Forum Discussion

whyBoolin's avatar
26 days ago

Tix & Auto-Exchange - Issues & Suggestions.

I want to preface this by saying I genuinely want skate. to succeed. I know a lot of us do. This is a long post so I don't blame anyone for skipping it.

TL;DR:
I created this post to highlight bigger issues and brainstorm constructive alternatives that could potentially help. The change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. 

Description:
I understand the purpose behind Auto-Exchange, but it's the wrong decision.

The feature is not a quality of life improvement. It fundamentally changes the value and perception of seasonal currency. The announced change has already received a ton of negative feedback and will weaken the trust with players, if it hasn't done so already. 

This game chose a non-traditional approach to seasonal progression & currency. Instead of a standard battle pass model that expires and resets, it introduced a legacy feature and allowed seasonal currency to rollover into future seasons. Changing this so abruptly feels like a step away from what made the system stand out. Although I originally questioned the route, I quickly embraced it because it was the first time I'd experienced it and thought it was dope.

I understand it's Early Access and games need to make money, but the systems feel like they're being tightened, while monetization already feels fully established. Most of us want to spend money on this game, we just need to feel like the systems respect/value our time and choices.

This post could be much longer, but I wanted to focus on highlighting bigger issues and brainstorming constructive alternatives that could potentially help.

Issues

Players Who Don't Collect Everything

Not every player wants every item. Auto-Exchange assumes that All Items hold Equal Value. I don't have the metrics for players who Collect Everything vs. Unlock Specific Items, but the game being gender-neutral is a large result of players not wanting to collect every item. 

I personally collect everything, but I find myself skipping all of the filler content until the end of the season since I have the option to choose what I unlock. I'm not used to having the choice. 

Filler content aside, some players save for items they want in future seasons which distrupts the intent and importance of the current season. This is why I was shocked to see the rollover and legacy system introduced because it's the first time I've heard of it.

In the recent Dev Update: Auto-Exchange System, it says: 

"Like most games with seasonal currencies, that means you’ll need to spend your Tix in the season you’ve earned them, starting now with Season 2."

Coming from building & operating multiple FiveM servers, I understand the challenges around player intent and live-service systems. I've been in a similar position where I sold and gave away valued in-game items. By the time I wanted to move in a new direction, I couldn't just take items away from players, especially those that paid. Sure I could've, but it's wrong.

Once value is given or sold, you can't just take it back later without damaging trust. You work through flawed systems, you don't rip the bandaid off.

Players Who Paid For Tix

On November 10th, 2025 a Dev Update: 2025 was posted with information on Tix Rollover.

"If you purchased Tix with SVB, any leftover Tix you purchased will roll over at the end of the season. If you didn’t purchase Tix with SVB, you’ll get a portion of those rolled over to the next season."

This gave players the trust to spend money on Tix without a worry of potential wipes.

On February 12th, 2026 the Auto-Exchange System is announced. (3 Weeks Left in Season 2)

"Starting with the end of Season 2 and going forward, Tix will not roll over from season to season - this includes earned Tix, and those purchased with SVB."

This is a big change in expectation, especially with only a few weeks left in the season.

Speaking for myself, I completed the pass weeks ago, and I imagine many players are alike. I also didn't buy any Tix, so I feel for those that did in good faith they would rollover. Those players should receive a refund if nothing else is to change.

Like I mentioned above, I was shocked to hear about the rollover feature. On the exact date of the announcement, I had provided some insight on Discord for "Tix not rolling over in full" with mention of taking currency away.

General Wording

Tix Rollover:

"Our intention with Season 1 was to make sure players could get enough Tix through Seasonal Tasks and Challenges to complete the skate.Pass. Well, we went a bit overboard - we’re seeing that some players are still overflowing with Tix, even after unlocking all the goods they want." 

Providing 20,000 potential extra Tix is still overboard, see "Seasonal Reward Cap".

I'm aware that Standard Pass users were possibly overflowing with Tix, but as a Premium Pass user, I had 2,695 Tix remaining when Season 1 ended. I was not overflowing. Clearer communication is needed.

Auto-Exchange System:

"In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." 

If the goal was to "reduce wasted Tix", wiping them completely doesn't solve anything. It's a step in the opposite direction.

Currency Conflict

The game currently has:
- Rip Chips
- SVB
- Tix 
- Event Currency
& Rip Score (Tied to Currency & Progression)

It's a lot, and it causes overlap.

Tix serve multiple roles: 
- Seasonal progression currency
- Purchasable progression
- Page unlock control
& Now has expiring value

Seasonal currencies should control pacing and reset engagement.
Purchasable currencies create ownership expectation.

This creates a design conflict.

Alternatives 

Seasonal Reward Cap

Season 2 introduced "Seasonal Challenge Tuning Details" imaged below.

56,356 Tix were needed to complete Season 2 - Premium.
76,357 is the Max Earnable Tix for Season 2.
This will leave players with a potential of earning 20,001 Tix that can't be used.

The amount of earnable Tix is way too high relative to the cost of completion for the pass. Oversupplying seasonal currency made rollover inevitable. 

Re-Design:
If a full pass costs 50,000 Tix to complete, 
The season should only distribute around 55,000-60,000 Tix total.

Total Pass Cost: 50,000 Tix
Total Max Earnable Tix: 55,000 - 60,000 Tix
Total Rollover Tix: 5,000 - 10,000 Tix

This Adds:
- A safety buffer
- Limited rollover
- Predictable completion

Players ending up with massive surplus is a planning/tuning problem, not a player problem.

Currency Rollover Cap

In regard to the "Seasonal Reward Cap", having a limited rollover would allow for a solution that maintains the value of Tix.

