Suggestion - Videogeddon New Item(s) + Zombie Pill Changes
Assurance
I have read the README.md
Summary
Videogeddon GitHub Submission.pdf
- Cost of z pills lowered to $935 + 7% tax (flat $1k for people behind counter)
- Lower daily limit to 15(?)
- Add weed seeds, lithium batteries & empty vapes (broken geek bars)
- Add Lottery Tickets & Casino Chips to the loot table.
- Add refined materials (springs, screws, aluminum rods, etc.) and raw materials (scrap, aluminum, steel, rubber, acetone, etc.)
With new materials being added, we could introduce loot table rotations where items in the loot table change weekly/bi-weekly:
Current loot table:
- Cash drops
- Advanced Lockpick
- Lockpick
- Advanced Repair Kit
- Repair Kit
- Oxygen Tank
- Handcuffs
- Body Armor
- First Aid Kit
- Bandages
- Cleaning Kits
- Thermite
- Drill
- Radio
- Phone
- Raw Emerald
- Raw Sapphire
- Raw Ruby
- Raw Morganite
- Zombie Pill
- Umbrella
- Water
- Green Apple Soda
- Taco, Donut, Sandwich
Alternate loot table 1:
- Cash drops
- Scrap
- Aluminum
- Steel
- Device Scanner
- Rubber
- Weed Seed
- Lithium Battery
- Geek Bar (broken)
- Acetone
- Lottery Ticket ($50)
- Lottery Ticket($250)
- Lottery Ticket ($500)
- Casino Chips ($100)
- Casino Chips ($1000)
- Raw Emerald
- Raw Sapphire
- Raw Ruby
- Raw Morganite
- Zombie Pill
- Green Apple Soda
- Water
- Thermite
- *Z-Token
Alternate loot table 2:
- Cash drops
- Copper Nugget
- Aluminum Rods
- Aluminum Plate
- Screws
- Polymer Resin
- Weed Seed
- Lithium Battery
- Polymer Resin
- Springs
- Lottery Ticket ($50)
- Lottery Ticket ($250)
- Lottery Ticket ($500)
- Gemstone Scanner
- Knife
- Raw Emerald
- Raw Sapphire
- Raw Ruby
- Raw Morganite
- Zombie Pill
- Green Apple Soda
- Water
- Cleaning Kits
- *Z-Token
- Remove food completely from the loot table; keep water (used for growing weed) and green apple soda (useful in z pills) - refillable water bottles are OP for thirst anyways.
- Introduce a new exclusive item: Z-Token that you can ONLY get from z pills -*Introduce a secondary shop behind the counter, where only arcade workers have access, to hand in tokens for prizes. For that shop, instead of $value for items, Z-Token amounts will be displayed.
- *Token hand-in rewards could be:
- *Exclusive shoulder pet
- *Guns that can only be used in Zombie pills (named Z [insert gun name])
Example:
- [ ] Z Combat MG MkII (150 Z-Tokens)
- [ ] Z Up-N-Atomizer (250 Z-Tokens)
- [ ] Z Unholy Hellbringer (400 Z-Tokens)
- [ ] Z Widowmaker (500 Z-Tokens)
- [ ] Z Rocket Launcher (750 Z-Tokens)
Z-Token costs for each weapon are examples and can be changed depending on the rarity of tokens found in z pills. Can either let them degrade the standard 75 days and not from shooting OR let them degrade from shooting to promote more usage of Z-Tokens.
- *Use tokens to re-roll individual daily challenges
- *Wad of money to throw at people (prop)
- *Flares
- *Katana - 2500+ tokens (can be used outside of z pills) Can keep big token prizes the same for people to create a goal and save, but can also rotate out the smaller prizes like flares for other items as well.
Reason
-
Introducing a loot table rotation, plus new loot table items, creates a drive of business to the arcade. In addition, this creates hype and excitement similar to EDM and gets people talking about what the z pills have to offer that week. Removal of food will help promote roleplay at other businesses (even Arcade - why buy food when I can just z pill for it). Addition of materials like scrap, aluminum, steel, rubber, etc. will promote roleplay for mechanics, as well as people crafting weapon attachments. In my opinion, we can never have too many materials used for crafting or other jobs.
-
With the introduction of the new exclusive item: Z-Tokens, this will create a new market for people to roleplay around. The idea of saving tokens to spend in an exclusive shop allows people to strive for a new goal unlike anything else in the city. We can more easily create events around Z-Tokens that will make sense for the arcade (rewards, prizes, etc.).
