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Report issues and discuss improvements / feature requests around TETR.IO
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Skin shop with in-game money #359

Open JonathanDegoede opened 4 years ago

JonathanDegoede commented 4 years ago

Is your feature request related to a problem? Please describe.

Nope

Describe the solution you'd like

I would like an in-game economy where you get money from playing games. More money if you win your games, smaller amount when you lose. With the money you can buy custom skins in a shop. For people that played Tetris Friends, a shop similar to the one that game had, but without having to invest actual real money / watching ads. Other people can see your skins.

Describe alternatives you've considered

Not a shop, just being able to change skin on your profile. But if we go this way, we lose the essence of being proud to have expensive skins (shows that you deserve it because you had to play a lot to get there).

Additional context

image

ZaptorZap commented 4 years ago

I'd like to reference #348 alongside my reply there as well:

I would also like to touch on osk's thoughts on the matter, as shared through the qna hosted by Blink some time ago:

Blink: Ah okay. "Do you have any plans to extend the level system in TETR.IO?"

osk: Level system as in player level or?

Blink: Yeah I'm guessing the player level stops at 130 something or whatever. The level just from playing? Is that what you're asking Tanarus? Wait, who asked that? It was Kinetic, if you want to clarify your question.

osk: I mean if it's just about player level then yeah. Generally I don't know what I can do with it right now. What I might do at some point is make it, if you wanted to, tokens for it, and you can have some skins that actually show to other players right? There's already a really really cool plugin that allows you to use custom skins. It only works on Firefox, but it's a really cool plugin.

Blink: Oh, I haven't seen that yet. I didn't realise that you could us- Only on Firefox?

osk: Yep, it only works on firefox so of course other people can't see your skin right? So I might do some sort of thing with the level system later on, where you can build towards unlocking those skins. I know what chat's thinking right now, but I don't want to take it in the direction of pay to win or having to do microtransactions to unlock them, because I just really don't like that.

Blink: How would that be pay to win? Skins shouldn't affect the gameplay right?

osk: Well not pay to win, but rather in general, micro payments.

JonathanDegoede commented 4 years ago

Thanks for the reply !

github-actions[bot] commented 4 years ago

This issue has not seen any activity in 30 days. If the issue is still relevant, please comment on it or the issue will be automatically closed in 7 days. This way, the issue tracker can be kept clean. Thank you!

lanye74 commented 4 years ago

Still relevant

ghost commented 3 years ago

it would also be nice to have ranked rewards, where you get custom skins for getting top500, or for being top1%

o5k commented 3 years ago

Pinning this: I'd like to see some discussion about how these skins should be unlocked, mainly in terms of monetization. Paid loot boxes are off the table, but please tell em what you think is a good way to get skins.

UniQMG522 commented 3 years ago

(Assuming paid skins are ok as long as they're not random, and that random skin drops are ok as long as they're not paid.)

Summary of some things that have already been sort of discussed on discord:

Per-mino idea

Straight currency idea

My own ideas

Skins and effects

Skin rarities

Mino packs

Personally I like the per-mino idea best because it allows for a large drop pool without needing a huge number of skins available.

It could be improved by offering 'packs' which change what kind of minos you get, for example:

Packs allow non-paying players to prioritize what kind of minos they want to obtain, though they don't guarantee anything. Paying players have the option to instantly buy whatever skin they'd like.

o5k commented 3 years ago

I really enjoy the pack idea, would allow for splitting skins into minos (which would otherwise be very weird), which would greatly increase the drop pool. Wondering if maybe the price for buying a skin should go down for half-completed skins?

aragocz commented 3 years ago

I had an idea you could make a Supporter only skin, so the supporters can show that they support the game, in-game.

UniQMG522 commented 3 years ago

Mino packs [...]

Another derivative idea: Allow supporters to use any skin they want (as long as they're a supporter), and not have any currency at all. Packs should be sufficient to make completing skins possible for non-supporters.

orangetriangle commented 3 years ago

I have a couple suggestions:

1. I believe premium, real-money currency as suggested by UniQMG522 is not a good idea because it distances the real money from purchases made using the premium currency, so players have less of an idea of how much the purchased items are worth in real money. Fixing the premium currency to the Euro (or any other real-life currency) at a simple exchange rate is not a good solution because not all players are familiar with the Euro. Additionally, if the premium currency is purchased in packs (say, packs of 50, 250, 1000, etc.), there might be some wasted currency after all intended purchases with the premium currency have been made; this wasted premium currency translates to a waste of money.

