Open ninowangpolyu opened 6 months ago
yes, I agree with this idea. These features can enhance the playability of the game. I think the reward can be designed as part of the task. For example, as you said if the user wants to make income, then he should upgrade the map function first.
In the current game, we have 5 fixed functional modules, and when we complete the 5 Lv1 modules, we start receiving customers. However, which module to choose to upgrade after that and what rewards it can bring is not stated in the game, and in many cases upgrading of a module is just a streamlined job that doesn't reflect the necessity of upgrading that module.
Therefore, we should increase the upgrade rewards corresponding to each module, so that players can choose among the rewards to achieve different game goals. For example, the upgrade of the map module makes the user's location more accurate so that the driver can reach the user's location more accurately, which can increase the user's satisfaction moderately, and at the same time, due to the upgrading of the map, the average time of each taxi order should decrease, which means that the driver can accept more requests from passengers in the same amount of time, which can increase the income a lot. Another example is the Notification module, an upgrade of the module allows the user to get better information about the car, such as how long it will take to get to the departure point. An upgrade to this module does not result in increased revenue, but it does result in a great increase in user experience, which results in higher satisfaction scores.
By having different reward mechanisms like this, it can provide the player with more strategic choices whether to get a higher game score by ignoring customer satisfaction and maximizing revenue, or to achieve a 100 satisfaction game achievement by increasing customer satisfaction. This can make the game richer and also provide the game with different play objectives, whether to better satisfy the user or choose to make more money.