wick#0001
Game Economy

wick#0001 Game Economy

<aside> 📄 Authors Note: All thoughts mentioned in this article are heavily subject to change. The “Thoughts and Ideas” series provides insight into how to team intends to approach points of interest on the games roadmap in hopes to stimulate community conversation surrounding these topics.

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Items will provide incredible depth to the game economy following the initial launch and will be implemented following the Guilds update (late Q1 / early Q2 2022). Hero items will be the first items available within the game economy, with Fighter items to follow.

Items should be the distinguishing factor between high-level parties, while still providing a small boost to parties in the early game. Incredibly rare and powerful items should be sought after by top-tier players and Guilds. High level players with the most powerful items will have an exponential statistical advantage over the similarly-leveled players with no items - this should further incentivize the leveling of Heroes and Fighters to utilize these powerful items.

Initially, items will only be obtainable through foraging and random boss drops, with boss drops being exceedingly rare but potentially providing the most sought-after and powerful items within the game. Crafting and item gacha boxes are both possibilities later down the line, along with a long list of other ideas and ways to obtain both cosmetic and non-cosmetic items.

Overall Item Rarity, Bonuses, and RNG

All items should be unique, vary in rarity, vary in the base level requirement, and have an RNG tolerance for bonuses.

Items that share a name will always have the same rarity, but may vary in the base level requirement and vary in statistical bonuses.

Items should vary in rarity, vary in base droprate, and have a number of bonuses tied to the rarity of the item:

Items with the same name (and therefore the same rarity) should have a base stat average correlated to the level of the item. The level of an item will determine the level of Hero required to equip that item. An average level 1 “Sword of Strength” (common item) will be roughly equal to the worst outcome of a level 3 Sword of Strength. Here is what a spread of the stats of an item might look like based on the level of the item:

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Some scenarios, to clarify how this system might work. Scenario 1:

  1. Player RPNoob finds the “Sword of Strength”, a common item, while foraging with a level 1 Hero, and chooses to mint it.
  2. This Sword of Strength is level 1, and able to be equipped by any level 1+ Hero.