AMA, 06/09 — Part 1

About Voivode Houses:

Let’s begin with the most “disturbing” topic: stats that were published recently (regarding maintenance of Voivode’s Houses = HOV)

How come that we presented you with such numbers? Initially, the plan was that HOV will provide a boost for production of resources. While the boost of Legendary houses is 75% (for combat cards), we were counting that roughly the same boost will be given to the resource’s mining. If you view the situation from this point of view, it becomes clear that these stats are fair. But yes, it’s hard to imagine things when they’re not here yet.

Moreover, we expect that our game will see something like “subscriptions” in the near future. You’ll be able to get a subscription by paying in FUR, or for the INOM staking (INOM — the main token of Inanomo Holding, trading pair can be found here: https://market.inanomo.com/INOM-USDT). The subscription is aimed for a reduction of all spendings in the game. In this case HOV will give players unimaginable advantages compared to the players who don’t possess it. You should understand that if we would publish cheap prices (for HOV repairing and its level up), and then, when urgent need comes, increase them step-by-step, it could cause a strong negative effect in the eyes of players. Obviously, we knew that the decision to publish all the stats in a single document will lead to anger in the chats, but we think it’s better to present our calculations, and then discuss with all the players how we can reach the best solution. Keep in mind that these prices may be actual when we’ll implement all the boosts for combat cards, plus subscriptions for staking. Don’t forget that our game will contain raids, and HOV provides a big bonus to the defense (we will not discuss exact numbers now, because you already have a lot on your plate, but your feedback when these characteristics are published will be very useful to us). The main thing here is to remember that Houses will give a tremendous benefit to its owner, and thus these prices may seem reasonable.

And last but not least: regarding development of Pagan Gods, we’re kinda in the situation when all the planned mechanics are ready (or almost ready for deployment), and it would be logical to wait until these updates (while discussing the characteristics published along), or just suspend the game for approximately 2–3 month, launch remaining modes, and then present all the stats simultaneously in order to get the perception of “ideal balance”. Yes, it may look like utopia, but our strategy lies in another direction: we think it is inadequate to publish some numbers, and then constantly increase them when the urgent need of economy (mechanics) comes. The main argument to us is the opinion of our community, and we’re counting on your regular feedback. Please, share your thoughts regarding the articles presented, what do you find good / inappropriate? And yes, we clearly understand that the characteristics of HOV’s repair are disappointing for the most of our players, it is hard to get instant payback of your investments with such numbers. But still, it has good ROI in a long-term strategy: speaking of people who have Legendary / Epic Houses, they get a distinct advantage if you look at the resource’s prices right now. In general, it leads us to the situation when gamers shouldn’t mine all the resources required (or receive them in an easy way), but our intent here is to increase the prices of Iron and Wood on the market (to its initial level).

Another problem: right now the game balance is calculated at the price of 0.02 FUR per 1 resource (be it Iron or Wood). Initially, the estimated price was 0.1 FUR per resource; therefore, if (or rather when) the price of resources rises to 0.1 FUR again, all current economic calculations will be incorrect and will have to be redone. The main question now is how we can achieve a self-sufficient economy — so that all existing expenses in the game (craft, leveling, repairs, etc.) adjust to the rate of resources, FUR, and some other currencies (if any added).

About Economy:

In order not to scare you with news about new currencies, let’s dwell on this in a little more detail: how should the economy be developed so that it has a self-balancing mechanism? Hypothetically, we see the only correct way of development in “complete freedom”, when absolutely all actions in the game are performed by the players on their own. What does it mean? For example, there will be no situation in which a player simply needs to press one button to craft equipment. We can also remove automatic energy recovery from the game, and introduce its production instead. Then one player will be able to produce energy (as well as other items), and then trade it with other users. The only question is how much energy a certain player receives, as well as in what way it is done. It is not necessary to turn off energy recovery completely — for example, your account produces some surplus (which your village/guild does not need), and you can sell this energy to other players. Or vice versa, if you do not have the resources/desire to apply such a mechanism, then you can buy energy (items) you need from the hands of other market participants. Accordingly, in the so-called “hype” moments (for example, the Event) a person who is engaged in energy production receives a very good profit. But it does not mean that such a person will bathe in luxury: at any other time (except for the Event), the demand for energy will be low, so such a “business” can be called seasonal. And since we are talking about Events (moreover, given the cost of maintaining the Voivode’s House and the price of protecting the village, this can be a disappointing experience) — of course, we plan to hold such Events much more often, active players regularly share their suggestions with us. We hope that we will be able to make several Events solely based on the skills of our players, their dexterity (independent of the characteristics of the cards and their abilities).

