Gas Hero AMA Recap 🦸♀️🦸♂️Thanks to everyone who tuned into our #GasHero AMA! For those who missed it, here’s a handy recap: 📜✨Q: You are going to have a big update related to the on-chain framework for Gas Hero. What is it about?This update will include the following items:1️⃣ We will have an in-game blockchain framework update.2️⃣ Gas War registration restriction: Players who land in a new place cannot register for the Gas War within 24 hours.3️⃣ Hero skills value and weapon damage adjustments: We are conducting a round of hero skills value and weapon damage adjustments to offer a more balanced in-game experience. As all heroes’ 7th skills are doubly enhanced in terms of the numbers, to provide a more balanced gameplay experience, all Epic PvE Monsters will no longer have their 7th skills activated. ⚔️Q: What were the goals of the update and adjustments?1️⃣ To better cope with a larger number of users and on-chain activities at a larger scale, we are conducting this comprehensive in-game blockchain framework upgrade. Many of you have experienced the previous on-chain clogging situation right before the guild war, and it’s really not fun. It impacts the whole pace of a group. As a result, despite understanding that there are a lot of economic sinks that we should be implementing, this on-chain framework is the most fundamental thing we need to sort out.2️⃣ Gas War registration restriction: Players who land in a new place cannot register for the Gas War within 24 hours. This is to prevent abuse of the rule about no moving on the day of registration. Many of you may be aware that although people cannot move on the registration day, some may choose to land later in the day to have better information access. This is unfair for others who landed before the registration. As a result, we are implementing this to prevent such an unfair situation.3️⃣ Hero skills value and weapon damage adjustment: We have collected extensive feedback since our previous major hero skill adjustments. This adjustment is relatively minor to offer a smoother and more balanced gameplay experience. For example, previously, there was an excessive loop problem of MP recovery and HP recovery that made the whole game boring. With this update, while this genre of gameplay is still fun and interesting to explore, we offer options for people to counter this genre. Otherwise, the winning genre will be completely ossified, and the game’s balance will be exhausted. ⚖️Q: What should people look out for in this update?The update is scheduled to last for 3-4 hours, but it may last longer than planned and overrun an energy update/auction house closure. We strongly recommend users to clear their energy before the update.We highly encourage players to start preparing for the Individual Gas War as early as possible. We do not recommend conducting too many transactions right before and after the chain framework upgrade to avoid potential bugs.We encourage players to claim their in-game income before the upgrade. We strongly recommend players not to trade on MOOAR during the maintenance.Players must land before 0:00 UTC on the Gas War registration day to be able to register for the Gas War. If you need to move to a new location, please land before 0:00 UTC on the Gas War registration day. In other words, users can only register 24 hours after landing. Therefore, if a user lands at 6 PM the day before the registration day, they can only register after 6 PM on the registration day. 🕒Q: The in-game economy is the most concerning topic in the community. Can you share anything about the in-game economy and how you plan to stabilize it?🛒 Stimulate consumption and demand: As we’ve been doing, we should look to add interesting features that better empower users to compete in PvP. I can expand more on this topic.⚖️ Better incentive alignment: We should find a better balance between the players who have contributed a lot to the game and those who are smaller players but also spend their time and energy playing the game. This would encourage people to naturally progress towards more advanced gameplay and have more consumption.In addition, we want to create new gameplay to bring in new users, fresh experiences, and a new reward pool. 💰Q: On the consumption and demand stimulation, what are some of your thoughts?Since our previous AMA, we delivered the weapon reforging plus remodeling with reforging dust and gas. That update was relatively well-received by the players. I personally have been using that a lot and have consumed all the dust I received from the Hero Mountain.The skill reset was well received. So, we thought it would also make sense to offer people the tool to reset the base attributes for a hero. This will be very powerful if you have a hero whose attributes fall into the lower part of the range.We also plan to offer people a tool to mint heroes at guaranteed rarity. Currently, there’s a small chance for people to breed a lower rarity hero despite minting between parents of the same rarity. We wanted to allow people to spend additional resources to diminish the chance of minting a lower rarity hero. The chance of changing to another code name that’s following neither parent still remains though.We also plan to offer a pet refinement feature that will provide at least +1 random attribute. Pets will gain various unique but important combat abilities (for example, having an xx% chance to reflect a stun back to the caster when stunned. The appearance of this attribute and the xx% chance are both random). There is also the possibility of two random attributes appearing simultaneously. This will be done in the later pipeline.The Special Skins we mentioned during the last AMA will also be a good source of additional consumption. Once the community voting is completed, the special skin will be launched. How it’s implemented is going to be a bit different from the normal breed. I can help explain later. 🎨Q: On the better incentive alignment across and more reasonable rewards distribution amongst all layers of players, what are some of the plans?One of the core components of this game is reward distribution - how do we make sure that the rewards are appropriately assigned to the players based on the contribution level? Very early on in the game, we decided that the income for Gas War should be automatically assigned to each player using their Total Strength in the lineup. This is a good step, but it still doesn’t necessarily reflect the person’s effective strength in the current line-up, and thus may not necessarily reflect the actual contribution in a group Gas War.One thing we noticed in the Strength calculation is that it doesn’t reflect the contribution of the number of skills unlocked and the skill level for each player. As a result, a player with 320 total strength may have contributed completely different fighting power in a Gas War than a player with 280 total strength, but the rewards distribution is pretty much the same.The current situation is not very encouraging for people who are committed to improving their lineup. As a result, we are going to propose the following change:We are going to use Effective Strength as the PvE entry barrier and for the Gas War rewards distribution. Effective Strength is calculated based on the rarity of the players’ lineup (including Heroes, weapons, and pets), Pet levels, Weapon random attribute numbers, the skills unlocked on each hero, and the skill levels on each hero.This is how we are going to calculate the Effective Strength:💪 Hero rarity from Common to Legendary, scored from 3 to 15. If the hero has reached the maximum level, the Strength points will be counted double.