Summary: The 4.0 repeat-economy (Vault currency rewards + unlimited-repeat challenges) is fully modeled in the design but has never actually been played. Before we lock the economy for release, we need a structured beta playtest that validates the specific mob/farm/material throughput gates the design depends on, plus two testplay checkpoints at the mid-game and endgame monument entries. No automated test substitutes for this.
Why this blocks 4.0
The challenge catalog drives a live economy: rewards grant Vault currency (RewardApplier.grantCurrency), challenges repeat without bound by default (repeatLimit: 0), and many carry per-repeat rewards. Every required-vs-reward ratio and every "is this even farmable" assumption is currently theoretical. Shipping an untuned economy risks either trivial inflation or unattainable mandatory challenges, both of which are hard to walk back once players have progress. The design draft itself flags drop-rate/throughput assumptions (e.g. wither-skull farming rates, prismarine "scale from guardian farming") that have no in-game confirmation.
Current state
- The economy is wired end to end:
grantCurrency is gated on enableEconomyRewards() and deposits via the Vault economy hook (uSkyBlock-Core/src/main/java/us/talabrek/ultimateskyblock/challenge/RewardApplier.java); the default config enables economy rewards and unlimited repeats (repeatLimit: 0).
- The balance itself is unvalidated: the gating challenges (the prismarine monument, the wither-skull beacon chain, the guardian/raid content) carry large hand-in budgets sourced from farms whose real throughput has never been measured on a live island.
Scope
Validate each of the design's named economy gates against the shipped build:
References
Category: test-release · Effort: large · Source: 4.0 readiness survey.
Summary: The 4.0 repeat-economy (Vault currency rewards + unlimited-repeat challenges) is fully modeled in the design but has never actually been played. Before we lock the economy for release, we need a structured beta playtest that validates the specific mob/farm/material throughput gates the design depends on, plus two testplay checkpoints at the mid-game and endgame monument entries. No automated test substitutes for this.
Why this blocks 4.0
The challenge catalog drives a live economy: rewards grant Vault currency (
RewardApplier.grantCurrency), challenges repeat without bound by default (repeatLimit: 0), and many carry per-repeat rewards. Every required-vs-reward ratio and every "is this even farmable" assumption is currently theoretical. Shipping an untuned economy risks either trivial inflation or unattainable mandatory challenges, both of which are hard to walk back once players have progress. The design draft itself flags drop-rate/throughput assumptions (e.g. wither-skull farming rates, prismarine "scale from guardian farming") that have no in-game confirmation.Current state
grantCurrencyis gated onenableEconomyRewards()and deposits via the Vault economy hook (uSkyBlock-Core/src/main/java/us/talabrek/ultimateskyblock/challenge/RewardApplier.java); the default config enables economy rewards and unlimited repeats (repeatLimit: 0).Scope
Validate each of the design's named economy gates against the shipped build:
challenges.ymlbefore the economy is locked for release.References
challenges.ymlauthoring work and the schematics/monument-material work being in place first (see 4.0 gameplay changes: level progression, scoring, and challenges #128 "4.0 gameplay changes: level progression, scoring, and challenges").docs/challenge-redesign/uskyblock-v2-challenge-redesign.md(currently untracked / do-not-commit) — the economy/throughput sections.uSkyBlock-Core/src/main/resources/challenges.yml,uSkyBlock-Core/src/main/java/us/talabrek/ultimateskyblock/challenge/RewardApplier.java.Category: test-release · Effort: large · Source: 4.0 readiness survey.