The only question is how to put all participants on an equal footing: there was an idea to generate exactly the same alignment of stones on the start playing field, but the problem is that after the first turn (when the player starts moving the stones), everyone will get different combinations. And even if on the second turn we give everyone the same stones, each participant in the Event will arrange them in his own way. Therefore, we cannot yet come up with some ideal situation in which absolutely everyone will be equal.
There was an idea to make some packs with combat cards in the form of tickets to the Event: you buy such a pack for a few dollars, and it contains already fully upgraded heroes with the same characteristics. After the Event, such cards are burned (or get permanent Exhaustion). This is done so that such cards are “one-time use”, so they can only be used in one Event. When buying a ticket for such an Event, players fight among themselves for prizes (in the PvP format, tournament or Boss-battle), a good prize fund is formed from the payment for entrance tickets, and such activity will become possible to conduct more often.

About Future mechanics:

the main idea is to replace the automatic game actions (which are not generated by the player), such as restoring energy and giving the forge in the form of endless crafting, with user-performed activities. For example, there will be accounts with the occupation “Blacksmith”, which will be able to craft equipment/tools, while other players will form their orders for repair / creation of an item (and indicate the desired price at the same time).

In the same way, the blacksmiths themselves will be able to set prices for their work. Thus we arrive at a situation in which the game balances itself on its own. In the Event of a large request for crafting, blacksmiths will be able to charge a high price for their services; and vice versa — if there is an excess of the tools on the market, prices will decrease, thereby making adjustments to the economic situation. However, the idea to introduce this is not yet final, we see a big problem here:

Pagan Gods, being a simple “Match 3 game”, can turn into something very complex, such a huge number of adjustments and details can be difficult to understand (because it does not fit with the simple stone-aligning mechanics that we originally planned). Our audience immediately has a question: what prevents a player from creating dozens of accounts of each type (different occupations), and serving himself?
The answer is simple: nothing can stop him, but it will probably be too expensive and difficult for him to manage. Undoubtedly, there will be several top players who are able to serve themselves on their own and still make good money. Unfortunately, we cannot get away from this effect in any way, except to increase the cost of entering the game itself. To do this, we have to burn the cards, leaving earnings for teams starting from the level of Rare/Epic cards. This way the entrance to the game will increase from $10–20 to at least several hundred dollars. And in this case, it will be problematic to maintain a forge, food production and a top team simultaneously.
Although we do not support the desire of players to create many accounts for themselves (and afterwards writing in the chat “It’s terrible that it takes so long to play the game”), we do not want to fight them. Of course, it would be more pleasant for us to know that a person enjoys playing on a single account, investing only in it. There is no adequate way to deal with multi-accounts (even though we ban bots regularly), and our paradigm is different: it is better to create those conditions in which the maintenance of multiple accounts and bots will simply be unprofitable. It may not always work out perfectly, but we will strive for this.

About P2E-games:

The crypto gaming market itself is focused solely on making money. Therefore, when introducing new mechanics, each individual player wants to completely isolate himself, not depend on anyone, and at the same time still sell the profits he makes at competitive prices. Then who will buy, and most importantly for what, if what everyone does is only sell? It turns out to be some kind of “rat race”, in which everyone strives to snatch a bigger piece. We, as developers, do not want to see this in our game (although we are aware that we are going against market trends); we would like to balance the economy and make sure that each player chooses his own path of development in the game and functions comfortably in it. Who wants to earn passively — passive activities like mining will be available for him, for fighters — an active component. It is important to create conditions that make it interesting for a person to play, and at the same time he does not feel some kind of encumbrance, as if the gameplay turns into overwork for him.It should not be so that in order to maintain a combat team, you have to invest the last money in its upgrading. Or, even if all the resources are spent on maintaining the team, it would be done with pleasure and interest, in order to achieve high game results.
Let’s take a look at another player: he does not want to play with stones, he prefers to trade in the market, produce services and trade in goods. The only problem is that at the junction of cryptocurrencies and high-quality games with a well-developed economy, a certain incident turns out, because most of the players coming from the NFT-sphere strive to snatch the jackpot by any means, the game itself is not so interesting to them. Of course, among our players there are many who are interested in the gameplay (though we still have really small gameplay), but the financial component plays a very large role here, and this greatly affects the enjoyment of the game. And frankly, right now the bot is terrorizing our players, which also causes a negative reaction. As you already know, over the next few weeks we will introduce an improved AI-bot, and you will be able to see how it aligns the stones right on the playing field!

