[econ] tweak progression slope

This commit is contained in:
Devin Zuczek
2026-08-11 01:18:12 -04:00
parent 9164df98a9
commit 4b17b007e9
5 changed files with 110 additions and 125 deletions
+8 -4
View File
@@ -708,8 +708,12 @@ async function grantGiftDrop(
* XP paid for a claimed game reward. One flat amount for every reward type, matching the
* one flat cooldown they share — "First Game of the Day" and "Activity completed!" are the
* same size of pat on the back until there's reason to price them apart.
*
* Deliberately smaller than the 10 XP the first level costs: a single action shouldn't be a
* level-up, let alone two of them. At 5 it takes two rewards to reach level 2, and the early
* levels are paced by the hourly cooldown rather than cleared in one match.
*/
const GAME_REWARD_XP = 25
const GAME_REWARD_XP = 5
/**
* `GiftContext.GameRewards` — what the box says it came from, so the client files it under
@@ -769,9 +773,9 @@ function toLevelUpDrop(rarity: number): StoreGiftDrop {
/**
* Hand over the rewards a run of level-ups earned — ONE PER LEVEL crossed, since the
* published table names a reward for every level and a single grant can cross several (25 XP
* takes a fresh player from 1 to 3, so two rewards). Each arrives as a gift box, announced
* like any other unasked-for gift.
* published table names a reward for every level and a single grant can cross several (a
* large enough grant could clear the first three levels at 10 XP each). Each arrives as a
* gift box, announced like any other unasked-for gift.
*
* Which reward is per level, not per tier: the early levels pay CONSUMABLES and the rest pay
* clothing at a rising star rating. The catalog is read once and shared across the boxes.