In Season 1, a Limited Rollover Percentage was used to preserve the economy which I thought was more than fair, but it was said to be "not what we want".  Removing a portion was a better solution.

"In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix."

I lost 75% of my Tix, but it was honestly better than nothing. 

With a safety buffer of 10,000 Tix, a 75% rollover would result in 2,500 Tix carrying into the next season. This is only if you complete every single task including co-op. I truly don't think a rollover of 2500 Tix is bad for the economy, but it becomes an issue when players save through multiple seasons. 

I still think it can be possible, see "Currency Conversion" below.

Currency Conversion

If rollover is being removed, another option could be converting leftover Tix at the end of each season. With players purchasing or saving through multiple seasons, this also provides them benefit without wasting Tix.

Tix will convert into all or any of the following: 
  - Rip Chips
  - Rip Score
  - SVB (Small Conversion)

This avoids the holding value from disappearing entirely.

Pros:
- Nothing disappears
- Nothing is auto-spent
- Preserves player trust
Cons:
- New system
- Introduces new issues

The overall risks can be balanced and tuned. Players are happy with something rather than nothing. 

Monetize Rip Chips Instead

If a secondary monetization needs to exist, Rip Chips are better than Tix.
Why:
- Doesn't affect seasonal progress
- Doesn't unlock pass pages
- Already used in-game & stockpiled. 
Pros: 
- Doesn't break the seasonal economy
- Doesn't expire or lose value
- Can be controlled with required progression
Cons:
- New system
- Introduces new issues
Risks:
- Allows players to accelerate/purchase progression
- Reduces early game engagement
- Affects district progression

Risks can be controlled. Districts are already controlled by required progression.

Example:
I have about 150,000 Rip Chips, but even when Brickswich is released, I won't be able to purchase loot boxes until I level up the district. 

As a daily player, Rip Chips have no value beyond a certain point. They could gain value by: 
- Adding Rip Chip Shop Cosmetics
- Bundled Rip Chip Drops
- Low Effort Re-Textures

This will keep them relevant, provide them value, and won't affect seasonal pacing. The extra value also works solely for stockpiled currency & "Currency Conversion" (ie; Tix to Rip Chips).

I understand a large risk is "paying to unlock cosmetics faster", but that's already what Tix are doing.

---

Overall, the change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing.

Community can't drive every decision, but I think now is an important time to really consider all of the feedback being shared from players.

Thanks to anyone who took the time to read, hope everyone has a great week ❤️

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Noteable Links:
- Dev Update 2025 | EA Forums - 12906782
- skate. Season 2 | EA Forums - 12961373
- Dev Update: Auto-Exchange System | EA Forums - 13180528

14 Replies

  • All opinions are welcome and helpful ❤️ 

    Your concern is is totally fair. Monetization in general is sensitive. 

    I'm not a lawyer so I can't speak to any legal specifics. From what I understand, the legal line usually depends on how directly real-world money ties into the randomness, but you bring up a great point. I used structures from existing EA titles like Apex, FC, Madden & NHL when thinking through the concept.

    I agree there may already be a long-term plan for Rip Chips. At the same time, I currently have over 150,000 and plan to purchase the skate.Pass again. As a premium user, the 24-hour day pass still doesn't reduce that balance. That said, I don't think a currency sink should exist just for the sake of having one. It should feel fair and beneficial for both the business and the player.

    Note: 
    This concept was posted before the Store V.2.0 was announced.

  • whyBoolin's avatar
    whyBoolin
    Hero
    14 days ago

    Hola, 

    I saw some information regarding the new shop and items from previous seasons mentioned in the discord: 

    it will be SVB, but it will be stuff from skate.Insider Early Access (before Sept 16) previous seasons, rotations that haven't come back. the folks working on the store wanted to make sure that there's stuff for folks at any time so they don't have to wait on a rotation. (brands, costumes, other types of cosmetics that we revealed last week, etc.)

    I know it may not be the response you were looking for, but I hope it helps 🙂

  • Hi !

    This is a really great and thorough post ! Well done

    I wanted to bounce back on your "Monetize Rip Chips Instead" subpart as I fall in the same situation as your example.

    I was thinking about when/if they will release the "player's park" feature, it could be great to have a sub-shop dedicated to skatepark features where you can unlock stuff with Rip Chip.

    Stuff like ceiling, different wall style, lights, placable element that could not fit into the droppable element such as mega ramp or tall structure. In the same way Skate 3 proposed.  And why not the whole skatepark unlockable behind a ton of Rip Chip, like a warehouse, private island, access to the arena or such idea.

    What do you think about that ? 

  • whyBoolin's avatar
    whyBoolin
    Hero
    7 days ago

    Hola! 

    Thank you ❤️

    I think it can be great idea for both parties. The only caveat I'd have is to ensure that there's always base version of the item to be obtainable through progression, and then retexture novelty versions to package in the store; Similar to Fortnite's "Instruments". 

    I've actually created a bunch of "Quick Drop Objects", but I haven't shared them yet. I was planning to post some a few weeks ago, but the timing didn't feel right. I'll share them in the near future and update this reply when I do. 

    For now, here's an example: 

    I created this Candy-Cane Rail for Christmas, but I can provide a concept utilizing it.

    In hopes of Player Created Parks, if objects are to be sold in the shop, every item should receive a variant earned through Tasks or Rip Chips. This prevents creativity from being locked behind time gates or purchases. If everyone has access to the same base objects, players can still express themselves through optional paid variants. 

    A whole skatepark would be so dope, but I'm not sure if the live-service structure could handle it. I could definitely see individual pieces working though 💯