[Plan] Credit System Rework
Posted: Sat Aug 13, 2022 3:59 am
Hello, as some of you may or may not know we recently ended voting as a way to obtain credits.
We left it somewhat vague at the time because we wanted it to be a surprise, but we've been planning an overhaul of the credit system!
In terms of gaining credits, only 2 things will remain the same - we plan to continue incentivizing contributions and testing the most. However, we want to move the rest of the methods for claiming credits completely ingame.
Credits were always meant to be a way to reward people for contributing in one way or another, and voting never really did that for us. Voting never did much for the server or the project as a whole because it hardly ever attracted any new people.
So, we came to the conclusion that rewarding people for simply being active in the game would be much better.
What does this mean, exactly?
We want to keep a lot of the same balances we had before in order to not have to change credit shop prices too much, but the current things we have planned follow roughly as below:
Ingame Method 1: Simply Playing
Users will gain a credit for each hour played, up to 3 times per day. (We don't want to allow much more to avoid incentivizing merely idling on an account or bypassing AFK limits - plus we don't think spending all of your free time on the computer is healthy! )
Ingame Method 2: Mini-goals
I plan to make the mini-goal system pretty broad in the long term. In the short term, however, it will be fairly simple: users will be able to generate random skill goals (e.g gain 15k woodcutting xp) that award 1 credit when completed. They will be able to complete up to 3 of these a day as well.
In total, this means active players who play often will be able to gain up to 6 credits per day! We do plan to rebalance the amount of credits given for testing and contributing to make up for this, as well as rebalance some of the shop prices. It won't be a massive difference, but we also don't want to devalue the shop items, nor devalue contribution/testing.
When can we expect this change?
I plan to start implementing the actual code for this change this weekend, and then wrap it up no later than the following week. Then it will need to go through testing, etc. Ideally, you can expect to see this live within the next 2-3 weeks, if not sooner! Let me know your thoughts in the replies, especially if there's critiques/concerns you'd like to express.
Much love,
We left it somewhat vague at the time because we wanted it to be a surprise, but we've been planning an overhaul of the credit system!
In terms of gaining credits, only 2 things will remain the same - we plan to continue incentivizing contributions and testing the most. However, we want to move the rest of the methods for claiming credits completely ingame.
Credits were always meant to be a way to reward people for contributing in one way or another, and voting never really did that for us. Voting never did much for the server or the project as a whole because it hardly ever attracted any new people.
So, we came to the conclusion that rewarding people for simply being active in the game would be much better.
What does this mean, exactly?
We want to keep a lot of the same balances we had before in order to not have to change credit shop prices too much, but the current things we have planned follow roughly as below:
Ingame Method 1: Simply Playing
Users will gain a credit for each hour played, up to 3 times per day. (We don't want to allow much more to avoid incentivizing merely idling on an account or bypassing AFK limits - plus we don't think spending all of your free time on the computer is healthy! )
Ingame Method 2: Mini-goals
I plan to make the mini-goal system pretty broad in the long term. In the short term, however, it will be fairly simple: users will be able to generate random skill goals (e.g gain 15k woodcutting xp) that award 1 credit when completed. They will be able to complete up to 3 of these a day as well.
In total, this means active players who play often will be able to gain up to 6 credits per day! We do plan to rebalance the amount of credits given for testing and contributing to make up for this, as well as rebalance some of the shop prices. It won't be a massive difference, but we also don't want to devalue the shop items, nor devalue contribution/testing.
When can we expect this change?
I plan to start implementing the actual code for this change this weekend, and then wrap it up no later than the following week. Then it will need to go through testing, etc. Ideally, you can expect to see this live within the next 2-3 weeks, if not sooner! Let me know your thoughts in the replies, especially if there's critiques/concerns you'd like to express.
Much love,