So, as the Tower Unite have it’s currency, why not inplement character needs?
I think that our character (read: us) should have it’s needs like hunger, thirst or sleep.
Kitchen in our condo and beds would have finally any sense of existing. The food or water could be purchared at special food shop(s), maybe near the beach. These stats could be regenerated by eating food or drinking water by clicking on them in inventory, sleeping in bed for some time or something. Ignoring these needs would result in a penalty, as slower speed in plaza, losing control over character for few seconds etc. after reaching critical level of a stat after like 48-72 real hours. Costs would be low, like 100 Units for pull stat of thirst and hunger.
That would make TU more like other MMOs.
Realism is not what they’re aiming for with this game. It’s meant to be silly and fun. We can do without a ‘needs’ system nagging on people to detract from whatever they’re doing to prevent ‘debuffs’.
Not exactly with the same mindset of the others, but I do agree that adding “needs” makes Tower Unite more of a job than it already is with having to acquire Units. Tower Unite isn’t as much of a real life simulator game as it is a social experience. While some people might enjoy the Needs system, it’s not really sought after by the community or devleopers.
They’re not fun though.
As we said millions of times, this is not meant to be some realistic roleplaying game. It’s basically Fuck Shit Up wihout the fucking shit up part, just the fun part.
On the topic of consumables, can someone refresh my memory as to whether they actually do anything or not? It’s been a while since I played gmod tower.
They /will/ be an inconvenience, though. Like I said, nobody wants to have their movement slowed or lose control, just because they didn’t spend money on ‘needs’. That’s basically extortion.
When I was talking about debuffs, I’ve had in idea small debuffs, like lowering speed by 30%, losing control over character for 5 sec, or worse aim in minigames. So?