SOLVING Rec Room's Token Problem...

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  • เผยแพร่เมื่อ 21 ก.ค. 2024
  • If you all love this idea, sign this petition and raise awareness!
    chng.it/XkY8hXb2GT
    Chapters:
    0:00 - Intro
    0:22 - Subscribe if you'd like
    0:36 - Background on "Campus Cards"
    1:04 - How to Repurpose Campus Cards
    1:45 - Getting players to not buy dumb things
    2:06 - Earning points to get discounts
    2:36 - Cosmetic Aspect
    2:52 - Who this Impacts
    3:15 - Giving people a reason to log on
    3:48 - Point capacities
    4:31 - TL;DR
    5:12 - Sign the petition to get this added!
    5:31 - Outro
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ความคิดเห็น • 35

  • @OfficialStone
    @OfficialStone 15 วันที่ผ่านมา +2

    Yes, I totally agree they should bring the campus card back.

  • @ludauahe6318
    @ludauahe6318 15 วันที่ผ่านมา +3

    I like the idea of giving more tokens in games and removing the xp cap. Nice to see someone giving solutions instead of just complaining

    • @ludauahe6318
      @ludauahe6318 15 วันที่ผ่านมา

      Also “token card” is a sticker on every mlm store window

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา

      Yeah I remember seeing that. Teaser? 🤷‍♂️

  • @RLBELL07
    @RLBELL07 3 วันที่ผ่านมา +1

    The removal of weekly challenges and addition of monetary incentives for creators has been a disaster for the RecRoom community. The weekly was a basic activity that pulled anyone who cared back into the game at least once a week to enjoy the RROs and team a simple reward but with their removal and monetary focus of most rooms the actual room quality is barely what it used to be, you used to be able to build a room with your friends and create a small community if you’re lucky, now with the amount of big-time RRtubers they can simply mention something and all attention for the next week will be on it.

    • @SirScrubBuns
      @SirScrubBuns  3 วันที่ผ่านมา +1

      One of the most intelligent and thorough comments I've ever received. You are absolutely correct!
      I know it's you VrBoi

    • @RLBELL07
      @RLBELL07 3 วันที่ผ่านมา

      @@SirScrubBuns ya know me all too well.
      If the devs want to start fixing this they should implement a more unregulated player economy. With equal base earnings, (1,000 token box every week or so) free access to tools, (opening RRstudio to creators beyond a certain level) open earnings (anyone can connect a PayPal/ bank account and receive a check.) with these changes the creators without RR+ still have a basic financial incentive to create and will grow the game’s economy
      While also able to build capital on the individual level. These reforms will help common creators get more out of their work and balance the communities assets.

    • @SirScrubBuns
      @SirScrubBuns  3 วันที่ผ่านมา +1

      I think that such an economy would be efficient in theory, so long as the playerbase continues to rise. Unfortunately at a point like now, such a thing would be so unstable. I think that all monetaey exclusivity in rec room should be either cosmetic or unimportant to the gameplay.

    • @RLBELL07
      @RLBELL07 2 วันที่ผ่านมา

      @@SirScrubBuns I concur👍

  • @NoSleepKid1
    @NoSleepKid1 16 วันที่ผ่านมา +1

    I love this idea!

  • @isaacammerlaan7710
    @isaacammerlaan7710 15 วันที่ผ่านมา +1

    If I'm understanding this correctly, the solution to this problem is a secondary currency that you can use to "buy" discounts for RRO products? While I agree this is going to boost player counts, I'm not sure how this will fix the inflation problem, since now there's discounts on EVERY single avatar item (besides UGC) and will result in less incentive to buy tokens. Essentially, it's trading profit for more player activity, rather than boosting both.
    This is a good alternative to the weeklies though!! I feel like this currency shouldn't affect the economy in any way. But this idea starts to lean more and more towards a battlepass system, where playtime will equate to unique rewards (ie card skins). But maybe there should be exclusive items will have to be payed via tokens after a certain number of points are gathered. TBH, not a good route to do as it is very corporate and greedy, and kinda is a direct copy of Fortnite's economy.
    RR will have to basically fire a shot in the dark with both ideas (ofc with some tweaks) and see how it effects profit. Thing is, once they introduce it, they can't go back, or people will be pissed.
    My thoughts:
    1:46 - The physical action only applies to VR players, and we have something similar to this via the confirmation/buy button. Adding an extra step will slow sales and should be streamlined instead. but damn it's such a good idea. Like imagine buying a whole 1000 token nuke to blow up the whole server with a swipe of a card. AWESOME
    2:10 - Why not in community made rooms? I think this also increases visits. Maybe these points could be earned from playtime/making purchases in these rooms? Adding that could probably balance out my first point, since there are no discounts on UGC items. It's like IRL credit points. This will incentivize more UGC products to be sold, which means more tokens bought. Ofc this will need to be capped per room daily/weekly so to not be abused.
    all in all, good idea and video. I'm sure if this is pitched to them they would def consider it and make changes.

