Sustainable Economy
Gameplay creates predictable sinks that fund exciting faucets, keeping the loop net-positive and durable.
Economic Model
Sinks
Primary: Gear repairs
S_repair = N_raids × N_gear × D_loss × C_repairN_raids: daily raids (scales with Soul supply)
N_gear: equipped items (~4-6)
D_loss: 1 durability per raid
C_repair: cost per point (dynamic)
Secondary:
Stat rerolls
Raid tickets (50% of raids)
Gear merging (burn 5→1 higher rarity, requires full durability)
Faucets
Primary: Boss damage payouts
P_dmg = N_raids × F_boss × W_dmgF_boss: 0.33 (boss spawn rate)
W_dmg: average boss payout (dynamic)
Secondary:
NFT drops (asset rewards)
Tournament prizes (capped)
Referral bonuses (per successful invite)
Sustainability Target
Coverage Ratio:
When CR > 1, the economy generates more revenue from gameplay than it distributes in rewards. This is the opposite of traditional GameFi, where unlimited rewards exceed revenue, creating Ponzi dynamics.
Gear Issuance & Supply Control
Source of supply
No direct mint. Gear enters the economy only via PvE drops (mob/boss) and special event rewards.
Public odds. Drop tables and rates are published per season; no lootboxes.
Rarity ladder & burns
T1 → T5 rarity. Merge 5→1 to upgrade (burns 5 items at full durability).
Salvage at 0 durability optionally burns the item for small mats (extra sink).
Durability as a baseline sink
Each raid consumes 1 durability per equipped item.
Repairs require on-chain payment; C_repair is dynamically tuned to maintain target CR.
Drop policy (seasonal budget)
Mob encounters: p_mob drop chance (lower value, higher freq).
Boss encounters: p_boss drop chance (higher value, lower freq).
Daily/weekly drop budgets cap total new gear; unused budget rolls forward.
Supply equation (per epoch)
ΔSupplyt=Dropst−Burnst (merge+salvage)\Delta Supply_t = Drops_t - Burns_t\,(merge{+}salvage)ΔSupplyt=Dropst−Burnst(merge+salvage)
Target steady state: Drops_t ≈ Burns_t; deviations corrected by p_mob/p_boss and C_repair.
Control levers (to keep CR ≥ 1.2)
Tune C_repair, p_mob/p_boss, and merge recipes.
Seasonal rotations (new sets) → old sets shift to legacy (reduced drop, higher merge value).
Market hygiene
No inflationary faucets tied to volume.
Secondary royalties capped; sinks (repairs, merges) scale with active play, not hype.
Why this is sustainable
Players earn gear by playing, not by emissions.
Repairs + merges continually remove supply while rewarding engagement.
Designers keep coverage ratio (CR) above target by adjusting three dials: drop rates, repair costs, and merge intensity.
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