wick#0001
Game Economy

wick#0001 Game Economy

<aside> 📄 Authors Note: All tweaks & reworks mentioned in this article are subject to change, and will be extensively tested throughout the entire beta period. Do not make any financial decisions solely based on this read!

</aside>

Thesis

In our efforts to develop a polished & flawless game experience, we identified a number of flaws that if left unchecked could cause unintended consequences later in the game’s lifecycle. The current enhancement system outlined in the whitepaper makes leveling existing Heroes / Fighters through enhancements unattractive, and promotes the immediate inflation of archetypes (Fighters, specifically).

As it stands, CFTI sinks outside of minting and selling fighters remain unattractive and potentially damaging to the game economy.

Fighter Enhancement Changes

Proposed Fighter enhancement changes are as follows:

$$ enhancedDPS=1.6(baseDPS)ln(desiredEnhancementLevel)+(baseDPS) $$

New Fighter Enhancement Cost / Effect Table

This improved model should, in theory, make minting and burning a fighter early game to level up an already existing fighter incredibly attractive for all players. In turn, this should also stifle the incredibly inflationary effect of new/unwanted fighters in the early game.

A fighter, beginning with a base DPS of 1100, (rounded to the first digit):

Untitled

Untitled

Hero Enhancement Changes

Heroes, when compared to Fighters, should take much longer to upgrade and should remain at the highest end of $CFTI sinks present within the game. The team is in agreement that the time required to upgrade / $CFTI costs should increase in this order, with players potentially looping back to upgrade their Fighters or Heroes after minmaxing: