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Now i have been thinking of this for a while so here it is,
It started on this thread (http://www.roblox.com/Forum/ShowPost.aspx?PostID=141248878), where it for the most part died quickly and wasn't as well thought out. Then I made a second draft on this thread (http://www.roblox.com/Forum/ShowPost.aspx?PostID=141768026) which got four pages of overall support. But then I made a third draft on this thread (http://www.roblox.com/Forum/ShowPost.aspx?PostID=141958927), which was deleted after having nine pages of mainly support. I'm currently in the process of figuring out why it was deleted.
Anyways, my idea is basically a new set of functions that are sort of integrated into the chatting controls, but at the same time are there to be used by way more than just chatting.
Basically you now have the ability to go into your in-game ESC settings and change your chat style from Classic, to what I would like to call GreenLine, and then back and forth.
Classic is basically the regular chat controls that we have right now. Nothing really changes, it just overall stays the same as before.
GreenLine is basically a new set of functions topped off by a revolutionary function, which serves as the centerpiece and main attraction of this update.
First off, if this update were to be added, ROBLOX would add this chat function: / to chat, CTRL + / to leave chat mode and save message, repeat. Why would they add this? Because it is extremely useful for exiting chat quickly without the mouse. Before it was only clicking away from the chat bar. With this function it would be both. Players could use whichever one was more convenient. This function is also essential for the other functions within the GreenLine chat style. I was thinking this function could be in both Classic and GreenLine.
The last two functions that are added within GreenLine are these.
Press Any WASD key + / to walk infinitely in that direction while in chat mode: This is basically a fresh new way to do this, where before it was Press and HOLD W key while pressing /. This function is only available in the GreenLine chat style. I feel that it is better because you can walk infinitely in any direction and it is a minute, but noticeable change in performance speed, since you are no longer holding down anything. Just a quick combo hotkey press.
The last function I am suggesting is--yep, the main event! GreenLine! Here is the function:
Press and HOLD Any WASD key (will usually be W) + / for 3/4 of a second to enter GreenLine.
But what is GreenLine?
Once you activate this function a default green line shoots from under your feet. It is completely flat, in fact you could say it is just outlining the floor beneath you, and is only visible to your character (I also thought it would be cool for game creators to edit this in their place configuration. For example, you can make it so that it is Team GreenLine, where everyone that's on the same team can see each other's green lines. This is very useful in team strategy visualization and execution. I also thought that maybe they could decide whether or not players can let their friends view. Or even maybe allow other people to view by clicking their name on the Leaderboard and then choosing send GreenLine view request for them to accept or decline. Just a thought). Basically what it does is that once you do this you act as if you were still playing and moving and use your regular controls (WASD, tool hotkeys, space bar, mouse, etc) and as your press your regular movement and action keys, your character is temporarily left behind and it is your green line that is mapping these movements! It is only simple visualization, though; its limits being showing the path that you will be moving in as well as making line hills everytime that you jump (I don't even know if I want it to do the line hills. Might be too complicated). Your BLOXian isn't exactly left behind, it's just that your green line is going significantly faster than your character so that you map out the movements faster (you can speed it up or slow it down in ESC settings; a better explanation is coming). The camera will either be following your green line or staying with your BLOXian (editable in ESC settings). Your camera doesn't change even if you go into mouse lock/first person. When you're done mapping your GreenLine movement you press / to let the CPU know that you're done, allowing you to do things like pause for a few seconds while mapping in GreenLine. You go into chat mode, but what does your BLOXian do? They perform all of the movements that you mapped while in GreenLine! {WHAT??} Yep. It's qa (quite awesome). As your character walks the GreenLine the parts they already performed disappear.The computer would do this by mimicking all of the key presses that you did perfectly (at least that was my idea for it. If ROBLOX really add this they can go about it however they want to get the results). This makes it possible to do things like plan to pick up a tool and then attack with it, even if you don't currently have the tool on you. Once you leave GreenLine, you go into a special chat mode. You can chat a message, but at the same time you can control your camera with the mouse. You can't leave chat mode by clicking in this specific instance. Once you leave chat mode you regain control of your BLOXian and if you left before the movement was finished it is just cancelled.
