Closed ViMaSter closed 9 years ago
The possibility to compare time has to be in accordance with the mustache instead of the customers. and it should be the average time needed for this mustache. if you get only hard-to-master-customers the comparison with earlier easy-to-serve-customers is senseless.
the only reasonable feature could be.... a) cool! normally you had this mustache it took 13 minutes and 37 seconds. this time it took 2 minutes and 35 seconds. shave on! b) it´s a shame. for this mustache you normally need 4 minutes and 56 seconds. this time it took 6 minutes and 13 seconds. sharpen your razors!
problems: the textfeedback is way to lame and always the same kind of... i prefer straight forward feedback like Your Time: 13:37 - Avg. Time: 23:23
avg. time due to the lack of massdata not possible.
refining another convertible solution for the juciness factor
actual solution: in the players summary he can see the accuracy of the last time he shaved this mustache
avg. time due to the lack of massdata not possible.
We could enable that, as soon as enough data is available. We'd track every time someone shaves a beard, how long they took and their precision. If the player works on a certain type of beard for the third or fourth time, we could enable the 'best/average time/score' area of the UI and keep it hidden until then. Further thinking about best time/scores: Global leaderboards for certain types of beards? That way we could calculate a 'world average/best' to motivate the player.
To be more specific: Stats could technically be completely seperated from the main game (i.e. a tab the player can select after he finished a job or when he's in the main menu - see Risk of Rain's stats [1] [2] for reference).
Would put this issue on hold here and discuss it further, in person, in the post-pitch-meeting.
Adds juiciness by fake "accomplishments".
Consider that when creating savefiles (#14).
Look how awesome I was at the last X sessions! I usually take X minutes and seconds for each customer!