2. In the event that the selected skin is visible not only to the player, but also to the opponent(s), this may be distracting when the player views the opponent's board for strategical and tactical decisions. I suggest an option to view the opponent's board with one's own tetromino skin in order to counteract this.

o5k commented 3 years ago

I believe premium, real-money currency as suggested by UniQMG522 is not a good idea because it distances the real money from purchases made using the premium currency

While I agree with this on the concept of making purchases more disconnected with their monetary source, I feel like forcing one-transaction-per-purchase would be quite a messy option as well, mainly due to payment processing fees, which in turn would cause the costs to be far higher (example: back when on Patreon, Supporter was far more expensive). It also gives a bad image IMO, to open a store and see real money displayed.

FishPyramid commented 3 years ago

I think getting a skin for obtaining badge would give more of a reason to try and get a badge

ZXN7 commented 2 years ago

What is the goal of an in-game skin system for TETR.IO?

The goal of an in-game skin system is allow players to collect skins. This allows players to customize their in-game style and show off their cool skins to other players.

It's clear this feature isn't for revenue, even confirmed by osk. This is a feature that increases player engagement and game depth. You can easily expand this by tying skins to achievements and milestones, which would aid in increasing player retention.

Now that we understand the goals of this system, how can we design the system to achieve them?

The minimal viable product is straightforward: players buy skins from a shop and equip them through a skin inventory. But how can we improve this product from here? (Listed improvements are not in any particular order of priority)

1. Add depth to the Shop.

2. Avoid premium currency.

3. Add depth to Supporter system.

4. Add rewards to achievements, milestones, and badges.

5. Add skin attributes

6. Add the ability to view other people's skins.

7. Display unowned skins in the bottom of the inventory.

8. Add a daily/weekly task system.

9. Add TL rewards.

All 9 of these additional suggestions are system frameworks with no systematic specifications. If any of these have implementation potential, feel free to ask me for a more in-depth spec.

Mr-Turnip commented 2 years ago

I feel that TETR.IO PLUS has made the idea of an ingame currency redundant as my (limited) experience with tetris friend's, where skins are mostly just a change once thing and never look at it again. Though this could because of point one of ZXN7's list where the devs did not engage players with new content.

I think the real issue is to convince player to put in the effort to to obtain skins. It's really easy for a players to right click, save, and import through T+ or find a clone hosted somewhere. You should take every single moment possible to show off a skin/collection so authenticity will provide itself as an incentive to not steal skins.

SimplyTolex commented 2 years ago

I feel like forcing one-transaction-per-purchase would be quite a messy option as well

how about making a cart system, where you add multiple skins you want to buy and then proceed to buy them at once, instead of one by one. It still would be a problem if the user decides after the purchase that they should've bought this skin as well, but i think it is still better then it would be

aytimothy commented 1 year ago

I'm all for more customization, but I'm not for any sort of itemisation of it in a shop of any sort.

As for prestige, isn't a badge already good enough, since the whole point of badges is prestige.

The last thing I want to see is tetr.io becoming yet another Tetris Friends/Battle.
Also, how would you feel if jstris and Nullpomino/Nullpomino started locking skins behind a paywall?

ZaptorZap commented 1 year ago

Actually, Jstris does lock skins behind a paywall....

aytimothy commented 1 year ago

Actually, Jstris does lock skins behind a paywall....

I mean, to be fair - It does let you use some for free.

image

MrMeCoding commented 1 year ago

I like this idea just please dont call them t bux

Additional ideas: Make some of them seasonal, so like you can only earn/buy them during a holiday or event Have some skins relating to rank (Special skin for top 100, or X rank)

sibeliius commented 11 months ago

This would be a great addition, but honestly I think it would be interesting to have a combination of paid (either through winning in-game currency or direct purchase) and earnable skins, with paid ones being slowly cycled in and phased out and earnable ones through either competing in special events, reaching certain ranks in TL, and achieving certain offline/lifetime statistics (40L times, blitz lines,lifetime playtime, etc).

Maylit336 commented 9 months ago

I would like for this or that achieved level or rank. or the received badge you receive the corresponding skin.

User670 commented 8 months ago

things I would not like:

CookiesHavePoison commented 7 months ago

I think this was touched upon in previous posts but I believe that other customisation options should also be available to provide a more customisable experience In addition to block and shadow pieces:

I feel that "packs" or whatever you call them should also be offered which include one or more of the things mentioned above but in a theme so that cohesive customisation is available, although i personally think that aspects of the pack should still be obtainable / useable separately.

I am in favour of:

I am against:

If a battlepass-esque design philosophy is chosen for unlocking customisation options, breaking up a skin or sound scheme into parts (so like for each piece of a skin) and having players earn (and only through earning) these progressively bit by bit could be good for player retention as they can have tangible progress in obtaining their chosen option. These can be intergrated with a daily / weekly / monthly mission mechanic but only for tasks which are not necessarily "skill dependent". Examples include:

BlandBread commented 1 month ago

My idea: skins are available to everyone. People shouldn't have to work fifteen hundred hours on a skill to earn stuff that they enjoy, and if their account gets hacked or whatever they lose all their work. (And possibly crying about it.) Get the Among Us solution.