About INOM:

It is also worth mentioning that Pagan Gods will definitely introduce INOM in one form or another, albeit not as the main game currency. This does not mean at all that FUR will lose its value — the exchange token will only be an addition. Let’s just say that the mechanics of spending for subscriptions in the game will imply a complete waste (burning) of FUR, which is a non-refundable investment; at the same time, mechanics for INOM will cost more, but it will be an investment that can be taken out by player any time. It involves staking an exchange token in order to get a premium subscription, and such a subscription will provide much more benefits. It goes without saying that staking will be implemented on “our side” and not on the wallets of other projects (most likely on our NFT-marketplace). Without a doubt, the INOM-token will be integrated in such a way that players will not have discomfort when interacting with the entire infrastructure of Inanomo Holding: for example, staking for a VIP-subscription in Pagan Gods will be implemented exactly in the style of the game, it will be necessary to deposit an exchange token, get the desired advantage in the game, and after that withdraw the tokens from staking.

We can assure you that there will be no difficulties with this functionality, it is not difficult to implement it in development.

In addition, it will be possible to set prices in INOM on the new NFT marketplace, but this does not mean at all that we will force our players to trade only in the exchange token (as AtomicHub does, pushing people to use WAXP tokens ​​exclusively). Of course, INOM will play a big role in the new market: discounts on commissions/fees, a referral program and so on. Actually, any currency may be added, and we will consider such requests from the side of the players, but it is important that the added currency has liquidity, otherwise it will turn out to be a “dead” trading pair.
It is safe to say that we do not play to introduce other currencies into the game: we are constantly receiving offers to add more and more new tokens into the game (be it to buy boosts, increase the durability of equipment, etc.), but this is a bad idea. There are so-called “justified complications” (wood, iron, card’s abilities, evolutions), in this case the gameplay becomes more interesting, this is beneficial.

But adding new tokens just for the sake of adding is initially a bad idea, leading only to increased development costs and unnecessary details that are not typical for a simple “Match-3 game”. However, we plan to do something similar (where it will be possible to create as many currencies as you like) in another game, which we will develop a little later (stay tuned for announcements).

About NFT-marketplace:

As you all know, Pagan Gods card’s/tokens trading will also be available on our own marketplace. We are ready to launch it any day, but there is still a small part to be finalized. The difficulty lies in transferring all available items from the game’s internal market to the new Marketplace. We can say that 90% of everything is ready and working: a wallet, cards, transfers, exchanging money (it will be possible to exchange one currency for another, for example, USDT for BTC).
How it looks: Two people open their inventory, each puts up an offer (whereby both cards and money can be in the transaction at the same time), meaning “I trade 1 Mavka card and 1500 FUR for 2 Borovik cards and 2 USDT”. Undoubtedly, the new Marketplace will have all the filters that players lacked before (as well as the trading history). In addition, if we are talking about the B2B (business-to-business) segment: when placing collections of other games on our Marketplace, custom filters will appear according to the requirements of the integrated games. Thus, when entering a new Marketplace, the player will be able to select the collection of the game he needs, and after that he will see only those attributes that are needed for that particular game. All this will be configured by the admins of the product with which we cooperate, while we vouch for the correctness of the displayed data.
Thus, all cards from Pagan Gods will be available on the new Marketplace: in addition to the exchange, it will be possible to create orders for both buying and selling; there will be the most detailed history of all transactions, containing details on the cards that were burned, input/output from the blockchain, deposit addresses (and even for such actions, their own custom filters will be available).

We expect that the new market will be a kind of aggregator that allows you to generate convenient statistics on all actions. Why do we wanna create such a large service that can absorb many different projects? Our goal is that when creating other games, our team would not be required to develop separate markets for each of these games. On the new marketplace, it will be possible to trade cards from Pagan Gods for FUR, USDT, view the full history of transactions, make instant deposits and withdrawals from the game (this part will have no fees). When the integration is complete, then there will no longer be a separate market for Pagan Gods, while in the game application each player will be able to view orders for the sale/purchase of cards only in FUR; and on the new NFT-marketplace for both FUR and USDT. We are confident that this decision will have a positive impact on the comfort players receive while interacting with our products.

At the same time, the commission for deals on the new Inanomo-Marketplace will be lower than on AtomicHub — this is done in order to attract new users from other markets.

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Pagan Gods

Pagan Gods

Unique dark slavic mythology NFT-based blockchain game. Twitter: https://twitter.com/InoWorlds