Play-to-Own Mechanism
Last updated
Last updated
The Battle Pass is divided into a free Basic Pass and a paid Advanced Pass. The S1 season of Genesis Flame Test phase will last for a total of 60 days. Activating the Advanced Pass unlocks exclusive game rewards and eligibility to exchange for batteries (Energy is earned by completing daily active tasks; players can exchange 4 batteries per day, with a maximum of 40 exchanges per Advanced Pass).
Players who log in and start playing the game automatically activate the free Basic Pass. The Advanced Pass requires a paid activation, which can be purchased as a tradable NFT from the official website store or directly activated within the game.
After using a battery in the game, the game account can gain 10 Energies. Batteries can be used for Character Leveling or breakthrogh.
When you enter the game world of MATR1X FIRE, you can configure a bounty squad using character NFTs. Along with energy, completing ranked matches will earn you mining rewards.
To earn these rewards, characters must meet a Minimum Rank Requirement. If the character doesn’t meet this rank, the match won’t deduct stamina or energy, and no mining rewards will be given.
For this test, the minimum rank requirement is Gold. This requirement will be dynamically adjusted based on the matchmaking environment and community feedback.
When players configure a bounty squad and participate in eligible matches, energy consumption follows this formula:
Energy Deduction (Etotal) = min(T * E, current account energy, sum of all characters’ remaining stamina)
- T: Effective battle duration in seconds
- Smax: Total maximum stamina of all characters in the lineup
- E: Energy consumption efficiency
- If Smax < 150, E = Smax / 2700
- If 150 ≤ Smax < 600, E = 1 / 18
- If Smax ≥ 600, E = Smax / 10800
Stamina is deducted based on the order of characters in the bounty squad, until the total stamina deducted equals the energy used in the match. This means the sum of character stamina deducted equals the energy consumption per match.
Stamina caps for characters of different rarities from Level 0 to Level 20:
0
100
160
240
10
120
200
320
20
150
240
400
For each match, the FIRE and case points generated per character are:
FIRE Earned= FIRE Power / FIRE Difficulty
Case Points Earned= Case Power * 10 / Case Difficulty
FIRE Difficulty and Case Difficulty are system parameters designed to balance the production rate.
The values for FIRE Difficulty and Case Difficulty will be announced daily in the MATR1X FIRE community (on Telegram and Discord).
Each character that consumes stamina during a match will generate FIRE Power and Case Power based on their mining attributes and stamina consumption.
FIRE Power = Base Token Output * (1 + efficiency bonus + tactics bonus) * credit score factor * rank factor
Case Power = Base Case Output * (1 + efficiency bonus + tactics bonus) * credit score factor * rank factor
Formulas:
Base Token Output = En * (20+Attr_reputation)^ 0.65*0.35* X1 * Z
Base Case Output = En * (20+Attr_lucky)^ 0.65*0.35 * X2 * Z
efficiency bonus = Attr_efficiency / ((level + 3 ) ^1.45 + 70) * (tanh((Rating-1)*1.7)*0.8+0.8)
tactics bonus = Attr_tactics / ((level + 3 ) ^1.45 + 70) * (tanh((RSW-1)*1.7)*0.8+0.8)
Where:
En: Stamina consumed for the character in the match
Attr_reputation: Character’s reputation attribute
Attr_lucky: Character’s lucky attribute
Attr_efficiency: Character’s lucky efficiency
Attr_tactics: Character’s lucky tactics
Rating: Performance score in the match (ranges from [0, 2])
RSW: Team behavior score in the match (ranges from [0, 2])
X1: FIRE Power coefficient, X1 = 0.006666667
X2: Case Power coefficient, X2 = 0.006666667
Level: Character’s level
Z: Character health production coefficient (Z = 1 if health ≥ 50; Z = 0.9 if 20 ≤ health < 50; Z = 0.2 if health < 20)
Credit Score Factor: Default is 1. If the account’s credit score drops below a certain threshold, it will reduce the mining power.
Rank Factor: Different ranks apply different factors; higher ranks will slightly increase the factor.
We drew inspiration from Bitcoin’s difficulty adjustment mechanism, which balances block production speed and changes in computing power. Similarly, we’ve established parameters for adjusting FIRE Difficulty and Case Difficulty. These adjustments help dynamically balance the relationship between FIRE&Case Powers and their total Outputs in the MATR1X FIRE economy.
At the start of the mining test, FIRE difficulty begins at a lower value. As more players participate and the total daily FIRE Power increases, FIRE Difficulty will gradually rise to a balanced value.
The initial FIRE Difficulty is set at 0.4, and it updates at 1:00 UTC daily. The new difficulty is calculated as follows:
P: Total FIRE Power from the previous day (UTC 00:00–24:00)
If P ≤ a, FIRE Difficulty = 0.4
If a < P < b, FIRE Difficulty = (a — 0.4*b — 0.6*P) / (a — b)
If P ≥ b, FIRE Difficulty = 1
Where:
a = 15,000
b = 37,500
The Infinite Game Plan for MATR1X FIRE has three stages, each with its own method for adjusting FIRE Difficulty. Proposals for each stage will be voted on by $MAX stakers.
Stage 1: FIREfly Stage
After the Genesis Flame Test (Non-wipe & Play-to-own Test), FIRE Difficulty will remain at 1, unless special circumstances arise, until the total FIRE token circulation reaches 200 million, triggering Stage 2.
Stage 2: Flamingo Stage
During this stage, FIRE Difficulty will be adjusted based on the total system FIRE Power, aiming for a balanced output rate until total FIRE token circulation reaches 500 million.
Stage 3: Phoenix Stage
In this stage, the game’s economic cycle will be upgraded, and FIRE Difficulty will be more influenced by market supply and demand, with market dynamics determining the production rate of FIRE tokens.