to put it short, the plans here are to create powerful nfts that can be used in multiple games of our ecosystem and for the project to keep creating different versions of games to suite everyone's niche. I.e. we don't want to just settle for an autobattler or hearthstone-like game. We want our nfts to be cross-compatible on multiple games and potentially collaborate with others in the future. While we're going to start off with a world of warcraft x pokemon-like round based battler, that's only the beginning.
At the same time we are also quite unique as to where token issuance launched fairly without giving founders or team a premine but rather paying artists, developers and helpers putting in time and effort in hive. So anyone helping to crowdfund it gets some value back and this is something we aim to keep as is, i.e. wages won't increase dramatically and if the project becomes successful it doesn't mean that the founder or team become rich overnight, they have to be invested in the project and token themselves which is not the case for everyone. Furthermore I also have to keep purchasing tokens and ingame assets as the founder if I want skin in the game.
Either way. it's quite an experimental project I don't think we will be seeing many copy. The base idea of healer x creature is also quite unique and leaves a lot of game genres open. For instance it could easily be turned into a unreal 5 mmorpg and work well if we had millions to fund it, but we're going with the start small and grow from there rather than asking people for too much money and things maybe not working out.
Very cool! Thanks for the reply! And is it going to be a pay-to-win type of system like a lot of games nowadays - especially on blockchain? Or do you plan to equilibrate things a bit?
Have a good one!
It'll be in different brackets weighted based on rarities and win rate. Some pay2win can't be completely removed from these games, it's also something that drives markets and volume forward, I.e. someone finding a super rare and high stats creature may want to sell it for 1000 hive because he's not that interested in competitive pvp, however someone actively playing highend competitive pvp on a daily basis may want to invest 1000 hive in that creature so they can utilise it in their battles against other players with similarly strong creatures.
Brackets means we will allow players to enter pvp with creatures of max purple/epic rarity vs others of similar stat rarity so you won't get wrecked by someone with the most expensive/rare creature but instead know that your opponent can't have much better creatures than you so it'll be more about tactics, strategy, knowledge and some luck. Weighted rewards means that lower rarity brackets will simply offer less rewards to top players than the higher rarity ones since those cost the most and are the rarest.
There'll be brackets for a lot of different things though, level restrictions (players can only pvp in this bracket if their healer and creatures are lvl 2-10), rarity restrictions on healer items and creatures and maybe even class/creature type restrictions/edition restrictions (alpha/beta/etc).
Well what I was hinting at is that do you favor being good at the game versus just having spent all your cash. If brackets are only meant to separate the rich from the poor, I think personally it kind of suck. If it separates the good players from the casual, it's another thing.
I can play Pokémon without spending thousands of dollars and can still win is where I'm getting at. On the other hand I still need a deck that costs money and some rarer cards on the market that's a given.
I think balancing things out makes the gamers stay long term. Though from what I understand you seem to understand this.