# Gaming Update #4

## From Common to Unique: Reshaping MetaFight's Rarity Dynamics

*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.&#x20;

{% hint style="info" %}
Now available in MetaFight:

* Discover a mini-game, fill quests and try to win upcoming $MFT -> [<mark style="color:orange;">**MetaFight Puncher**</mark>](https://t.me/Metafight_Punch_Bot)
  {% endhint %}

***

### <mark style="color:red;">Overview</mark>

<figure><img src="https://2513367675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fp5mtI05Xf4qu5ocLdbRp%2Fuploads%2FXBCPXRX0fTVfDsD12ACj%2FGame-Update-4-2.png?alt=media&#x26;token=06b719f5-b50f-4b78-b28c-4d26ac8a36cc" alt=""><figcaption><p><em>Illustrative image - not final design</em></p></figcaption></figure>

The cards exists in 7 rarities with specifications:

#### <mark style="color:orange;">Tutorial</mark>

* **Starter**: Tutorial card&#x73;*, non tradeable, non usable past the tutorial.*\
  :grey\_question: *For Starter owner ->* [*<mark style="color:purple;">What happens to the owned Starter cards ?</mark>*](#what-happens-to-the-already-collected-starter-cards) :grey\_question:

***

#### <mark style="color:orange;">Non-Tradeable</mark>

* **Common**: Starting rarity tier, usable in all modes, used to upgrade of upper rarities.\
  :grey\_question: See [*<mark style="color:purple;">Evolve Your Fighters: Unleash New Potential with Card Upgrades!</mark>*](https://wiki.metafight.com/whitepaper/~/changes/P4CmGawajSeH3nmlVDDQ/mcg-wiki/beta-version/gaming-update-3)  :grey\_question:

***

#### <mark style="color:orange;">Tradeable</mark>

* **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*

{% hint style="info" %}
***All cards exist in all rarities*** ***to the exception of Fight Enhancement Card** which exists in only one version (supply TBD).*
{% endhint %}

***

### <mark style="color:red;">Why are there rarities ?</mark>

#### <mark style="color:orange;">**Supports Balanced Progression**</mark>

* 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.

#### <mark style="color:orange;">**Encourages Collection and Personalization**</mark>

* 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.

#### <mark style="color:orange;">**Enhances Player Engagement and Motivation**</mark>

* 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.

***

### <mark style="color:red;">What's the difference between each rarity ?</mark>

We identify three main differences between the various rarity

#### <mark style="color:orange;">Experience & Loot</mark>

* **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&#x20;

#### <mark style="color:orange;">Transferrability</mark>

* Tradeable: These can be traded&#x20;
* Non-tradeable

#### <mark style="color:orange;">Range of Stats</mark>

* The range of each stat is different according to the rarity:&#x20;
  * All stats on cards: The range of available stats is reduced as the rarity rise, resulting in a higher overall powerness\
    \&#xNAN;*Example: If any of the* [*<mark style="color:red;">**Physical Stat**</mark>*](https://wiki.metafight.com/whitepaper/~/changes/P4CmGawajSeH3nmlVDDQ/mcg-wiki/beta-version/gaming-update-1#key-features) *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.*

### <mark style="color:red;">Upcoming Features</mark>

Here are some features that won't be integrated into the first release of the Beta but will be implemented on next updates.

#### <mark style="color:orange;">Reroll Fighter card Stats</mark>

You've drop your favourite fighter but its stats aren't to your liking ? :arrow\_forward:  Reinitialize their core stats in exchange of $MFT.

#### <mark style="color:orange;">Dismantlement</mark>

You've got Tradeable cards that aren't useful anymore ? :arrow\_forward: Dismantle them, get back resources to build new ones.

{% hint style="info" %}
These are features that will be integrated into the Beta version but keep in mind that concept might evolve.
{% endhint %}

***

### <mark style="color:red;">FAQ</mark>

<details>

<summary>Can I play a Silver fighter card equipped with Bronze Equipment Card or Coach ?</summary>

**Yes**, any rarity can be paired with any rarity.

</details>

<details>

<summary>Can a Silver Fighter card fight against a Bronze Fighter card ?</summary>

**Yes,** the matchmaking won't apply strictly on a Rarity-basis but rather on [*<mark style="color:purple;">**total power**</mark>*](https://wiki.metafight.com/whitepaper/~/changes/P4CmGawajSeH3nmlVDDQ/mcg-wiki/gaming-update-2#strategy-and-tactics).

</details>

<details>

<summary>Can a Common Fighter card be upgraded ?</summary>

**No**, Common Fighter cards are used to upgrade the Tradeable cards.

</details>

<details>

<summary>Can a Common Fighter card evolves into a Bronze card or Tradeable card ?</summary>

No, Common Cards will remain non-tradeable and cannot change their rarity.

</details>

<details>

<summary>What happens to the already collected Starter cards ?</summary>

If you've participated in the Alpha version (Feb-Nov 2023) or in the MMA Collector's Pad and gained Starter cards, **your cards will be switched into Common ones.**

</details>
