Originally posted by woodchuck321
Hi Dani,
Thanks for the response in Time To Explain.
The Fame explanation makes sense. I do think it would be good to allow it as a choice, rather than a mandatory expenditure, of credits. Perhaps a small credit bank of a few thousand credits, beyond which the remaining amount goes to fame? Adding additional content locked behind Fame may also help with the current community perception of Fame as a "waste of credits".
I am a bit disappointed that the majority of the response was about taking quotes out of context; My question appreciates the context; I simply didn't spell it out fully, as Frank did not:
The game historically HAD progression banking. Progression banking has been getting continually reduced, from early brawl with unlimited boxes, to the limit on how many BP seasons you can save repeatedly getting shortened, until now it's one month.
It's been a repeating pattern of reducing the capacity of progression banking for the past f...
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Haha, glad you watched it!
I guess we did mention in the video, but wasn’t super deep, but bottom line is that the design where everything is collected once a season ends and is cleaner, simpler and better for the game health
Cleaner because it doesn’t create any ties with a previous season, so doesn’t need extra functionalities or extra screens/UI
Simpler because it’s easier to understand and to communicate. The season ends > here’s your rewards > next season starts
And better for the game health because it helps controlling the economy’s excesses and outliers, meaning when we create events or inject more currency somewhere, we know better how it’ll impact the game and we don’t need to worry that a group of players will stockpile some amount of currency
So from the design perspective, the current implementation we have is a better system for the game, and if we could go back in time, we would probably had gone with this format from the start...
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