Topic

Street Projects: Creating More Equal Oppotunity (And More Crafty Conflict)

Street Projects as they stand now are meant to be an avenue for the entire community to come together and bring forth new streets from the mysterious Unimagined territory. However, due to the nature of the mechanics, street projects are more about preparation than active participation. The following is a suggested roadmap for fostering a more equal community participation in the expanding of the world.
The first step involves creating a daily donation limit similar to how shrines work. When a new project opens up, you are limited to the amount of resources that you can contibute to a project. My suggestion would be 1% of one donation item request per game day, or a set amount like 100 or 200 of any item, depending on how the ratios of items requested works out. This would be combined with an increase in the number of donated items requested, so that even if say, 1000 glitches participated in one game day, the phase would still last a few game days, making each street last maybe a day or two assuming 4-phase streets. As the game grows, there will be lots of competition to contribute to these projects, especially since badges are associated with them. By creating limits on the amount that can be donated to a street project, you also lengthen the time of each phase (ideally), making the content as an activity last longer. I could see a region the size of Polloko lasting a week or a week and a half, which would give everyone an opportunity to participate.

This limit also placates the badge hounds vs. those who just want to see the new content. The value of your contribution to the project is based on the value of currants you chose to donate. So, if you are after top 5, you would have to make a decision on which item will give you the most contribution (ie you'd rather donate 100 crystals vs 100 grain if you had to make a choice). After you have hit your cap, you can make one of two decisions. Give resources to a fellow Glitch to help the project move along (gives opportunity to be crafty, make others donate the grain while you donate all the crystals), as well as making that Glitch feel part of the contribution/community, or you can use the rest of your game day preparing for your next donation. Having higher quantities and slower phases would allow people to feel like they are working on the project while the project is actually happening, instead of feeling like they can only participate if they did a bunch of hoarding and farming before the project even started. It would also drain resources faster, and cause the Glitch to expend energy while the project is up, making it more difficult of an endeavor to prepare for. 
I don't have an opinion on how the crafting portion of each phase would mesh into this overall idea, but perhaps those could play less of a role in the contribution ratings of the project, since the idea is to try and reduce the amount of traffic and lag associated with the activity. 

Posted 13 months ago by Zu Subscriber! | Permalink

Replies

  • Interesting Zu!  I like the idea of slowing down the street project process; especially now that the game is live with so many Glitcheren.  And, you're right.. for those badge seekers.. the first 5 contribution spots are going to be tough under the current process!

    I can imagine that this would help the Dev's a bit too.  They wouldn't have to release new street content as fast as they had in the past.
    Posted 13 months ago by RainyRain Subscriber! | Permalink
  • I also think it would be great to actually require players of various levels to contribute.  As in, some of the work must be done by someone with Mining I or II, but not higher.  Or, there must be a certain percentage of contributions or work from players under level 10, between 10 and 20, etc.   If the spread doesn't add to 100%, that gives a little room for variability, while making sure to get participation from low level players.  It is often the case now that only the highest level players are really being active in a project.

    Another way to help prolong the process would be to require crafting of unique items with new recipes for projects.  People could perhaps stockpile ingredients, but would then have to mix, craft, blend or whatever to get the final products needed.  Even trickier, give us 3 out of 4 ingredients, and a hint, so we have to figure out the full recipe first.
    Posted 13 months ago by KhaKhonsu Subscriber! | Permalink
  • great ideas!
    Posted 13 months ago by Arietty Subscriber! | Permalink
  • Bumping to hopefully get a little more feedback and support ;P
    Posted 13 months ago by Zu Subscriber! | Permalink
  • Neat ideas!
    Posted 13 months ago by Knitomaton Subscriber! | Permalink
  • Bumping again~! Sorry! Seems lots of threads coming up about this.
    Posted 13 months ago by Zu Subscriber! | Permalink
  • These are also good ideas, I am getting this put back to the front page, hopefully our two threads get looked at!
    Posted 13 months ago by Kirnan Subscriber! | Permalink
  • I agree. I wasn't here for the first beta, but it seems like everyone talked fondly about these since the game went live and I joined. Now it's just.. unhappiness. Maybe the current system worked better on a smaller scale. I have noticed that more crafting seems to be moving up past the 1k units mark - but that won't let anyone contribute enough to place in the top 5 since we all participate. The donations are where the top 5 badges are earned - and the fact that there's a 503 top 5 badge implies that the devs actually wanted people to try to place high and frequently. Is that a realistic goal for most players?
    Posted 13 months ago by WereBear Subscriber! | Permalink