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Job Rewards Rework
#1
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Job rewards. What fun, having some neat cosmetics tied behind your dedication to a role. But alas! You find yourself as a botanist, sitting in one place, harvesting an infinite amount of immortal watermelons. You, as a bartender, apply salt to the brim of hundreds of cocktail glasses while your patrons look on in horror. Janitors, mopping perfectly clean floors just for that low level dopamine hit of earning XP. Tragic! Eventually you begin to grow sick of the grind. You question the meaning of it all.

I suggest that we do one simple thing: instead of having job activity related XP, give players job XP for simply completing a shift as their role. That way your dedication to a role can be measured in playtime, not your ability to grind miniature activities over and over for as long as you can stand it.

I think this would be a simple but positive change, and could encourage new job rewards now that they're not tied toward a mentally taxing grind.
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#2
I thought it already worked like that. I see no problem in them reworking job rewards for objectives to contribute to your XP.
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#3
Yeah I don't like the current job xp system or the idea of xp based rewards at all, so anything that moves away from it would be a good change in my opinion. I like it when the game's design focuses on everyone having the same playing field going into the round, so any kind of meta unlockable is something I think should be really scrutinized for what it's adding and what behaviour it's encouraging to access it. Spacebux rewards are generally fine -- you get spacebux just from playing, and most of them are cheap enough that it's not particularly meaningful. Medal rewards generally encourage someone to do something specific and unusual in gameplay like going on an azone once. Job xp rewards encourage extended repetition of a specific action (mopping, making blunts, salting glasses). It's just tedium & annoying, and the leaderboards make it worse.
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#4
Upon closer inspection completing job objectives does in fact grant xp. However that was secondary to my idea for shift completion granting more xp. Ultimately my idea was to be more generous with xp by associating it with job playtime and removing the microrewards. I edited my original post to reflect this.
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#5
Personally I like job rewards to an extent, minor cosmetic stuff as a display of dedication to a role does hit the right spot occasionally.

The grindy stuff is abysmal, it's simply not the right game for it in my opinion. Maybe instead it could just be rolled into objectives and given a bulk reward instead. That way it promotes people interacting with their job mechanics, but not so much that it makes them sit in a corner and spam the actions instead of interacting with the round.

So instead of a chance of xp for every harvest, botanists can get a "harvest plants X times by the end of the shift" objective; instead of xp per mop, janitors can get a "mop X times", etc. So you are rewarded for actions relevant to your job, but only really a token amount.
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