Pending Separate TTT Upgrades from points.

Zyp

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Right now, TTT Upgrades are heavily limited to time played on the server, and create 2 issues, a need to get points which leads to AFK point farmers, and then also new players being at a large disadvantage, and seeing this relatively large wall of getting points/donating, and then also facing players that already have a large majority of the upgrades.

I would like to suggest that TTT Upgrades be attached to either something like achievements( knife kills start to unlock insta knife. silent knife) or having a kinda of skill system where you get X amount of points and can put them into upgrades not all of them but a good number.

I think the achievements one is the weakest IMO but something like getting points to put into a skill tree/skill point system is the best answer.

I think then points can be used for more of a cosmetic/gameplay adjuster rather than upgrades.
 
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Limited skill based would be interesting, only allowing certain upgrades and not all. I'd get behind that. It balances the old and new players a bit more
 
I agree with the premise, the current system of buying perks/upgrades with points is just too grindy and doesn't give any sense of completion when you get enough points. It really is just a battle of who can log more afk hours on the server.

My only problem with a skill tree is that it's a very slippery slope into P2W. You could even argue the current implementation of the perk system is P2W just by how grindy it is and how much of an advantage buying points could give you (I'm looking at you red-tinted glasses and death station heal...). I'm open to the idea of a skill tree, but certainly not anything like bonus health, speed, etc.
 
I personally think the system is good. Achievement locked things should only be for cosmetic purposes. Perks are a benefit from playing and should be treated as such when points and encourages donations with the rank benefits and feel pretty rewarding imo
 
I think there's functionally little to no difference between having perks unlocked through points versus a new made up currency called exp/skill points. I'd rather see point gains adjusted to incentivize active play more, since more currencies create bloat. I also don't think adding skill points would solve the issue of making perks more accessible to new players, since it's functionally the same unlock process. Achievements don't solve the issue either, but do solve the issue of afk point farming. However, I agree with the idea that achievements are better suited towards cosmetic rewards than gameplay rewards. Forcing players to get 100 kills with the 2 hit knife to unlock the 1 hit knife would feel terrible.

I do not think the existing system is perfect, but I don't think that part of the idea meaningfully addresses it.

That said, I actually really like the idea of having a limited number of perks that you can equip at the same time, as well as having mutually exclusive perks. I like the idea of being able to "build" into your playstyle by needing to be selective about which perks you have active at any given time. I also think it'd be cool to have things like death station heal, death station ammo supply, and death station remote detonation, but only have one of those be equippable at a time.

I'd be really interested in fleshing this idea out more and have lots of thoughts on it.
 
I think there's functionally little to no difference between having perks unlocked through points versus a new made up currency called exp/skill points. I'd rather see point gains adjusted to incentivize active play more, since more currencies create bloat. I also don't think adding skill points would solve the issue of making perks more accessible to new players, since it's functionally the same unlock process. Achievements don't solve the issue either, but do solve the issue of afk point farming. However, I agree with the idea that achievements are better suited towards cosmetic rewards than gameplay rewards. Forcing players to get 100 kills with the 2 hit knife to unlock the 1 hit knife would feel terrible.

I do not think the existing system is perfect, but I don't think that part of the idea meaningfully addresses it.

That said, I actually really like the idea of having a limited number of perks that you can equip at the same time, as well as having mutually exclusive perks. I like the idea of being able to "build" into your playstyle by needing to be selective about which perks you have active at any given time. I also think it'd be cool to have things like death station heal, death station ammo supply, and death station remote detonation, but only have one of those be equippable at a time.

I'd be really interested in fleshing this idea out more and have lots of thoughts on it.
I think i should clarify, this isnt necessarily a xp based thing, this is everyone gets the points and gets to have their own builds. like we have X amount of upgrades and ahve 2X/3 points or something available to each player for the skill tree/Skill points
 
I think i should clarify, this isnt necessarily a xp based thing, this is everyone gets the points and gets to have their own builds. like we have X amount of upgrades and ahve 2X/3 points or something available to each player for the skill tree/Skill points
So you'd essentially have immediate access to perks, just allocate them as you see fit?

I could get behind that. I think I'm neutral on it. I really don't mind taking time to unlock perks, but it's also an arbitrary time gate and barrier to entry.
 
This could be....interesting, if done right.

