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4.0 gameplay changes: level progression, scoring, and challenges #128

@minoneer

Description

@minoneer

This issue tracks gameplay-facing redesign ideas for a future 4.0 release.

The goal is not incremental balance tweaks, but a more intentional gameplay model that we can iterate on over time.

Initial scope

  • Rework island level progression so it does not scale linearly forever.
  • Rework block scoring so mass-placeable materials do not dominate progression.
  • Revisit diminishing returns and block limits as part of a clearer scoring model.
  • Rework challenge loading and challenge balance to fit the new progression model.
  • Rebalance the starter chest. It still competes with using the complete chest as building material for an early nether portal, and that should be earned later.

Level-system notes

  • The current system uses per-block values divided by a constant points-per-level, which makes progression linear forever.
  • That makes it difficult to assign fair values to blocks, especially cheap or mass-producible processed blocks.
  • Glass is one known example where the current values make high-level stacking too easy.
  • A better model likely combines superlinear level requirements with targeted diminishing returns or other anti-exploit controls.
  • The scoring rules should be explainable, testable, and easier to reason about than the current large static value table.

Challenge-system notes

  • Challenge progression should be reviewed alongside island level progression instead of treated as a separate balancing problem.
  • Challenge loading and challenge data handling likely need a rework as part of that effort.

Release framing

  • 3.4.x focuses on reliability, migration safety, and legacy cleanup.
  • 4.0 is the right place for more significant gameplay and balance changes.

This issue is intentionally broad. Additional gameplay rework ideas can be added here later.

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