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา

      This is possibly the most constructive comment I've ever received, so first of all, bravo, and thank you so much for the feedback.
      *YAP ALERT!!*
      Now, I think you bring up some great points, so I'll dissect them here,
      1. This solution is not inherently designed to fix Rec Room's inflation issue, and I think that if it applied to UGC items, there's a chance that it could actually WORSEN inflation, hence why I think that IF it did go to UGC items, it'd have to be done to a very VERY strict capacity (which could get confusing).
      2. I think that you're right about the fact that this could potentially reduce Rec Room's profit, so I want to outline this specific solution and what I have in mind for the big picture.
      The purpose of the campus card solution is to increase Rec Room's playerbase, that's the general answer. In the long run, to prevent exploitation and help contribute to the healing of the game's economy, there are a few tweaks you could make.
      For one, lock campus cards behind a level wall, most reasonably level 50, meaning only level 50 players have access.
      In order to increase UGC playership, instead of applying the discounts to UGC items (which could very well be exploited), I think that players should receive points for being in UGC rooms for certain amounts of time (with afk detection), similar to how the current XP system works in-game today.
      Also, these campus cards have NOTHING to do with tokens or money, except for the fact that the points equate to discounts. I think that the campus cards shouldn't lead to ANY microtranscations or token purchases whatsoever, and that the leveling system for this feature should be entirely based on playing the game itself.
      In the event that this does minimize profit margins, I think everything Rec Room is doing right now for profit is completely fine. It's their transparency and OVERDOING of said practices that lead to them being called greedy. When they re-release old items that were SUPPOSED to be limited edition, they dishonor their players. This shows lack of transparency, and makes the items appear to possess little to no actual value. If Rec Room would isolate their purchases a little more and not place token purchases on such a high pedestal, people would ironically be MORE inclined to support the game through purchases.
      Even with all that being said, a feature like this could drag in so many players with newfound respect for the game that I theorize profit margins would actually increase drastically.
      So long as the discount is not anymore than 25% at MOST, profit margins wouldn't be hurt too drastically, I definitely don't think it'd be enough to have a negative effect.

  • @space_goat_v1337
    @space_goat_v1337 15 วันที่ผ่านมา +1

    The issue with this is that the current MTX system is set up in such a predatory way that it's younger player base (who now make a up a significant portion of their players) doesn't know any better and will buy with parents money no matter what, and no amount of not buying their items by sane people will make enough of a dent in the profit they make so why would they want to make less by offering any sort of discount- they are gaining players mind you. Cool idea tho, I wish RR would listen but I press X to doubt ):

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา

      Well, their profit unfortunately depends on people who buy tokens with their "mom's credit card." (ie, young people)
      However, this system ignores long-time players who don't see results for their time playing the game, which demotivates THEM and makes them want to not play.
      Hence, why I think this system wouldn't hurt profit much at all, and it would make players happy enough to increase playership.
      Besides, another commenter had a great idea of making this card exclusive to level 50 players as sort of another progression system on top of the XP-based one. That would give an incentive to level up and play more rec room. For the kids that get on and don't really care about all that, they'll keep buying tokens and Rec Room will keep profiting.

  • @SundaeSkyy
    @SundaeSkyy 15 วันที่ผ่านมา +1

    I feel like i have seen this done before, but I can't put my finger on it.. possible expansion on the idea? Grant this card to level 50 and double the max level. Now you've earned the privilege of discounted rates. Cant just give it all because thats asking for another abuse of the system. Js. With the levels over 50 being MUCH slower to progress, it will feel like a different grind to both earn a higher level and discount status/card upgrade? Ngl im tired and hope that articulated

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +2

      That's a great idea, making it exclusive to level 50 and then acting as like a sequel to the progression system.
      Of course, it would have a capacity, the discount would only extend to maybe 25%
      Great ideas, seriously!