Your GreenLine can be completely customized in your ESC settings. Each option has a description under it so people know what they do. Options include:
Green Line color (default green; same green as the old cursor): Basically it is a color preview square with arrows on either side to change colors.
GreenLine movement speed: It is a line plot with a circle in the middle. You can move it forward for faster and backward for slower. It doesn't affect walkspeed. It affects how fast you can plan your GreenLine movements. This allows you to plan GreenLine plans even faster, or slower if you can't handle it.
GreenLine render distance: This is also a line plot. It decides how far until your green line isn't visible anymore. Once you get close enough again it becomes visible. This is to fight off lag (there won't be much; but will help people with slow PCs). This affects all green lines (in case you can see other people's as well).
Idle On/Off: Basically this decides whether or not your BLOXian is already doing the GreenLine plan while you're planning it or if they are standing still.
Close on Send On/Off (default on): Whether or not you leave chat mode once you send your message. If it is off then you need to press CTRL + / to leave chat mode. This is extremely useful for chatting multiple messages without having to prematurely end your GL plan. It is also good for chatting /e actions while your GL plan is being put into action. If you chat an /e action during a GL plan execution, then it will stop and do it until the action is disrupted or ceased, and then continue with the GL plan as long as you stayed in chat mode. I was also thinking that ROBLOX could add this /e action for this specific purpose (it also has other uses): /e end. What it does it ceases all /e actions.
- Feel free to suggest more if you think it needs another or if I forgot something!
If something in-game stops the plan in the middle of it, then once the obstruction is removed your BLOXian will finish the GL plan. For example, if my BLOXian was frozen in Freeze Tag while doing a GL plan, as long as I don't leave chat mode once I am freed my BLOXian will finish the GL plan. Another example would be if I was at an admin place and an admin :jails me. Once I am :unjailed I will continue going about my business.
GreenLine acts under any camera restrictions.
I was also thinking that maybe game creators could edit whether or not they allow GreenLine in their place configuration. All games start out allowing GreenLine, and if they are allowed there is a GreenLine logo right next to the copy lock logo. If it isn't allowed the logo is grey.
That's my idea.
But is it any good?
Well, I'll drop six reasons why it's good right now!
1. What we can do is often limited by our own human limitations. With the game actually helping you do what you want, there will be a new ceiling on what we can do in-game.
2. This really helps in the visualization of your own movements. If you're planning a move in your head and the green line is giving you a visualization of what it would look like, then you become way more efficient.
3. Now you can talk and move at the same time! GreenLine keeps you ahead of the rest and gives you time to stop and relax and watch yourself and your surroundings. It gives you the illusion that you can talk and move perfectly, without missing a step!
4. This will help a lot of people. Sports game players, jukers, machinima makers (gives them an alternate method that may be easier), amateur video makers, war group members, sword fighters, war game players, roleplayers -- more than I can name!
5. Because of how it works, you can do pretty much anything you want in GreenLine. You can drive a vehicle, fly a plane, snipe someone, sword fight someone--did I say anything? Sometimes you'll be doing it blindly, but you can still do it!
6. (Best part) You can finally spectate yourself and your surroundings while still moving. This allows you to look at yourself and where you need to improve, as well as watch yourself in action. You can even view yourself doing mouselock/first person movements while out of first person! Anywhere!
But why would ROBLOX want to add this?
- For a decent scaled update, it isn't as time consuming or expensive.
- All players would rejoice about this update! Finally, an update people won't complain about!
- This really increases the attraction of your product as gameplay will become more interesting and fun.
- This would really boost some games like Freeze Tag, Hide and Seek, The Mad Murderer, Realistic Basketball, New Football Legends, etc.
Well, that's it. Let's take a moment to applaud the people who made it this far.
/e rousing applause
Thank you /e actions. And thank you readers, for reading this idea.
Please drop me a support or a comment before you go, and maybe even some edits or constructive criticism. And I do plan on emailing ROBLOX on this subject, so maybe stick around in case things get interesting!
And look out for possible add-on posts from me.
Yes tickets had a lot of problems. Yes tickets were causing inflation. Yes tickets were even hurting our economy slightly, even though many are sad to see them go. But without tickets we will be doing even worse than before. Or at least, without a good replacement that is.
