I love the way opp has been revamped, it’s been needed for a while!!
I’ll start out with the very strong positives I would like to see returning to future updates :)
- Titan packs is beautiful, very good idea to make them stacking, it balances well.
- Prestiges and ascensions are really good too!! They’re balanced well and reward progression nicely. Only thing I would suggest is maybe make ascending start at a lower prestige but continue to progress with the +100 per ascension up until max prestige, so players can get early game upgrades more easily and understand the system as well as the incentives behind progressing.
- Crystals are great, love the idea and makes mining a little less brainless, only thing i’d change is swapping ‘+25% prestige cost’ for something like +5 prestiges instead.
- Pickaxe skins, all amazing, love them.
- Removing cash was a great start to fixing economy problems, token eco is definitely the way forward.
- Heavily mining focussed gtop, i think you should really push for this in the future, it works well as isn’t something we’ve had before in this sense.
Now for some of the more prominent negatives. Overall I think this has been a successful revamp. An entire new idea and gameplay could never be perfect first time and things will always need reworking and/or rebalancing. It is up to us as prison players to share our feedback and suggestions to help the devs improve the gamemode and make the changes that we want!
- The biggest issue with revamp was definitely the performance, the player count was super high before the test runs and spells of prison being offline for hours and the player count has never recovered. Lag and crashes are always frustrating for everyone, devs and players.
- Next up, progression.
Progression was very very slow during the first week due to many small bugs, the main one is beacons not being obtainable which meant prestiging after ascending was MUCH harder than intended, so most likely a lot of people got bored of mining for 0,01% of a prestige.
Even after this was fixed, you could only get so far into the ‘early game’ upgrades before the beacon prices became so unbalanced that it was unobtainable, which put a lot of people off mining as it was not rewarding enough.
- Leading on from this, the economy WAS good at the start, which we later realised was only the case because of many progression bugs. Once these were fixed, the economy almost instantly multiplied by 1000x, meaning players went from earning almost 0 tokens to then having max picks from just a few trades, leaving them with pretty much nothing to grind for after this as they werent high enough prestiges and ascension to compete with gtop (they didn’t grind through the early season buggy struggles).
- Competition. The gtop was a good idea in theory, probably the best i’ve seen so far on crafti servers however, for me at gtop1 there is NO REASON, other than the comp, for me to obtain tokens. There hasnt been since the first week ended.
Some economy related grind has to stay throughout late game, there has to be something still achievable in late game grind if you’re wanting to push a token, or just any mining related gtop.
- Enchants. The majority of the enchantments pretty much did nothing, which probably meant players were not feeling satisfied with pickaxe progression.
Now, leading on from that last point, I have a big suggestion to improve the enchantment situation for next reset.
Enchant changes. Theres about 30 new enchants in this reset which is really good!!! But, 90% of them are honestly not even just useless, but actually so bad that they are inefficient to mine with. After the first few days I was only using:
- Jackhammer (one of the first enchants you unlock + max level at ascension 3). An enchant this basic should be early game yes, but not maxed out so easily. Imo, make it even better (if possible with some performance tweaks) but a simple change you could do is; A1 max=1k, A2 max=2k, A3 max =3k and so on… but dont make it stop at 10k… A30 max=30k but still the same linear price increase.
- Greedy / Fortune (again the FIRST enchants you unlock, basic yet soooo good). Makes sense again, but too easy to max out, and too good at low prestige/ascension yet too bad once you get higher. Its as if you are not rewarded for grinding. Could do a similar fix for these to slow progression early but make it a little easier/ rewarding as you get higher. Again the max level could be higher after A10 and onwards.
- Deathray / Thor. These two enchants do not belong with any of the others. They are game changing once you get them and cause instant exponential progress. Deathray is way too easy to get, especially for what it was capable off pre-nerf. Thor made a little more sense being 2nd last on the unlock list but, 90% of the players have still not gotten to the point of unlocking it.
My amazing idea to fix this issue is, have your basic enchants such as explo, greedy, fortune, jh, and a few of the shit ones (with a little buff) cost tokens. Then add 5-10 REALLY OP enchants, such as deathray and thor, and lock them behind a new progression system.
Lets say Thor has 10 Levels, each level makes a very significant difference to proc chance+size of enchant. To level this up however you would not use traditional tokens but instead ascension tokens. 1 Level may cost between 1-5 ascension tokens depending on how good you want to make these enchants, and the rate stays flat until maxed, e.g. 1 ascension token= 1 level throughout all upgrades. You would obtain 1 Ascension Token every time you ascend, and you can pick what to spend it on, some may cost 2 or 3, so you have the choice to spend, or save for a level of a better enchant.
Not only this, you could add the option to ‘ascend’ currently maxed out basic token enchantments using spare ascension tokens. For example, if have maxed my jackhammer and it has the star next to it, I could add another star using (a lot of) ascension tokens and this could give an OP buff to the enchant such as, jackhammer now breaks 2 layers at one time. Fortune could upgrade into something like, chance to upgrade your block type when you mine it (when you break a block, it has a high chance of selling for your next mines price instead).
This would give a reason to still grind after maxing out picks, and an even bigger incentive for players to prestige early AND late game. We would have to think of some new OP enchants to implement this tho, just 2 would not be enough. We want there to be at least 5 to allow for upgrade options.
Overall a good reset imo, a lot of players will disagree for the sake of change, but this is what prison gamemodes should be like! Of course it didn’t go perfectly smoothly, but that is always to be expected when huge changes are rolled out. This reset was about seeing progression within the prison gamemode, and you can tell A LOT of work and effort has gone into the release!
I’m excited for next reset and I hope many people will be too!!!
If anyone would like to add to anything I have written, or ask any questions, feel free to do so!!!