits, then keep the old result, keep the new result, or reroll again.

Change · differences, tiers, recommendations, and remaining attempts

Four interfaces carry the complete decision journey

01 · REROLL HOME

See the current state before acting

The main screen keeps equipment, total traits, remaining attempts, selected materials, and the primary action within one stable workspace.

Redesigned reroll main screen wireframe
02 · MATERIAL SELECTION

Filter, inspect, and understand recommendations

Level filters, multi-select states, recommendation explanations, equipment details, and an acquisition shortcut make sacrifice decisions reviewable.

Material selection wireframe with filters and recommended items
03 · CONSUMPTION CONFIRMATION

Make irreversible cost explicit

A dedicated confirmation names the equipment being consumed, the attempts it creates, and the fact that the action cannot be undone.

Consumption confirmation wireframe listing equipment to be destroyed
04 · RESULT PREVIEW

Compare first, then choose what to keep

Old and new traits appear side by side. The actions say “Keep old traits” and “Keep new traits,” while the repeat action stays visible.

Reroll result comparison wireframe

A clickable prototype made the complete V1-to-V2 change testable

I turned the proposal into a clickable MVP and used small-scale user testing to iterate. V1.0 was the pre-test version; V2.0 incorporated the findings from V1. The browser-based MVP lets reviewers switch versions, complete material selection and consumption, compare reroll results, and test the added acquisition loop.

MVP GOAL

Reduce decision cost throughout rerolling

CORE TASK 01

Understand what the reroll result means

CORE TASK 02

Find material sources without assistance

CORE TASK 03

Explain what a recommendation means and why

V1 delivered a complete browser-based wireframe of the main reroll path, including material selection, consumption confirmation, and result preview. It proved that “destroy equipment → convert it into reroll attempts → spend attempts to reroll” could work, while leaving three gaps: Get More was only a placeholder, recommendation reasons were absent, and Cancel / Save did not state their consequences.
INTERACTIVE PROTOTYPE

Compare V1 and V2 in the browser

The prototype opens as a standalone subpage in a new tab, so the full task flow can be tested without leaving this case study.

Launch prototype

V1 exposed language and risk failures; V2 closed the loop

Each round involved six participants: five players with MMO experience and one newcomer. In V1, the experienced group included two frequent reroll users and three general players. Participants completed an individual think-aloud task walkthrough followed by a short interview, with each session lasting about ten minutes. V2 was tested with six fresh participants who had not joined V1.

TEST OBJECTIVE

Validate three critical decisions

Can players explain why a recommended trait is worth keeping, understand that selected equipment will be consumed, and correctly choose between the old and new result?

TASKS

Explain, select, and decide

Read a recommended trait and explain it; select a material and predict what happens next; then interpret the result actions and choose what to keep.

OBSERVATIONS

Behavior, not preference alone

I recorded task completion, time spent at each step, blocker locations, mistaken actions, and spontaneous interpretation of interface labels.

METHOD

Individual think-aloud walkthrough

Each participant completed the flow alone, verbalized their thinking, and joined a short post-task interview. All blockers were recorded.

V1 TEST EVIDENCE

Interview questionObserved answerEvidence and failure point
What does the recommendation badge mean?5 of 6 shook their head or guessed that it “might be good.”They saw the badge but could not explain its reason or decide whether to keep the trait.
What would you do when materials run out?Participants wanted to replenish them, but Get More did nothing.The placeholder interrupted the flow before an acquisition route existed.
Would you inspect the detail card while selecting?Most participants skipped the detail card.4 of 6 did not understand that the selected equipment would be destroyed.
What would you do if the acquired reward was unsatisfactory?V1 had no acquisition page, so the question could not be completed.The product flow was incomplete rather than merely misunderstood.
What does Save keep?4 of 6 hesitated or interpreted it as saving every result.The label did not distinguish keeping old traits from keeping new traits.
V1 · 4 / 6

Misread “Save”

Participants could not tell whether the button kept the old or new traits.

V1 · 4 / 6

Missed equipment destruction

Participants did not understand that selected equipment would be consumed.

V1 FINDING

Recommendation was opaque

The badge existed, but its reason was unavailable at the decision point.

V1 FINDING

Acquisition was a dead end

Players could not find more materials and return to the same reroll task.

01

Add a material acquisition screen

Dungeon, shop, and task channels create a route out and back to rerolling.

02

Explain every recommendation badge

Hovering or focusing the badge reveals why the item is recommended.

03

Separate equipment consumption from reroll spending

Equipment first becomes reroll attempts; the attempts are then spent, matching the mental model shown on screen.

04

Replace ambiguous actions with explicit outcomes

“Keep old traits,” “Keep new traits,” “Start reroll,” and “Reroll again” state the result of each action.

V2 completed the acquisition loop: when materials are insufficient, players can open an independent source page, choose Secret-Realm Dungeon, Shop Exchange, or Training Tasks, preview rewards and remaining attempts, complete acquisition, and return with the new materials. The result page also supports Claim and Reroll the Challenge, while the reroll screen changes its primary action between Start Reroll and Reroll Again.

Interactive MVP material-selection screen
V2 · MATERIAL DECISION

Make material selection reviewable

Selection states, equipment details, recommendation explanations, and acquisition routes provide evidence before commitment.

Interactive MVP equipment-consumption confirmation
V2 · RISK SAFEGUARD

Separate conversion from spending

The confirmation shows which equipment becomes reroll attempts before any attempt is spent, making irreversible loss explicit.

Interactive MVP old-and-new reroll result comparison
V2 · RESULT CHOICE

Name the result each button keeps

Side-by-side traits and explicit old-or-new labels turn an ambiguous save action into a deliberate choice.

All six V2 participants completed all four core tasks

V2 validation taskCompletionObserved success
Understand the recommendation badge and its reason6 / 6All six hovered to see the reason, explained why it was recommended, and decided whether to keep it.
Identify available material acquisition routes6 / 6All six named Secret-Realm Dungeon, Shop Exchange, and Training Tasks and completed the return loop.
Inspect equipment details and understand consumption6 / 6All six checked the detail card and understood that the selected equipment would be consumed.
Choose a result and return to rerolling6 / 6All six could choose Reroll the Challenge to refresh rewards or Return to Rerolling.

The project completed an interaction-optimization case from problem definition to validation: 13 audit findings, a focused comparison with Yanyun Sixteen Sounds, three design principles, four redesigned interfaces, a clickable wireframe, and two rounds of testing. V2 repaired the acquisition loop, made recommendation logic visible, clarified consumption consequences, and replaced ambiguous result labels; all four core validation tasks were completed by all six fresh participants. The result does not prove that every live-game edge case is solved, but it shows that the revised prototype supplied the missing evidence at the decisions tested.

ZHU XIAN 2 · INTERACTION PLANNING

Explain the recommendation, trace the goal, and protect every high-risk action.

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