Genesis League Goals | Ranked System, Ranked Rewards and Daily Pass

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This post will explain Ranked & Rewards system for Genesis League Goals (GLG), a game on Genesis League Sports (GLS) Platform, in partnership with the Major League Soccer Players Association (MLSPA). Compete with your favorite MLSPA players in the form of NFTs, manage soccer teams and win rewards in this rapid tactic strategy game that will utilize NFTs, cryptocurrency, and the Hive blockchain – Genesis League Goals!

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Ranked System (Rating, Fans, Rshares & Earned XP)

Rating System

Genesis League Goals will utilize an ELO rating system to assess user ratings. You can find the algorithm, along with example calculations for the ELO rating can be found here. In short:

Players with higher ELO ratings have a higher probability of winning a game than a player with lower ELO ratings. After each game, the ELO rating of players is updated. If a player with a higher ELO rating wins, only a few points are transferred from the lower-rated player. However if the lower-rated player wins, then the transferred points from a higher-rated player are far greater.

Important highlights on rating system:

  • The rating system will be a standard ELO rating. No bonuses will be applied on the rating system to cause an inflationary rating or competitive problems. All the bonuses will apply to Fans, Rshares and rewards.
  • Individual team ratings will be implemented, capping the tier a team can participate in. To progress to the next tier, teams must meet specific Fan quantity and rating criteria.
  • Each match can result in a maximum gain or loss of 50 rating points.

Tiers

Users can engage in gameplay and ascend through five tiers. Initiation occurs at the lowest tier, with progression contingent on acquiring rating and Fans to advance to the subsequent tier. Each tier is limited by the highest permissible XP level for cards played within it, ensuring equitable and balanced competitive play. The utilization of cards with XP levels beyond the tier's maximum allowance will be restricted.

TiersMin Card Combine Level RequiredMax Card XP Level AllowedMin RatingMax RatingFan RequirementsFan Limits
Solo1100799-1,800
Local1308001,5999006,000
Regional3601,6002,3993,00024,000
National5902,4003,19912,000120,000
Global81003,200-60,0001,000,000

Each tier will have a minimum combine level requirement for athlete cards. Teams using cards with a combine level below the specified minimum requirement will incur penalties, receiving reduced Fans, Rshares, and consequently, diminished rewards. Teams will still be able to earn XP, but GLX and Pass Points earned (required to earn skills) will be reduced. To advance to the next tier, teams must satisfy minimum criteria for both rating and Fan count. Once a team meets the requirement, it will be auto promoted to the next tier or vice versa.

Once a team's total Fan count reaches the maximum limit, it will stop earning Fans. This will not affect rewards as those are based on the total number of Fans and not the earned Fans. This is to make sure there is a ceiling that can be achieved while staying in a tier. To grow the number a team's Fans beyond the tier limit, teams will need to compete in a higher tier.

Easy Ranking for Solo Tier

Teams participating in the Solo Tier will experience a set rating adjustment, irrespective of the opponent's rating or their strength.

  • Wins will result in +50 rating gained
  • Draws will result in +20 rating gained
  • Loss will result in -20 rating loss

Note: The computation of Fans, XP, and Rshares will be determined solely by the rating change in the Solo tier. For the remaining tiers, the rating system described in the previous section will be applied.

This will ensure easy onboarding of new users and help them understand the game, team management and a winning strategy before they start competing with a better team. This approach enables more skilled teams to climb in the rankings effortlessly, promoting to the next tier. Simultaneously, it facilitates a positive learning experience for new users without the discouragement of struggling to attain higher ranks without significant investment. Given that the Solo Tier receives the minimum rewards from the ranked pool and makes no contribution towards the Daily Pass, we expect users to encounter minimal challenges while they play and learn game mechanics.

Disclaimer: We may update how ranked works in the Solo Tier based on user feedback and data.

Fans

Fans are the reward system (Rshares) for Genesis League Goals. Fans come from multiple aspects such as:

  • Fans from a Team
  • Fans from gameplay i.e.
    • Earning Fans by winning a match or upon gaining rating points for the match
    • Lose Fans when a match is lost or upon losing rating points

Total Fans of a Team = Team Fans + Earned Fans

Fans from Teams (Team Fans)

Team Fans will be assigned to a team after the team is created or changes/edits are made to the team. The purpose is to make sure that cards/teams have a starting point with Fans which will also serve for filling stadium seats, minimum Fans requirements for tiers, rewards, etc.

