Exploring Ballies Gear Merge Feature

Ballies Gear items are wearables that have an important role in Ballies play-and-earn game since each gear item directly boosts Ballies performance — enhances either attack points, defence points or both. Gear Collection is broken up into 4 categories — neck items, arm items, body items and hand items.

In order to bring more fun to the upcoming game we decided to enhance the functionality of gear. Gamers will be able to upgrade their gear to higher levels.

At the moment gear is confined to 9999 items that were airdropped to the original Ballies: Origins buyers. We would like to introduce the Gear Merge into the loop.

What is the Gear Merge?

Gear Merge functionality gives the option for the gamer to upgrade their gear by merging 2 items from the same level and receiving level + 1 (stronger) gear.

Gear Traits

Each gear from the original contract is an NFT token determined by few traits:

1) Category: 4 different types⮷ Neck Items: +1 Arm Items: +2 Body Items: +3 Hand Items: +4 and The Ultimate Glove: +5 (The Ultimate Glove is a legendary item and the sole piece in the collection that possesses a +5 boost power.)

2) Crystal: 5 different types⮷ Strength Crystal (red): boosts DEF Speed Crystal (green): boosts DEF Consistency Crystal (yellow): boosts ATK Accuracy Crystal (pink): boosts ATK Vision Crystal (purple): boosts both ATK and DEF

3) Type: Unique, Batch

4) Attack: range from 1 to 5

5) Defence: range from 1 to 5

Gear Levels

We will now introduce gear levels. Gear level is a combination of Attack + Defence. Let’s check the examples:

Speed Lion Pendant has Attack 0 + Defence 1 = Level 1 Accuracy LFG Pendant has Attack 1 + Defence 0 = Level 1 Vision Cro Amulet has Attack 2 + Defence 2 = Level 4 Ultimate Glove has Attack 5 + Defence 5 = Level 10

How Will the Gear Merge Work in Details?

Let’s break down the gear merge process using below example:

A gamer has 2 gear items,

Speed Lion Pendant has Attack 0 + Defence 1 = Level 1

Accuracy LFG Pendant has Attack 1 + Defence 0 = Level 1

꘎ Both items are on the same level (attack + defence = 1) and belong to the same gear category (neck). ⚠ PLEASE KNOW that you can only merge items from the same category.

Step 1 ➦ The user decides to merge the gear. Step 2 ➦ The user sends 2 items to merge contract and receives 1 upgraded from Level 2. Step 3 ➦ The user receives 1 Gear item, Level 2 strength at random — in our case he has the same chance to get:2 attack (Attack 2 + Defence 0 = Level 2) 2 defence (Attack 0 + Defence 2 = Level 2) 1 attack + 1 defence (Level 2)

The gear graphics is generated at random too so he can receive any pendant, collar or medal from the collection. The graphics will match the old contract collection.

Let’s say the user gets Ballies Vision Medal with 2 attack, 0 defence and this NFT is now in the user’s wallet. The new traits are described in NFT metadata.

What happens in the background is an on-chain transaction where 2 gears are sent to the smart contract (game repository) and 1 gear is shipped back to the gamer (at random, level up, same category).

Below is the detailed token flow (please know that below examples are not related to our previous one).

Rules & Exceptions

🢜 Users will be able to merge gear inside the game or on a separate dashboard on Ballies game portal.

🢜 Only two items from the same category can be merged. For instance, it’s not possible to merge neck + arm items.

🢜 The maximum upgrade level is Level 10 which means item can have attack + defence = 10 (e.g. defence 10 or attack2/defence8)

🢜 Ultimate Glove graphics won’t be in use so you can’t receive glove graphics for any of the ring merge.

🢜 Batch/Unique don’t matter, you can merge and receive any.

🢜 Crystal type doesn’t matter, you can merge and receive any.

🢜 Merging two items you always receive level up with 100% certainty. Example: Level 4 + Level 4 = Level 5 (not Level 8)

🢜 Game gear redistribution will provide gear as game rewards (low gear levels).

🢜 Gear can be rented to others (lend to earn).

Automated Gear Market Maker

🢜 We strive to achieve something superb and let the gear work almost like a well configured automated deflationary mechanism.

🢜 Two merged items are not burnt but are placed in the game repository. In this case, the game always receives 2 gear for 1 that gives back. That puts gear in the deflationary zone. Always.

🢜 Game controls the supply and demand of gear.

🢜 In cases where there is a huge demand for gear, the game can re-release additional from the repo. In case of silent periods gear won’t be released.

🢜 In such scenarios, everyone in the ecosystem can be sure that we won’t have any period of overproduction that will negatively impact the price.

Simulation Examples

Below is the current gear distribution.

🢜 If we kept the same level of gear without giving it back from the game one will have such a scenario possible.

🢜 Column with category shows how many tokens we have currently in the released gear airdrop.

🢜 Columns post merge show how they would be distributed if all items were merged together level after level.

From the current gear, Hand merge to level 9 is not possible until repo receives and distributes back.

Below a user scenario of the value of items that need to be purchased on level 1 in order to upgrade to level 10 provided that the cheapest gear is 5 USD.

Lvl 1 Gear price 5 USD

In order to upgrade to below levels user will need to have:

Lvl 2 10 USD (2 items)

Lvl 3 20 USD (4 items)

Lvl 4 40 USD (8 items)

Lvl 5 80 USD (16 items)

Lvl 6 160 USD (32 items)

Lvl 7 320 USD (64 items)

Lvl 8 640 USD (128 items)

Lvl 9 1280 USD (256 items)

Lvl 10 2560 USD (512 items)

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