4οΈβ£Gaming Update #4
Last updated
Last updated
Whether you played during the Alpha version or joined the project more recently, come and discover the new types of cards that will be usable in the game. It drastically changes from the previous version as we wanted to go deeper into the simulation, the strategic aspect, and the realism. This is also a perfect opportunity for new players to understand and join the game.
We've slightly reworked the rarity system so as to dose the progression curve and open up the realm of possibility. We've got a feeling of advancement for all players as well as a coherent system paving the way for future developments.
Now available in MetaFight:
Discover a mini-game, fill quests and try to win upcoming $MFT -> MetaFight Puncher
The cards exists in 7 rarities with specifications:
Bronze: Tradeable, higher overall stats than lower rarity. 300 supply per card.
Silver: Tradeable, higher overall stats than lower rarity. 150 supply per card.
Gold: Tradeable, higher overall stats than lower rarity. 50 supply per card.
Legendary: Tradeable, higher overall stats than lower rarity. 10 supply per card
Unique: Tradeable + Max stats . 1 supply per card
All cards exist in all rarities to the exception of Fight Enhancement Card which exists in only one version (supply TBD).
A well-designed rarity system helps in balancing progression by providing items and characters that scale in power or utility. Players can start with common items and work their way up to rarer, more powerful ones, which provides a structured and rewarding progression path.
It helps in managing the game's difficulty curve, ensuring that players gradually gain access to more powerful tools as they become more skilled.
Collectible elements with different rarities cater to a variety of playstyles and preferences, allowing players to personalize their experience. This customization can make players feel more connected to the game.
The rarity system supports a collector's mindset, rewarding those who seek to complete sets or acquire the most unique items.
Rarity systems create a sense of excitement and achievement. Players are often motivated to collect rare items or characters, which can drive ongoing engagement with the game.
The pursuit of rarer items can keep players returning, providing a long-term goal that enhances replayability.
We identify three main differences between the various rarity
Experience: The amount one fighter card provide after a fight to increase the Manager's level, which as its rise
Loot: The amount one fighter card provide
Tradeable: These can be traded
Non-tradeable
The range of each stat is different according to the rarity:
All stats on cards: The range of available stats is reduced as the rarity rise, resulting in a higher overall powerness Example: If any of the Physical Stat is [1-10] in Common, in Bronze it ranges [2-10] and so on for following rarities. Nor the numbers no their factor are accurate and serve only the purpose for example.
Here are some features that won't be integrated into the first release of the Beta but will be implemented on next updates.
These are features that will be integrated into the Beta version but keep in mind that concept might evolve.
Starter: Tutorial cards, non tradeable, non usable past the tutorial. For Starter owner -> What happens to the owned Starter cards ?
Common: Starting rarity tier, usable in all modes, used to upgrade of upper rarities. See Evolve Your Fighters: Unleash New Potential with Card Upgrades!
You've drop your favourite fighter but its stats aren't to your liking ? Reinitialize their core stats in exchange of $MFT.
You've got Tradeable cards that aren't useful anymore ? Dismantle them, get back resources to build new ones.