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RE: Capture Logic

Let me start this by saying the heaviest I got into Pokemon myself was playing Pokemon go for about two weeks only because there was a battle place at the park near by lol

That doesn't mean I don't like the game in fact I loved it but I realized I was sinking a ton of time into it. That's what motivates me a lot about web3 games is that that time can at least present some revenue so fun plus earning even a little is pretty awesome I think.

I like the break down of the capture rate explained here and I don't think it's all that complicated. It's really going to come down to how it's explained in the UX/UI design of the game. The more polished and clear to the point it is the more attractive it's going to be to the masses. Too complicated of structures or understanding can really hurt player base. But with more detail you often get much more dedicated players so it's important to find a middle ground.

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Yeah I definitely agree, we want everything to be as simple and quick for the end user as possible. Something that came to mind, for instance say you have a certain amount of items in your inventory, a certain set of gear items you want to use for PvE (where you have as much luck in your different items as possible) you should be able to quickly equip it even if it's not literally happening on-chain. It'll be enough that the game and website know you own these items and the game server checks you still own them to let you use them rather than relying on the chain as some other games do that I've noticed. Being able to swap quickly between PvE Luck gear to PvP gear or a more tanky/lasting gear and other combinations should be as easy and quick as possible for the best UX.

A lot of actions we definitely want to keep on the server rather than blast chain transactions constantly cause not everything needs to be verifiable and immutable.