Rival Rumble
  • 🌟Introduction
  • Overview, Context, and Benefits
    • đŸ’ĢGeneral Overview of the Project
    • 🌐Context and Motivation
    • 📊Market Overview
    • 🌎Why the RIVL token tends to rise over time
  • game mechanics
    • 🎮Catalog of games offered
    • 🏆Game Modes and Tournaments
    • 🎲Betting System
    • đŸ–ŧī¸NFT and Customization
    • 🏅Progression and Reward System
    • 🎧Social and Community Features
  • tokenomics
    • đŸŽ¯Token Ecosystem and Functionality
    • đŸ“ĻToken Issuance and Distribution
    • 💎PreSale
    • đŸ“ĻAirdrop
    • 💰Use of Funds Raised
  • domestic economy
    • 📠Initial Component Values
    • âš™ī¸Game Algorithm
    • 🏅Trophies and Rewards from Games Played
    • 🎰Rewards for Underdog Players
    • 🏆Daily Rewards Derived from Wins
    • âœŗī¸Rewards for Streak of Victories
    • đŸ—“ī¸Tournaments and special events
    • đŸ’ĩRewards to Teams
    • âš”ī¸Weekly Challenges and Beat the Record Challenges with Jackpots
    • đŸ”ĨTrophy Walk
    • âš–ī¸Tournaments and Challenges between Managers
    • 📚Battle Pass
    • 🎲Betting on Players during Tournaments and on Events Outside the Platform.
    • 💲Awards in Tournaments between Managers
    • ✨Character Release Algorithm
    • 🏠Clan
    • đŸ’ŧCharacter Walk
    • 💸Daily Rewards in the Store and Streak
    • ⚡Store: Cypher Box and Packages
  • Game Coins
    • 💎Shards
    • 🔋Cores
    • 💰Chips
    • 📍Marks
    • đŸĒ™Token $RIVL
  • Reward Ecosystem
    • 🎨Character Cosmetics
    • 📉XP of the Cards
    • 🏆Trophies
    • đŸ’ĨPower Ups
    • 🆔Account Name
    • 🚀Cypher Box
    • â›“ī¸Advantages in the Rarities of Cosmetics and Characters.
  • Key Information and Structure of the Project
    • 🔐Untitled
    • âš™ī¸Platform Architecture and Technologies Used
    • 📍Development Roadmap
    • đŸ‘ŦTeam
    • 🌐Community and Support
    • đŸ’ĩDisclaimer
  • đŸ•šī¸Conclusion
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  1. domestic economy

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.

âš”ī¸ 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

🎁 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.

🔄 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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Last updated 9 months ago

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