F to Upgrade Shop - Multiple Map Detection, Auto-restart, Open Source on GitHub, Trello Board Tracker, and more!

Table of Contents

About

Features

Available Shop Upgrades/Items

Current Gamecode/Version

Supported Maps

Basic Gameplay

Shop Upgrades/Items In Detail

Level Caps / Unlocks

Earning Money In Defailt

Hero Balancing


About

I’ve seen many “F to Upgrade” lobbies since it came out, but they all (or most all) are on Lijiang Garden. They never change. I wanted to change that. So I started working with OWScript (a python-like scripting language that traspiles into Overwatch Script) and created my own. They all had glitches in them too, just weren’t fun in general, and so on. I also wanted to challenge myself so…yeah.


Features

Feature List
  • It does work on multiple maps (3 currently, but getting coordinates and such for more as we go).
  • Only one code! You don’t need multiple codes for multiple maps, map rotation just works with this gamemode
  • It also doesn’t have multiple circles for “buying more” items, it’s a separate function completely and the text auto-updates with that. You can see a video of that here: https://streamable.com/cd6ha (sorry for it being laggy, ShareX does that with Overwatch for me.
  • Includes auto restarting after 50 minutes to ensure proper map rotation and to avoid long lobby restarts, it includes a 5 minute and 2 minute warning which shows for everyone.
  • All upgrades you see, are available for purchase (no fake upgrades like some shops have with invisibility and such).
  • Buy more on upgrade multiplier (so every time you click interact, you get x1, x10, or x100). Prices on screen update as needed.
  • Hero balancing, I’m constantly working on nerfing and buffing heroes that can be considered “OP” in this gamemode based on feedback from the hours upon hours I’ve been hosting lobbies.
  • Late join starting money (there’s a internal time tracker and multiplier so that people who join late in game don’t feel completely useless as they have a good amount of starting cash)
  • Player prestiging/leveling (player score to track) to unlock more features
  • Trello board where you can track planned features, bugs, etc: https://trello.com/b/72ITq4w0/overwatch-upgrade-shop
  • Open-Source on GitHub: https://github.com/overwatchzone/upgrade-shop
  • Discord where you can give feedback, get more realtime updates, etc: discord.gg/5GhnRJy
  • And more as it’s developed…

Current Available Shop Items/Upgrades (Overview)

Items / Upgrades

Pretty standard stuff for the shops, plus some new things

  • Money earned over time
  • Money earned on elimniation
  • Damage
  • Healing over time
  • Max health
  • Player Speed
  • Unlock abilities/ultimate
  • Projectile speed
  • Prestiging/Leveling, automatically adjusts prices per prestige
  • Low gravity (unlocked at prestige/level 1)
  • Aimbot (unlocked at prestige/level 1)
  • Kill self (for when you can’t die and wanna change heroes, but don’t wanna lose money from suicide penalty)
  • And more as it’s developed (a few more listed on Trello)…

Gamecode / Version

I don’t feel comfortable giving a gamecode just yet because I’m still working on it and some of the functions don’t work as smooth as I’d like them too yet. However, I’m constantly hosting lobbies as I work on them…so if you’re in the US/NA and see my lobbies (hosted by me, Zencep) then feel free to join and check it out. I’ll provide the gamecode once it’s fully ready and the bugs are squashed.

I am working on getting v1.0.0 done and that’s the next version I plan to release. Just don’t want to release a crappy mode fully of bugs.


Supported Maps

Fun fact, maps are at rotations which make getting coordinates very difficult sometimes…so supporting maps is a tiny bit harder, but with the help from members in the community I’m slowly adding more and more maps!

  • Eichenwalde
  • Havana
  • Hollywood

Basic Gameplay

Basic Gameplay

Getting Started

It’s just like a normal FFA match, but with a twist. Normal scoring is disabled, and you don’t start with your abilities. You have to purchase access to your abilities and ultimate from the upgrade shop.

Earning Money

Please refer to “Earning Money (In Detail)” for more in-depth information but the basics are:

  • Money over time
  • Eliminations
  • Final blows
  • Doing damage
  • Joining late in the game, please refer to the in detail layout for more information on how this is calculated.

Accessing the shop

To access the shop you just have to press and hold your interact key. A timer will appear on screen, this timer will be cancelled if you move, take damage, shoot someone (cause damage), etc.

