Animal Crossing: Pocket Camp: Difference between revisions

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** Starting with the introduction of Sanrio Characters Goals, this has become a Goal objective. Some require simply booting the game every new day, but some require logging into the game every day in a row.
* [[Point and Click Map]]: How the player can navigate between recreation areas in this game.
* [[Prize Letdown]]:
** The game's events, tiresome enough already, tend to have prizes not worth the participation. If an objective/progression rewards Leaf Tickets, expect each to give away single-digits of them... when premium items and fortune cookies cost two- or three-digits. If valuable materials like sparkle stones, reissue materials, and HH materials are offered, expect 90% of them to be given away as maps that will drain one's Bells quickly for just trying to clear them (and woe betide anyone who wants to get everything without Leaf Tickets).
** Related to the map issue above, Leaf Tickets can also be locked behind maps, and unsurprisingly these drain Bells very quickly (30,000 Bells per roll just to obtain 10 Leaf Tickets; ''50,000 per roll'' for lotsa Leaf Tickets maps... for a reward of 30). Until the 2.6.0 update, essence maps drained Bells just as quickly too (just to reach 10 bottles of essence...), not helped by the fact they are more common (since then, they consume either wood, steel, cotton, paper, or preserves; easy to obtain crafting materials, and instead of snacks, the treasure nodes are now filled entirely by the respective essences, not to mention that the end reward has been raised to 30). Let's just say that Blathers's Treasure Trek is guilty of this in general, as even the common crafting material maps also share this nature (1,000 Bells per roll just to reach the goal of 20, when the player usually sells 100 of these materials just to get those 1,000 Bells). Insta-clearing using Leaf Tickets only worsens the letdown.
** Gulliver's Ship in general. Pre-2.6.0, a player will have to lose 10 furniture and/or clothing items just for an attempt to get a new animal friend. But even then, despite using the best items, all the player gets is usually snacks due to RNG. Also, animals that are not O'Hare, Rowan, and Plucky are locked behind maps, necessitating essence drain (or Leaf Tickets for your [[Bribing Your Way to Victory]] goodness). While this should sound fine as a prize, animal friends have been free since the game's very beginning. Meanwhile, post-2.6.0, instead of furniture/clothing, a player has to lose far more Bells in addition to sparkle stones, essences, and [[Arson, Murder, and Jaywalking|wood]] (and possibly HH materials if they dare to use golden packages) because the islands containing animal maps only accept cargo (export-only items that can only be obtained by crafting). Even then, similar to the ship's first iteration, all that effort ends up wasted on treats and Bells. It is even worse since the "X and Pals" islands have a much larger prize pool, so the likeliness of a player running out of resources is much higher (unless the player uses Leaf Tickets to claim multiple rewards per trip, but even then the wanted map may not be included because of this fact).
*** For more post-2.6.0 woes, look no further than special islands that require exceptionally high cargo points but only accept golden packages and the "Golden" series furniture. Both cost a lot of resources and Bells just to craft... all just for Bells lower than the cost needed, Leaf Ticket ''maps'', and golden HH vouchers (which the player will most likely never use if they do not play a lot of Happy Homeroom).
* [[The Quincy Punk]]: Rock-Star Collection's aesthetic. It has the stereotypical clothing/accessory items related to this, from the mohawk hairstyle to biker jackets.
* [[Random Drop]]: Basically, the entire rewards system (except for ones tied to certain milestones or events) is this.