This'll be a bit of a longer post as I've noticed I'm getting some higher votes on these kind of posts which I appreciate as it may make more people aware of our upcoming game. We will discuss some of the basic ideas behind the battle system in our game, healer and creature synergies, the different aspects of PvE and PvP and different values healer items can bring forth to make the battles even spicier.
I think that when I've mentioned that the game is quite complex under the hood I have not been overestimating it, so this may give you some idea of the different aspects that may be easy to learn for casual players but harder to master.
Weak vs Strong type battles
This is something that's been a little bit controversial to some testers and other stakeholders I've discussed this with, they don't really understand why we'd opt for this method upon leveling so I'll be going through a few reasonings. Here's a list of how the different types compare against each other, i.e. how effective type creature moves are vs creature types.
The idea here is that when you enter an encounter, you'll find out what wild enemy creature you're facing and then you get to choose what creature you send out. Let's say in this example you're facing a grass type creature so you're first instinct would be to send out a fire type creature because fire type moves would do 1.5x more damage on grass type creatures as you can see by the spreadsheet above.
We've already implemented a system that records your type vs type battle history and shows it for each creature in colored dots, example green if you did weak vs strong, orange if it was a neutral battle and red if you chose strong vs weak type. This'll give you an idea of your odds upon level up to get max, mid or low stat/rarity gain.
For players that don't really care much about optimizing their creature stats, the game won't be "too punishing", they may lose a little bit of rarity score over many levels because they're opting in for constant easy battles that won't cost them much resources in terms of healer mana, mana potions and elixirs, or other food buffs. Instead, if you opt in for the tough battles, it'll be more rewarding as you'll be able to increase creature stat rarity by a lot more than what you risk losing. This means a creature at level 1 with average blue rarity stats could end up with average purple or orange stats (epic-legendary) and a creature closer to legendary stats could end up with max holo stats at max level if you always opt in for the tough battles.
This is also what's going to introduce a "leased leveling" system and demand in the game, where you as a collector may look for players who will level up your creatures "the hard way" for you at a cost. This'll require some trust as they could end up going the easy route and remove potential your creature could've had of gaining increased rarity score and stats, so we may introduce a reputation/feedback system here as well.
Anyway, in the future we'll also be adding new creature types slowly similar to healer classes, slowly because we gotta make sure it won't throw the balance in the game off.
Healer and creature synergies
There'll be additional synergies between healers and creatures, either by improving the heals cast on the creature types a certain class synergizes with or by adding additional resistance when battling against such creatures. Here's some examples to give you an idea.
Forest Healer will synergize with Grass and Bug type, this means that if you're playing a Forest healer and have those creature types in your party your heals and buffs may affect those creatures slightly more than creatures of other types. Obviously these cannot be too strong, else the meta of the game would be that every healer always has the creature types they synergize with, it may at times even be a trap in PvP if the enemy expects your forest healer to always have bug and grass type so he'll attempt to counter you with Fire and Ice type creatures for instance.
Resistances will work differently, they'll instead make creatures moves from Grass and Bug less effective on any of your creature types as long as you're playing the Forest healer. This gives and additional layer on PvP and PvE strategies.
Leveling and XP
Creatures gain XP when another creature is defeated, they need to however deal damage to enemy creatures to earn a share of the XP.
We definitely want to prevent "boosting" of creatures, for instance in older games of this kind you may see players send out a low level creature first into the scene to face a high level enemy creature, then quickly swap it out before the enemy creature gets to do a move on it which would most likely insta K.O. your lowbie creature. At the end of the battle after your higher level creature defeats the enemy the lower level creature would share 50% or so of the XP gained by defeating the high level one which boosts the low level creature by many levels.
Thus we're instead basing this off of how much damage your creatures do, they get a share of the XP. However if your creature faints it won't receive any xp, no matter how much damage it did, and the next creature won't receive full xp for the damage your now fainted creature managed to do - that xp is simply lost.
We don't want players to cheat their way to easy xp and avoid the grinds that others have to play through, no matter if they've already done the grinds before or not.
Healers will generally receive around 3x less XP than your creatures, this is because we want players to have at least 3 creatures around the same level as your healer when leveling up.
PvE vs PvP
PvP will generally not give players and creatures any XP, this is because in PvP you don't want to think about what type is battling against what type because there the only thing that matters is victory. There'll instead be different rewards there rather than XP. Some players may even not want to level up creatures or healers so they can stay at certain brackets with them, there'll also be an option to "halt" XP gain so that you can still do PvE with those creatures and healers you want to stay in a certain bracket so you can continue to face wild creatures for material gathering or item finding+crafting for those specific levels.
There may be some differences in how stats affect creatures and players between PvE and PvP, this is because we understand that balancing this kind of game can be highly difficult for each level brackets and then also between PvE and PvP, thus there'll be a form of "cheat code" for us to aid the balancing of PvP compared to PvE by altering how certain stats or resistances or items scale in PvP. More info on that as we get closer.
