nairbJoin Date: 2007-12-14 Post Count: 12396 |
TL:DR Version: A mixture of three popular ideas, Daily Challenges, renamed "Random Challenges", Achievements, and a Leveling System that not only affects your abilities on the website to a degree, but can be done infinitely if you love ROBLOX that much, but gets much slower as you reach the highest echelons.
Another idea, yes it's probably as controversial as the last one I made, but hear me out.
I want to level up on the website. I want to feel like I am contributing to the website regardless of my membership level, whether it is Builder's Club as it is now, or any sort of Club in the future. Developer's contribute too much, so this would probably benefit their sales, but nothing else, as they would make much more money both inside and outside of ROBLOX than the idea would give them. They can level, but they would be the World Firsts.
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Part 1: The "infinite" progression.
If this idea were to become an update, it would pretty much change the dynamic of how ROBLOX flows. The wheat would be separated from the chaff, and free users can enjoy the website at long last.
But what do I mean by that? Don't you have to work for it? Yes you do. More than you have ever did in your life before this point. You are going to gain a buff in the form of playing games or purchasing things with real money.
The idea, called "Re-genesis", or "RG" for short, is the incentive for going out and being part of the community. Yes I'm ragging on and on, so let me get to some bits of the mechanical detail.
I'm treating ROBLOX as if it were a mixture between an economy simulator and an actual MMO where you level up. An EconMMO, for short. In this proposed system, you level up and gain perks. You can also sacrifice your levels, or "Re-genesis", to gain even more perks, but it would take longer to reach where you left off, compared to most Idle Games where you quickly bounce back on the slightest provocation. That is, unless you pick certain perks that speed up the recovery process during Re-genesis. But that would take the fun out of the random, wouldn't it?
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Part 2: How does this actually work, like what perks can I get from this? (The Leveling System)
When the system goes live, ROBLOX calculates how much you have contributed to the website via your "Rarity", a statistic used to determine an item's quality. If you sold a lot, you would gain Rarity used to give you Experience Points on conversion. That Experience can be used to give you a head start.
If you aren't keen on getting Experience via Rarity, you can also earn it via Skill. Skill is the metric in which you currently earn things. Some of it can turn to Rarity if items are involved, otherwise it's there as Skill forever.
But it would pale in comparison to renewing your subscription or buying ROBUX, which automatically give you Experience Points at a conversion rate determined by ROBLOX. That's the quickest way to get it in large amounts, ROBLOX still wants you to pay them.
You start at Level 1 when you make a new character, or for some reason contributed nothing in your years-long hiatus. The leveling "ends" at Level 100.
Here are some examples of (Random!) perks during the normal leveling path:
Level 1: None. You just started out.
Level 10: (1x) EXP per Place Visit. Due note, the same laws that applied to Tickets when they were removed would apply to Place Visits of any kind.
Level 20: 10% more ROBUX from ROBLOX purchases. This is a hypothetical perk idea that would boost sales for ROBLOX forever on that character.
Level 50: 30% more EXP from Skill tasks.
Level 100: Ascend?
If you see "Ascend?", all it takes is a quick confirmation and you can gain Re-genesis 1. But, considering you put in quite a good effort to get there, here are some of the perks you may get.
(1.5x) EXP per Place Visit.
(x*1.01) EXP per sale, depends on what Membership Level you are.
(x+(y Membership Value) ROBUX per day. Can't be botted, too hard to get via botting. It's a one-character pony. That, and it's all random in how you forge your adventure on ROBLOX. However, this may cause inflation. But I countered that with the following potential idea.
A random item of your choosing out of a small group? Can be an Accessory, can be a Gear, who knows? But it can't be made by other users, it has to be made by ROBLOX, unless User Generated Content comes out. Depends on both your Re-genesis Level and your Membership Level. This could deflate Limiteds by inserting more of that item, not the ROBUX into the economy, it truly is random.
Those are some examples of perks. But how do we go about earning the EXP to begin with?
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Part 3: Experience Points? (Random Challenges)
EXP is not really a currency, it can't be traded, only earned. This is used to progress your character with and without paying with real money, but ROBLOX would prefer you spend money on ROBUX to get more EXP. But, there is hope. You can complete Random Challenges, or just "Challenges" in the menu.
A Developer can optimize their game for future challenges with some freshly introduced scripting variables. Sadly, I don't want to debate about scripting variables being "scriptable". You choose how to code your game, but it must pass a moderator inspection on whether or not it allows people to satisfy what ROBLOX will add into the future. This is one of the technical parts that ROBLOX has to deal with to make this a reality for free users.
Now for what happens. As you visit the "Challenges" menu, something may pop up.
Like, "Visit 'this game' and reach Level 3." This is an example, it will wildly vary from game to game.
When you complete a task, you gain EXP, and later perks, depending on how hard the task is/was, and your Membership level. This would be filed under EXP > Skill in Challenges.
Complete enough tasks, and you will probably earn Achievements for your troubles.
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Part 4: Achievements, a reward for your hard work.
Let's say you earn quite a deal of RG or overcome a lot of Challenges. Achievements can give your character perks or just bragging rights that last for a lifetime. Or until your character is terminated.
Some examples of Achievements include:
25 RG (Placeholder): Get an Inverse Egg of Destiny that somehow emits dark sparkles and darkens the environment it touches, like a big shadow. This is an experimental hat idea, not to be taken seriously, it's a concept.
250 Challenges (Placeholder): Galactic Sparkle Sword of the Challenger.
Those are some examples of Achievements in general. We are nearing the end, I hope I haven't bored you too much or made you rip out your hairs in frustration.
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Part 5: The future: The farmer's paradise!
It's an ordinary day in a world affected by this idea. You want to casually go for a few challenges for the day, top off the last bits of points needed for a level, and call it a day.
It's also an extraordinary world, you can go for as long as you want without the need for taking a break. But it may tire on your sanity just a bit, Mr. World Firster.
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Part 6: The Conclusion.
Ah, the creative energy flows again. I hope you guys enjoy the idea, if not, please leave a constructive reason why. Some of the ideas on this list are placeholder and part of larger systems of ideas. Some may be scrapped by ROBLOX, do not take this as final. |