diff --git a/CLAUDE.md b/CLAUDE.md index f5729c23..4caa1848 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -237,6 +237,23 @@ echo "NEXT_PUBLIC_ENABLE_WEBSOCKET=true" >> .env.local **Current Status:** Infrastructure ready, disabled by default for stability +## Documentation Maintenance + +When updating game mechanics or documentation: + +1. Update the relevant documentation files in `docs/game/` +2. Verify cross-references between guides remain accurate +3. Ensure documentation reflects Battle Nads as a technology demo, not an esports game +4. Update any embedded calculations or formulas to match smart contracts + +### Documentation Writing Style + +Game documentation should follow these principles: +- **Tech demo focus** - Emphasize blockchain capabilities being demonstrated +- **Accessibility first** - Clear language for all skill levels +- **Practical advice** - Basic strategies without elaborate optimization +- **Avoid esports language** - No competitive gaming terminology or elaborate checklists + ## Commands ### Development diff --git a/docs/game/README.md b/docs/game/README.md index 868a7297..1ccd77c0 100644 --- a/docs/game/README.md +++ b/docs/game/README.md @@ -1,18 +1,21 @@ # Battle Nads Game Documentation -This folder contains all player-facing documentation for Battle Nads, organized by complexity and use case. +Battle Nads is a technology demonstration showcasing FastLane Labs' blockchain infrastructure capabilities through a fully on-chain RPG. ## ๐Ÿ“– Documentation Structure ### New Player Resources + - **[Quick Start Guide](quick-start-guide.md)** - Essential 5-minute setup guide - **[FAQ & Troubleshooting](faq-troubleshooting.md)** - Common issues and solutions ### Comprehensive Guides + - **[Player Guide](player-guide.md)** - Complete gameplay reference covering all systems - **[Combat Analysis & Leveling Guide](combat-analysis-and-leveling-guide.md)** - Deep dive into combat mechanics, class strategies, and character optimization ### Advanced Strategy Guides + - **[Game Economy Guide](game-economy-guide.md)** - Master the shMON token economy and financial strategies - **[Equipment & Progression Guide](equipment-progression-guide.md)** - Optimize your gear, builds, and character development - **[PvP Combat Manual](pvp-combat-manual.md)** - Advanced player vs player tactics and meta analysis @@ -20,44 +23,23 @@ This folder contains all player-facing documentation for Battle Nads, organized ## ๐ŸŽฏ Reading Path Recommendations ### For Complete Beginners + 1. Start with **Quick Start Guide** for immediate gameplay 2. Reference **FAQ & Troubleshooting** when issues arise 3. Read **Player Guide** sections as needed ### For Intermediate Players + 1. **Combat Analysis & Leveling Guide** for build optimization 2. **Equipment & Progression Guide** for advanced character development 3. **Game Economy Guide** for financial strategy ### For Competitive Players + 1. **PvP Combat Manual** for advanced tactics 2. **Game Economy Guide** for economic optimization 3. All guides for comprehensive mastery -## ๐Ÿ“ฑ Interactive Features - -These guides are designed to work alongside the game's interactive onboarding system: - -- **In-game tutorials** reference these guides for detailed explanations -- **Interactive calculators** complement the written strategy guides -- **Combat simulator** helps test concepts from the PvP manual - -## ๐Ÿ”„ Maintenance - -When updating game mechanics: -1. Update the relevant documentation files -2. Verify cross-references between guides remain accurate -3. Test interactive tutorials to ensure they match updated content -4. Update any embedded calculations or formulas - -## ๐Ÿ“ Writing Style Guide - -All game documentation follows these principles: -- **Accessibility first** - Clear language for all skill levels -- **Actionable advice** - Practical steps and strategies -- **Comprehensive coverage** - No gaps in essential information -- **Regular updates** - Keep pace with game development - --- *For technical documentation and development resources, see the parent `/docs` directory.* \ No newline at end of file diff --git a/docs/game/combat-analysis-and-leveling-guide.md b/docs/game/combat-analysis-and-leveling-guide.md index 42941dbb..0deb3c7c 100644 --- a/docs/game/combat-analysis-and-leveling-guide.md +++ b/docs/game/combat-analysis-and-leveling-guide.md @@ -1,8 +1,9 @@ # Battle Nads Combat Analysis & Leveling Guide ## Table of Contents + - [Combat System Overview](#combat-system-overview) -- [Core Combat Mechanics](#core-combat-mechanics) +- [Combat Mechanics Summary](#combat-mechanics-summary) - [Character Attributes](#character-attributes) - [Class Analysis & Strategies](#class-analysis--strategies) - [Universal Leveling Tips](#universal-leveling-tips) @@ -13,6 +14,7 @@ Battle Nads features a turn-based combat system where characters engage in tactical battles using six core attributes. Each character class has unique bonuses, penalties, and special abilities that define their optimal playstyle. ### Core Attributes + - **Strength**: Primary damage scaling - **Vitality**: Health pool and regeneration - **Dexterity**: Hit chance and minor damage bonus @@ -20,85 +22,36 @@ Battle Nads features a turn-based combat system where characters engage in tacti - **Sturdiness**: Defense and health pool - **Luck**: Critical hits, turn speed, and damage/defense rolls -## Core Combat Mechanics - -### Hit Calculation -```solidity -uint256 toHit = ( - ((HIT_MOD + attacker.dexterity) * (weapon.accuracy + BASE_ACCURACY)) - + attacker.luck + attacker.quickness -) / HIT_MOD; - -uint256 toEvade = ( - ((EVADE_MOD + defender.dexterity + defender.luck) * (armor.flexibility + BASE_FLEXIBILITY)) - + defender.quickness -) / EVADE_MOD; -``` - -**Key Factors:** -- **Dexterity** is the primary hit stat (multiplied by weapon accuracy) -- **Luck** and **Quickness** provide additive bonuses -- **Armor flexibility** affects evasion capability - -### Damage Calculation -```solidity -uint256 offense = ( - (BASE_OFFENSE + attacker.strength) * weapon.baseDamage - + attacker.dexterity -) / BASE_OFFENSE; - -uint256 defense = ( - (BASE_DEFENSE + defender.sturdiness) * armor.armorFactor - + defender.dexterity -) / BASE_DEFENSE; -``` - -**Key Factors:** -- **Strength** is the primary damage stat (multiplied by weapon damage) -- **Sturdiness** is the primary defense stat (multiplied by armor factor) -- **Dexterity** provides minor bonuses to both offense and defense -- **Luck** affects bonus damage/defense rolls - -### Turn Speed (Cooldown) -```solidity -function _cooldown(BattleNadStats memory stats) internal pure returns (uint256 cooldown) { - uint256 quickness = uint256(stats.quickness) + 1; - uint256 baseline = QUICKNESS_BASELINE; // 4 - cooldown = DEFAULT_TURN_TIME; // 8 - - // Reduce cooldown based on quickness thresholds - do { - if (cooldown < 3) break; - if (quickness < baseline) { - if (quickness + uint256(stats.luck) > baseline) { - --cooldown; - } - break; - } - --cooldown; - baseline = baseline * 3 / 2 + 1; - } while (cooldown > MIN_TURN_TIME); // 3 -} -``` - -**Key Factors:** -- **Quickness** is the primary turn speed stat -- **Luck** can help reach quickness thresholds -- Faster turns = more actions = higher DPS and utility - -### Health System -```solidity -maxHealth = baseHealth + (vitality * VITALITY_HEALTH_MODIFIER) // 100 - + (sturdiness * STURDINESS_HEALTH_MODIFIER); // 20 - -// In-combat regeneration -adjustedHealthRegeneration = (vitality * VITALITY_REGEN_MODIFIER) * cooldown / DEFAULT_TURN_TIME; -``` - -**Key Factors:** -- **Vitality** provides 5x more health than **Sturdiness** -- **Vitality** determines regeneration rate -- Regeneration is normalized by turn speed to prevent quickness abuse +## Combat Mechanics Summary + +### Hit & Evasion + +- **Dexterity** is the primary stat for landing hits +- **Weapon accuracy** multiplies your hit chance +- **Luck** and **Quickness** provide hit bonuses +- **Armor flexibility** helps with evasion + +### Damage & Defense + +- **Strength** scales with weapon damage for offense +- **Sturdiness** scales with armor for defense +- **Dexterity** provides minor bonuses to both +- **Luck** affects critical hits and bonus rolls + +### Turn Speed + +- **Quickness** determines how often you act +- Base turn time: 8 blocks (4 seconds) +- Minimum turn time: 3 blocks (1.5 seconds) +- **Luck** can help reach speed thresholds +- Faster turns = more attacks and abilities + +### Health & Regeneration + +- **Vitality** gives +100 health per point +- **Sturdiness** gives +20 health per point +- **Vitality** determines health regeneration rate +- Regeneration continues during combat at reduced rate ## Character Attributes @@ -116,16 +69,19 @@ adjustedHealthRegeneration = (vitality * VITALITY_REGEN_MODIFIER) * cooldown / D ### ๐Ÿ›ก๏ธ **WARRIOR** - Tank/DPS Hybrid **Class Modifiers:** + - `+strength` (level/3 + 2) - `+vitality` (level/3 + 2) - `-quickness` (-1) - `+max health` (level ร— 30 + 50) **Abilities:** -- **ShieldBash**: Stuns target + high damage (scales with strength + dexterity + level) -- **ShieldWall**: Temporary defense buff, reduces incoming damage by 75% + +- **ShieldBash**: Stuns target + high damage (scales with strength + dexterity + level) - 24 block cooldown (12 seconds) +- **ShieldWall**: Temporary defense buff, reduces incoming damage by 75% - 24 block cooldown (12 seconds) **Optimal Build:** + | Priority | Attribute | Reasoning | |----------|-----------|-----------| | 1st | **Strength** | Primary damage + class bonus + ability scaling | @@ -139,6 +95,7 @@ adjustedHealthRegeneration = (vitality * VITALITY_REGEN_MODIFIER) * cooldown / D Warriors excel at prolonged combat with high survivability and consistent damage output. Use ShieldWall defensively when low on health, and ShieldBash to control dangerous enemies. The high health pool allows for aggressive positioning. **Combat Tips:** + - Lead with ShieldBash against high-damage enemies - Use ShieldWall when health drops below 50% - Focus on strength early, then balance vitality and sturdiness @@ -149,6 +106,7 @@ Warriors excel at prolonged combat with high survivability and consistent damage ### ๐Ÿ—ก๏ธ **ROGUE** - Critical Strike Assassin **Class Modifiers:** + - `+dexterity` (level/3 + 2) - `+quickness` (level/3 + 2) - `+luck` (level/4) @@ -156,10 +114,12 @@ Warriors excel at prolonged combat with high survivability and consistent damage - `-max health` (level ร— 20 + 100) **Abilities:** -- **EvasiveManeuvers**: Temporary evasion buff (3 turns active, 18 turn cooldown) -- **ApplyPoison**: DoT that deals percentage-based damage over 6 turns + +- **EvasiveManeuvers**: Temporary evasion buff - 18 block cooldown (9 seconds) +- **ApplyPoison**: DoT that deals percentage-based damage over 10 turns - 64 block cooldown (32 seconds) **Optimal Build:** + | Priority | Attribute | Reasoning | |----------|-----------|-----------| | 1st | **Dexterity** | Hit chance + class bonus + damage | @@ -173,6 +133,7 @@ Warriors excel at prolonged combat with high survivability and consistent damage Rogues are speed-based assassins that rely on landing critical hits and avoiding damage. The poison DoT is excellent against high-health targets, while EvasiveManeuvers provides escape options. **Combat Tips:** + - Use EvasiveManeuvers before engaging tough enemies - Apply poison to high-health targets early - Focus on first-strike advantages with high quickness @@ -184,6 +145,7 @@ Rogues are speed-based assassins that rely on landing critical hits and avoiding ### ๐Ÿ™ **MONK** - Support/Survivalist **Class Modifiers:** + - `+sturdiness` (level/3 + 2) - `+luck` (level/3 + 2) - `-dexterity` (-1) @@ -191,10 +153,12 @@ Rogues are speed-based assassins that rely on landing critical hits and avoiding - **Enhanced health regeneration** (level ร— 2 + 10) **Abilities:** -- **Pray**: Powerful self/ally heal (scales with luck + sturdiness, 18+72 turn cooldown) -- **Smite**: High damage + curse debuff (scales with luck + level) + +- **Pray**: Powerful self/ally heal (scales with luck + sturdiness) - 72 block cooldown (36 seconds) +- **Smite**: High damage + curse debuff (scales with luck + level) - 24 block cooldown (12 seconds) **Optimal Build:** + | Priority | Attribute | Reasoning | |----------|-----------|-----------| | 1st | **Sturdiness** | Defense + class bonus + health + heal scaling | @@ -208,6 +172,7 @@ Rogues are speed-based assassins that rely on landing critical hits and avoiding Monks are the ultimate survivalists with unmatched healing capabilities. The combination of high defense, enhanced regeneration, and powerful healing makes them nearly unkillable in extended combat. **Combat Tips:** + - Use Pray proactively, not reactively (long cooldown) - Enhanced regeneration makes monks excellent for area grinding - Smite's curse debuff prevents enemy healing @@ -219,16 +184,19 @@ Monks are the ultimate survivalists with unmatched healing capabilities. The com ### ๐Ÿ”ฅ **SORCERER** - Burst Damage Mage **Class Modifiers:** + - `-strength` (-1) - `-vitality` (-1) - `-sturdiness` (-1) - `-max health` (level ร— 30 + 50) **Abilities:** -- **ChargeUp**: 3-stage damage buff (interrupted by stuns, 72 turn total duration) -- **Fireball**: Massive burst damage (scales with level + percentage of target's current health) + +- **ChargeUp**: 3-stage damage buff (interrupted by stuns) - 36 block cooldown (18 seconds) +- **Fireball**: Massive burst damage (scales with level + percentage of target's current health) - 56 block cooldown (28 seconds) **Optimal Build:** + | Priority | Attribute | Reasoning | |----------|-----------|-----------| | 1st | **Luck** | Critical hits + turn speed + damage rolls | @@ -242,6 +210,7 @@ Monks are the ultimate survivalists with unmatched healing capabilities. The com Sorcerers are glass cannons that rely on positioning and timing. The ChargeUp + Fireball combo can eliminate most enemies in one hit, but leaves the sorcerer vulnerable during the charge phase. **Combat Tips:** + - Use ChargeUp only when safe from interruption - Fireball damage scales with enemy's current health - use early - High luck maximizes critical hit potential @@ -253,16 +222,19 @@ Sorcerers are glass cannons that rely on positioning and timing. The ChargeUp + ### ๐ŸŽต **BARD** - Challenge Mode **Class Modifiers:** + - `-1` to **ALL** attributes - `-max health` (level ร— 40 + 100) - **Special mechanic**: Missed attacks against Bards become critical hits - **Health regeneration**: Fixed at 1 per turn (worst in game) **Abilities:** -- **SingSong**: Cosmetic/utility effect -- **DoDance**: Cosmetic/utility effect + +- **SingSong**: No gameplay effect - 0 cooldown +- **DoDance**: No gameplay effect - 0 cooldown **Optimal Build (Survival Focus):** + | Priority | Attribute | Reasoning | |----------|-----------|-----------| | 1st | **Vitality** | Health pool (desperately needed) | @@ -276,72 +248,50 @@ Sorcerers are glass cannons that rely on positioning and timing. The ChargeUp + Bards are the ultimate challenge class. The unique mechanic where missed attacks become critical hits creates unpredictable combat scenarios. Focus entirely on survival stats. **Combat Tips:** + - This is "hard mode" - expect frequent deaths - The missed-attack-becomes-crit mechanic can occasionally save you - Avoid combat when possible - Consider bard as a roleplay/challenge class, not competitive - Group play may be more viable than solo -## Universal Leveling Tips - -### Early Game (Levels 1-15) -1. **Focus on your class's primary stat first** -2. **Get enough vitality to survive** (minimum 8-10 points) -3. **Don't neglect luck** - it affects multiple mechanics -4. **Prioritize equipment upgrades** over minor stat increases - -### Mid Game (Levels 16-35) -1. **Balance survivability stats** (Vitality/Sturdiness) -2. **Optimize your class's secondary stats** -3. **Consider your combat style** (offensive vs defensive) -4. **Start specializing** based on preferred abilities - -### Late Game (Levels 36-50) -1. **Fine-tune secondary stats** for your playstyle -2. **Maximize equipment synergy** with your build -3. **Consider PvP implications** of your build -4. **Experiment with hybrid builds** if comfortable - -### Stat Priority Guidelines - -**For All Classes:** -- **Luck is undervalued** - affects hit, crit, turn speed, and damage rolls -- **Don't dump vitality** - health regeneration keeps you fighting longer -- **Equipment multiplies stats** - weapon accuracy scales dexterity, armor scales sturdiness -- **Turn speed is exponential** - small quickness investments have big impacts - -**Red Flags:** -- Completely ignoring any stat (even penalized ones) -- Forgetting that luck affects turn speed thresholds -- Underestimating the value of health regeneration -- Not considering ability scaling when allocating points - -## Advanced Combat Considerations - -### Status Effects & Interactions -- **Stunned**: Increases hit chance against you (+64 to enemy hit roll) -- **Blocking (ShieldWall)**: Reduces damage by 75%, prevents crits -- **Evasion**: Reduces enemy hit chance (-96 to their hit roll) -- **Praying**: Halves damage dealt, doubles health regen, prevents crits -- **Cursed**: Prevents health regeneration, reduces healing by 80% -- **Poisoned**: Reduces health regen by 75%, DoT damage -- **ChargedUp**: Doubles damage, prevents critical hits on your attacks -- **ChargingUp**: Vulnerable to critical hits - -### Equipment Scaling -- **Weapon Accuracy** multiplies with dexterity for hit chance -- **Weapon Base/Bonus Damage** scales with strength -- **Armor Factor** multiplies with sturdiness for defense -- **Armor Flexibility** affects evasion capability -- Higher-tier equipment significantly outweighs minor stat differences - -### Combat Optimization -1. **Understand breakpoints** - some stats have threshold effects -2. **Consider opponent types** - monsters vs players have different scaling -3. **Timing matters** - ability cooldowns and combat duration -4. **Positioning** - especially important for glass cannon classes -5. **Resource management** - health, abilities, and combat stamina +## Basic Leveling Tips + +### General Guidance + +- Focus on your class's primary stat (Strength for Warriors, etc.) +- Maintain enough Vitality for survivability +- Luck affects multiple systems - don't ignore it +- Equipment upgrades often matter more than stats + +### Key Points + +- Stats have diminishing returns at high values +- Equipment multiplies your stat effectiveness +- Turn speed (from Quickness) has exponential scaling +- Each class benefits from different stat priorities + +## Combat Mechanics Summary + +### Status Effects + +- **Buffs**: ShieldWall (damage reduction), Evasion (+96 dodge), ChargedUp (2x damage) +- **Debuffs**: Stunned (-64 dodge), Cursed (-80% healing), Poisoned (DoT) +- **Ability States**: Praying and ChargingUp can be interrupted + +### Equipment Impact + +- Weapons scale with Strength (damage) and Dexterity (accuracy) +- Armor scales with Sturdiness (defense) and affects dodge chance +- Higher tier equipment provides significant advantages + +### Technical Notes + +The combat system demonstrates blockchain's capability to handle: +- Complex stat calculations on-chain +- Multi-stage ability execution through the Task Manager +- Fair, deterministic combat resolution without RNG exploitation --- -*This guide documents the current combat mechanics implemented in the Battle Nads smart contract system.* \ No newline at end of file +*Battle Nads demonstrates how complex RPG mechanics can run entirely on-chain using FastLane's Task Manager and Gas Abstraction technologies.* diff --git a/docs/game/equipment-progression-guide.md b/docs/game/equipment-progression-guide.md index d1272096..e22a7158 100644 --- a/docs/game/equipment-progression-guide.md +++ b/docs/game/equipment-progression-guide.md @@ -1,254 +1,45 @@ # Equipment & Progression Guide -## โš”๏ธ Equipment System Overview +## Equipment System -Battle Nads features a comprehensive equipment system that significantly impacts combat effectiveness. Understanding equipment mechanics, progression paths, and optimization strategies is crucial for long-term success. +Battle Nads features weapons and armor that scale with your character's stats, demonstrating on-chain item management. -### Equipment Categories +### Equipment Types -#### Weapons (64 Different Types) -**Primary Stats:** -- **Base Damage** - Raw damage output (multiplied by Strength) -- **Accuracy** - Hit chance modifier (multiplied by Dexterity) -- **Level Requirement** - Minimum character level to equip +**Weapons** (64 types) +- Base Damage - scales with Strength +- Accuracy - scales with Dexterity +- Level requirements for higher-tier items -**Weapon Types by Class:** -- **Warrior**: Swords, Maces, Axes - High damage, good accuracy -- **Rogue**: Daggers, Short Swords - Fast, high accuracy, moderate damage -- **Monk**: Staves, Maces - Balanced stats, some support bonuses -- **Sorcerer**: Wands, Staves - Lower physical damage, magical bonuses -- **Bard**: Any weapon type - No class restrictions but penalties apply +**Armor** (64 types) +- Armor Factor - scales with Sturdiness +- Flexibility - affects dodge chance +- Level requirements for higher-tier items -#### Armor (64 Different Types) -**Primary Stats:** -- **Armor Factor** - Defense rating (multiplied by Sturdiness) -- **Flexibility** - Evasion bonus for dodge calculations -- **Level Requirement** - Minimum character level to equip +### Character Progression -**Armor Categories:** -- **Light Armor** - High flexibility, low armor factor (good for Rogues) -- **Medium Armor** - Balanced stats (good for Monks, Sorcerers) -- **Heavy Armor** - High armor factor, low flexibility (good for Warriors) +**Leveling** +- Maximum level: 50 +- Each level grants: +1 stat point, +50 base health +- Experience from defeating monsters and players (3x for PvP) -## ๐Ÿ“ˆ Progression Mechanics +**Equipment Drops** +- Defeated enemies drop equipment +- Higher level enemies drop better gear +- Equipment significantly impacts combat effectiveness -### Character Level Progression +### Basic Strategy -#### Experience Gain -``` -XP Sources: -โ”œโ”€โ”€ Monster Kills: Base XP based on monster level -โ”œโ”€โ”€ Player Kills: 3x XP bonus (major progression boost) -โ”œโ”€โ”€ Boss Defeats: Significant XP rewards -โ””โ”€โ”€ Exploration: Minor XP for discovering new areas -``` +1. **Early Game**: Focus on any equipment upgrades +2. **Mid Game**: Choose equipment that complements your build +3. **Late Game**: Optimize for specific playstyle -#### Level Benefits -Each level provides: -- **+1 Stat Point** - Allocate to any attribute -- **+50 Base Health** - Increased survivability -- **Equipment Access** - Higher level gear becomes available -- **Class Bonuses** - Automatic stat increases based on class +### Technical Implementation -#### Level Cap & Scaling -- **Maximum Level**: 50 -- **Soft Caps**: Effectiveness gains diminish at higher levels -- **PvP Balance**: Level differences capped to prevent extreme imbalances -- **Progression Rate**: Slows significantly after level 30 +The equipment system showcases: +- On-chain item storage and management +- Dynamic stat calculations +- Loot distribution mechanics +- Economic value through equipment trading potential -### Equipment Progression Path - -#### Early Game (Levels 1-15) -**Focus**: Basic equipment upgrades and stat foundations -- **Starting Gear**: Class-appropriate weapon and armor -- **Upgrade Strategy**: Any higher-level equipment is improvement -- **Priority**: Weapon damage > armor defense > specialized stats -- **Farming Spots**: Depth 1-3, same-level monsters - -**Recommended Progression:** -1. **Level 3-5 Equipment** - First major upgrade from starting gear -2. **Balanced Stats** - Don't neglect any core attributes -3. **Equipment Basics** - Learn how accuracy and armor factor work -4. **Safe Farming** - Focus on consistent upgrades over risky ventures - -#### Mid Game (Levels 16-30) -**Focus**: Specialized builds and strategic equipment choices -- **Build Definition**: Choose between damage, tank, or balanced builds -- **Equipment Synergy**: Combine equipment stats with character attributes -- **Risk Management**: Better equipment enables deeper exploration -- **PvP Consideration**: Equipment becomes crucial for player combat - -**Strategic Considerations:** -1. **Primary Stat Scaling** - Equipment multiplies your character's stats -2. **Build Specialization** - Focus on equipment that supports your playstyle -3. **Risk/Reward Balance** - Better equipment allows fighting stronger enemies -4. **Market Awareness** - Understand equipment value for trading - -#### Late Game (Levels 31-50) -**Focus**: Optimization and min-maxing for specific situations -- **Perfect Builds** - Every piece of equipment serves a purpose -- **Situational Gear** - Different loadouts for different challenges -- **Economic Efficiency** - Equipment choices impact economic viability -- **Meta Adaptation** - Adjust builds based on current player meta - -## ๐ŸŽฏ Equipment Optimization Strategies - -### Stat Multiplication Effects - -#### Weapon Damage Calculation -```solidity -Offense = (BASE_OFFENSE + Strength) * Weapon.BaseDamage + Dexterity -``` -**Key Insights:** -- **Strength** is multiplied by weapon damage (massive scaling) -- Higher weapon damage = more value from Strength investment -- **Dexterity** provides flat bonus (good for any build) - -#### Hit Chance Calculation -```solidity -ToHit = ((HIT_MOD + Dexterity) * Weapon.Accuracy + Luck + Quickness) / HIT_MOD -``` -**Key Insights:** -- **Dexterity** is multiplied by weapon accuracy -- High accuracy weapons make Dexterity much more valuable -- **Luck** and **Quickness** provide flat bonuses - -#### Defense Calculation -```solidity -Defense = (BASE_DEFENSE + Sturdiness) * Armor.ArmorFactor + Dexterity -``` -**Key Insights:** -- **Sturdiness** is multiplied by armor factor -- Heavy armor makes Sturdiness investment much more effective -- **Dexterity** provides flat defensive bonus - -### Build-Specific Equipment Strategies - -#### Glass Cannon Build (High Damage) -**Stat Priority**: Strength > Dexterity > Luck > Quickness -**Equipment Focus**: -- **Weapon**: Highest base damage available, accuracy secondary -- **Armor**: Light armor for flexibility, armor factor less important -- **Strategy**: Maximize damage output, rely on killing enemies quickly - -**Recommended Equipment Progression**: -1. **Levels 1-15**: Any high-damage weapon, light armor for evasion -2. **Levels 16-30**: Specialized high-damage weapons, stat-boosting armor -3. **Levels 31-50**: Perfect damage scaling equipment, situational defensive gear - -#### Tank Build (High Survivability) -**Stat Priority**: Vitality > Sturdiness > Strength > Dexterity -**Equipment Focus**: -- **Weapon**: Moderate damage with good accuracy for consistent hits -- **Armor**: Highest armor factor available, flexibility secondary -- **Strategy**: Outlast enemies, rely on health regeneration and defense - -**Recommended Equipment Progression**: -1. **Levels 1-15**: Balanced weapon, heaviest armor available -2. **Levels 16-30**: Defense-optimized gear, health-boosting equipment -3. **Levels 31-50**: Maximum defense equipment, specialized survival gear - -#### Balanced Build (Versatile) -**Stat Priority**: Balanced allocation based on equipment -**Equipment Focus**: -- **Weapon**: Good balance of damage and accuracy -- **Armor**: Medium armor with balanced stats -- **Strategy**: Adaptable to different situations, well-rounded performance - -#### Speed/Evasion Build (Hit and Run) -**Stat Priority**: Quickness > Dexterity > Luck > Strength -**Equipment Focus**: -- **Weapon**: High accuracy, moderate damage -- **Armor**: Maximum flexibility, light armor -- **Strategy**: Avoid damage through evasion, frequent turns - -## ๐Ÿ† Advanced Equipment Tactics - -### Equipment Situational Swapping -**Concept**: Different situations require different optimal equipment -- **PvP Combat**: Maximum damage/defense gear -- **Monster Farming**: Efficient, sustainable equipment -- **Boss Fights**: Specialized gear for specific boss mechanics -- **Exploration**: Balanced gear for unknown encounters - -### Equipment Value Assessment - -#### Damage Per Second (DPS) Calculation -``` -Weapon DPS = (Base Damage ร— Hit Chance ร— Critical Multiplier) / Turn Time -``` -**Factors**: -- **Base Damage**: Weapon damage + character bonuses -- **Hit Chance**: Probability of successful attack -- **Critical Multiplier**: Based on Luck and weapon properties -- **Turn Time**: Based on Quickness and weapon speed - -#### Effective Health Points (EHP) -``` -EHP = Health / (1 - Damage Reduction) -``` -**Factors**: -- **Health**: Total health from Vitality + Sturdiness + level -- **Damage Reduction**: Defense value converted to percentage -- **Evasion**: Additional effective health from avoiding attacks - -### Equipment Economics - -#### Cost-Benefit Analysis -**Equipment Value Factors**: -- **Stat Improvement**: How much combat effectiveness increases -- **Acquisition Cost**: shMON or time investment required -- **Opportunity Cost**: Alternative uses of resources -- **Longevity**: How long equipment remains useful - -#### Equipment Acquisition Strategies -**Farming Routes**: -- **Monster Grinding**: Reliable but slow equipment drops -- **Player Combat**: High-risk, high-reward equipment acquisition -- **Boss Hunting**: Rare but valuable equipment drops -- **Trading**: Exchange resources with other players (if available) - -## ๐Ÿ“Š Equipment Tables & References - -### Weapon Effectiveness by Class - -| Class | Optimal Weapon Stats | Primary Benefit | Secondary Benefit | -|-------|---------------------|-----------------|-------------------| -| **Warrior** | High damage, good accuracy | Strength scaling | Consistent hits | -| **Rogue** | High accuracy, moderate damage | Dexterity scaling | Critical chance | -| **Monk** | Balanced stats, support bonuses | Versatility | Healing synergy | -| **Sorcerer** | Magic bonuses, accuracy | Spell enhancement | Hit chance | -| **Bard** | Any (with penalties) | Flexibility | Challenge mode | - -### Armor Effectiveness by Build - -| Build Type | Optimal Armor Stats | Defense Strategy | Trade-offs | -|------------|-------------------|------------------|------------| -| **Glass Cannon** | High flexibility, low weight | Evasion focus | Low damage reduction | -| **Tank** | High armor factor, heavy | Damage reduction | Low mobility | -| **Balanced** | Medium stats across board | Adaptability | No specialization | -| **Speed** | Maximum flexibility | Dodge everything | Minimal protection | - -## ๐ŸŽฎ Practical Progression Tips - -### Early Game Mistakes to Avoid -1. **Ignoring accuracy** - Missing attacks wastes turns and damage -2. **Over-investing in damage** - Need survivability for sustained combat -3. **Neglecting equipment level requirements** - Can't use gear you can't equip -4. **Poor stat-equipment synergy** - Equipment should amplify your character's strengths - -### Mid Game Optimization -1. **Calculate effective stats** - Consider equipment multipliers in stat allocation -2. **Plan for next tier** - Work toward equipment 3-5 levels ahead -3. **Specialize gradually** - Don't abandon all secondary stats -4. **Test different builds** - Experiment with equipment combinations - -### Late Game Mastery -1. **Perfect efficiency** - Every stat point and equipment choice optimized -2. **Situational adaptation** - Multiple equipment setups for different scenarios -3. **Meta understanding** - Know current player build trends and counters -4. **Economic integration** - Equipment choices support economic strategy - ---- - -**Remember**: Equipment in Battle Nads is a force multiplier. A well-equipped level 20 character can defeat a poorly-equipped level 25 character. Focus on synergy between your character stats and equipment properties for maximum effectiveness. \ No newline at end of file +Equipment progression provides long-term goals while demonstrating how complex itemization can work entirely on blockchain infrastructure. \ No newline at end of file diff --git a/docs/game/faq-troubleshooting.md b/docs/game/faq-troubleshooting.md index c4dd8d88..d5b39ce7 100644 --- a/docs/game/faq-troubleshooting.md +++ b/docs/game/faq-troubleshooting.md @@ -5,17 +5,22 @@ ### Character Creation Problems #### Q: "Transaction failed" when creating character + **A:** Check these common causes: + - **Insufficient MON balance** - Need ~0.15 MON total (0.1 buy-in + 0.05 bonded + gas) - **Wrong network** - Ensure you're connected to Monad network - **Gas limit too low** - Character creation requires ~850,000 gas -- **Stat allocation error** - Must allocate exactly 32 points across all attributes +- **Stat allocation error** - Must allocate exactly 14 points across all attributes #### Q: My character isn't spawning after creation -**A:** Character spawning takes **8 blocks (~4 minutes)**. This is normal - the blockchain needs time to process your character creation and find a safe spawn location. + +**A:** Character spawning takes **8 blocks (~4 seconds)**. This is normal - the blockchain needs time to process your character creation and find a safe spawn location. #### Q: "Invalid character name" error + **A:** Character names must: + - Be 1-32 characters long - Contain only letters, numbers, and basic punctuation - Not be already taken by another player @@ -24,7 +29,9 @@ ### Wallet & Transaction Issues #### Q: Can't connect wallet to the game + **A:** Try these steps: + 1. **Check network** - Switch to Monad network in your wallet 2. **Clear browser cache** - Close and reopen browser 3. **Disable other wallet extensions** - Conflicts can occur @@ -32,45 +39,57 @@ 5. **Check wallet permissions** - Ensure you've approved connection #### Q: Session key setup failing + **A:** Session key issues are usually caused by: + - **Insufficient gas balance** - Need MON for session key transactions - **Expired session** - Try refreshing and reconnecting wallet - **Invalid parameters** - Session keys must have valid expiration time - **Contract interaction failed** - Check network status and try again #### Q: "Insufficient funds" but I have MON + **A:** Different types of balances: + - **Wallet balance** - MON in your wallet for transactions -- **Bonded balance** - MON locked in game contract for character actions +- **Bonded balance** - SHMON locked in game contract for character actions - **Available balance** - Your character's earned game balance - Make sure you have enough **wallet MON** for the specific action ### Gameplay Issues #### Q: Can't move my character + **A:** Movement is restricted when: + - **In combat** - Wait for combat to complete (automated) - **Character is dead** - Create new character or revive - **Task system overloaded** - Try again in a few moments -- **Insufficient bonded balance** - Add more MON for task execution +- **Insufficient bonded balance** - Deposit more shMON for task execution #### Q: Combat seems stuck or not responding + **A:** Combat in Battle Nads is **automated and turn-based**: + - Turns execute every few seconds based on character quickness - You can't manually control combat actions once engaged - Combat continues until one side dies or flees - Check combat log for detailed turn-by-turn results #### Q: My abilities are grayed out + **A:** Abilities have **cooldowns** measured in blocks: + - Each ability shows remaining cooldown time - Cooldowns vary by class and ability (0-72 blocks) - Hover over ability for detailed cooldown information - Some abilities can't be used while in certain states #### Q: Character deleted or disappeared + **A:** Characters are deleted when: -- **Bonded balance drops below 0.05 MON** - Can't pay for task execution + +- **Bonded balance drops below 0.1 MON** - Can't pay for task execution - **Death with insufficient revival resources** - Permanent loss - **Prolonged inactivity** - System cleanup after extended periods - Always maintain minimum bonded balance to prevent deletion @@ -78,21 +97,27 @@ ### Economic & Balance Issues #### Q: Lost all my balance when I died + **A:** This is **intended game mechanics**: + - Death redistributes your entire character balance - 75% goes to the player/monster that killed you - 25% contributes to global yield boost - Only way to preserve wealth is to "ascend" (cash out) before death #### Q: How do I add more MON to bonded balance? + **A:** To increase bonded balance: + 1. Go to character dashboard/profile 2. Find "Add Balance" or "Fund Character" option 3. Specify amount of MON to transfer from wallet to character 4. Confirm transaction and wait for blockchain confirmation #### Q: Session key ran out of gas + **A:** When session keys run out of funds: + - Character actions will start failing - You'll see "insufficient session balance" warnings - Add more MON to session key balance @@ -101,7 +126,9 @@ ### Technical Problems #### Q: Game interface not loading or showing errors + **A:** Try these troubleshooting steps: + 1. **Hard refresh** - Ctrl+F5 or Cmd+Shift+R 2. **Clear browser storage** - Clear site data and cookies 3. **Check browser console** - F12 โ†’ Console tab for error messages @@ -110,14 +137,18 @@ 6. **Check internet connection** - Stable connection required for blockchain interaction #### Q: Transactions taking too long to confirm + **A:** Blockchain confirmation times vary: -- **Normal** - 2-10 seconds for most transactions + +- **Normal** - 1-2 seconds for most transactions - **Network congestion** - Can take several minutes during high activity - **Failed transactions** - Check gas limits and try again - **Stuck transactions** - May need to increase gas price and retry #### Q: Game data seems out of sync + **A:** Data synchronization issues: + - **Wait 30 seconds** - Game polls blockchain every 500ms - **Refresh page** - Reloads all data from blockchain - **Check network status** - Monad network may be experiencing issues @@ -126,28 +157,36 @@ ## ๐ŸŽฎ Gameplay Questions ### Q: What's the best class for beginners? + **A:** **Warrior** is most beginner-friendly: + - High health and survivability - Straightforward combat abilities - Forgiving stat requirements - Good balance of offense and defense ### Q: How do I know if I'm fighting enemies at the right level? + **A:** Level matching guidelines: + - **Same level** - Balanced, fair fights - **1-2 levels lower** - Safe farming for new players - **1-2 levels higher** - Challenging but doable with good equipment - **3+ levels higher** - Very dangerous, avoid until experienced ### Q: Should I use session keys? + **A:** **Yes, highly recommended** because: + - **No gas fees** per action (paid upfront) - **Faster gameplay** - No wallet confirmations - **Automated actions** - Character can act while you're away - **Better experience** - Seamless blockchain interaction ### Q: When should I go deeper in the dungeon? + **A:** Depth progression guidelines: + - **Stay at Depth 1-2** until level 10+ - **Gradually explore deeper** as you gain levels and equipment - **Each depth increases difficulty** but offers better rewards @@ -156,21 +195,27 @@ ## ๐Ÿ” Advanced Troubleshooting ### Browser Console Errors + If you see JavaScript errors in browser console: + - Screenshot the error message - Note what action triggered it - Try the action in incognito mode - Report to development team with details ### Network Connectivity + For blockchain connection issues: + - Check Monad network RPC status - Try switching RPC endpoints if available - Verify wallet is connected to correct network - Test with minimal transaction first ### Performance Issues + If game is running slowly: + - Close other browser tabs - Disable unnecessary browser extensions - Clear browser cache and restart @@ -181,13 +226,16 @@ If game is running slowly: ## ๐Ÿ“ž Still Need Help? ### Getting Support + 1. **Check recent updates** - Game mechanics may have changed 2. **Community Discord** - Other players can help with common issues 3. **GitHub Issues** - Report bugs and technical problems 4. **Developer Documentation** - Technical details for advanced users ### Before Reporting Issues + Include this information: + - **Browser and version** (Chrome 118, Firefox 119, etc.) - **Wallet type** (MetaMask, WalletConnect, etc.) - **Character details** (level, class, current location) @@ -195,6 +243,7 @@ Include this information: - **Steps to reproduce** the problem ### Emergency Contacts + - **Critical bugs** - Use GitHub issues with "urgent" tag - **Security issues** - Contact development team directly -- **Economic exploits** - Immediate developer notification required \ No newline at end of file +- **Economic exploits** - Immediate developer notification require diff --git a/docs/game/game-economy-guide.md b/docs/game/game-economy-guide.md index 73bea059..6bd86d62 100644 --- a/docs/game/game-economy-guide.md +++ b/docs/game/game-economy-guide.md @@ -1,219 +1,73 @@ # Battle Nads Economy Guide -## ๐Ÿ’ฐ Understanding the shMON Economy - -Battle Nads operates on a sophisticated token economy using **shMON** (staked MON) tokens that drive all game mechanics, rewards, and player progression. - -### Core Economic Concepts +## Understanding shMON + +Battle Nads uses **shMON** (staked MON) to demonstrate a functional blockchain game economy. + +### Token System Basics + +- **shMON** = Staked MON locked in the game +- **Character Balance**: Earned by defeating enemies, lost on death +- **Bonded Balance**: Minimum 0.05 shMON required for auto-defense +- **Yield Distribution**: 25% of defeated player balances boost yield for all holders + +### Auto-Defense Mechanism + +Your bonded shMON enables automatic defense when attacked: +- Other players can attack you even when offline +- Your character automatically defends using bonded shMON +- Without sufficient bonded shMON, you cannot defend yourself +- Keep bonded shMON funded to protect your earned character balance + +### Cost Structure + +**Starting Costs** +- Character creation: 0.1 shMON buy-in +- Minimum bonded: 0.05 shMON for operations +- Total needed: ~0.15 MON to start playing + +**Operational Costs** +- Each action costs ~0.003-0.005 MON from bonded balance +- Daily active play: ~0.1-0.3 MON depending on activity + +### Economic Flow + +```mermaid +flowchart LR + A[Player Dies] --> B[Character Balance Lost] + B --> C[75% to Victor] + B --> D[25% to Yield Pool] + D --> E[All shMON Holders] + + C --> F[Victor's Character Balance] + E --> G[Proportional Distribution] + + style A fill:#e74c3c,stroke:#c0392b,color:#fff + style B fill:#95a5a6,stroke:#7f8c8d,color:#fff + style C fill:#27ae60,stroke:#229954,color:#fff + style D fill:#3498db,stroke:#2874a6,color:#fff + style E fill:#9b59b6,stroke:#8e44ad,color:#fff +``` -#### shMON Token System -- **shMON** = Staked MON tokens locked in the game contract -- **1 shMON = 1 MON** when you stake into the game -- **Yield generation** - shMON holders earn yield from game activity -- **Deflationary mechanics** - Tokens are permanently redistributed through gameplay +This creates: +- Risk/reward gameplay mechanics +- Passive income for all participants +- Natural wealth redistribution -#### Three Types of Balances +### Basic Strategies -**1. Wallet Balance (MON)** -- Regular MON tokens in your wallet -- Used for: Character creation, session key funding, staking into game -- **Management**: Keep some MON for gas fees and emergency funding +**Conservative**: Fight weaker enemies, maintain small balance, earn steady yield -**2. Character Balance (shMON)** -- Your in-game earned balance from defeating enemies -- **Earned by**: Killing players and monsters -- **Lost by**: Death (redistributed to victor) -- **Strategy**: This is your "score" and primary risk/reward mechanism +**Aggressive**: Target players and strong enemies, risk large balance for big rewards -**3. Bonded Balance (shMON)** -- Minimum locked balance required for character operations -- **Minimum**: 0.05 shMON to prevent character deletion -- **Used for**: Task execution gas costs (~0.003-0.005 MON per action) -- **Critical**: Character deleted if this drops below minimum +**Balanced**: Mix safe farming with calculated risks, cash out gains periodically -## ๐Ÿ“Š Economic Mechanics +### Technical Demonstration -### Character Creation Economics -``` -Total Cost: ~0.15 MON -โ”œโ”€โ”€ Buy-in: 0.1 shMON (locked in game) -โ”œโ”€โ”€ Bonded Balance: 0.05 shMON (minimum for operations) -โ””โ”€โ”€ Gas Buffer: Variable (for transactions) -``` +The economy showcases: +- Fully on-chain token economics +- Automated yield distribution +- Gas abstraction for seamless transactions +- Economic game theory in practice -### Yield Distribution System -When a player is defeated, their balance is distributed: -- **75%** โ†’ Victor (player or monster that killed them) -- **25%** โ†’ **Yield Boost Pool** (distributed to ALL shMON holders) - -**Example**: Player with 1.0 shMON dies -- Victor gets: 0.75 shMON -- All shMON holders share: 0.25 shMON proportionally - -### Task Economy -Every automated action costs MON from your bonded balance: -- **Combat turn**: ~0.003 MON -- **Movement**: ~0.004 MON -- **Ability usage**: ~0.003-0.005 MON -- **Character spawning**: ~0.005 MON - -**Daily costs for active play**: ~0.1-0.3 MON depending on activity - -## ๐Ÿ’ก Economic Strategies - -### Conservative Strategy (Low Risk) -**Goal**: Steady yield from gameplay with minimal death risk -- **Target**: Same-level or weaker enemies -- **Balance Management**: Keep modest character balance (0.1-0.5 shMON) -- **Playstyle**: Safe exploration, avoid dangerous areas -- **Return**: 3-8% weekly yield from yield boost pool + small victories - -### Aggressive Strategy (High Risk/Reward) -**Goal**: Maximum character balance growth through PvP -- **Target**: Higher-level players and valuable monsters -- **Balance Management**: Accumulate large character balance (1.0+ shMON) -- **Playstyle**: Deep dungeon exploration, active PvP hunting -- **Return**: 50-200%+ potential gains but high death risk - -### Yield Farming Strategy (Passive Income) -**Goal**: Maximize yield boost returns with minimal active play -- **Method**: Create multiple low-level characters -- **Focus**: Keep characters alive to maintain shMON stake -- **Activity**: Minimal combat, focus on survival -- **Return**: Steady yield from other players' deaths - -### Hybrid Strategy (Recommended) -**Goal**: Balance risk and reward for sustainable growth -- **Character Management**: One main character + backup characters -- **Balance Cycling**: Cash out (ascend) when character balance gets large -- **Risk Management**: Know when to retreat and preserve gains -- **Return**: Moderate but consistent growth with controlled risk - -## ๐Ÿ“ˆ Economic Optimization - -### Balance Management Tactics - -#### The "Ascend" Strategy -- **When**: Character balance reaches 2-3x your initial investment -- **How**: Use ascend function to cash out before risking death -- **Why**: Preserves gains and allows fresh start with improved equipment - -#### The "Death Insurance" Approach -- **Method**: Maintain multiple characters as economic backup -- **Benefit**: If main character dies, you still have staked shMON earning yield -- **Cost**: Higher initial investment but lower total risk - -#### Dynamic Risk Assessment -**Safe Zones** (Low death risk): -- Depth 1-2 with appropriate level enemies -- Areas with few other players -- Fighting monsters 2+ levels below you - -**Danger Zones** (High death risk): -- Deep dungeons (Depth 10+) -- Boss fight areas -- High-traffic PvP zones -- Fighting players higher level than you - -### Market Timing Strategies - -#### Economic Cycles -Battle Nads economy has observable patterns: -- **Growth periods**: New players entering, rising activity -- **Correction periods**: High-level player deaths redistributing wealth -- **Consolidation**: Wealth accumulates in fewer hands - -#### Optimal Entry/Exit Points -**Enter game when**: -- Major player deaths create yield boost opportunities -- New game features drive player adoption -- Market sentiment is optimistic - -**Cash out when**: -- Your character balance represents significant real-world value -- You've achieved your profit targets -- Market feels saturated or risky - -## โš–๏ธ Risk Management - -### Economic Risks - -#### Character Death (Highest Risk) -- **Impact**: Loss of 100% character balance -- **Mitigation**: Regular ascension, conservative play, escape planning -- **Acceptance**: Budget only what you can afford to lose - -#### Task Balance Depletion -- **Impact**: Character deletion, loss of all staked shMON -- **Mitigation**: Monitor bonded balance, maintain buffer above 0.05 -- **Prevention**: Regular balance top-ups, efficient gameplay - -#### Market Risks -- **MON token price volatility**: Affects real-world value of gains -- **Game economy changes**: Updates may alter economic mechanics -- **Player exodus**: Reduced activity decreases yield opportunities - -### Risk Tolerance Guidelines - -**Conservative Players** (Risk-averse): -- Never risk more than 10% of total crypto holdings -- Focus on yield farming with minimal combat -- Multiple small characters rather than one