  • @FREAKSURF
    @FREAKSURF 14 วันที่ผ่านมา +2

    But recroom just doesn't care

    • @SirScrubBuns
      @SirScrubBuns  14 วันที่ผ่านมา +2

      I figured that it's better to have a positive and hopeful outlook than anything else 🙏😤

    • @FREAKSURF
      @FREAKSURF 14 วันที่ผ่านมา

      Fair enough

  • @YESSMANVR
    @YESSMANVR 16 วันที่ผ่านมา +1

    😱😱😱😱🔥🔥🔥🔥

    • @SirScrubBuns
      @SirScrubBuns  16 วันที่ผ่านมา +1

      🗣🗣🗣🔥🔥🔥🔥🔥

  • @Dishsoap12345
    @Dishsoap12345 15 วันที่ผ่านมา

    wait why is this so good

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา

      Oh dude that made my day, thank you 🙏

  • @skratch220
    @skratch220 16 วันที่ผ่านมา

    heyo

  • @waffl3icious
    @waffl3icious 16 วันที่ผ่านมา

    hi

  • @Dommo_XD
    @Dommo_XD 15 วันที่ผ่านมา +1

    Yo, love the videos (Do you mean to have a low frame rate, it looks cool but can be hard to look at for some people 🙂)

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +2

      No, that was not my intention, but thank you for letting me know, I totally understand. I'll see if i can double check my streamer camera settings, else I can't do anything about it unfortunately

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +2

      Yep, I was using poor frame rate settings, hopefully it's better next video, thank you!

  • @itmesarah
    @itmesarah 15 วันที่ผ่านมา

    I love the concept, but this would be beneficial to players in a way that goes against their model for the future. The two things they are trying to navigate away from going forward are ease-of-earning through RRO games, and the creation of RROs going forward. RROs are kind of just a carrot on a string to attract new players. The overall idea is that you'll join for the RROs and stay for the creative community. The reason you hear the Roblox references is because it is a lucrative model. Quests and other RROs are expensive to make (storyboarding, drafting, etc). It's easier to just work on the creative tools and cosmetics, and (realistically) that's where they've been making their money (the playerbase spends it's free time creating for them). The current value of tokens (excluding "bonuses") is about 5-7 tokens per $0.01. They were losing dollars per player per day with the old token reward system. That was great for us, but bad for business.

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +1

      Well although their business model doesn't currently allign with it, the vast majority of rec room players continue to play RROs. Nevertheless, points for the card could also be rewarded for time spent in UGC rooms (with limits, of course), similar as to how the XP system works today. The main objective is to draw more players in, which this would effectively do. I appreciate the feedback, seriously!

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +1

      Also, UGC token earning is almost only entirely possible through Rec Room +. I'm suggesting this idea because it allows tokens to be acquired much easier WITHOUT the need for microtransactions. If you've ever played rec room with no rr+, it's damn well clear that it'll take you 2+ weeks to afford a hair dye. Sure, it's just cosmetic, but it's also demotivating and dishonorable to the playerbase

    • @itmesarah
      @itmesarah 14 วันที่ผ่านมา

      @@SirScrubBuns Unfortunately, I think they’re at an impasse. Token purchases are what pay the bills and keep the lights on. Micro transactions are what they are trying to push, so making tokens easier to earn would be counterproductive for them. Most players don’t build at a rate that’s profitable enough to purchase cosmetics (and that plays into it). They have (and are) losing players over it, but I don’t think they really mind it much (new accounts are at an all time high since they’ve expanded cross platform). This discourse was kind of inevitable- they were crowd funded and free to play as long as they could be before they had to expand. It’s no wonder older players feel a bit spited- we went from feeling like the players had the ability to mold the game to feeling a complete loss of input. 99% of the folks I started with back then have quit (almost all out of frustration with development- they’re still very active in other social VR).

    • @SirScrubBuns
      @SirScrubBuns  14 วันที่ผ่านมา

      I think, so long as the potential discount is low, then the gain in playerbase will far surpass the loss in profit. After all, these new accounts joining are just simply not playing much whatsoever. As much as they don't want to admit it, they're not even close to ready for UGC dependance yet

  • @user-pl1ir5jd2w
    @user-pl1ir5jd2w 15 วันที่ผ่านมา

    What you name on rec room?
    My:@ANDREW!

    • @SirScrubBuns
      @SirScrubBuns  15 วันที่ผ่านมา +1

      @SirScrubBuns