Re: Rip Chips in new update
Why the hell did you guys decrease the amount of Rip Chips earned from challenges?
You already have four different currencies, of course the economy is broken. The problem isn’t just how much we earn, it’s what Rip Chips are for once you max out a zone. Why don’t we have the option to buy SV Bucks with Rip Chips? Something like 10,000 Rip Chips for 100 SV Bucks would make sense. And why did you remove the Rip Chip exchange for Tix? That was actually a really great idea!
Also, Rip Chips are used for those boxes that increase your RIP Score, but once you’ve bought all the boxes, you can’t earn any more RIP Score. Just make it so that XP from challenges turns into RIP Score once you hit level 10 in a zone.
Most importantly, don’t penalize new players. Any reduction or replacement of Rip Chip rewards should apply only to players who are already level 10 in a zone. Early progression needs to stay smooth so newer players can grind levels and unlock boxes at a fair pace.
Please, do something with Rip Chips. Right now, even earning zero Rip Chips a day wouldn’t change anything for maxed players, they’ve become a useless currency after some time. That’s the root cause: not enough utility once you’re maxed. Either add meaningful sinks for Rip Chips or replace those redundant rewards with RIP Score, which doesn’t mess with the economy.
And talk about those RIP Score issues as well: At the moment, the only real ways to gain RIP Score are by grinding boxes (but not title boxes) and buying merch in the in-game store. That setup doesn’t reflect a player’s dedication , it just shows who’s willing to spend money. Titles don’t even grant RIP Score, which makes no sense for a progression system.
The RIP Score should represent the time and effort we put into the game and the challenges we complete, not our wallets. I love this game, but tying RIP Score to purchases makes it feel “pay-to-win,” which isn’t the vibe a skate game should have. Merch should stay cosmetic only and never provide points or advantages.
Here’s how it could be improved:
- Max-Level Fairness (don’t punish new players): Once a player reaches level 10 in a zone, replace XP rewards with RIP Score in that zone. For those maxed players, slightly reduce or swap Rip Chip rewards on challenges. Keep full Rip Chip rewards for players who aren’t maxed so their early progression remains intact.
- Daily and Weekly Tasks: Award RIP Score for completing these. You could remove Rip Chip rewards here for maxed players and focus Rip Chips on progression for those still leveling.
- Challenges: Keep Rip Chips meaningful by adding sinks: bring back the Tix exchange, allow a conservative Rip Chip → SV Bucks exchange.
- Boxes & Titles: Keep RIP Score on regular boxes and add it to title boxes.
- Merch: Remove RIP Score rewards from premium merch. Keep merch purely cosmetic so the system reflects skill and time, not spending.
- Economy): If you’re worried about inflation, cap the daily RIP Score from challenges for maxed players or use gentle diminishing returns, without touching new player progression.
Right now, the changes you’ve made tweak rewards but sidestep the real issue: Rip Chips lose purpose at endgame, and RIP Score is granted in the wrong places. Fix those, and both the currency loop and the progression ladder start making sense again.