Platina is fine, but needs a revamp

The grind for platina is bad, but, it may be worth adding small fixes to it instead of switching back to mastery or token, or getting a new currency in place.

Looking at platina from a game design perspective, it does seem better then a money-based system for one reason: the learning curve stemming from a money-based system is gone.

With money-based systems, like tokens or mastery, the problem was not that it was hard from the start. A new player could easily pick up tokens or masteries. The problem comes when the player gets far enough into the game.

Right before the endgame in money based systems (the part where it gets easy), there’s what I’ll call the ‘grinding run’. This is the part of the game where either the barriers of masteries are tedious and challenging to get through, or the rebirths of tokens are just a pain.

At this stage of the game, most players either fork out robux to get through the grinding pains, grind for weeks on end before heaven, or just quit the game out of boredom and fustration of the difficulties.

Whether you like it or not, the 8-year old noobs are the players who are holding the active playerbase together, but, with money based systems, these types of players usually quit after a while, unless there is something other then grinding for cool vehicles that can keep them going ( I remember I did stop playing car crusher two when I was young at one point).

This is why the active playerbase before the platina update was honestly low as compared to other games (with 1 billion visits, about 3k players is a low amount).

But, platina removes the learning curve, and new players and old players alike can finally enjoy the game without having to do 30+ quests or reset their progress. Also, I don’t think I would have come back to this game if platina didn’t exist (I only joined this forum because of the platina update).

Though, platina adds a new problem: the grind for it is so slow.

Now, we could just add back money-based multipliers for tokens or mastery, but, as discussed above, the young players would leave (unless someone could add a fix for this).

So, the only solution to this is to make the grind more fun.

When I mean this, I do not mean adding in more multipliers to the main destructive quests (destroy 5 cars and grind till 1 trillion). We already have turbocharged cars for that.

I mean making other activities like derby or racing more valuable to do.

To do this, I first suggest turning the daily missions paged more focused on each part of the game. The structure of it should be something like
a derby mission, a facility destruction mission, racing mission, etc.

Then, when a player clicks on a derby mission as ex, the player can select difficulties ranging from easy, medium, or hard. Hard gives the most platina, mp points, etc. Medium gives medium. Easy gives small amounts (as for how much each difficulty gives platina and other currencies, that’s the dev’s decision).

If the players select a hard derby mission, which will be randomized, they can then choose two other missions, like facility destruction, or racing. The player cannot select three derby missions, as that’s too overpowered.

This will make grinding for platina more fun and more focused on each part of the game. It will also allow players to get more experience in each of them, meaning a player good at derby could also become good at racing with this new daily missions system.

It is fine to make money more focused in the new system, as it will not devalue it as much, but, I will leave how to make money more focused in platina system to another player.

I am also aware that remaking daily missions is a crappy remake of mastery quests, but, will we switch back to mastery? I don’t think so as of right now.

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mastery doesn’t have rebirths :skull:
the skipping cars thingy is one of the only redeeming qualities of this (and even then it’s not really a redeeming quality since it reminds me of pre-update lategame grinding except with some choice (it just takes away the sense of progression).
this is just fake playtime inflation at this point.

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Oh, then my memory is jogged.

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mastery 1 only took me an hour…

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I think this explains itself:

lol

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As in add-on to my post,

Making money more valuable with platina is also a good way of making the grinding more fun.

Although, mixing in money-based vehicles with platina vehicles will just anger most, and make grinding more of a hassle (not everyone has 100+ trillion).

So instead, make money a side goal. Make an extremely ridiculous vehicle for milestones like getting to 1 quadrillion, and also a title. But, not too ridiculous, or people will complain that the best vehicle in the game takes too long to get.

It will not make money that valuable anymore, but, it will add a sense of accomplishment for those who want to get 1 quadrillion, and those who have it.

I recommend making the Hyperbeam crawler suggestion by Scifrog as the 1 quadrillion milestone vehicle. It’s ridiculous, but balanced enough for the milestone that people will be in awe of seeing such a unique but prestigious vehicle.

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even better!

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absolutely immaculate

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I do agree that platina has removed any sort of player hierarchy, as anyone can get the ratte, but, it may be a while until we get a player hierarchy (trying to add a hierarchy back in to cc2 at this point would cause a LOT more drama and confusion then we already have).

I am fine with a hierarchy though.

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I hated tokens so much, I never got to experience mastery, but I like the idea of Platina.

I completely agree that the grind is not very fun and could be improved

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