Each card (either player or coach) is assigned 5 team Fans per one regular copy card (per regular BCX). A multiplier of 5 is used for gold foil cards, i.e. a single BCX of gold foil version of card will have 25 team Fans. The table below shows the number of team Fans per card for both regular foil and gold foil versions. Team Fans will start to grow as cards are combined.

Regular Foil
Combine StarsTotal Cards CombinedTeam Fans per card
115
2210
3420
4840
51575
630150
755275
8105525
92101,050
104002,000
Gold Foil
Combine StarsTotal Cards CombinedTeam Fans per card
1--
2125
3375
45125
58200
613325
720500
835875
9601,500
101002,500

A max combine level team of regular foil cards (1 coach and 22 players) will have a maximum of 46,000 team Fans. Similarly, a max combine level team of all gold foil cards (1 coach and 22 players) will have a maximum of 55,000 team Fans. If a team consists of different combine level cards and mixed foils (both regular and gold foils), team Fans can be calculated based on numbers given in above tables.

Fans from Gameplay (Earned Fans)

The accumulation of Fans will be determined by the number of wins a team achieves. Winning matches will earn Fans while losing matches will result in a loss of Fans.

These will be calculated based on the rating earned during the match. This will also solve problems for draws and ease Rshare calculations for GLX rewards at a later stage. In short:

  • Positive rating earned during a match will result in an increase in Fans earned
  • Negative rating earned during a match will result in a decrease of Fans earned

Formula for Earned Fans

Earned Fans = (1 - penalty) * (1 + bonuses) * (Rating Change) * (Fans Tier Factor)^2 * (FansRatingMultiplier)

The following table shows the estimated maximum earned Fans range at mid-way point of each tier per match. (This doesn't include bonuses, penalties, etc.)

TiersRange of Fans earned per match
Soloup to 50
Localup to 113
Regionalup to 450
Nationalup to 2,813
Globalup to 25,313
Rating Change

It is the rating gained or lost by the team/user.

Fans Tier Factor

The Fan tier factor is determined by the user's playing tier, with higher tiers featuring a greater factor, leading to increased Fan earnings. This guarantees that the minimum number of Fans earned in a higher tier will consistently surpass the maximum number of Fans obtained in a lower tier. Such a system encourages users to transition from lower to higher tiers in order to boost their Fan count.

TiersFans Tier FactorLowest Tier Rating
Solo10
Local1.5800
Regional31600
National7.52400
Global22.53200
Fans Rating Multiplier

The Fan rating multiplier will be calculated based on the tier the user is playing in. It will range from 0.5 to 1.5 in value. Any value more than 1.5 will be rounded back to 1.5. This ensures that each tier has a progressive path to earn more Fans at the top of the tier. Generally speaking, the top of each tier will earn 3 times more Fans than the bottom of the tier. This allows teams to rank up in their tier in order to earn more Fans, resulting in more rewards.

Rating Multiplier = Minimum of [(400 + User Rating - Lowest Tier Rating) / 800 , 1.5]
Fan Bonuses

All the applicable bonuses will be added together in (1 + bonuses) part of the formula. For example, if the user has both a gold foil (GF) and a win streak bonus, the formula would look like this: (1 + GF bonus + Win Streak Bonus)

Gold Foil Cards

Each gold foil card has a 2.5% bonus. For example, if a team has 10 gold foil cards regardless of their position in the team, the bonus will be 25%. If a team uses all gold foil cards, then the total bonus will be 57.5%.

Win Streak Bonus

If a team wins 3 matches in a row, a 5% bonus will be added for the win streak in the 3rd match and each win onwards. For example, if a user is on a win streak of 5, the bonus for 6th win will be (20%). This bonus is capped at 25%. It is important to note that this bonus is exclusively applicable to wins. In the event of a loss or two consecutive draws, the bonus will reset to zero. A single draw does not interrupt the win streak.

Team Synergy Bonus

Team synergy can have up to a 10% bonus. The bonus will vary linearly based on team synergy. More details to be shared in the synergy post.

Other Bonuses (Title or Coach Ability )

A team may receive additional bonuses contingent on titles staked or the abilities granted by an active coach card. Title bonuses will be only applied if the title is staked to the team. Coach card bonus will only apply if a Coach is active in the team.

Special Promotion Bonus

This bonus will only apply during special promotions or events and will be specific to the promotion. Details will be shared when promotions or events are active.

Penalties

Penalties will be applied for using lower combine level cards than required for each tier.

Note: By default penalties are zero and will be added as an enhancement. More details will be shared in future.