Purchasing / Upgrading in the shop

To purchase something from the shop you just have to walk into the circle and press the interact key. If it’s an item than can be purchased multiple times, you can crouch and hold interact to purchase every 0.016 seconds (roughly).

Buy Multiplier

Sometimes crouching and holding interact just isn’t fast enough for those who are super rich. There’s an item, free of course, that is labeled, roughly, “Buy More On Upgrade” that rotates between a buy multiplier of x1, x10, x100. So now every time you make a purchase or crouch and purchase you’re purchasing x1, x10, or x100 the items.

Leveling Up

You’ll notice that you’re capped at certain levels in game, or you can’t buy certain items. This is because you need to level up. Leveling up increases a variety of caps as well as allows more things to be bought. Beware though, leveling up WILL reset everything you own. Take away all your abilities and completely zero you out, BUT you start with more money.

Import Note
Money you earn when you prestige is calculated by (10 * matchTimeMultiplier) * matchTime
So if you buy your 2nd prestige/level up at the 23 minute mark the numbers would work as follows:
matchTimeMultiplier: 11 (this is increased roughly every two minutes)
matchTime: 1,380 seconds (23 * 60)

So the final formula with all the numbers put in would be:

(10 * 11) * 1380

Which would be just under 152k. Since the next prestige/level is 3, which costs 250k, this gets you setup pretty close. However, to get up to that point you will need to purchase upgrades that can get you there quicker, and since you’re prestige/level 2, your caps are pretty high.


Shop Upgrades / Items In Detail

TODO


Level Caps / Unlocks

These are the caps and unlocks as of 2019-07-16T04:00:00Z.

Level 0 (Everyone Starts Here)

Money Over Time: 900 Max
Money on Elim: 1,250 Max
Damage Boost: 1,000% Max
Projectile Boost: 45% Max
Health Boost: 4,500% Max
Health Over Time: 900 Max

Level 1 (50k)

Money Over Time: 2,250 Max
Money on Elim: 2,500 Max
Damage Boost: 2,500% Max
Projectile Boost: 65% Max
Health Boost: 7,500% Max
Health Over Time: 2,500 Max
Low Gravity unlocked

Level 2 (125k)

Money Over Time: 3,500 Max
Money on Elim: 4,500 Max
Damage Boost: 5,000% Max
Projectile Boost: 85% Max
Health Boost: 10,000% Max
Health Over Time: 5,000 Max

Level 3 (250k)

Money Over Time: 5,000 Max
Money on Elim: 7,500 Max
Damage Boost: 10,000% Max
Projectile Boost: 100% Max
Health Boost: 20,000% Max
Health Over Time: 15,000 Max


Earning Money (In Detail)

Earning Money

Money Over Time

Every, roughly, 2-3 seconds your the amount you have (default 10) for money over time is added to your bank.

Money on Elimination

When you get an elimination, the amount you have for money on elimination is added to your bank.

Money on Final Blow

Same as money on elimination plus 50.

Doing Damage

Every time you do damage, your damage * 0.25 is added to your bank. So if you do 1k damage, 250 is added to your bank. The more damage you do, the more you earn.

Example
Let’s use Soldier 76. Let’s, for the sake of numbers, you’re doing a constant 20 damage base per round. 9 rounds per second. So total damage per second is, roughly, 180. Assuming you have no damage boost, every shot you’re earning 5 and every second you’re earning 45 base. If you boost your damage by 150%, you’re doing 50 damage per round, roughly. So about 450 damage per second. This means you’re earning 12.5 per round and 112.5 per second. Although this can change depending on falloff damage, etc.

Late Start / Match Time Multiplier

If someone joins late in the game, we have variables and functions in place to make sure they have a fair chance to get ahead. The formula is the same as listed above.
The formula is:

(10 * matchTimeMultiplier) * matchTimeSeconds

The matchTimeMultiplier is increased every 2 minutes, so if you join at 40 minutes this is what the formula would look like:

(10 * 20) * 2400

So the late joiner is starting at 480k.


Hero Balancing

I know hero balancing in a gamemode such as this doesn’t make sense, but I’m trying to balance them out for upgrades and how they’re affecting early and late game economy. I want to make sure it’s done well and with the help of many players across the 20+ hours of lobbies I’ve been hosting it seems like people are feeling the following changes are for the better.

