A Message from the Game Designer

The history of P2E (Play to Earn) began with Axie Infinity, and in more recent events STEPN became a huge hit. STEPN has learned from Axie Infinity and implemented a more sustainable structure.

In Axie Infinity, the utility of the reward tokens (SLP) you earn was weak, and SLP became just a token to be sold, except only to be consumed for mint costs.

In addition to the mint costs, STEPN is more utility-intensive, with GST, a utility token, being consumed to level up NFTs, upgrade gems, and repair NFT’s durability values.

We have been following the above two well-known representative P2E projects and others from start to finish. With that being said, we took what we learned and came up with a more sustainable system.

Below are some of the problems with those projects and their solutions in this Project.

Problem #1

Holding multiple NFTs to increase the energy needed to play the game; however, only one main NFT was used for gameplay, so there was no need to raise the levels except the main NFT.

Solution #1

By having hero NFTs and enemy monsters have elemental types (fire, water, air, light, dark, etc.), and by introducing a specification where battles are favored or disadvantaged depending on the elemental type of the enemy, it becomes necessary to level up multiple characters, as it is not possible to efficiently earn rewards by just raising the level of only one main hero NFT.

Solution #2

With the introduction of the soul mining system, described below, souls cannot be mined unless the hero is intentionally incapacitated. This means that heroes who are incapacitated cannot be used in battle, and other heroes must be leveled up to earn efficiently.

By including the above two solutions, the Utility Token's utility is strengthened.

Problem #2

As the game progresses, more and more users mint the NFT, and thus, NFT inflation accelerates.

Solution #1

To control inflation in the amount of NFTs issued, we are adding life expectancy, injury, and disease factors to the hero NFTs. Hero NFTs have a predetermined lifespan and after prolonged use in battle, these NFTs become incapacitated and can no longer be used in battle. A hero NFT that has been incapacitated can be revived by sacrificing (consuming) another hero NFT. In addition, the hero NFT has a certain probability of being injured or poisoned at the end of the battle and at the end of the MINT. The bad status of the hero NFT can be restored by consuming an item NFT.

Adding these specifications will both control inflation in the amount of NFTs issued and create opportunities for the consumption of utility tokens.

Solution #2

Adopt a cooldown time after minting. The cooldown time is not fixed, but is adjusted to 48 hours, 72 hours, 96 hours, or 120 hours, depending on the volume of NFTs offered for sale on the NFT marketplace, to control rapid inflation in the volume of NFTs issued.

Problem #3

We assume, first of all, that a daily earnings of $50 or $100 is sufficient. We believe that the rapid increase in the number of new users and the increased demand for character NFTs is driving the mints. This causes utility token prices to skyrocket and creates significant selling pressure as the dollar-based amount that can be earned is excessively inflated.

Solution #1

The Soul Mining System (SMS) will be implemented to control excessive rewards. The amount of utility tokens that can be earned per day will be temporarily capped according to the dollar-based price of the utility token. For example, if the amount of utility tokens that can be earned per day is 100 utility tokens, when the price of the utility token is $1.00, you can earn $100.00 worth of rewards per day. And if the price of the utility token rises to $2, the dollar-based reward that can be earned per day will be $200. In this particular case, we consider the utility token price to be $1 (provisional price) as the base price and position the portion of the compensation that exceeds $1 (the $100 portion) as excess rewards. Excess rewards will be locked as USDC (stable coin) for each hero NFT used in battle. If the utility token price is $3.00, the $100.00 amount can be earned immediately and the excess reward of $200.00 will be locked in each Hero NFT used for the battle. We call this excess reward locked in the hero NFT as Souls. Locked Souls will be unlocked linearly over a period of 4 months (tentative), triggered by the hero NFT becoming incapacitated, and can be sent to an off-chain Wallet in the game. We call this the Soul Mining System (SMS). If you revive an incapacitated hero NFT while it is mining souls, the mining stops again. We believe this will limit the oversupply of rewards and allow the game to last longer.

Problem #4

The moves of traders, who buy utility tokens when they are cheap and sell them when they are expensive, rather than users who purely want to enjoy the game, has a significant impact on the token ecosystem of the game. We believe that only the basic behavioral pattern of playing the game and selling actual earned utility tokens should be allowed, and that traders' trades should be disabled.

Solution #1

The introduction of the Anti-Trader Field (AT-Field) disables traders from trading. A special mechanism is built into the TransferMethod of the utility token, which is programmed to limit the amount of utility token sent to the DEX's swap contract. The amount of utility tokens that a user has earned by playing the game should not be greater than the amount of utility tokens that he/she has swapped for another token. Please note that there are no restrictions on purchasing utility tokens on a DEX, or sending utility tokens to other wallet addresses, etc.

In other words, utility tokens purchased for purposes other than purely playing the game cannot be swapped on a DEX. (They can be used in-game.)

Traders who do not play the game and are only looking for capital gains will be eliminated.

We believe this will protect the ecosystem and make the game more sustainable, with no selling pressure other than actual users who earn the tokens by playing the game.

With the above unique specifications for the four issues we have listed, we hope to build a significantly more sustainable token economy that will allow people to enjoy the game longer and more securely than existing blockchain games (BCGs) such as Axie Infinity, STEPN, and many others.

Game Overview

Chain Colosseum Phoenix is a Web3 game application with built-in Game-Fi elements.

Players can earn in-game currency by fighting and defeating various monsters with heroes summoned from the Summoner’s book.

The heroes that the player owns and the in-game currency they earn will be on the blockchain. This can be traded between other players by using the marketplace.

Defeating enemy monsters in battle mode earns you CCP (utility token) and treasure chests. CCP can be used to enhance heroes, summons (mints), and strengthen GEMs.

The treasure chests contain important items. Items such as GEMs needed to further increase a hero's abilities, special remedies for illnesses, and summoning stones needed for summoning.

The battle mode uses simple turn-based commands.

The player anticipates the enemy's actions and selects the hero's action from either attack or defend.

The more rare monsters you kill, the bigger the reward. At times the rewards will be the talk of the town on social networking sites.

Energy is increased by possessing more heroes.

The more energy you have, the more you can play the battle mode consecutively, which in return, increases your chances of winning CCP and treasure chests.


Chain Colosseum Phoenix Official X : https://twitter.com/ChainColosseum_

Chain Colosseum Phoenix : https://phoenix.chaincolosseum.org/

METAVERSE.INC : https://verse-meta.io/

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