Earnings
Naturally, PvP which will be more competitive and harder to get good at, will be more rewarding in terms of top players and other participants being able to receive items, materials and zing rewards there that may be very, very hard and rare to find in PvE. They may also be able to receive league/bracket/seasonal titles, achievements, profile picture banners, healer item skins, and various rare loot such as capture devices, mounts, bagpacks, etc, from soulbound to tradable that may be time restricted as well and never to be able to be collected/won again in the future.
Our focus is definitely to make PvP the more rewarding aspect of the game, but there'll definitely be a lot of room for different PvE aspects as well.
We are quite excited of everything we have planned and are hoping that we'll be able to catch up to those plans soon so you can all participate in the game. Let me know what you thought of some of the things mentioned here in the post today!
Grass type feels the weakest element of the bunch from the spreadsheet. Maybe not even the weakest, but highest risk for highest reward for sure :D
Too early to tell :D
Hmm strong Vs weak never really caught my enthusiasm, not much for PvE but for PvP, the first putting in the creature gets counterpicked, if both pick at the same time the it turns to a random lottery
Thanks for the update! I'm looking forward to seeing this all in action eventually!
Yo this looks dope! You guys really put in serious thought into how everything connects, healers, rarity, PvP bracket strategy, even that leased leveling system... that's wild 😮🔥. Can’t lie, this got me way more hyped to get into it. Just hope my brain can handle all the strategy 😂 Keep 'em rolling!
Sounds like this game is bringing serious depth to strategy, love how type matchups, healer synergies, and risk-reward leveling all play a role!
The idea of weak versus strong type matchups is interesting; it brings in a strategic element that pushes players to think carefully about their decisions instead of just using raw power.
I'm not familiar with the game, but, for me it looks like a character in an anime (Pokemon). I loved these characters. It has a very good graphics and very captivating. If I'm the one playing, I don't mind choosing the element, I just chose the cutest character. 😊
It feels like we've been waiting forever for Holozing to come out. I hope the game is successful and brings peeps to Hive as well!
My greetings and admiration for you dear @acidyo How wonderful what you present to us, this preview shows that we are facing a really fascinating creation, full of color, emotion and lots of personality, it will surely captivate both adults and children, no doubt.
My sincere congratulations for this promising work, I send you a big hug full of admiration and joy.
🤗🌹
Greetings @acidyo .. spectacular, now with this post you can appreciate and observe the details and particulars that will characterize this spectacular and wonderful game, which I am sure will ultimately be a success for both adults and children... in short, a mythical compendium of great emotions and adventures... I send you a very fraternal hug and my admiration...!!!
Good to see y'all getting the mechanics all figured out. I would not even know where to start.. lol
hmmmm, four leaf clover gurl looks so peaceful. yea.. Victory is all that matters! 💪😎👊
This game is gonna be a game changer 😄.
lol
I hope you're doing well, my friend. Greetings. This news is exciting because it gives us details of what's coming up, and it's great. I'm glad.
It makes me think about how different strategies could evolve in PvP matches. Can't wait to see how it all plays out in the game
Normal seems reasonable type for safe play 😅😅 Waiting for the game.
It looks like there's going to be a lot of excitement in those matches, but playing it will be even more exciting.
Waiting patiently.

Looking forward to this game, silent follower on this new game changer.
Let's look forward to those big battles, it will be epic. Saludos cordiales
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Good to hear an update as always! :)
I quite like how it sounds like a futuristic pokemon, I hope the gameplay is interesting enough to keep us hooked for a few hours.
Quite interesting implementations I must say 🥰
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Very interesting. It can be limited by time and can never be collected/won again in the future. A unique creation.
sounds like you just mentioned a random part of the post
Nice! :D
@acidyo this is a little off topic but didn't know how to personally reach you with regards to this problem I faced with reddit posh.
I made this post but realized I the image was not working well, couldn't edit cause Reddit does not allow so I deleted. I made the post again this time properly. It's gain some traction but don't know how to link it to my hive account. Any help or nothing can be done about it
The new post
Finally pulled the trigger and purchased an alpha vial!
As I read this article, I realized that Holozing is not just another NFT-based game — depth and strategy are both well-balanced here.
The type vs. type battle history tracking system seems quite innovative, it will encourage even many casual players to become a little ‘master’.
The synergy of healers and creatures, especially the PvP vs. PvE reward focus, makes the entire gameplay mechanism feel much more real and balanced.
The rarity effect of “easy route vs. hard route” is a very good gamification — taking a little risk will lead to high rewards in the future, which is missing in many games.
All in all, the article is not only informative, but also reveals a lot of developer-mindset. I am eagerly waiting for the game!