large investment - -**Moderate Players** (Balanced approach): -- Risk 25-50% of dedicated gaming budget -- Mix of safe farming and calculated PvP -- Active balance management with regular cash-outs - -**Aggressive Players** (High risk tolerance): -- Willing to risk significant amounts for large gains -- Focus on high-level PvP and dangerous areas -- Accept potential total loss for maximum upside - -## ๐Ÿ“‹ Economic Best Practices - -### Daily Economic Management -1. **Check bonded balance** - Ensure sufficient for planned activity -2. **Assess character balance** - Consider cash-out if significantly profitable -3. **Monitor yield earnings** - Track passive income from yield boost -4. **Evaluate risk/reward** - Adjust strategy based on current character value - -### Weekly Economic Review -1. **Calculate total return** - Character balance + yield - costs -2. **Assess strategy effectiveness** - Are you meeting profit goals? -3. **Market analysis** - How is the broader game economy performing? -4. **Risk adjustment** - Increase or decrease risk based on results - -### Emergency Procedures -**If character balance becomes very large**: -1. Consider immediate ascension to preserve gains -2. Increase caution - avoid unnecessary risks -3. Plan exit strategy if balance approaches significant real-world value - -**If bonded balance runs low**: -1. Immediately add MON to prevent character deletion -2. Reduce activity to conserve balance -3. Focus on safe, profitable activities only - ---- - -## ๐ŸŽฏ Economic Success Metrics - -### Short-term Goals (1-4 weeks) -- **Break even** - Recover initial 0.15 MON investment -- **First profit** - Achieve 0.2+ shMON total balance -- **Sustainable play** - Cover daily task costs with earnings - -### Medium-term Goals (1-3 months) -- **2x return** - Double initial investment -- **Economic independence** - Cover costs with yield alone -- **Strategic mastery** - Consistently profitable decision-making - -### Long-term Goals (3+ months) -- **Significant gains** - 5-10x initial investment -- **Economic expertise** - Understanding of all market cycles -- **Community status** - Recognition as successful economic player - ---- - -Remember: Battle Nads economy is **zero-sum with deflationary elements**. Your gains come from other players' losses, and some tokens are permanently removed from circulation. This creates both opportunity and risk - play responsibly and never invest more than you can afford to lose. \ No newline at end of file +Battle Nads proves that complex token economies can operate entirely on blockchain without centralized management. \ No newline at end of file diff --git a/docs/game/player-guide.md b/docs/game/player-guide.md index d76b1dd6..3d3f443a 100644 --- a/docs/game/player-guide.md +++ b/docs/game/player-guide.md @@ -1,6 +1,7 @@ # Battle Nads - Complete Player Guide ## Table of Contents + - [Getting Started](#getting-started) - [Core Game Systems](#core-game-systems) - [Economic System](#economic-system) @@ -13,27 +14,30 @@ - [Task System](#task-system) - [Social Features](#social-features) - [Advanced Strategies](#advanced-strategies) +- [Unique Game Approach](#unique-game-approach) +- [Technical Context](#technical-context) - [Troubleshooting](#troubleshooting) ## Getting Started ### What is Battle Nads? + Battle Nads is a blockchain-based tactical RPG where players create characters, explore dungeons, engage in combat, and compete for economic rewards. The game runs autonomously on-chain using an innovative task system that automates character actions. ### Creating Your First Character -1. **Buy-in Requirement**: You need approximately 0.15 MON tokens (0.1 for buy-in + 0.05 minimum bonded) -2. **Character Creation**: Choose your character name and allocate 32 stat points across 6 attributes -3. **Session Key Setup**: Optionally create a session key for gasless transactions -4. **Spawn Delay**: Your character will spawn after 8 blocks (~2-3 minutes) -### Minimum Requirements -- **MON Tokens**: ~0.15 MON for character creation -- **Gas Budget**: Additional MON for transaction fees if not using session keys -- **Task Maintenance**: Characters require ongoing MON for automated task execution +For detailed step-by-step character creation instructions, see the [Quick Start Guide](quick-start-guide.md#step-3-create-your-character-one-click). + +**Key Requirements:** +- ~0.15 MON tokens (0.1 for buy-in + 0.05 minimum bonded) +- Character spawns after 8 blocks (~4 seconds) +- Class is randomly assigned +- Session key automatically created with Privy wallet ## Core Game Systems ### Character Attributes + - **Strength**: Primary damage scaling, affects weapon damage - **Vitality**: Health pool and regeneration rate - **Dexterity**: Hit chance and minor damage bonus @@ -42,270 +46,366 @@ Battle Nads is a blockchain-based tactical RPG where players create characters, - **Luck**: Critical hits, turn speed, and hit chance ### Character Classes + Each class provides unique stat bonuses and abilities: #### Warrior + - **Bonuses**: +3 Strength, +2 Vitality, -1 Quickness -- **Abilities**: Shield Bash, Shield Wall +- **Abilities**: + - Shield Bash (Offensive): Stuns + deals damage, auto-initiates combat + - Shield Wall (Defensive): Reduces incoming damage to 1/4 - **Playstyle**: Tank/DPS hybrid, excellent survivability - **Health Bonus**: +30 per level + 50 base -#### Rogue +#### Rogue + - **Bonuses**: +3 Dexterity, +2 Quickness, +1 Luck, -1 Strength -- **Abilities**: Evasive Maneuvers, Apply Poison +- **Abilities**: + - Apply Poison (Offensive): DoT over 13 stages, auto-initiates combat + - Evasive Maneuvers (Defensive): Increases dodge chance - **Playstyle**: High damage, poison specialist - **Health Penalty**: -20 per level - 100 base #### Monk (Cleric) + - **Bonuses**: +2 Sturdiness, +2 Luck, -1 Dexterity -- **Abilities**: Pray, Smite +- **Abilities**: + - Smite (Offensive): Curses + deals damage, auto-initiates combat + - Pray (Support): Heals self or allies, reduces your damage output - **Playstyle**: Support and healing specialist - **Health Bonus**: +20 per level #### Sorcerer (Mage) + - **Bonuses**: -1 Strength, -1 Vitality, -1 Sturdiness -- **Abilities**: Charge Up, Fireball +- **Abilities**: + - Fireball (Offensive): High damage attack, auto-initiates combat + - Charge Up (Defensive): +50% damage on next attacks - **Playstyle**: Magical damage specialist - **Health Penalty**: -30 per level - 50 base #### Bard + - **Bonuses**: -1 to all stats -- **Abilities**: Sing Song, Do Dance -- **Playstyle**: Unique mechanics, high risk/reward +- **Abilities**: + - Do Dance: Currently no gameplay effect + - Sing Song: Currently no gameplay effect +- **Playstyle**: Challenge mode with stat penalties - **Health Penalty**: -40 per level - 100 base ## Economic System ### shMON Token System -Battle Nads uses a sophisticated economic model based on shMON (staked MON) tokens: -#### Key Economic Concepts -- **Buy-in Amount**: 0.1 shMON required to create a character -- **Bonded Balance**: Minimum 0.05 shMON must stay bonded for task execution -- **Yield Boosting**: 25% of defeated player balances boost yield for all holders -- **Balance Distribution**: 75% to players, 20% to monsters, 5% system fees +Battle Nads uses a sophisticated economic model based on shMON (staked MON) tokens: -#### Player Balance Management -- Characters earn shMON by defeating other players and monsters -- Death redistributes your balance to the victor and monster pool -- Higher level players give more balance when defeated -- Level differences affect balance distribution ratios +Battle Nads uses a sophisticated economic model based on shMON (staked MON) tokens. For comprehensive economic mechanics and strategies, see the [Game Economy Guide](game-economy-guide.md). -#### Task Cost Economics -- Each automated action (combat turn, spawn, ability) costs gas -- Estimated task costs: ~0.003-0.005 MON per action -- Characters need enough bonded balance to maintain their task schedule -- Low balance characters risk deletion if they can't pay for tasks +**Key Points:** +- **Buy-in**: 0.1 shMON to create character +- **Bonded Balance**: Min 0.05 shMON for auto-defense +- **Yield Boost**: 25% of defeats boost holder yields +- **Task Costs**: ~0.003-0.005 MON per action +- **Death Impact**: Balance redistributed to victor ### Economic Strategies -1. **Efficient Leveling**: Balance aggressive play with survival -2. **Balance Management**: Keep enough bonded MON for extended gameplay -3. **Target Selection**: Choose fights wisely based on risk/reward -4. **Death Timing**: Sometimes retreating (ascending) is more profitable than risking death + +For detailed economic analysis and strategies, see the [Game Economy Guide](game-economy-guide.md). + +**Key Points:** +- Balance aggressive play with survival +- Maintain sufficient bonded MON +- Choose fights based on risk/reward +- Strategic retreating can be profitable ## Character Creation & Progression ### Stat Allocation Strategy -You have 32 points to distribute across 6 attributes. Consider these builds: -#### Balanced Fighter (Recommended for beginners) -- Strength: 6, Vitality: 6, Dexterity: 5, Quickness: 5, Sturdiness: 5, Luck: 5 +You have 14 points to distribute across 6 attributes. Since your class is randomly assigned, here are recommended builds for each class: + +#### Warrior (Tank/DPS) + +- Strength: 4, Vitality: 3, Dexterity: 2, Quickness: 2, Sturdiness: 2, Luck: 1 +- Focus on Strength and Vitality to maximize health and damage + +#### Rogue (High Damage) -#### Glass Cannon -- Strength: 10, Vitality: 3, Dexterity: 8, Quickness: 6, Sturdiness: 3, Luck: 2 +- Strength: 2, Vitality: 1, Dexterity: 4, Quickness: 3, Sturdiness: 1, Luck: 3 +- Prioritize Dexterity and Quickness for hit chance and turn frequency -#### Tank Build -- Strength: 4, Vitality: 8, Dexterity: 4, Quickness: 4, Sturdiness: 8, Luck: 4 +#### Monk (Support) -### Level Progression -- **Experience Gain**: Defeating enemies grants XP based on their level -- **PvP Bonus**: Defeating players gives 3x experience bonus -- **Level Scaling**: Higher levels increase health, combat effectiveness -- **Max Level**: 50 (game balance prevents excessive level gaps) -- **Stat Points**: Gain 1 allocatable stat point per level +- Strength: 2, Vitality: 2, Dexterity: 2, Quickness: 2, Sturdiness: 3, Luck: 3 +- Balanced build with emphasis on Sturdiness and Luck -### Equipment Progression -- **Starting Gear**: Each character begins with class-appropriate weapon and armor -- **Loot System**: Defeating enemies has a chance to drop better equipment -- **Equipment Scaling**: Higher level enemies drop better gear -- **Inventory Limits**: Limited inventory space requires strategic equipment management +#### Sorcerer (Magic DPS) + +- Strength: 1, Vitality: 2, Dexterity: 3, Quickness: 3, Sturdiness: 2, Luck: 3 +- Focus on magical stats while maintaining survivability + +#### Bard (Challenge Mode) + +- Strength: 2, Vitality: 3, Dexterity: 2, Quickness: 2, Sturdiness: 3, Luck: 2 +- Balanced approach to offset stat penalties + +### Level & Equipment Progression + +For detailed progression strategies: +- **Leveling Guide**: See [Combat Analysis & Leveling Guide](combat-analysis-and-leveling-guide.md#leveling-progression) +- **Equipment Guide**: See [Equipment Progression Guide](equipment-progression-guide.md) + +**Quick Reference:** +- XP from enemy defeats (3x for PvP) +- Max level: 50 +- +1 stat point per level +- Better loot from higher level enemies +- Limited inventory requires strategy ## Combat System -### Combat Mechanics -Combat in Battle Nads is turn-based with the following flow: +### Combat Overview -#### Initiative System -- Turn order based on: (Quickness + Luck) with random elements -- Lower cooldown = more frequent turns -- Base turn time: 8 blocks, minimum 3 blocks +Combat in Battle Nads is turn-based and fully automated after initiation. -#### Hit Calculation -``` -To Hit = ((Dexterity + Weapon Accuracy) * Hit Modifier + Luck + Quickness) / Hit Modifier -Defense = (Dexterity + Luck + Quickness) / Evasion Modifier -Hit Chance = To Hit vs Defense roll -``` +#### Key Combat Concepts -#### Damage Calculation -``` -Offense = (Strength + Weapon Damage + Dexterity) / Base Offense -Defense = (Sturdiness + Armor Rating) / Base Defense -Damage = Offense - Defense (minimum 1) -``` +- **Turn Order**: Based on Quickness and Luck stats +- **Hit Chance**: Influenced by Dexterity, weapon accuracy, and status effects +- **Damage**: Determined by Strength, weapon damage, and armor +- **Health**: Scales with level, Vitality, and Sturdiness +- **Regeneration**: Vitality increases health recovery per turn -#### Health & Regeneration -- **Max Health**: (1000 + Level * 50 + Vitality * 100 + Sturdiness * 20) for players -- **Regeneration**: Vitality * 5 per turn -- **Combat Healing**: Most healing effects are reduced during combat +For detailed combat mechanics and formulas, see the [Combat Analysis Guide](combat-analysis-and-leveling-guide.md). ### Combat States & Effects -#### Status Effects -- **Poisoned**: Damage over time, affects regeneration -- **Blessed**: Enhanced combat performance -- **Praying**: Doubles health regeneration -- **Cursed**: Prevents health regeneration -- **Stunned**: Severe accuracy penalty +#### Status Effects & Combat Modifiers + +For detailed mechanics, see the [Combat Analysis Guide](combat-analysis-and-leveling-guide.md#status-effects). + +**How Abilities Affect Combat:** + +**Defensive Modifiers:** +- **Blocking** (Shield Wall): Damage reduced to 1/4 (Warrior) or 1/3 (others) +- **Evading** (Evasive Maneuvers): Increased dodge chance +- **Stunned** (Shield Bash target): Easier to hit + +**Offensive Modifiers:** +- **Charged Up** (Charge Up): +50% damage + 10 flat damage +- **Praying** (Pray): -33% damage output while healing +- **Poisoned** (Apply Poison): 4 + (level/10) damage per turn +- **Cursed** (Smite): Prevents health regeneration + +**Combat Flow:** +1. Use ability โ†’ Status effect applied +2. Regular attacks โ†’ Modified by active effects +3. Effects persist until duration expires + +#### Ability Cooldowns + +**Warrior:** +- Shield Bash: 24 blocks (12 seconds) +- Shield Wall: 24 blocks (12 seconds) + +**Rogue:** +- Evasive Maneuvers: 18 blocks (9 seconds) +- Apply Poison: 64 blocks (32 seconds) - longest cooldown + +**Monk:** +- Pray: 72 blocks (36 seconds) - plan usage carefully +- Smite: 24 blocks (12 seconds) + +**Sorcerer:** +- Charge Up: 36 blocks (18 seconds) - can be interrupted +- Fireball: 56 blocks (28 seconds) + +**Bard:** +- Sing Song: 0 blocks (no cooldown) +- Do Dance: 0 blocks (no cooldown) + +**Tip:** Abilities with longer cooldowns are generally more powerful! #### Boss Encounters -- **Boss Spawning**: Bosses appear at specific depth change coordinates -- **Aggro Range**: Bosses have extended aggro range (64 vs 12-22 for normal monsters) -- **Rewards**: Bosses typically offer superior loot and experience + +- **Boss Spawning**: Bosses appear at staircase coordinates +- **Aggro Range**: Bosses check all 64 slots in their area (guaranteed aggro) +- **Rewards**: Superior loot and experience rewards +- **Strategy**: Clear the area before approaching staircase locations ### Combat Strategies -1. **Positioning**: Be aware of area occupancy limits (max 63 combatants per area) -2. **Target Selection**: Choose fights based on level, equipment, and current health -3. **Ability Timing**: Use class abilities strategically for maximum effect -4. **Retreat Options**: Know when to disengage or ascend to avoid death + +For advanced combat strategies and detailed mechanics, see the [Combat Analysis Guide](combat-analysis-and-leveling-guide.md). + +**Essential Tips:** +- Each area has 64 slots for all entities +- Combat triggers when monsters are within aggro range slots +- Select targets based on level and equipment +- Time abilities for maximum effect +- Know when to retreat ## Movement & Exploration ### Dungeon Structure + Battle Nads features a 3D dungeon system: #### Coordinate System + - **X-Axis**: 1-50 (West to East) -- **Y-Axis**: 1-50 (South to North) +- **Y-Axis**: 1-50 (South to North) - **Depth**: 1-50 (Surface to Deep Underground) #### Movement Rules + - **Adjacent Movement**: Can only move to adjacent tiles (no diagonal movement) - **Single Axis**: Can only change one coordinate per move (X, Y, or Depth) - **Combat Restriction**: Cannot move while in combat -- **Area Capacity**: Maximum 63 total combatants per area +- **Area Capacity**: Maximum 64 slots per area (players + monsters) #### Depth Progression (Moving Up/Down) + - **Depth Changes**: You can only move up or down at specific "staircase" coordinates -- **Location Requirement**: You must be at the exact staircase coordinates to change depth -- **Staircase Locations**: Each depth level has a unique staircase location calculated by a formula -- **Progressive Difficulty**: Deeper levels contain stronger monsters and better rewards - -**How Depth Movement Works:** -1. **Find the Staircase**: You must navigate to specific X,Y coordinates that contain the "staircase" -2. **Staircase Formula**: - - From Depth 1 to 2: Staircase is at coordinates (25, 25) - - Other depths: Based on formula using depth number and corner patterns -3. **Movement Commands**: - - `moveUp()` = Go deeper into dungeon (higher depth number) - - `moveDown()` = Go closer to surface (lower depth number) -4. **Restrictions**: You can only change depth by 1 level at a time - -**Example Staircase Locations:** -- Depth 1โ†’2: (25, 25) - The main entrance staircase -- Depth 2โ†’3: (15, 15) - Southwest corner pattern -- Depth 3โ†’4: (35, 35) - Northeast corner pattern -- Depth 4โ†’5: (35, 15) - Southeast corner pattern -- Depth 5โ†’6: (15, 35) - Northwest corner pattern -- Pattern repeats every 4 levels with increasing distance from center +- **Location Requirement**: Must be at exact staircase coordinates to change depth +- **Staircase Locations**: Each depth has a unique staircase location +- **Progressive Difficulty**: Deeper levels = stronger monsters and better rewards + +**How to Change Depths:** + +1. Navigate to your current depth's staircase coordinates +2. Use `moveUp()` to go deeper or `moveDown()` to go shallower +3. You can only change by 1 depth level at a time + +**First 4 Staircase Locations:** + +- Depth 1โ†’2: (25, 25) - Always at center +- Depth 2โ†’3: (35, 15) - Southeast quadrant +- Depth 3โ†’4: (15, 35) - Northwest quadrant +- Depth 4โ†’5: (14, 14) - Southwest quadrant + +**Hint:** Further depths follow a pattern - explore to discover it! ### Exploration Mechanics #### Spawn System + - **Initial Spawn**: Characters spawn at depth 1 in random valid locations - **Spawn Criteria**: Locations with fewer than 16 total occupants preferred - **Spawn Delay**: 8 blocks after character creation -#### Aggro System -- **Aggro Range**: 12 + current depth (max 22) for existing monsters -- **Level Scaling**: High-level players generate less aggro -- **Boss Aggro**: Bosses have fixed 64-tile aggro range -- **Spawn Chance**: 18/128 chance to spawn new monster when moving +#### Aggro System (Slot-Based Mechanics) + +**How Areas Work:** +- Each map location (x,y) contains 64 slots (0-63) +- Players and monsters occupy different slots within the same area +- Multiple entities can exist at the same coordinates + +**Aggro Range = Number of Slots Checked:** +- **Normal Monsters**: 12 + current depth (max 22 slots) +- **Boss Monsters**: Check all 64 slots in the area +- **Level Scaling**: Higher level players may have reduced aggro + +**When You Enter an Area:** +1. You occupy a random slot (e.g., slot 25) +2. System checks next N slots based on aggro range +3. If monster found โ†’ Combat starts +4. If empty slot found โ†’ 18/128 chance to spawn new monster + +**Example:** At position (20,23) with aggro range 13: +- You're at slot 25 +- Checks slots 26-38 in circular order +- Monster at slot 30 = AGGRO! +- Empty slot 35 = Possible spawn location ### Navigation Strategies -1. **Safe Exploration**: Move cautiously in new areas to avoid overwhelming encounters + +1. **Safe Exploration**: Each area has 64 slots - you might avoid monsters even in occupied areas 2. **Level Appropriate Zones**: Stay in areas matching your character level -3. **Finding Staircases**: Learn the staircase pattern to efficiently navigate between depths -4. **Boss Preparation**: Prepare thoroughly before approaching boss locations (bosses spawn at staircase coordinates) +3. **Finding Staircases**: Memorize the first few locations, then discover the pattern +4. **Boss Preparation**: Bosses at staircases check all 64 slots (guaranteed aggro) 5. **Escape Routes**: Always plan retreat paths before engaging in combat +6. **Slot Awareness**: Remember multiple players/monsters can occupy the same coordinates ### Depth Navigation Guide + **To Move Between Depths:** + 1. Navigate to your current depth's staircase coordinates 2. Use `moveUp()` to go deeper (higher depth number) or `moveDown()` to go shallower 3. You'll arrive at the same coordinates on the new depth level -**Finding Staircase Coordinates:** -- **Depth 1**: Staircase at (25, 25) - center of the map -- **Other Depths**: Use the pattern: - - Depth % 4 = 2: Southwest (subtract from 25,25) - - Depth % 4 = 3: Northeast (add to 25,25) - - Depth % 4 = 0: Southeast (add X, subtract Y) - - Depth % 4 = 1: Northwest (subtract X, add Y) - - Distance increases with depth: 10 + (depth รท 4) +**Navigation Tips:** + +- Start by memorizing the first 4 staircase locations +- Observe the pattern as you explore deeper levels +- Boss monsters often guard staircase locations +- Hint: The pattern involves corners and increasing distances ## Equipment System ### Equipment Types #### Weapons (64 different types) + - **Damage Range**: Varies by weapon type and level requirement - **Accuracy Bonus**: Affects hit chance in combat - **Level Requirements**: Higher level weapons require character level - **Special Properties**: Some weapons have unique combat effects #### Armor (64 different types) + - **Defense Rating**: Reduces incoming damage - **Level Requirements**: Higher level armor requires character level - **Class Restrictions**: Some armor types may have class preferences - **Durability**: Equipment may degrade over time (implementation dependent) ### Loot System + - **Drop Chances**: Based on defeated enemy level and type - **Quality Scaling**: Higher level enemies drop better equipment - **Inventory Management**: Limited inventory space requires strategic decisions - **Equipment Management**: Use the equipment panel to change weapons and armor ### Equipment Strategy -1. **Balanced Upgrades**: Upgrade weapons and armor proportionally -2. **Level Appropriate Gear**: Use equipment that matches your character level -3. **Class Synergy**: Choose equipment that complements your class abilities -4. **Inventory Optimization**: Keep only essential backup equipment + +For comprehensive equipment strategies and progression paths, see the [Equipment Progression Guide](equipment-progression-guide.md). + +**Quick Tips:** +- Balance weapon and armor upgrades +- Match equipment to your character level +- Choose gear that complements your class +- Optimize limited inventory space ## Death & Revival ### Death Mechanics + When your character dies: #### Immediate Effects + - **Health**: Drops to 0, character becomes inactive - **Location**: Removed from current area - **Combat**: All combat engagements end immediately - **Tasks**: All scheduled tasks are cancelled #### Economic Impact + - **Balance Loss**: Your entire shMON balance is redistributed - **Victor Reward**: Killer receives majority of your balance - **Yield Boost**: 25% of balance boosts yield for all shMON holders - **Monster Pool**: Remaining balance may go to monster distribution pool ### Death Prevention + 1. **Health Monitoring**: Keep track of your health status 2. **Strategic Retreat**: Use ascend command to cash out before death 3. **Combat Avoidance**: Don't engage fights you can't win 4. **Balance Management**: Don't risk more than you can afford to lose ### Recovery Options + - **Character Recreation**: Create a new character after death - **Fresh Start**: New character begins with basic equipment and stats - **Economic Reset**: Must invest new buy-in amount for new character @@ -313,30 +413,88 @@ When your character dies: ## Session Keys & Gas Management ### Session Key System -Session keys enable gasless gameplay by pre-authorizing transactions: + +Session keys enable gasless gameplay through Privy's managed wallet system: + +#### How the System Works + +```mermaid +flowchart TD + A[Your Wallet
MetaMask, Coinbase, etc.] --> B[Privy Authentication] + B --> C[Creates Managed Wallet
Session Key] + C --> D[Character Creation
One Transaction] + D --> E[Gameplay Actions via Session Key] + + D -.-> D1[Deposits 0.1 MON
Game buy-in] + D -.-> D2[Bonds shMON
Task execution] + D -.-> D3[Sends MON
Session key gas] + + E -.-> E1[Movement
Gas from session key] + E -.-> E2[Combat
Gas from session key] + E -.-> E3[Abilities
Gas from session key] + + style A fill:#2c3e50,stroke:#34495e,color:#fff + style C fill:#27ae60,stroke:#229954,color:#fff + style D fill:#3498db,stroke:#2874a6,color:#fff + style E fill:#e74c3c,stroke:#c0392b,color:#fff +``` + +#### Transaction Flow for Actions + +```mermaid +sequenceDiagram + participant P as Player + participant SK as Session Key + participant TM as Task Manager + participant ES as Execution Service + participant BC as Blockchain + + P->>SK: Initiate action (move/combat/ability) + Note over SK: No wallet popup needed + SK->>TM: Send sponsored transaction + TM->>TM: Deduct shMON from bonded balance + TM->>ES: Schedule task for execution + ES->>BC: Execute on-chain action + BC-->>SK: Partial gas refund + ES-->>TM: Report unused gas + TM-->>P: Action complete + + Note over ES: Can be off-chain service
or smart contract
(Paymaster/Atlas) +``` #### Key Benefits + - **Gasless Transactions**: Play without paying gas for each action - **Automated Gameplay**: Characters can act autonomously - **Cost Efficiency**: Bulk gas payment reduces per-transaction costs - **User Experience**: Seamless gameplay without constant wallet interactions +#### Important Notes + +- **Low session key balance** may cause combat tasks to fail +- **The UI will indicate** if tasks are broken due to insufficient balance +- **Refund your session key** when balance runs low to continue playing + #### Session Key Setup + 1. **Key Creation**: Generate a new wallet address for your session key 2. **Authorization**: Authorize the session key with expiration time 3. **Funding**: Deposit MON to cover expected gas costs 4. **Activation**: Session key becomes active for specified duration #### Session Key Management + - **Expiration**: Keys expire after set time period - **Balance Monitoring**: Keep sufficient balance for gas costs - **Security**: Session keys have limited permissions - **Renewal**: Extend or refresh keys as needed ### Gas Economics + Understanding gas costs helps optimize your gameplay: #### Transaction Types & Costs + - **Character Creation**: ~850,000 gas + movement buffer - **Movement**: ~400,000 gas additional buffer - **Combat Actions**: ~299,000 gas per automated turn @@ -344,6 +502,7 @@ Understanding gas costs helps optimize your gameplay: - **Administrative**: Lower gas for status checks, queries #### Cost Optimization + 1. **Session Key Usage**: Significantly reduces per-transaction costs 2. **Bulk Operations**: Combine multiple actions when possible 3. **Strategic Timing**: Time actions to minimize gas waste @@ -352,30 +511,137 @@ Understanding gas costs helps optimize your gameplay: ## Task System ### Automated Gameplay + Battle Nads uses a sophisticated task system for autonomous character operation: +#### How Combat Automation Works + +- **Combat is fully automated** - you only need to initiate the first attack +- **The Task Manager handles all turns** - no need to spam transactions +- **Abilities execute automatically** when used - multi-stage abilities continue without intervention +- **Only manual action needed**: Starting combat or movement between areas + #### Task Types + - **Combat Tasks**: Automated combat turn execution - **Spawn Tasks**: Character spawning after creation - **Ability Tasks**: Multi-stage ability execution - **Movement Tasks**: Location change processing #### Task Economics -- **Task Costs**: Each task execution costs MON from your bonded balance + +- **Task Costs**: Each task execution costs MON from your bonded shMON - **Scheduling**: Tasks are scheduled for future block execution - **Priority**: Task execution follows priority and gas availability - **Failure Handling**: Failed tasks may be rescheduled or cancelled +### Combat & Ability System + +#### Understanding Abilities + +**Offensive Abilities (Auto-Initiate Combat):** +- **Shield Bash** (Warrior): Windup โ†’ Stun + Damage +- **Apply Poison** (Rogue): Windup โ†’ DoT over 11+ stages +- **Smite** (Monk): Windup โ†’ Curse + Damage +- **Fireball** (Sorcerer): Windup โ†’ High Damage + +**Non-Offensive Abilities (Buffs/Support):** +- **Shield Wall** (Warrior): Defense buff only +- **Evasive Maneuvers** (Rogue): Evasion buff only +- **Pray** (Monk): Healing only (can target allies) +- **Charge Up** (Sorcerer): Damage buff for next attacks + +**No Effect (Bard):** +- **Sing Song**: Currently no gameplay effect +- **Do Dance**: Currently no gameplay effect + +**Important:** +- Offensive abilities automatically force both you and your target into combat when used! +- You must specify a target index for offensive abilities +- Non-offensive abilities can be used anytime without a target + +#### Why You Might Not See Immediate Damage + +1. **Windup Stages**: Most offensive abilities have a windup phase + - Stage 1 is preparation (no damage) + - Damage occurs in later stages + - Each stage takes several blocks + +2. **Task Delays**: Abilities execute via scheduled tasks + - Not instant - requires block confirmations + - Multi-stage abilities take multiple task executions + +3. **Non-Offensive = No Damage**: Buff abilities never deal damage + +### Combat Task Automation + +Battle Nads showcases advanced Task Manager capabilities: + +#### Combat Automation Example + +```mermaid +flowchart TD + A[Player initiates attack] --> B[Session key sends transaction
Gas paid from session key] + B --> C[Task Manager creates combat task] + C --> D[shMON deducted from bonded shMON] + D --> E[Combat task executes every turn] + E --> F{Combat
ended?} + F -->|No| E + F -->|Yes| G[Combat complete] + + E -.-> E1[Calculate damage] + E -.-> E2[Update health] + E -.-> E3[Check for death] + E -.-> E4[Schedule next turn] + + style A fill:#9b59b6,stroke:#8e44ad,color:#fff + style C fill:#3498db,stroke:#2874a6,color:#fff + style D fill:#e67e22,stroke:#d35400,color:#fff + style E fill:#27ae60,stroke:#229954,color:#fff + style G fill:#34495e,stroke:#2c3e50,color:#fff +``` + +#### Multi-Stage Ability Example (Sorcerer's ChargeUp) + +```mermaid +flowchart TD + A[Ability Activated] --> B[Stage 1: Begin charging
6 blocks] + B --> C{Stunned?} + C -->|Yes| H[Charge interrupted
Enter cooldown] + C -->|No| D[Stage 2: Charging complete
Buff applied] + D --> E[Stage 3: Buff active
26 blocks] + E --> F[Stage 4: Buff expires
Cooldown begins] + F --> G[Ready to use again] + + style A fill:#9b59b6,stroke:#8e44ad,color:#fff + style B fill:#f39c12,stroke:#e67e22,color:#fff + style D fill:#27ae60,stroke:#229954,color:#fff + style E fill:#3498db,stroke:#2874a6,color:#fff + style F fill:#95a5a6,stroke:#7f8c8d,color:#fff + style H fill:#e74c3c,stroke:#c0392b,color:#fff +``` + +Each stage is a separate task execution, demonstrating: + +- **Complex state management** entirely on-chain +- **Timed effects** using block-based scheduling +- **Interruption handling** (stuns can break charge) +- **Gas efficiency** through Task Manager optimization + ### Task Management + Players need to understand task implications: -#### Bonded Balance Requirements -- Characters need sufficient bonded MON to maintain task schedule -- Low balance characters risk task cancellation and character deletion -- Recommended balance: Minimum 0.05 shMON + 32x estimated task costs +#### Bonded shMON Requirements + +- Characters need sufficient bonded shMON for auto-defense +- Without bonded shMON, your character cannot defend when attacked +- Low bonded shMON = defenseless character that others can freely attack +- Recommended: Keep well above 0.05 shMON for continuous protection #### Task Monitoring -1. **Balance Tracking**: Monitor your bonded balance regularly + +1. **Balance Tracking**: Monitor your bonded shMON regularly 2. **Task Costs**: Understand approximate costs for different actions 3. **Failure Recovery**: Know how to handle task scheduling failures 4. **Emergency Funding**: Have backup MON available for emergency funding @@ -383,21 +649,25 @@ Players need to understand task implications: ## Social Features ### Player Interaction + Battle Nads includes various social and competitive elements: #### Combat Interaction + - **PvP Combat**: Direct player vs player combat with higher rewards - **Area Sharing**: Multiple players can occupy the same area - **Combat Spectating**: Other players can observe ongoing fights - **Reputation**: Player performance may affect social standing #### Communication Systems + - **Chat Logs**: In-game messaging system for player communication - **Combat Logs**: Detailed logs of combat actions and results - **Area Events**: Notifications about significant area events - **Player Status**: Public visibility of player stats and equipment ### Community Features + 1. **Guild Systems**: Player organizations for mutual support (if implemented) 2. **Tournaments**: Organized competitive events (if implemented) 3. **Leaderboards**: Rankings by level, wealth, or achievements @@ -406,57 +676,109 @@ Battle Nads includes various social and competitive elements: ## Advanced Strategies ### Economic Optimization + 1. **Balance Cycling**: Maintain optimal balance between risk and reward 2. **Market Timing**: Understand economic cycles and player behavior 3. **Resource Allocation**: Efficiently distribute resources between growth and safety 4. **Yield Maximization**: Leverage yield boost mechanics for passive income ### Combat Mastery + 1. **Build Optimization**: Create specialized builds for specific playstyles 2. **Ability Synergy**: Combine class abilities for maximum effectiveness 3. **Positioning Strategy**: Control area occupancy and combat positioning 4. **Meta Analysis**: Understand current competitive landscape and adapt ### Long-term Planning + 1. **Character Development**: Plan stat allocation and equipment progression 2. **Economic Sustainability**: Maintain long-term economic viability 3. **Risk Management**: Balance aggressive play with survival needs 4. **Community Engagement**: Build relationships and alliances with other players +## Unique Game Approach + +### A Technical Innovation Demo + +Battle Nads isn't just a gameโ€”it's a groundbreaking demonstration of blockchain technology that makes Web3 gaming accessible and practical: + +#### Gasless Gaming Through FastLane + +The game showcases **FastLane's Gas Abstraction** technology: + +- **Session Keys**: Play without paying for every transaction +- **Automated Execution**: Your character acts autonomously through the Task Manager +- **Seamless Experience**: No wallet popups or gas fee interruptions during gameplay + +#### Priority Access with Liquid-Priority RPC + +Battle Nads integrates with FastLane's innovative RPC service: + +- **ShMON-Based Priority**: More ShMON = faster, more reliable gameplay +- **Congestion Resistance**: Stay connected even when the network is busy +- **Performance Scaling**: Your commitment directly improves your gaming experience + +#### Why This Matters + +1. **True Blockchain Gaming**: Fully on-chain with no centralized servers +2. **Economic Innovation**: The ShMON economy creates sustainable gameplay incentives +3. **Technical Showcase**: Demonstrates how blockchain can deliver real-time gaming experiences +4. **Community First**: Built by FastLane Labs as a proof of concept for the Monad ecosystem + +## Technical Context + +### The FastLane Ecosystem + +Battle Nads operates within the FastLane Labs ecosystem on Monad: + +#### Core Technologies + +1. **Task Manager**: Automates on-chain execution + - Handles combat turns, movements, and abilities + - Ensures fair, deterministic gameplay + - Manages complex multi-step interactions + +2. **Gas Abstraction Layer**: Enables gasless transactions + - Session keys for seamless gameplay + - Bonded ShMON covers execution costs + - No interruptions for gas payments + +3. **Liquid-Priority RPC**: Performance optimization + - ShMON holders get priority access + - Reduced latency during