Reward Shares (Rshares)

Rshares will be determined by the overall Fan count of a team. Upon winning a match, Rshares will be allocated to the Rshares pool, influencing GLX rewards for the respective tier in proportion to the team's total Fans. Losing a match, however, will not result in any contribution to Rshares or GLX rewards.

For draws, Rshares for both teams will be calculated separately, but only half of the Rshares will be contributed to the pool to get GLX rewards.

To maintain fairness and prevent users at the lower end of a tier from receiving higher rewards than those at the top end, the Rshares will be constrained by the Maximum Rshares Limit. This limit is determined by a function involving maximum fan limits and the maximum Rshares factor for each tier.

Formula for Contributed Rshares is:

Contributed Rshares = GLX Staking Multiplier x (1 + Bonuses/10) x Minimum of (Total Fans of Team , Maximum Rshares Factor x Maximum Fan Limit of Tier)
Rshare Bonuses

The same bonuses will be applied as earned Fans.

Maximum Rshares Factor

It’s proportional to the position (rating) of team in a tier. As teams rank higher in a tier, Rshare earning capacity will increase. This will make sure teams at top of a tier earn higher than teams at the bottom of a tier. If a team has the maximum Fans for a specific tier, then it will earn ~4.5 times more Rshares than teams at the bottom of a tier.

XP Earned

XP earned will be proportional to the rating change or earned for each match. The bigger the rating change, the larger the XP award is. A win against a strong team (high rated) will result in bigger gains in XP vs a win against a similarly rated team.

XP Earning Formula and Calculations

XP earned will increase proportional to the team rating. As teams proceed to higher tiers, more XP can be earned. This will make sure that teams playing at higher tiers get to level up cards faster than the ones playing at lower tiers. The progression of XP will be shared in a Leveling and XP post.

XP earned will be directly proportional to the absolute sum of the rating gained and lost by players.

XP Earned = (1 + Bonuses) x (Match Result Factor) x (Absolute Sum of Rating Change of both players in a match) x (Rating Multiplier for XP)
Updated to:

XP Earned = (1 + Bonuses) x (Match Result Factor) x 50 x (Rating Multiplier for XP)
Match Result Factor
Match ResultFactor
Win2
Draw1
Loss0.5

For example, if a match concludes with a +20 rating for the victorious player and a -10 rating for the defeated player, the absolute sum of rating changes for that match will be (20 + 10) = 30. The winner will receive 60 XP while the loser will receive 15 XP. In the event of a draw in the same match, both players will earn 30 XP each.

NOTE: This is XP earned per match. It will be distributed among all the cards in the team. More details to be shared later with XP & Levelling post.

Rating Multiplier for XP

The rating multiplier will be calculated based on the user rating and tier. It will range from 1 to 6 in value. This makes sure that each tier has a progressive path to earn more XP rewards as users gain more rating or move to higher tiers. This allows users to rank up in their tier or move to a higher tier to earn more XP and level up cards faster.

Rating Multiplier for XP = Minimum of [(800 + User Rating) / 800 , Rating Multiplier Cap for XP for the tier]
Rating Multiplier Cap for XP
TiersRating Multiplier Cap for XP
Solo2
Local3
Regional4
National5
Global6
XP Bonuses

The same bonuses will be applied as earned Fans.

Ranked Rewards, GLX Staking Requirements & Daily Pass

Ranked Rewards (GLX)

As per goals whitepaper, 5M GLX rewards are allocated for ranked gameplay per season. Ranked rewards for GLX will be divided among different pools for each tier in the ranked system. Teams playing in that tier will be able to earn GLX from the tier pool based on Rshares contributed by winning matches.

The following table shows the rewards distribution for each tier per season.

TiersDistribution Factor% of TotalGLX / Season
Solo11%50,000
Local44%200,000
Regional1515%750,000
National3535%1,750,000
Global4545%2,250,000
Total100100%5,000,000

GLX rewards for a match will be calculated as follows:

Calculated GLX Rewards = (Tier Reward Pool) x (Contributed Rshares of the match) / (Total Contributed Rshares in last 24 hours for the tier)

Distributed GLX rewards = Min(Caluculated GLX Rewards, 0.01% of the Tier Reward Pool)

GLX Staking Requirements

Teams must stake GLX to unlock the highest rewards possible. While any team can earn Fans, XP, and in-game achievements to their maximum extent, staking GLX is essential to optimize team GLX rewards and Daily Rewards. All teams have the opportunity to earn GLX, but those with staked GLX will receive rewards proportionally greater than teams without staked GLX. This system promotes a healthy overall economy, as staking more tokens leads to increased rewards, albeit with diminishing returns.

GLX Staking Multiplier = Max((staked_glx / (staked_glx + rating_constant)) * 10, 1)
rating_constant = ((rating) * 0.012) ^ 3

Please note that GLX staked will need to be assigned to a team. For the initial release, GLX staked in an account will be sufficient until the functionality of assigning GLX to teams is added.

Let's attempt to provide a more straightforward explanation for the formulas mentioned above. First, it’s important to note that the GLX multiplier can never go below 1x, even if you have 0 GLX staked or delegated to a team. That means you do not need any GLX at all to still earn some rewards. The more staked GLX you have, or have delegated to you, the higher your multiplier will be, up to a max of 9.99x.

The amount of staked or delegated GLX required to achieve a specific multiplier is contingent on the team rating. As the team rating increases, a higher amount of GLX becomes necessary to sustain the same multiplier. However, this doesn't imply that players must continually purchase additional GLX as they progress. It's important to note that players will accumulate more GLX through gameplay and winning matches, in addition to the standard rewards (GLGT) for GLX staking. Consequently, their staked GLX will naturally increase as they advance in rating, and they also have the choice to stake additional GLX if they wish to enhance their rewards further. In the future, options such as renting or delegation will be introduced to acquire more staked GLX.

The table below shows the amount of staked or delegated GLX required to achieve different multipliers at various ratings based on the above formula:

Rating3x5x7x9x
40047.40110.59258.05995.33
800379.17884.742,064.387,962.62
12001,279.712,985.986,967.3026,873.86
16003,033.387,077.8916,515.0763,700.99
20005,924.5713,824.0032,256.00124,416.00
240010,237.6623,887.8755,738.37214,990.85
280016,257.0237,933.0688,510.46341,397.50
320024,267.0456,623.10132,120.58509,607.94
360034,552.1080,621.57188,116.99725,594.11
400047,396.57110,592.00258,048.00995,328.00

Daily Pass

The Daily Pass is the way to earn skills in game. When a match is won, pass points will be added to daily pass progress. For each level unlocked in the Daily Pass, a skill will be earned. The Daily Pass will be based on the tier the team is playing in. The following table shows the maximum number of levels that can be unlocked for each tier.

TierLevels (Cap)Skills per Level
Solo--
Local101
Regional201
National351
Global521
  • The Daily Pass will be Team based, so each team will be able to have its own progression for the Daily Pass.
  • The maximum level attainable with the Daily Pass is determined by the tier at which it is initiated. For instance, a team commencing in the local tier can unlock up to 10 levels, whereas a team starting in the National Tier can unlock a maximum of 35 levels.
  • As users move up in higher tiers, more levels are unlocked. If a user promotes to a higher tier, further levels will be unlocked without hindering the already gained progress.
  • If a team demotes to a lower level, no change in pass level is required. It will reset to the correct level after the daily reset.
  • Daily Pass Progress will reset every 24 hrs at 00:00 UTC.
  • Users should be able to collect their gained rewards any time as they unlock a level, but if no rewards are collected, then they will be able to claim rewards before starting the next day.

Each level will require 3000 Pass Points to unlock the rewards. Pass Points will be calculated based on Rshares earned by a team in the match, that means pass points are a direct function of tier, rating, Fans and GLX staked by the team. Teams will be able to earn more Pass Points as they move up in rating, gain more Fans, move to a higher tier or stake more GLX.

Pass Points gained per match = Rshares Contributed / (Staking Constant x Pass Points Adjustment Factor)

In this context, the staking constant remains a fixed numerical value, whereas the pass points adjustment factor is a rating-dependent function.

These elements are structured to ensure that an adequate amount of GLX is staked, and users can exclusively maximize rewards at the upper echelons of tiers. While acquiring skills might pose an initial challenge, the process becomes significantly more accessible as teams accumulate Fans and unlock levels. We will vigilantly monitor data and make adjustments to these factors if necessary.


Please note that the team has confidence in all the provided numbers and formulas, but details are subject to change based on data and user feedback. We anticipate that this system will effectively balance competitiveness and rewards for teams while fostering fair gameplay for all participants. See you soon on the pitch! Go get some Goals!!!

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Very intriguing a lot to digest. Great work team ! This will all be amazing when implemented. Very well thought out IMHO.

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I like that Draws are positive :)

A very detailed post and doesn't leave me with any questions for now.
All I know is I need more GLX now :D

Awesome guys, finally we are moving again.

How long have we been waiting for this))

Impressive. Beautiful. Thank you! :)

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