Topic

Random ideas from a new player

I've been playing Glitch for a little over two weeks so far, and have the following observations/ideas/suggstions.

First, I suspect Tiny Speck needs to rework their revenue process.  It's not enough to for people to want to play Glitch, they must also want to pay.  Without a solid recurring revenue stream, Glitch will eventually disappear.  Unfortunately, I don't think that cosmetic items alone will be enough.  Maybe make home ownership only available to subscribers.

Second, people need to continue to want to play.  For me a big reason to play are quests and achievements.  Unfortunately, while I had lots of quests to work on when I first started playing, now I may not have a quest to work on.  It should be possible to create semi-random quests for each player, based upon their skills, places they've been (and haven't been), achievements accomplished (and not), stuff not done recently, etc.

Speaking of skills - every skill (beyond the initial skills) should have an achievement prerequisite.  It shouldn't be possible to learn Mining 2 without the OK Hewer achievement or Mining 3 without the Creditable Delver achievement.  (Yes, some of this exist for many of the food skills, but it's not universal.)  Learning a skill should also automatically trigger a quest to use that skill (again, this exists, but not always).  (Note: Smelting has level 2 as a pre-req, but it has Refining 1 as pre-req which has Mining 1 and Element Handling 1 as pre-reqs, both which are level 3 skills.)

Skill learning time should also be at game time when the person is playing (i.e. 4 times faster), although this would only be a really good idea if there was a relationship between revenue and play time (whereas currently there's more of a relationship between play time and cost).

It appears tree poison has been removed from the game.  This is a good thing - players shouldn't be able to negatively impact other player's enjoyment - and killing trees is exactly that.

Posted 13 months ago by Halfabee Subscriber! | Permalink

Replies

  • I think it's just because tree poison is now craftable. 

    (Tree poison does have a use, anyway - to replant streets with different kinds of trees.  That doesn't have to negatively impact anyone's enjoyment, and TS can't actually prevent people from trolling no matter how many restrictions they make on the gameplay.)
    Posted 13 months ago by Ryllyn Subscriber! | Permalink
  • In reference to the money thing, in the back of my mind I think you might have a point, but... Well, I don't quite know how to put it.
    TS are focusing on making the game good and fun, which I think will pay off in the long term because the more fun a game is, the more people will play and the more potential is there for revenue. Also, TS have stated that they do not want to negatively affect gameplay by making things cost money. The idea is that everyone should be able to achieve everything, hence why money is mainly only exchanged for customization ability. A noble goal, which sets them apart from other freemium games, and the reason they have my business.
    Posted 13 months ago by Xain Subscriber! | Permalink
  • Tree poison is gone from vendors? Noo!
    Anyway, I don't think pay-to-house is a good idea. There's precious little inventory space already. Pay-to-house would eat up the rest (for free players, at least). I think pay-to-exclusive-large-house would work better. And I mean large in space only. Everything else--plots, storage, dirt piles--would stay the same.
    Posted 13 months ago by Sororia Rose Subscriber! | Permalink
  • I know I personally would still buy a subscription even if they were priced higher; I don't think they'd lose too many subscribers if TS raised the price on them a wee bit.  I would rather pay more for the game than see it die due to lack of revenue, but I don't think that's an issue or they would already be doing something about it.  Maybe price increases will come in the future?
    Posted 12 months ago by whimpypotato Subscriber! | Permalink
  • TS probably knows what they're doing in terms of revenue so I wouldn't worry about that, and I personally really don't like the idea of paying for houses (or anything else that will affect gameplay in a substantial way). Like Neopets, this game has a lot of potential for merchandising (rl cubimals, plushies, etc) and I'm sure TS is well aware of that as a potential revenue source in the future.
    Posted 12 months ago by LittleMan Subscriber! | Permalink