Ana

Ana Balancing

Sleep Dart

  • Increased cooldown time from 100% → 250% | This balance came from player feedback saying that Ana sleep dart makes it very difficult to have fun in a gamemode such as this. This also counters a future purchasable ability.

Brigitte

Brigitte Balancing

Barrier Shield

  • Increased cooldown time from 100% → 150% | Mainly done to balance out recharge rate with the extra health the shield gets too. After testing, many Brigitte players found this change only slightly frustrating, but easy to get used to.
  • Lowered recharge rate from 100% → 80%

Shield Bash

  • Increased cooldown time from 100% → 200% | Same as Ana, stuns can be performed too quickly.

Whip Shot

  • Increased cooldown time from 100% → 150%

D.Va

  • Disabled until a breaking bug is fixed.

Genji

Genji Balancing
  • Damage lowered from 100% → 75%
  • Projectile speed lowered from 100% - 85%
  • Ultimate generation (all states) lowered from 100% → 75% (global ultimate passive generation at 150% is affected as well)

McCree

McCree Balancing
  • Damage dealt lowered from 100% → 90%
  • Ultimate generation (all states) lowered from 100% → 50% (global ultimate passive generation at 150% is affected as well)

Flashbang

  • Increased cooldown time from 100% → 175%

Mei
Mei is one of the biggest heroes I’ve been asked to balance and this is probably going to change as I get more time with her.

Mei Balancing
  • Clip size decreased from 100% → 75%
  • Damage dealt decreased from 100% → 75%
  • Movement speed decreased from 10% → 80%
  • Ultimate generation (all states) lowered from 100% → 25% (global ultimate passive generation at 150% is affected as well)

Blizard Freeze

  • Minimum now 100%

Cryo-Freeze

  • Increased cooldown time from 100% → 450% | This may be adjusted but so far players are considering this change more balanced for Mei in this mode.

Weapon Freeze

  • Duration is now 25%
  • Minimum is now 1%
  • Freeze rate is now 85%

Mercy

  • Clip size increased from 100% → 150%
  • Gravity decreased from 100% → 90%
  • Movement speed increased from 100% → 115%
  • Projectile speed increased from 100% → 200%

Moira

  • Disabled until she can be properly evaluated and balanced, this came from a lot of player complaints about her not having to aim and buying increased damage just makes it completely unfair

Pharah

  • Damage dealt decreased from 100% → 85%
  • Ultimate generation (all states) lowered from 100% → 50% (global ultimate passive generation at 150% is affected as well)

Reaper
Players and I have noticed both early and late game reaper is insane, especially with his self healing ability. So this is all to balance that and his constant ultimate spam.

  • Healing received decreased from 100% → 65%
  • Ultimate generation (all states) lowered from 100% → 50% (global ultimate passive generation at 150% is affected as well)

Symmetra
Another highly request hero to balance. I’m still working on her, but here’s her changes as they are now (2019-07-15T04:00:00Z)

Symmetra Balancing
  • Clip size decreased from 100% → 65%
  • Damage dealt decreased from 100% → 80%
  • Damage received increased from 100% → 125%
  • Movement speed decreased from 100% → 90%
  • Projectile speed decreased from 100% → 65%

Sentry Turret

  • Increased cooldown time from 100% → 450% | Her sentry turrets made farming money way too easy and could break the early game economy.

Torbjorn
Turret

  • Increased cooldown time from 100% → 250% | Although not as bad as Symmetra, same concept still applies

Widow Maker

  • Damage dealt decreased from 100% → 75%
  • Damage received increased from 100% → 125%

Grappling Hook

  • Increased cooldown time from 100% → 195%

Grappling Hook

  • Increased cooldown time from 100% → 250%

Zarya

  • Verticle jump speed decreased from 100% → 95%
  • Ultimate generation (all states) lowered from 100% → 50% (global ultimate passive generation at 150% is affected as well)

Particle Barrier

  • Increased cooldown time from 100% → 300% | This does negatively affect her damage and may be reduced in time.

Projected Barrier

  • Disabled as it’s useless

I’m open to taking suggestions now on what you’d all like to see. I’m currently working on maybe locking the upgrades behind some form of prestige, I’ve seen this idea and I’m thinking about implementing it myself just to make games last longer and make the economy a bit stronger.

If you have any questions please feel free to ask me here, on Blizzard/Overwatch (Zencep#1489) or Discord (matthew#7391). I’ll try to keep this post up to date with the rest of it, but no guarantees. You can also catch me Twitch