-
As it stands now, Arcade workers are unwilling to work behind the counter over doing other activities in the city due to low hype around business. Furthermore, the recent changes of z pill prices made them more difficult to sell. Listed above are many examples of changes that can be made to make it worth buying and using z pills, without affecting the economy negatively. In fact, I believe it would affect the economy in the most positive way, while bringing in new ways to roleplay with each other.
Alright, a few things we've already discussed in DMs. Here is my stance on it
Cost of z pills lowered to $935 + 7% tax
The tax is different for each server. I've lowered the price to $1,100 for now.
Lower daily limit
I don't think we should lower the daily limit. The limit of 25 is already fairly balanced imo
Add weed seeds, lithium batteries & empty vapes (broken geek bars)
No, that takes those away from other jobs and makes those jobs not worth doing
Add Lottery Tickets & Casino Chips to the loot table.
No, those would drastically increase the value of Zombie pills, therefore needing the price to go up again
Add refined materials (springs, screws, aluminum rods, etc.) and raw materials (scrap, aluminum, steel, rubber, acetone, etc.)
Again, too valuable drops for the low price. People literally spend hours every day grinding the shit out of z pills, i'm not looking to encourage that even more.
Alternate loot table 1 and 2
These are way to valuable, see my previous points.
Remove food completely from the loot table
This was suggested previously not too long ago, however what do you replace those drops with? It needs to be equally valuable to not throw off the balance.
Introduce a new exclusive item: Z-Token
I don't really see the use of those tokens. Its basically exactly like the drops that you get from zombies, just with an extra step.
Guns that can only be used in Zombie pills
Something like this was suggested a while back already and i shot it down. The reason i am against it is because the drops you get from Z pills are usable in RP. People have to bring their own guns as an investment, you'd be taking that part away by them being able to get guns for Z pills
Z Combat MG MkII (150 Z-Tokens) Z Up-N-Atomizer (250 Z-Tokens) Z Unholy Hellbringer (400 Z-Tokens) Z Widowmaker (500 Z-Tokens) Z Rocket Launcher (750 Z-Tokens)
No, i'm not giving people these guns, no matter if they can or cant be used in z pills only. They are incredibly unbalanced
Use tokens to re-roll individual daily challenges Wad of money to throw at people (prop) Flares Katana - 2500+ tokens (can be used outside of z pills)
All of these are basically just massively increasing the value of Z pills.
As it stands now, Arcade workers are unwilling to work behind the counter over doing other activities in the city due to low hype around business
The arcade used to be the single most valuable business in the entire city. Everyone wanted to work there cause you would make a crap ton of easy money just reselling a singular item with a big markup. I've reduced the price again, which is the simplest fix to this issue. The $1,400 price tag was a "first draft" anyways. My initial thought was to remove the Z pills from the arcade entirely but instead the price was just upped
I like the idea of an Arcade Token type drop as suggested above, but instead of guns and stuff to use in a Z-Pill, it would be used to purchase things that you would in a regular arcade. All drops would be purely RP based and would serve no real purpose other than for some fun.
Some potential items that could be purchased with Arcade Tokens could be;
- Funko-pops (would have to be created or purchased and would be used just like the teddy bear or rose)
- Could be used to purchase bubble gum (bubble gum machine would have to be placed in arcade)
- Prank items (fart balloon, party popper, etc)
- Seasonal items (candy cane at christmas)
- Baseball (no real purpose other than fun to throw)
- Unique pet
- Candy (nothing better than other food but unique to the arcade)
I also wouldn't lock this behind a store only staff can use, instead allow people to purchase and use their tokens in their own time.
how about instead of the food, drop materials. Raw Steel, Crude Aluminium, Uncured Rubber, Rough Glass, Scrap Metal. That way you don't have to scuba or chop. Scuba is extremely boring and chop legal people won't want to do. Having them drop from pills would also increase the RP around that cause you would need to go out and sell the materials if you are not a mechanic. Or are you thinking that would make them too valuable? If so leave the price high and add more valuable loot.