Now the ROBLOX staff may think that their plan for free gifts and community-made free items for the freemium players will be a good replacement for tickets. However, the problem is that they aren't replacing anything. Free items have actively been a part of the economy since at least 2011. We already have a gift system and a system of free items; and they're called events. Not to mention the late 1 ticket hats that were basically the equivalent of the current free hats and were periodically added every sponsorship.
We may not need a second currency, but we definitely do not need a second gift system. Your gift system and free hats are not an economy and your business needs a virtual economy to function. What you have now is a currency that basically isn't circulating through half your playerbase, which means it's basically half-dead. It's like your economy had a stroke on one side of its body. What we truly need is one good currency, one that will circulate well and create a vibrant, breathing economy.
I know, this creates the obvious problems: "This could inflate R$ and shut down ROBLOX!" "R$ will become worthless!" but it wouldn't have these problems if you did it right.
As you may have guessed, I have a way that we can "do it right." Ticket removal is more than likely here to stay, so we better get used to it. But I have here its best replacement -- robux fission!
Robux fission is essentially the splitting of R$ into a different variation of itself, essentially a sub-category of currency. Each type of R$ would have a different and finite use (i.e. specific purchases or category purchases like only for use in the catalog or group shops, or place shops, gamepasses, whatever). And at the center of our economy would be the current robuck, our Almighty robuck that would have infinite use, unlike its variations.
What this allows for is secure circulation, which is the key to a good economy. Lets say that ROBLOX is only making enough real life profits from people purchasing R$ so they can use it to buy hats. If there is only one kind of R$ that can buy everything, it isn't safe to assist in circulating, because it would allow people to buy hats without buying R$, killing ROBLOX's profits. But if there is a different kind of R$ that cannot be used to spend on hats, but can buy other things, that would be a R$ that ROBLOX would feel comfortable putting into circulation, no? Basically breaking down R$ into parts as well as keeping the whole is the key to a manageable economy, and a more manageable game in general.
Now there is a lot of ways that this can be done, but allow me to impart my suggestion on how this should be handled:
Kudos' Guide to Robux Fission (Mark II)
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NOTE// This is all working alongside normal R$.
{Also thank you everyone on the previous thread who contributed to this revamped system}
In my vision for R$ fission, R$ variations would be community based. They would be created from the original R$ by developers and would form new developer economies with their boundaries. The system would have an inner complexity, but would relatively be simple on the outside. In that spirit I've divided my R$ fission system into two parts: the face and the shadow.
◔ The Face ◔
The goal of this system is to be as simple as possible, so here's how it would aesthetically look like.
◇ One Price: Every purchase on ROBLOX will passively be buyable with regular R$, signified by every item having a R$ icon next to its price respectively. However, items can be configured to accept one other type of R$. That would be the dominant price and the text color of the price would match that R$'s sprite icon color, which would be directly next to the price (the R$ icon would be next to the sprite icon). Items can only have one price. So for example, lets say there's a hat in the Catalog that costs 100R$, but it is also buyable with a R$ called Darkbux, which has a black R$ sprite. The item's price would have the R$ icon, then the black Darkbux sprite, and the text would be highlighted black, signifying that you could buy it for either 100R$ or 100 darkbux.
◇ R$ hoverview: You all know the R$ icon in the top right corner of the navbar (next to the settings icon), right? Well in this new system, that R$ icon would no longer have a price next to it. Instead, when you hover over it, a box will pop-up. That box is your R$ inventory. It basically separates every R$ variation you have (along with actual R$). Each R$ would have its sprite, and the amount that R$ that you have in the sprite's corner. The inventory slots would be big and easy to read, and the pop-up doesn't close until you move your cursor away from it. When you hover over a inventory slot it enlarges. There is also an infinite amount of inventory pages, if you fill one up it makes a new one, and if you empty one it will remove one. Clicking the R$ icon will still bring you to the Robux page.
◇ R$ shops: In the R$ hoverview, clicking a R$ variation will allow you to access its shop which is sort of like a mini-Catalog. Inside that shop is every item regardless or if it is a Catalog item or not that can be purchased with that R$. At the top of the shop there will be a box that displays the amount of that R$ you have.
