Ive been on this hill for 5 years now but dying used to be fun, or at least funny.warc wrote: hey nerds im here to talk you a bout "game design" and in particular let's talk about "space bucks" and how they might have ruined the game.
i think i really liked spacebux at first-
having a round to round "score" probably helps with player retention and engagement, but is that all it does?
Perhaps the toxic element in the equation is when they added the uh "you can keep your item when you survive" bit!
people started taking it extremely personally when they were killed
it wasn't "ah i died a few minutes from the end, lol happens" any longer - it was "you CHEATED me out of my 10 THOUSAND spacebucs purchase of BEING A BONE MAN" which, first off, cringe, second off, wow, thirdly- lmao?
I think that the spacebux system massively changed that, and not in a good way. Obviously it is not alone, and if this poll goes in the way I personally feel it ought to, I know we'll also have to make changes to the planned Gunse Persistent's slot, as that would have the exact same incentive structure. Funny how after a year of very very slowly slogging parts of the game to bits, you realise that your first insticts were way way way wrong, and sometimes it's time to turn around and let go of it????
anyway heres the options in my of pinion. Comment if you think of more.
b) we get rid of the part that makes Dying a major blow to your personal econony- that would mean Anything you buy is for One Round Only no matter what. It would also mean getting rid of the survived / died payout scaling.
c) we get rid of the part that makes it a microtransaction! That means spacebux become functionally useless, materially. This would let us keep the payout modifiers, as well as possibly expanding things like trading bux and perhaps ghosts betting on survivors and dumb horse race shit like that- this is pure Spacebux as a Score. Its just a number, and it goes up!
d) get rid of it if you think it was a stupid idea to begin with?