Exploration of multiple ways to increase the consumption of game TUS
under review
MAURICE 0x
Compared with traditional games, any game tokens will have many practical consumption uses, but the current crabada game has too few TUS use scenarios, and the output is increasing with the inflation of crabs, so the team has to design more ways to consume TUS in order to effectively stop the inflation of TUS.
For example, more interactions can be designed in the game to enhance the game experience, while also being able to destroy TUS, which is also logical compared to traditional games.
- Increase the honor system: you can compare a traditional game, want to attract enhanced game experience for all styles of user players as well as user stickiness, there must be an honor system, because the tycoon players like to kill, then there should be some rankings, such as the number of crabs killed ranking, robbery win rate ranking, revenge success ranking, etc., of course, can also design many rankings, with these rankings, the You can increase the TUS consumption scenario, for example, players unlock their own data by destroying part of the TUS and then you can compete with the same unlocked players in the ranking, then the unlocked consumed TUS can be rewarded with part of it and destroyed with another part. Of course there are many TUS destruction scenarios to be designed. Players who like to socialize then should have a game world channel hall and chat servers in various regions, with these applications can add some game props, such as the horn (for the whole service broadcast), the horn needs to destroy TUS to cast, while the number of times a player chats per day has a ceiling such as 10 times, more than 10 times each chat to destroy a certain amount of TUS, so not only enhance the game Entertainment, but also increased the destruction of TUS channels.
- Increase the guild system or tribe system: because the social element inside the essential that is the tribe system or called the guild system, the guild inside the perfect guild ecology, such as guild PK war, tribal war, in short, the purpose is to increase the game more entertaining, social, with these can have a variety of TUS destruction scene, but also to meet the entertainment needs of players.
- increase the crab skin system: contrast any traditional game, there are hero units can not be separated from the skin or called accessories, skin and accessories can not change the fairness of the game, but can change the appearance and skill effects, crabs can be designed for each kind of parts or skills pincers more cool effects skin, these skins are available to destroy more TUS to meet the entertainment needs of players.
4567 and so on, in short, summarize the current chain game to get out of the circle and achieve long-term development, playability and entertainment is particularly important, because compared to the traditional game as excellent experience, the current crabada still has a long way to go, although the crab's combat game user experience is not bad, but the lack of a lot, I hope the project side can enhance the user experience of entertainment and playability I hope the project can put more effort in enhancing the user experience of entertainment and playability, sometimes it is often the result of water to water, the game quality is high, TUS inflation rate is also under control.
The assets inside the game are created by the players, but they should also be destroyed by the players, not a faucet that keeps releasing water, without multiple ways to get out of the water
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brada Cra
under review