Feature Request

pay-as-you-go
The hope is that people buy VIP membership, but it IS a bit pricey, especially with sauna times that people can't always make full use of. I was VIP for the longest time. Until the industries became limited. (but that's another story). Having tiers for VIP is only inviting for whales who want VIP status or for land owners who automatically get VIP. I would be more inclined to buy VIP again if i could use all 3 daily visits in ONE sitting. I play for a couple hours at night when everyone is sleeping (ME TIME). If i could visit the sauna three times in one sitting, then it would be great playing and we both would either make money or enjoy the game. But as it stands, i can't stop life to ; 1 Use all my current energy on tasks to bring it down to near 0 2 collect energy at sauna 3 use energy AGAIN on new tasks to collect passive energy until i can have play time. I just can't stop life, put the job on hold, pick up the phone and start playing a game. That's just not respectful to what i'm doing or the bossman. Plus , if it's hard to find a windmill or the stations are taken up, it's more time spent on the phone and not the job/life. Please change from "every 8 hours" to "3 visits a day", please ! For the free playing people that are just starting or for ex-VIP members, you could make a little extra money and coerce players by giving them the oppurtunity to buy a bookmark, extra sauna visit, extra inventory space. Not full VIP status but on the way to liking the perks. It would spend a little extra $Pixel that wasn't being spent and players might decide to finally go back all in (again) on VIP. Just a thought. You did have the free 3 day VIP memberships. I know buying an extra sauna visit for non-VIP members would be really nice.
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Burning levels
Due to the coin inflation in the game, one potential future solution could be the introduction of a level-burning mechanic. For instance, players could level up normally from level 1 to 19, but upon reaching level 20, a certain amount of coins would be required to unlock the next set of levels. This process could repeat at key milestones (e.g., level 39, level 59, etc.), with each tier (tier 1, tier 2, tier 3 etc.) requiring a coin burn to progress further. This system would not only complement the current tax imposed on trades, which already forces bots to burn coins, but it would also add an additional layer of coin burning tied to leveling progression. Currently, it's common for players to level up accounts focused only on farming, mining, and forestry, earning more than accounts that have reached much higher overall levels (like level 600). Implementing level burning would address this imbalance. Advantages: 1) Economic Balance: Introducing level burning would reduce the overall supply of coins in circulation, helping to combat inflation. 2) Bot Deterrence: It would make it more costly for bot accounts or multi-account setups to level up only a few skills, thus discouraging exploitation of the game mechanics. 3) Long-term Engagement: Players would need to plan their coin spending more strategically, leading to longer-term engagement with the game. 4) Stable OTC Market: The introduction of level burning would also open the possibility for an OTC market within the game. Players could exchange earned pixels for coins to progress further or customize their gameplay, such as decorating plots. This would create a self-sustaining loop where players burn the coins they’ve earned to advance, keeping the economy stable while the game provides new coins to players. The process ensures that coins are circulated naturally, without being generated by bots, avoiding future coin scarcity while maintaining balance. Disadvantages: 1) Barrier to Entry: New players might feel discouraged if they need to spend coins just to level up 2) Potential backlash: Players accustomed to the current leveling system might resist this change, especially those who have invested time and money to level up multiple accounts.
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