◇ "Your R$...": When you hover over a price tag for any purchase, it will show you the amount of R$ you have and the amount of the R$ variation you have that specifically applies to it. If you don't have one of any of them, it will just show a zero or only the one that you have.
◇ Catalog filters: When you filter out R$, you can filter out R$ variations. It will list any ones that you have an amount of, but you can search for ones you do not have but want to filter to.
These are the only surface changes to the website and system. Newbs that find themselves in this new system will have very little to understand and the interface will be very simple.
◕ The Shadow ◕
This is all of the inner workings and inner systems of my R$ fission system. While these do not need to be acknowledged by the people who only wish to use the system in its simplest form, the people behind the scenes will be using this other side of the R$ fission system. Here's how it works:
◇ R$ creators: Any account that has TBC or OBC (that includes ROBLOX) can create a new R$. Creating a new R$ costs at least one original R$. Basically a new R$ is treated as a new item (all R$ variations could be viewed in the library). When someone creates a R$, they get to name it (from Builderbux to Bloxsilver; names can be taken) and decide its sprite model at default, at 1,000+, at 10,000+, and at 100,000+ (what the dollar sprite looks like) and its color (which will affect the color of the sprite icon and text). This would be done in a normal creation page. After creating, it must go through moderation. The amount of R$ you use to make this new R$ is the amount of R$ you start with when you create it.
Once added, it cannot be altered. It can only be destroyed (which means you'd stop being able to make it, but not that the R$ is recalled). To make more of this specific type of R$, you must put more money into it through its Library page (which is why if you delete it you cannot make anymore).
Once you make a R$, you can make any of your creations accept it as payment when purchased. You can also award it through playing your places, badges, and other ways that ROBLOX would implement (some ideas could be quests, offers, contests, etc).
If you lose your TBC or OBC, your created R$ works as normal, you just can't make more.
◇ R$ Library: This would be a subpage of the Robux page. It would monitor all of the created R$es, allow you to search for specific R$es and have a $ shop. It would also show things like how much of it is in circulation (via a rarity setting of some kind) and see some of its statistics. It is ordered by popularity but you can filter and searched.
Your Develop page would also show you similar data for the R$es you've created.
◇ R$ return: When someone purchases something of yours, the profits always come back to you as regular old R$. A sales tax would siphon some of it to ROBLOX.
◇ Buying different R$ types with real money: People can buy your R$ directly (with the same format as buying normal R$) from its page. The money would go to you. A sales tax would siphon some of it to ROBLOX.
◇ R$ amalgamation: R$ amalgamation is an important process because it well essentially allow you to repurpose your R$ (similar to the Currency Exchange). However, R$ amalgists will almost be like a separate community, like Limited traders and collectors. Basically in your R$ page there is a section dedicated to amalgamation. Basically you can donate your R$ into that separate inventory, and it would separate into smaller versions of itself called buxlets. 10 buxlets of that type are made for each robuck donated.
Buxlets serve as the fusion material. It takes 10 buxlets to make one new robuck and you can make any amount at a time, but it must be a multiple of 10 (use 10, 20, 100, 200, 1,000, etc at a time). The buxlets divided by 10 is the amount of new R$ that you get, and the largest ingredient is the type of those new R$ (so if I used 100 Darkbux buxlets and 200 Builderbux buxlets I would get 30 Builderbux). If there are multiple types of buxlets tied for the largest ingredient, they each have an equal chance of becoming the type.
It is by far the most complex system in place, but it is an advanced system and very important for R$ to travel through economies (but there's a few ways it can).
◇ R$ management: ROBLOX will be able to manage and oversee the created R$ economies to any degree they please (raise and lower sales tax for example), looking for possible problems and making it run as efficient as possible. If people begin to abuse it, then R$ can even ban or take a currency off the market.
◇ Prize inventory: Earned items have their own special inventory page that limits the amount of hats you can have at a time (you’d have to either sell them or trash the ones you don’t want to keep) but you can add pages for a cost of original R$.
