05-02-2020, 12:28 PM
(05-02-2020, 12:22 PM)Superlagg Wrote:(05-02-2020, 08:06 AM)UrsulaMejor Wrote: A lot of those types of systems are deliberately designed to keep players playing longer; encouraging binge play in order to "get their daily bonus" or what have you. I personally find these systems a bit , but I'm open to being convinced that we can find a way to keep it good.
This specific system seems more like the opposite, where you get a bonus if you havent been on in a little while. Like, the first escape of the day gets a bunch of extra spacebucks, but after that you just get the usual amount until the next day.
Though, a system that gives everyone an extra escape'd multiplier doesnt so much help those who arent on often, more that it just rewards everyone and makes staying for later rounds feel less economical, since you're making less money after the first round.
Problem is that if you aren't on a lot, you're making less SpaceBux, which makes losing a held item feel more less good.
So instead, how bout this: if you arent on for a few days, or you average less than a round per day over the course of a week or so, the first non-escape of the day wouldn't drop your held item.
I dunno. As it's implemented elsewhere it keeps people coming back. The problem only arises when the come back is to keep you hooking into a loot crate system or monetization system. Also don't wanna punish people for being frequent players. The flat, everyone gets it system means everyone gets a round or two with an item. People who play more enjoy the bonus too because they have more rounds where they get to spend bux.
Everyone gets a bump this way, and no one is punished. If it seems like an inventive to keep people playing.... isn't that all fun things? I'd rather people feel good than simply less bad