how about instead of the food, drop materials
Materials are a lot more valuable than food, we would need a somewhat equally valuable drop to not throw off the balancing too much. Or the drop rates would be a lot lower
take out the basic repair kit, basic lockpick, umbrella, binoculars, and food and replace with those materials
most of the other items are sellable to other people pretty easily. but those are very hard to sell unless you can find the right person. umbrellas and binoculars nobody will buy. I personally enjoy getting the items people need and selling them to people.
you can sell them at the bazar, no?
yeah but i prefer to sell to people. you dont get very much money for them there and there is no RP behind it.
materials are almost 10 times as valuable as food, therefore you would be increasing the value of zombie pills therefore making more people grind the shit out of them, bringing back the original problem of the arcade being an easy money grab
Maybe where the food, binoculars and umbrellas were you could drop rubber and glass instead. and in place of the basic repair kit, raw steel and the basic lockpick would be crude aluminum. just lowering the price is going to have people grinding them again. if you kept them more valuable, and limited the amount to 15 a day you wouldn't be able to sit there for 2 hours straight grinding z pills. you could spend an hour ish doing your 15 and then move onto other things. and if you are getting more valuable items out of them you'll go out and try to sell them to people and create RP. Thats my thinking. i get there is a lot more balancing that needs to be done though. Not everyone wants to RP, some want to just grind.
How do you punish the grinders without punishing the people who want to RP though. thats the hard part about this.
How do you punish the grinders without punishing the people who want to RP though. thats the hard part about this.
Thats the number one issue with every single balancing change sadly.
I've replaced all the food items now, i tried finding somewhat equally valuable items
the cleaning kits are also not extremely useful and could be valued closer to rubber i'm thinking. i think rubber is around $25 and cleaning kits are around that as well.
cleaning kits, basic repair kits, basic lockpicks all have a use, i dont see a reason to remove them
they drop so much and people barely use them. i have so many of each that I put them on the ground and discard them now.
And i dont even do the max amount of pills per day. maybe like 10 to 15
You can sell them at the bazar or use them, i'm not replacing them. Not every single drop is supposed to be 100% useful
i understand
I don't really see the use of those tokens. Its basically exactly like the drops that you get from zombies, just with an extra step.
If I'm able to give a lil push back... The point of tokens would be to introduce Arcade rewards that aren't accessible anywhere else. EVERYTHING that drops in a Z pill can be obtained in another way. Rewards redeemed from tokens will ONLY be available thru essentially doing Z pills and gathering tokens. Daxter contributed some good ideas on what those rewards can be, and we both mentioned a unique pet. If that's not possible, the idea dies here; where as at the very least, one reward is implemented with tokens and it opens the possibility of brainstorming new things to introduce.
Again, too valuable drops for the low price. People literally spend hours every day grinding the shit out of z pills, i'm not looking to encourage that even more.
I agree, it takes entirely too long for people to complete the daily limit of Z pills. Doing 20+ is highly encouraged by the daily challenge board that people love to do, so my suggestion of "increasing" z pill value while simultaneously decreasing the daily limit would be best for everyone. Less time grinding = more time in RP in my humble opinion.
I agree, it takes entirely too long for people to complete the daily limit of Z pills. Doing 20+ is highly encouraged by the daily challenge board that people love to do, so my suggestion of "increasing" z pill value while simultaneously decreasing the daily limit would be best for everyone. Less time grinding = more time in RP in my humble opinion.
Increasing the value of them will make everyone want to grind the maximum of them that they can, even if you reduce it. They aren't supposed to be like that. They are more supposed to be one of many things that you can use to make money. I've dropped the price and i replaced some items which should increase the demand by a lot again. Keep in mind it may not happen instantly tho and will take a bit of time.
If I'm able to give a lil push back... The point of tokens would be to introduce Arcade rewards that aren't accessible anywhere else. EVERYTHING that drops in a Z pill can be obtained in another way. Rewards redeemed from tokens will ONLY be available thru essentially doing Z pills and gathering tokens. Daxter contributed some good ideas on what those rewards can be, and we both mentioned a unique pet. If that's not possible, the idea dies here; where as at the very least, one reward is implemented with tokens and it opens the possibility of brainstorming new things to introduce.
I get that but what would be the difference between adding those unique items as a drop vs having tokens that you can buy these items with? Also the Z pill is not exclusive to the arcade, but has decent drop chances in other lifeinvader jobs
Increasing the value of them will make everyone want to grind the maximum of them that they can, even if you reduce it. They aren't supposed to be like that. They are more supposed to be one of many things that you can use to make money. I've dropped the price and i replaced some items which should increase the demand by a lot again. Keep in mind it may not happen instantly tho and will take a bit of time.