With this system in place, ROBLOX’s economy will be doing all of the things that the ROBLOX staff wants it to do with very little downsides. It will allow R$ to circulate freely because of the different variations having controllable use. It will also make item creation more competitive because the most attractive ones will gather the most users that can get them R$, which will motivate a lot of new creations of even better items and content. It will also provide incentives for people to play more to earn R$, and to buy more R$ either to have a chance to make a currency that will funnel even more of the R$ back to them. It will even make them more money, because now people have a chance to spend money to make even more R$, which will cause a pool to develop and a ripple effect of growth. After a period of increasing R$ purchases, every single player will have comfortable freedom without much consequence. And ROBLOX still gets to keep the power of their Almighty robuck.
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And with that, R$ fission has made its debut.
Ticket removal was definitely heartbreaking, but with this replacing it maybe it could be a blessing in disguise. There isn't much doubt in my mind that this is a much more stable way to manage the economy, and keeps its simplicity (with an inner complexity).
I thank you for reading, fellow S&Ier, and I hope you liked this thread.
⚠ Dear supporters,
I thank you for supporting this idea, but I also have something to ask of you. I don’t really care whether or not this idea specifically gets implemented, but I do want R$ fission to become a trending topic and concept. If you like the idea of R$ fission replacing tickets instead of a new gift system, I would appreciate anything you can do to spread the word, like making a R$ fission thread of your own or helping the concept become more well known throughout S&I by linking this thread to others or mentioning it if there’s a thread regarding ticket removal.
My thread alone will probably not reach them, but if R$ fission threads become a trend, there isn't a doubt in my mind that ROBLOX will notice. Let's make some waves, friends!
Robuck: "As a dead meme on the internet once said... this isn't even my final form!"
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If you have any questions about this thread or idea, I may have already answered them here at “Kudos’s R$ fission: Q&A”
https://forum.roblox.com/Forum/ShowPost.aspx?PostID=187915875
If you still don’t understand or see the point of R$ fission and how exactly it affects the economy, you can check out my explanation here at “The Economy of Robux Fission” to get a better grasp of it.
Lets be honest: Gears were a great addition to ROBLOX.
They make ROBLOX profits, their meshes can be used as models, they add more to our accounts, but they're not as good as they could be. In fact, as we go on gears are becoming less and less prominent and less and less significant, and less and less meaningful to actually own.
Even so, I don't think that gears are worthless at all. In fact, my vision for them gives them the potential to bring ROBLOX to a whole new level. In fact, this update would bring all of ROBLOX to a whole new level!
It's time for an update... !!!!
Place-in-the-Gear is a series of updates to gears (and all catalog mesh items from hats to packages to faces) that would be updated as a ripple effect to its centerpiece, the Place-in-the-Gear feature. Not only is this update meant to help gears, but it is also meant to boost every single catalog item in general.
Now without further ado, here it is !!!!
¤
PLACE-IN-THE-GEAR
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Place-in-the-Gear essentially is a new function that can be created for new and already existing ROBLOX gears. It basically allows player mini-games, games, battles and matches to be played with using a gear.
Basically what ROBLOX would start doing is building these games that could be played with using the gear that it is embedded onto. It is called Place-in-the-Gear because it would basically be like a game or battle that you can play with other players with the complexity of some places, that would be playable in any place. They would range from very simple (something as simple as a mini-sword fight being possible with no health bar or actual damage when meeting someone with the same gear all the way to a murder mystery or freeze tag Place-in-the-Gear that anyone in the server can join; there's infinite possibilities just like there are infinite possibilities for places).
There's only two things that always stay the same for a Place-in-the-Gear:
1. Gamemasters: Gamemasters are the people participating who own the gear or started the Place-in-the-Gear using their own gear. They would be the controllers of the match and multiple gamemasters would be put on even ground.
2. They would function outside of the current place you were in: Only people and things that are in the Place-in-the-Gear match can be affected by anything that happens inside of it (no stat or health bar or any building in the actual place can be affected by any event in the Place-in-the-Gear, their effects are segregated). This is what I call the incuberse (incubated universe). In the incuberse no new script can affect you and only the scripts present inside the incuberse can affect you. How free you are to enter and leave this state depends on the rules of this incuberse. Hold on to this concept, because you will see it again.
