Patch Notes: .gg/normal Economy & Bug Fixes
Summary
The .gg/normal announcement lists major bug fixes and economy updates affecting slots, blackjack, mystery boxes, mentions, shop purchases, and profiles. It outlines balance changes like scalable bills, a 50k daily give limit, role inflation, and pet costs. The update also adds a spiked inventory protection and new rob risk levels for ,rob ,rob inv and ,heist to improve robbery mechanics and prevent exploits.
🐛 Bugs / Incorrect Behavior
Slots payout
,slots is not giving the correct winnings.
Spiked Wallet
Not taking the correct percentage from the robber.
Inflation system
Not working at all.
Curses system
Curses are not being sent in the correct channel the user is using.
Curses should automatically expire after 24 hours.
Mystery Boxes
Cannot open them anymore.
Money Stack
Not working correctly.
Cap the multiplier at 2.5x max.
Blackjack
Incorrect payout:
Example: Bet 8000 → only received 1000 but showed “1.8x profit”.
Mentions
Commands like ,rroles are not mentioning users properly.
Guards & Protection
Guard with gun is applying to wallet instead of bank.
Spiked wallet is not working correctly for wallet protection.
Shop purchases
Buying 4 items sometimes gives 5 (duplication bug).
Profile command
,profile @user should NOT show protection items.
Users should only see their own protections when using ,profile.
Roles
When buying roles, it should explain how to use them.
Unhibernating
Not working at all.
⚖️ Economy & Balance Changes
Bills system
Costs should scale based on user wealth.
Giving money
Add a daily limit of 50,000 per user.
Trading system
Prevent abuse:
Cannot trade high-value currency for very cheap shop items.
Should block exploits that bypass the 50k daily give limit.
Apply similar protections to betting system.
Role inflation
Role prices increase dynamically per user based on their wealth.
Pets
Food and water costs should scale based on pet value.
🛡️ Protection & Robbery System Overhaul
New Item: Spiked Inventory
When active, it steals a random item from the robber on a failed rob.
Works similarly to other protection items.
Robbing Risk Levels Add 3 options for:
,rob
,rob inv
,heist
Each should have:
Low Risk
Lower rewards, lower penalties
Medium Risk
Balanced
High Risk
Higher rewards, higher penalties
These should interact with:
Spiked Wallet
Spiked Inventory
Guard with Gun
Balance Issue Fix
High-wealth players are being punished too harshly.
Example:
Player with 1M lost 100k+ from guard defense → too punishing.
Reduce or cap percentage-based penalties.
Rob Limits
Max 10 successful robs per day per user.
Guard Usage Limits
Add cooldown/usage limits:
Max 5 uses per day per type:
rob
rob inv
heist
🎯 Goal
Make the economy:
Fair (especially for high-balance players)
Harder to exploit
More strategic (risk vs reward)
Consistent across all systems
Lastly, when it says where to use a command it pings only 1 of the bot command channels should ping both.