Let's say you do the full 25 and that gets you 50k in return. If you reduce the 25 to, let's say 15, but the return is 40k, you increase the individual value of each pill while decreasing the total overall value of doing the maximum.
I get that but what would be the difference between adding those unique items as a drop vs having tokens that you can buy these items with? Also the Z pill is not exclusive to the arcade, but has decent drop chances in other lifeinvader jobs
I'm fine with a Z pill being found here and there at an inconsistent rate...that's not an issue. There are several BIG differences between a unique drop vs having tokens/tickets/whatever alternate currency to trade in. I'll try my best to explain:
- If there's a turn-in, it promotes RP. Someone has to save up, actually go to the Arcade, and have someone unlock it to access the shop. This allows someone that works at the Arcade to be apart/share experience with the person(s) redeeming their prize. Having it as a unique drop equates to buying Z pills in one interaction with the Arcade and that's it.
- If the unique drop is, for example, a new shoulder pet...There would be no way to name it. Normally when you buy a pet, you name it upon purchase. Having it as a drop would result in it not being unique to each person that obtains it.
- Even if the unique drop(s) are VERY RARE, there's a chance that people will get multiple of these. I've seen how the rate with card packs are, and if you're looting ~20 zombies per pill, that's 500 chances to get the unique drop (assuming you do the 25 for that day). The alternative of having a new currency guarantees someone will eventually get the unique item THAT THEY CHOOSE. If they only want 1, they redeem it and can then trade others to assist them effectively creating a market for them OR select another reward they want to save for. This again promotes RP with people around the city vs the alternative of having a chance to drop from zombies.
These suggestions above stay consistent with how an actual Arcade operates and adds a layer to how Videogeddon currently is. In my opinion, the MOST important thing is giving people a choice vs MMO randomization.
Im a lil upset this didn't get an essay tag imma keep it a buck
I will say that the best thing about Z-Pills is the cash back and have done so previously. The items that were given were just money savers. Like handcuffs, repair kits, food, etc. Like it didn't add up to much of anything except save money. Z-Pills were a "cash doubler" though.
Would be cool to have something where you could buy like cosmetic exclusive items.
Zpills should be in a very near to ideal place with Laura's new changes. IMHO a business doesn't need an exclusive currency or pet on top of an already exclusive item. Especially when that item is being actively encouraged to be done via the daily.
They were Hella OP before. They are still profitable now. No reason to mess with them any more.
IMHO a business doesn't need an exclusive currency or pet on top of an already exclusive item. Especially when that item is being actively encouraged to be done via the daily.
As discussed before, Z pills are NOT exclusive to Arcade. Are you saying nothing new should be added?
Would be cool to have something where you could buy like cosmetic exclusive items.
The more I think about it, maybe instead of another currency...there could be an XP system similar to how Battle Passes work in other games. More zombies you kill, more tiers you unlock granting you items. Maybe like a 3 month rotation for reset and add new items each time. Hmm...
IMHO a business doesn't need an exclusive currency or pet on top of an already exclusive item. Especially when that item is being actively encouraged to be done via the daily.
As discussed before, Z pills are NOT exclusive to Arcade. Are you saying nothing new should be added?
Virtually exclusive and yes, I stand by my statement.
Virtually exclusive and yes, I stand by my statement.
I appreciate your patience, but I'm finding it difficult to follow the logic here. My suggestion is an attempt to make Z pills less grindy, while still being worth it to do. As it stands now, I know people that HATE doing Z pills and if it's one of the daily challenges, they will skip it. 25 Z pills + taking time to decrease stress in between takes well over 2 hours. If you're efficient, MAYBE 1hr 40mins. This is my personal experience with them, as I did them every single day for 90 days straight (2.2k+ pills)...so I'm able to speak with confidence on the matter. Also, I'd be happy if the Z pills were taken away from the daily challenges, as we didn't ask for them. The system needs a mix up because it's boring and repetitive and we're here to have fun. Do you disagree? If so, please explain so I fully understand.
As someone who has done many Zed Pills, my experience is that the reward is ok but the time sink is a massive turn off. I can get most of my daily money making done in a third the time of Zed Pills and I don't find them all that fun, quiet the opposite. Would love to see some of these changes implemented :)