Essentially Place-in-the-Gears would function inside these incuberses and have their own incuberse scripts.
Place-in-the-Gears will allow players to bring their own games and their own fun into games and make infinite gameplay in any ROBLOX place. Even Place-in-the-Hats or Place-in-the-Faces or even Place-in-the-Faces could be possible! And here is why:
VANITY, VANITIES & INVENTORIES
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Place-in-the-Gear would be a vanity function. But what is a "vanity function"?
Vanity functions (just called a vanity) are basically functions that can be bought and embedded onto gears, faces, hats, packages and other catalog items. They function in an incuberse, which means their script, meshes and models can't affect or be affected by normal placescript.
Vanities have infinite possibilities. They can be simple, like just allowing you to do a taunt with the item the vanity is attached to, or complicated, like a Place-in-the-Gear. They can allow you to change your animations when equipped, they can alter your speech bubble, they can do magic, they can do parlor tricks, there are no limits, only a few rules.
Basically ROBLOX would create vanities and sell them with items specifically crafted for them. Once you buy the item, you can buy vanities that are for that item as well.
Here is how vanities work in-game:
In the end, a vanity is still just the item it is attached onto. If you buy a vanity for a sword gear you own, when you equip that vanity, you will be equipping your sword. It's just that now it will have a separate function. Vanities are basically the equivalent of tools, and they would have their own toolbox/player inventory that would share the same name: your vanity.
Your vanity would have the same UI as your toolbox except for a few design differences like color so they can be distinguishable. You switch from your place toolbox to your vanity via a hotkey that will be decided by ROBLOX (it will follow the hierarchy of hotkey configuration). You can equip vanities you buy along with your gear onto your player, and the order they are in on your avatar equipped items will decide the order they are in on your vanity inventory (the ones you don't equip will fill the rest of the spots in a random order each time).
Vanities have their own poses for your character when equipped and if you have a vanity equipped your character will do its pose. If you have multiple vanities or a gear and a vanity equipped the pose you do will be chosen at random and refreshed each time (either that or the pose of the gear or vanity that is first in your order of equipped items; idk which would be better you guys can decide).
Ghost Vanity
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There would also be a feature known as the ghost vanity (static vanity, frozen vanity whatever you want to call it). What it basically means is if you equip a vanity and go to the normal player toolbox without unequipping the vanity the vanity will stay equipped. Basically when you equip a tool from your place toolbox it will override your ghost vanity, but when you have no tool equipped your ghost vanity will stay in effect. So for example, lets say I have a sword vanity that allows me to do a wide array of taunts and at the same time completely changes my animations. If I set it to my ghost vanity, all of these things will stay in effect even if I'm in my toolbox, and when I equip a normal tool it would switch off for a moment until I unequip my tool.
Vanities can potentially exist for anything that interacts with a player.
NEW CATALOG UI UPDATE: ITEMS BY SERIES
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A new catalog update needs a new UI, which is why if Place-in-the-Gear is implemented all catalog items will be added onto by series.
What this means is that every single catalog item will have its original version, which will be its current version. However, if you go to its item page, you can see all of the vanities possible to buy for it or that could possibly come with it via a menu and each would also have its own page that it links to (but you can only get to the link from the original webpage). ROBLOX can then add on versions of the item that are essentially different variations that would be buyable from the same webpage. They would have their own vanities, skin, and name, etc. or something to make it distinguishable from the previous versions (but they would always have the same mesh and script). Their pages would only be accessible from the original item's page though.
You can only own one of each version of an item (but if a item has multiple versions of itself you can own one of each of those versions) unless it is a limited. When you view an item in a player's inventory it will show all of its unique traits if you hover over it (i.e. the vanities attached to it)
Pool Rotations
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When you buy an item with series's, there will be a thing known as a pool rotation. The pool rotation decides what kind of version of the item you will get. How it works is that some of the rotations will be exclusive (as in you cannot buy them separately) and some of them you can. Each of these has a percentage chance of achieving and an order of the rarity cycle. Basically when you buy something by pool rotation it will have a chance of landing on a specific one or passing, and if it does then you get that rotation. If it doesn't it moves on to the next one in the rarity cycle and restarts if it gets to the end. Pool rotation cycles costs extra R$ and for each added cycle (one extra time around the rarity cycle) it will cost more R$.
