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