🗡️ Weapon rarity from Common to Legendary equals to 2/4/6/8/10 Strength points.✨ Number of random attributes on the weapon = each random attribute 1 Strength point.🐾 Pet level = each level 1 strength point.🦸♂️ Pet rarity from Common to Legendary equals to 2/4/6/8/10 Strength points.⚙️ Each skill unlocked on a hero = 1 strength point.🔝 In the past, the skill level from 0-5 provides 0-5 strength. This is unreasonable because the cost of upgrading to each skill level is different. We are now proposing the skill level 0-5 will provide 0/1/3/6/10/15 strength points.The Effective Strength requirement for group adventures will also change accordingly:Easy: 70Normal: 140High: 240Difficult: 395Nightmare: 610Total Strength, which includes base levels and energy provider level, is still a very useful metric for:💰 Auction House upgrade🏆 Best Guild Awards calculation💪 This proposal is to incentivize the high contributors while also encouraging more players to move up the ladder and aim for bigger strength!Q: You mentioned creating new gameplay and onboarding new users. Can you talk about that?We understand that Gas Hero needs to go out and appeal to more people, and a lower entry barrier is much needed.We also understand that players are looking forward to new gameplay that offers a different experience for them to enjoy the game and also potentially another source of rewards.This is still in the discussion phase, but we are considering allowing people to enter with cheap tickets and simply play without other costs. For first-time players, we will provide detailed guidance on how to use the hero/weapons/pets. Existing players can also participate without much burden. Potentially, one can have a few options for each hero in the lineup (so that the player has a rogue-like experience). The prize pool will consist of the ticket income and potentially be sponsored by us.This design primarily considers the following points:First, this is a luck + strategy gameplay, purely based on the player's understanding of the lineup, with no accumulated advantages for veteran players. 🎲Q: You mentioned the Special Skinned Heroes in the last AMA. Any plans to launch that soon? How would it exactly roll out?We are currently tallying all the votes from the community. Once completed, we will launch the special skinned heroes.The process of acquiring a special skinned hero is more like an enhancement: it costs the same as a normal breeding. The cost of enhancing heroes using mint0 and mint2 to become skinned heroes is the same (i.e., using heroes that have done multiple breedings for enhancement will not incur higher costs).After completing the special skin enhancement, the parents will be burned.The parents involved in the enhancement do not need to be of the same rarity. If the parents have different rarities, the resulting hero will definitely have a special skin, but the rarity will follow the normal breeding rules when you’re using parents of different rarities.This is how exactly it’ll work:✨ You can choose “enhance skinned heroes” on the breeding page.🦸♂️ Once the process is done, you’ll 100% get a special skinned hero.🎨 You’ll have an equal chance to get one of the 6 code names with special skins. The attribute range of a special skinned hero is boosted by 15% compared to a normal hero.The reason why we have to use the above mechanism is because in any other situation, if a player uses one or two code names that have the special skin potential, the costs will be messy to calculate because the inheritance chance is different in each situation. To simplify things, we decided to go with the current method. What this means is that if you’re simply trying to get a special skinned hero, the easiest way to try this out is through breeding between floor price heroes. 🎨Q: On this Tuesday, you just did another round of Hero Mountain updates. What was the rationale behind it, and any further plans you have for Hero Mountain in the upcoming weeks?We removed the 3-match limit; your score will be based solely on 1 game.Daily refresh is limited to 4 times. The refreshes will cost 5, 8, 13, and 21 Hero Potions respectively.We reduced the daily point intervals from 300 to 200 points. Rank score requirements were adjusted from 1350/1650/2000/2500/3000 to 1250/1500/1800/2200/2600.On top of the recent update, we are going to propose a few updated gameplay elements for Hero Mountain. This is not going to take effect in the next two weeks, so we just want to share this in advance.We will be offering a tiered structure for Hero Mountain: Common, Uncommon, and Rare.The signup criteria are determined by the top rarity in your lineup. If you have Rare + Uncommon, you have to sign up for the Rare tier. If you have Uncommon + Common, you need to sign up for the Uncommon tier. However, you’ll have the flexibility to exclude the 1 Rare you have in the lineup and only put the 5 Uncommon in your lineup to work and sign up for the Uncommon Tier.The rarity of weapons/pets in each tier cannot exceed the rarity of that tier (e.g., for Uncommon Tier, your heroes can use uncommon/common weapons/pets).This change aims to provide more competition and reward opportunities for players at all levels.Another plan is that in the same update, we will change the consumption of each challenge from consuming Hero Potions to consuming energy. As the reward pool for each tier correspondingly is going to be 1x, 3x, and 10x, it makes sense to charge by energy rather than by an absolute quantity of Hero Potion, because the unit value of a higher player’s energy is higher, and correspondingly, they get higher rewards. ⛰️Q: In the last AMA, you mentioned that you wouldn’t bring any maintenance costs for the perpetual inflation sources until at least August. Any update on that?As we stated, we don’t have any plans to implement any cost before August. We can promise everyone that we will announce policies at least 3 weeks in advance before they take place, should we plan to introduce any maintenance costs. ⏳