As long as the points allocated always remain the same for everyone, this could actually be a very nice system for people to decide what they like and want to use.
Something that I will advise against though, is a tree model. Forcing people to get upgrades that may actually be mundane or unwanted just to get a good upgrade down the line seems pretty wasteful. Keeping it a fixed point system where we just pick the upgrades we want (but not all upgrades) seems much fairer.
 
This could be....interesting, if done right.

As long as the points allocated always remain the same for everyone, this could actually be a very nice system for people to decide what they like and want to use.
Something that I will advise against though, is a tree model. Forcing people to get upgrades that may actually be mundane or unwanted just to get a good upgrade down the line seems pretty wasteful. Keeping it a fixed point system where we just pick the upgrades we want (but not all upgrades) seems much fairer.
correct a tree is not really the goal I have more just the first thought that is easily explainable, ill make a visual mockup when im free tomorrow
 
Speaking from experience from some previous servers... Achievement systems will create a lot of problems which I think will be even more annoying to deal with than the afk farmers (Which I don't honestly personally mind). There was a point on a previous server where every time you logged on during low player population counts, people were farming achievements instead of actually playing the game, which was very unfun for anyone that actually wanted to play, since trying to play the game normally was usually met with some toxicity and resistance.
 
Speaking from experience from some previous servers... Achievement systems will create a lot of problems which I think will be even more annoying to deal with than the afk farmers (Which I don't honestly personally mind). There was a point on a previous server where every time you logged on during low player population counts, people were farming achievements instead of actually playing the game, which was very unfun for anyone that actually wanted to play, since trying to play the game normally was usually met with some toxicity and resistance.
Didn't think how that mentality could fester, good point.

How did that achievement system work? Was it a grand list of things you needed to work on (knife kills, goomba stomps, etc) you could work on no matter the role? Or was it more like a bounty system with round specific goals, ala "You are a traitor! Complete this bounty for extra ponts/exp: Kill someone with a barrel gun"
 
Didn't think how that mentality could fester, good point.

How did that achievement system work? Was it a grand list of things you needed to work on (knife kills, goomba stomps, etc) you could work on no matter the role? Or was it more like a bounty system with round specific goals, ala "You are a traitor! Complete this bounty for extra ponts/exp: Kill someone with a barrel gun"
well it was the daily/weekly/monthly tasks on Crescent. The tasks were always of the same type "Get X amount of long range kills", "Kill Y amount of Detectives", "Knife Z amount of poeple" (with of course higher scaling with monthly tasks compared to daily) and to be honest for normal gameplay it was a little annoying how it felt like you were always influenced to play a certain way, just because the more grindy tasks would otherwise take an insane amount of time, hence also why people spend a lot of time farming.
 
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I think this as a mock up would make the most sense out of what I have. right now there are 39(if I counted properly) upgrades available, so doing a basic 2/3rds of that available as points puts us at something like this.
 
View attachment 521

I think this as a mock up would make the most sense out of what I have. right now there are 39(if I counted properly) upgrades available, so doing a basic 2/3rds of that available as points puts us at something like this.
Would you be able to reassign points? Or would you be locked into your choices for good?
 
View attachment 521

I think this as a mock up would make the most sense out of what I have. right now there are 39(if I counted properly) upgrades available, so doing a basic 2/3rds of that available as points puts us at something like this.
Yes, I very much like how it is presented. Hopefully this is implemented in the future.
 
View attachment 521

I think this as a mock up would make the most sense out of what I have. right now there are 39(if I counted properly) upgrades available, so doing a basic 2/3rds of that available as points puts us at something like this.
I like this concept, though I'd say that different perks should cost different amounts of skill points. Crowbar speed should be free since it's primarily just for drawing and is largely a need to actual gameplay. Death station heal should cost a lot of skill points, while tear gas safety shouldn't.
 
I like this concept, though I'd say that different perks should cost different amounts of skill points. Crowbar speed should be free since it's primarily just for drawing and is largely a need to actual gameplay. Death station heal should cost a lot of skill points, while tear gas safety shouldn't.
agreed, working out the specifics on how much each should cost and in turn how many upgrade points players gets for it could be worked out
 
it should be changeable of course

I really like the idea, the one thing that I see as presented is it gives players the ability to nullify the downsides of a locked amount of perks they have based on what role they are; if I'm innocent, I want to push all my points towards crowbar drawing and red lenses; if I'm detective, I can reallocate my points for radar speed and healthstation buffs; as traitor I have admittedly some harder decisions to make but I could potentially have all the things for that role too.
 
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