It feels like recent TG games have become a bit off, with many crazy activities enticing players to spend money, resembling a situation where the project side collects a large sum of money first, and then distributes a portion based on their mood (airdrop). Players might make a small profit if they're lucky, but they could also suffer significant losses if they're not, while the project side profits regardless. It's no longer the time when the project side would spend money to attract players; in the future, we need to be cautious when we see crazy activities urging players to spend money.