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Progression Changes #20

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Premise

The goals of this Pull Request are as follows:

  • Update rewards in various places of the game to align better with SRR's prices/"""economy"""
  • Substantially improve new player progression/experience
  • Improve some "neglected" reward paths (some of these have not been updated since 2019)

There are likely parts in here that will need refining or further discussion, however I am open to feedback on any/all of these things, and additionally lay out my rationale for all of these proposed changes.

Starting Players

  • Starting Rings: 5000 -> 15000
  • Starting RSR's: 25 -> 50
  • Starting Energy: 5 -> 10

Rationale:

  • Solve some weirdness with starting energy (it really does not matter if you start with 5 or 10, since due to the fast recovery rate you're likely going to get to 10 before even reaching the title screen to set a name).
  • Provide more baseline Rings/RSR's for new players to be able to more quickly limit smash, get items, or level/unlock new characters/buddies from the very start.

First Daily Login Rewards

  • Moved 2 Item Roulette Tickets from Day 1 to Day 5
    • Day 1 Item Roulette Tickets: 3 -> 1
    • Day 5 Item Roulette Tickets: 3 -> 5
  • Day 4 Premium Roulette Tickets: 1 -> 3
  • Day 5 Rings: 50000 -> 75000

Rationale:

  • Provide slightly more resources over the course of the First Daily Login that can be taken advantage of by new players.
  • Improve the value of Days 4/5 overall and make closer to Days 1-3 (currently imo Days 1-3 offer more value than Days 4/5).

Normal Daily Login Rewards

  • Increased Ring Rewards for Days 1 - 3 by ~66%
  • Increased Ring Rewards for Days 4 / 5 by 50%
  • Moved 20 RSR reward: Day 7 -> Day 6
  • Added 1 Premium Roulette Ticket to Day 7

Rationale:

  • Improve the ring rewards for new players or players who are earlier along in Character Level/Limit Smash.
  • Provide a (additional?) free Premium Roulette spin once a week to all players without directly adding more RSR's to the Daily Rewards.

Daily Missions

  • Increased 7-day Ring Total: 16000 -> 85000
  • Increased 7-day RSR Total: 120 -> 165
  • Changed types of rewards for Days 2 - 5: RSR/Ring/RSR/Ring -> Ring/RSR/Ring/RSR

Rationale:

  • Substantially improve the value of ring reward Daily Missions.
  • Improve the overall rewards of Daily Missions (particularly for newer players), while pushing back the first and second RSR rewards by one day.

Item Roulette

  • Increased Minimum Items Possible on Normal Item Roulette: 1 -> 2
  • Doubled Minimum RSR's Possible on Big/Super Item Roulette
  • Substantially Increased Number of Rings on all Item Roulettes
  • Increased Jackpot Reward: 185000 -> 500000

Rationale:

  • Substantially improve the value of hitting a Jackpot.
    • 500000 rings is enough to generally be able to limit smash a character.
  • Make it easier to build a supply of items as a new player (independent of the Story Mode).
  • Make landing on rings during any Item roulette substantially more worthwhile.
  • Make it near-impossible (but not outright impossible) to see less RSR's on a higher level roulette than a lower level roulette when both levels have RSR possibilities.

Item/Boost Costs

Note: The prices in this file are not at all reflected in game (I have no clue why) - the game instead reflects OG Item Prices. For ease of understanding (since imo the prices in game are not great and should be updated regardless), this section compares to the original file, rather than the prices reflected in game.

  • Invincibility: 3000 -> 2000
  • Barrier: 4000 -> 3000
  • Trampoline Boost: 2000 -> 1000
  • Sub-Character: 3000 -> 2000
  • Score Boost: 5000 -> 6000

Rationale:

  • While the first three items/boosts can keep a run going, they can't directly increase a runs score and should therefore be inherently cheaper for newer players to get (until they can get a stockpile of items in the case of the first two items).
  • Sub-Character is something that is inherently a massive benefit that should always be utilized when possible (and the game is arguably worse without it), so it should be easier to utilize without losing net rings.
    • That being said, as the main benefit of this change is for overall game QoL, the 1000 ring savings should be added to the cost of the Score Booster in order to ensure that top score runs require the same number of resources/rings.

Increase Rings from a 7 day Daily Mission stretch from 16000 -> 85000
Increase RSR's from a 7 day Daily Mission stretch from 120 -> 165
Slightly balance this by requiring 3/5 days to get the first/second RSR reward respectively (rather than 2/4 days as it is currently)
Make all items on the normal item roulette provide a minimum of 2 items.
Slightly increase the lower bound of RSR rewards on the big item roulette and super item roulette (highest possible is unchanged).
Increase ring rewards on all roulettes.
Shift 2 Item Roulette Tickets from Day 1 to Day 5 (same end total of 15).
Increase Premium Roulette Ticket count on Day 4 from 1 -> 3
Increase Rings on Day 5 from 50000 -> 75000
(Note: Event rewards have not been updated).

Increase Ring Rewards from Days 1 through 5.
Move the 20 RSR reward from Day 7 to Day 6.
Add a single Premium Roulette Ticket to Day 7.
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