đ Trophies and Rewards from Games Played
Game Modes Matches can be played in various modes: 1v1, team-based, or free-for-all in lobbies of up to 8 people. The number of trophies won will depend on the complexity of the game: simpler games will award fewer trophies, while more complex games that take longer to complete will award more. Games will be classified based on their speed: fast, medium, slow, and very slow. The number of trophies won will progressively decrease as more matches are played. For medium games, a multiplier of 2 will apply compared to fast games, for slow games a multiplier of 3, and for very slow games a multiplier of 4.
âī¸ Free-for-All Challenges Free-for-all challenges will be implemented later and not at the initial launch. Changes may be made based on data collected in the first launch phase. In free-for-all challenges, up to 8 participants can compete (initially, the maximum might be lower), each playing their own match. Within a day, or sooner if all players finish before the deadline, the results will be available, and rewards will be distributed as follows:
3 participants: all to the first place
4 participants: 80% to the first place, 20% to the second
5 participants: 70% to the first place, 30% to the second
6-8 participants: 65% to the first place, 25% to the second, 10% to the third
đ Prizes In addition to trophies, prizes will also be distributed in matches. These prizes will be calculated according to the algorithm explained in the first point of the list. The algorithm will work as follows:
Fee Calculation: During matches, whether in player vs. player, manager battles, or free-for-all, the fees spent during that match will be calculated in total.
Conversion to Currency: Once the fees are calculated, their value will be converted into dollars and then converted into the currency to be distributed with a 1:125 ratio. For example, if the fees spent are 1,000 tokens with a value of 1 dollar, and shards are the rewards with a value of 200 shards per dollar, there will be a total reward of 4 shards to distribute during that match.
Reward Distribution: Another variable will be whether the player wins or loses: starting from the average of the total money spent, there will be an 8:2 ratio between the winner and the loser, who will receive a consolation prize.
Minimum Prizes: If the prizes are below zero, the player will still receive 1 prize; if the prizes are fractional, they will always be rounded down.
đ Proportion Adjustment Based on Active Users The proportion will be 1:125 until the threshold of 100 active users is exceeded. From that point onward, it will gradually decrease, following these bands:
From 100 to 500: proportion 1:150
From 500 to 1,000: proportion 1:250
From 1,000 to 5,000: proportion 1:400
From 5,000 to 10,000: proportion 1:700
From 10,000 to 50,000: proportion 1:1,000
From 50,000 to 100,000: proportion 1:1,800
Above 100,000: fixed proportion 1:2,500
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