Some examples can be:
- Vanity Rotations
If you buy a vanity rotation for your item you will have a random chance of getting vanities of that item to come with your item purchase.
- Prop Rotations
If a vanity or item has different versions of itself that give different props you can buy a prop rotation to see if you can get a rare one.
VANITY, PLACE AND DEVELOPER HARMONY
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This section is dedicated to explaining how these updates will interact with developers and places.
Basically developers cannot directly disable the vanity feature, but they can either allow all vanities or none or allow specific ones in (which is edited in Configure Place). If a game allows a vanity, that vanity can be purchased from their place shop and the money goes to the place owner, which will encourage people to allow vanities.
The number of vanities that place supports will also be shown as a number under the amount of players online in its thumbnail.
And places that allow all vanities and build around that would be encouraged naturally by player traffic and interest and infinite gameplay.
Vanities can also be built in ROBLOX Studio and you can publish vanities for your models that add incubated script to them (they wouldn't function exactly the same as vanities for players and the catalog, but would be similar). They can even make their own vanity inventories for their games (but they cannot alter the universal one).
You can even filter games to only see ones that allow a vanity of your choice inside it on the Games page.
So just to review if you don't know what all of these are then I suggest you go back and re-read its section:
1. Place-in-the-Gears
I. Gamemasters
II. Incuberses
2. Vanities and Vanity Inventories
I. Ghost Vanities
3. New Catalog UI Update: Item By Series
I. Pool Rotations
4. Vanity, Place and Developer Harmony
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And with that, it is complete... !!!!
Place-in-the-Gear is a great update for ROBLOX because it would really up player individuality and allow players to alter the game in a meaningful yet manageable way. With vanities like Place-in-the-Gear in place, who's playing will be as important as what you're playing. It allows infinite player possibilities and adds another layer of infinity to gameplay itself, because Place-in-the-Gears will allow you to play entire games and matches in potentially any place, regardless of what it is.
Pool rotations will give ROBLOX a lot of profit for rebuying, and vanity and prop rotational purchases will give ROBLOX yet another extra source of income that is easy to make.
Players can have their own incuberse animations, incuberse magic, incuberse taunts, incuberse weapons, and incuberse games and quirks be an integral part of their character and avatar themselves, and with an infinite possibility for vanities, there is no limit to what kind of ROBLOXian you can make and it will actually show in every game you play.
Will you be a sword-wielding ROBLOXian whose vanity allows for magic sword feats, or a glowing eyed ROBLOXian that's vanity is a Place-in-the-Face that allows for intense staring contests? There is no limit. Character creativity will soar, and the satisfaction from creating a BLOXian with true personality and playerscript of its own will drive even more catalog purchases.
And with developer items on the way, developer-created vanities and Place-in-the-Gears could be an epic combination.
Wins everywhere.
Now that you've read this long thread, do you support?
If you do, I would appreciate if you make a support post on this thread, and if not, then that's fine too. All opinions are welcome. And if you have an idea for a vanity or Place-in-the-Gear, feel free to post it below. Your contribution is valued.
Thank you for reading and I hope to see you around this thread. I'll be waiting ;)
Essentially what Place-in-the-Gear is a series of updates (vanities, pool rotations, etc.) that would drastically increase the quality of games, the catalog and player creation. Its centerpiece, the Place-in-the-Gear.
A place-in-the-gear is a function that could be added to some gears that would allow players using them to start games, minigames, matches and battles of their own inside a place that range from sweet and simple to having the complexity and quality of some places.
What this does is allow infinite gameplay for potentially any place and would up the gameplay for all games and ROBLOX in general as it would allow players to bring their own game and essentially their own fun into a server and share it with everyone.
If this interested you at all, I recommend you READ ON! (´ ▽ ` )>
If you want to give me an opinion based off of this TL;DR just give me a TL;DR only support or no support post down below. I appreciate all opinions. Thanks!
https://www.roblox.com/games/409687604/-- | post counts |