network congestion + - Reliable connection for competitive play + +#### Economic Integration + +- **ShMON Utility**: Beyond stakingโ€”powers gameplay and priority +- **Yield Generation**: Battle outcomes affect ShMON yield rates +- **TVL Growth**: Every player contributes to protocol metrics + +### Early Alpha Considerations + +As an early alpha product: + +- Expect frequent updates and balance changes +- Character and currency resets may occur +- Community feedback drives development +- Not optimized for mobile devices yet + +### Known Network Challenges + +- **RPC Rate Limits**: May experience connection issues +- **Transaction Delays**: Network congestion affects responsiveness +- **Verification Loops**: Refresh if stuck on "Verifying State" + ## Troubleshooting -### Common Issues - -#### Character Creation Problems -- **Insufficient Funds**: Ensure you have enough MON for buy-in + gas -- **Invalid Stats**: Verify stat allocation totals exactly 32 points -- **Spawn Delays**: Characters spawn after 8 blocks, be patient -- **Gas Estimation**: Use estimateBuyInAmountInMON() for accurate costs - -#### Gameplay Issues -- **Movement Restrictions**: Cannot move while in combat -- **Task Failures**: Check bonded balance for task execution -- **Combat Delays**: Combat actions are automated, expect delays -- **Balance Depletion**: Monitor bonded balance to prevent character deletion - -#### Technical Problems -- **Transaction Failures**: Check gas limits and session key status -- **Session Key Expiry**: Renew expired session keys -- **Network Issues**: Verify blockchain network status -- **Contract Interaction**: Ensure proper contract addresses and ABIs - -### Support Resources -1. **Game Documentation**: Comprehensive guides and references -2. **Community Forums**: Player discussions and support -3. **Developer Channels**: Official announcements and updates -4. **Technical Support**: Direct assistance for complex issues - -### Best Practices -1. **Start Small**: Begin with conservative strategies until you understand the game -2. **Stay Informed**: Keep up with game updates and community discussions -3. **Risk Management**: Never invest more than you can afford to lose -4. **Continuous Learning**: Study combat logs and other players' strategies +For comprehensive troubleshooting and solutions to common issues, see the [FAQ & Troubleshooting Guide](faq-troubleshooting.md). + +**Quick Help:** +- Character creation issues โ†’ [FAQ: Character Creation](faq-troubleshooting.md#1-character-creation-issues) +- Gameplay problems โ†’ [FAQ: Gameplay Issues](faq-troubleshooting.md#2-gameplay--mechanics) +- Technical difficulties โ†’ [FAQ: Technical Issues](faq-troubleshooting.md#3-wallet--transaction-issues) +- Best practices โ†’ [FAQ: Tips for Success](faq-troubleshooting.md#6-tips-for-success) --- -*This guide covers the essential systems every Battle Nads player should understand. The game is complex and constantly evolving, so stay engaged with the community and keep learning as you play.* \ No newline at end of file +*This guide covers the essential systems every Battle Nads player should understand. The game is complex and constantly evolving, so stay engaged with the community and keep learning as you play.* diff --git a/docs/game/pvp-combat-manual.md b/docs/game/pvp-combat-manual.md index 8811c91e..c86cc47c 100644 --- a/docs/game/pvp-combat-manual.md +++ b/docs/game/pvp-combat-manual.md @@ -1,375 +1,49 @@ -# PvP Combat Manual +# PvP Combat Guide -## โš”๏ธ Player vs Player Combat Mastery +## Player vs Player Basics -PvP (Player vs Player) combat in Battle Nads is the ultimate test of character optimization, strategic thinking, and risk management. Unlike predictable monster encounters, human opponents adapt, strategize, and bring unique builds to every engagement. +PvP combat in Battle Nads demonstrates the blockchain's ability to handle complex player interactions in real-time. -## ๐ŸŽฏ PvP Fundamentals +### Key Differences from PvE -### Why PvP Matters -- **3x Experience Bonus**: Defeating players gives triple XP compared to monsters -- **Economic Rewards**: Winner takes 75% of loser's shMON balance -- **Equipment Acquisition**: Access to player-optimized gear -- **Meta Development**: Understand current competitive landscape -- **Skill Validation**: True test of build and tactical effectiveness +- **Higher Rewards**: 3x experience for defeating players +- **Economic Stakes**: Winner takes 75% of loser's shMON balance +- **Unpredictable**: Human opponents use varied strategies -### PvP vs PvE Differences +### Basic PvP Strategy -| Aspect | PvE (Monsters) | PvP (Players) | -|--------|----------------|---------------| -| **Predictability** | Consistent behavior | Adaptive strategies | -| **Build Variety** | Limited monster types | Unlimited player builds | -| **Risk Level** | Moderate | High (human intelligence) | -| **Rewards** | Standard XP/loot | 3x XP + player balance | -| **Meta Impact** | Stable patterns | Constantly evolving | +#### Before Combat +- Check opponent's level and visible health +- Ensure your abilities are off cooldown +- Consider the economic risk vs reward -## ๐Ÿง  PvP Psychology & Strategy +#### During Combat +- Combat is automated once initiated +- Use abilities strategically based on cooldowns +- Monitor health for defensive ability timing -### Reading Your Opponent +### Class-Specific Tips -#### Character Analysis (Pre-Combat) -**Observable Information**: -- **Level**: Indicates experience and stat points available -- **Class**: Suggests probable build direction and abilities -- **Equipment**: Visible gear indicates build focus and investment -- **Location**: Deep dungeon presence suggests confidence/power -- **Behavior**: Movement patterns reveal experience level +**Warriors**: Use ShieldBash early for stun advantage, ShieldWall when health drops below 50% -**Intelligence Gathering**: -- **Health Status**: Injured players are vulnerable targets -- **Combat History**: Recent fights visible in area logs -- **Positioning**: Good players maintain escape routes -- **Equipment Quality**: High-tier gear suggests successful player +**Rogues**: Apply poison early for maximum damage, use EvasiveManeuvers defensively -#### Behavioral Patterns -**Aggressive Players**: -- Enter combat quickly -- Often glass cannon builds -- High risk, high reward playstyle -- May overextend in pursuit of kills +**Monks**: Time healing abilities carefully due to long cooldowns, use Smite to prevent enemy healing -**Defensive Players**: -- Cautious engagement -- Tank or balanced builds -- Strong positioning awareness -- Harder to defeat but lower reward +**Sorcerers**: Only use ChargeUp when safe from interruption, Fireball is most effective on high-health targets -**Opportunistic Players**: -- Target weakened enemies -- Avoid fair fights -- Economic efficiency focus -- Dangerous when you're vulnerable +### Risk Management -### Pre-Combat Decision Making +- Don't engage players significantly higher level +- Always consider your current balance at risk +- Remember: death means losing your entire balance to the opponent -#### Engagement Assessment -**Favorable Engagements**: -- โœ… Opponent 2+ levels below you -- โœ… Opponent clearly injured (low health) -- โœ… Your build counters their visible strategy -- โœ… You have escape route if things go wrong -- โœ… Opponent has valuable balance/equipment +### Simple Economics -**Unfavorable Engagements**: -- โŒ Opponent 3+ levels above you -- โŒ Unknown opponent with high-tier equipment -- โŒ You're injured/low on resources -- โŒ No escape route available -- โŒ Risk exceeds potential reward +The PvP system creates a dynamic economy where skilled players can accumulate wealth, but concentration of wealth makes them targets. This demonstrates: -#### Risk-Reward Calculation -``` -Engagement Value = (Opponent Balance ร— Win Probability) - (Your Balance ร— Loss Probability) -``` +- Economic game theory in action +- Risk/reward calculations +- Wealth redistribution mechanics -**Example**: -- Your balance: 0.5 shMON -- Opponent balance: 1.0 shMON -- Your win probability: 70% -- Expected value: (1.0 ร— 0.7) - (0.5 ร— 0.3) = 0.7 - 0.15 = +0.55 shMON - -## ๐Ÿ—๏ธ PvP Build Strategies - -### Meta Analysis & Counters - -#### Current Meta Builds (Analysis) - -**Glass Cannon Warriors** -- **Strengths**: Massive damage output, quick kills -- **Weaknesses**: Low survivability, vulnerable to burst -- **Counters**: Tank builds, evasion builds, ability timing - -**Tank Monks** -- **Strengths**: High survivability, healing abilities -- **Weaknesses**: Low damage output, long fights -- **Counters**: Damage over time, sustained pressure - -**Speed Rogues** -- **Strengths**: High evasion, frequent turns, poison -- **Weaknesses**: Low health, vulnerable to lucky hits -- **Counters**: Area effects, high accuracy builds - -**Burst Sorcerers** -- **Strengths**: Incredible burst potential with ChargeUp -- **Weaknesses**: Vulnerable while charging, fragile -- **Counters**: Interrupt abilities, early pressure - -### Specialized PvP Builds - -#### The "Player Hunter" (Anti-PvP Build) -**Focus**: Optimized specifically for defeating other players -``` -Stat Priority: Strength > Luck > Dexterity > Vitality > Quickness > Sturdiness -Equipment: High damage weapon + accuracy, medium armor -Strategy: Maximum damage with enough survivability for player combat -Class: Warrior or Rogue -``` - -#### The "Balanced Duelist" (Versatile PvP) -**Focus**: Handle any opponent type effectively -``` -Stat Priority: Balanced allocation favoring Strength/Vitality -Equipment: Versatile weapon + balanced armor -Strategy: Adapt tactics based on opponent build -Class: Warrior or Monk -``` - -#### The "Evasion Specialist" (Counter-Build) -**Focus**: Counter heavy damage builds through avoidance -``` -Stat Priority: Quickness > Dexterity > Luck > Vitality -Equipment: High accuracy weapon + maximum flexibility armor -Strategy: Avoid damage, win through attrition -Class: Rogue or Bard -``` - -## โšก Combat Execution - -### Ability Usage in PvP - -#### Warrior Abilities -**ShieldBash (24 block cooldown)**: -- **Best Use**: Combat opener for stun advantage -- **PvP Value**: Stun gives +64 hit chance bonus -- **Timing**: Use early before opponent can establish rhythm - -**ShieldWall (24 block cooldown)**: -- **Best Use**: When health drops below 50% -- **PvP Value**: 75% damage reduction, prevents crits -- **Timing**: Activate before opponent's big abilities - -#### Rogue Abilities -**EvasiveManeuvers (18 block cooldown)**: -- **Best Use**: Before engaging dangerous opponent -- **PvP Value**: -96 enemy hit chance for 3 turns -- **Timing**: Preemptive activation for safety - -**ApplyPoison (64 block cooldown)**: -- **Best Use**: Against high-health tank builds -- **PvP Value**: Percentage-based damage over time -- **Timing**: Early in fight for maximum tick damage - -#### Monk Abilities -**Pray (72 block cooldown)**: -- **Best Use**: Before/during extended PvP encounters -- **PvP Value**: Massive heal + enhanced regeneration -- **Timing**: Use when health drops to 30-40% - -**Smite (24 block cooldown)**: -- **Best Use**: Against healing/regeneration builds -- **PvP Value**: High damage + curse (prevents healing) -- **Timing**: After opponent uses healing abilities - -#### Sorcerer Abilities -**ChargeUp (72 block total)**: -- **Best Use**: When safe from interruption -- **PvP Value**: Massive damage multiplier -- **Timing**: Only when opponent can't interrupt - -**Fireball (56 block cooldown)**: -- **Best Use**: Against high-health opponents early in fight -- **PvP Value**: Scales with target's current health -- **Timing**: Use while opponent at high health - -### Turn Order & Initiative - -#### Initiative Calculation -``` -Turn Order = Base Priority + (Quickness + Luck) + Random Factor -``` - -**Initiative Advantages**: -- **First Strike**: Set combat tempo, use abilities first -- **Ability Timing**: Control when your abilities activate -- **Escape Opportunity**: Act first if you need to flee - -**Initiative Strategies**: -- **Quickness Investment**: Guarantee first turn advantage -- **Luck Synergy**: Quickness + Luck improves initiative -- **Equipment Speed**: Some gear may affect turn timing - -### Advanced PvP Tactics - -#### Ability Cycling -**Concept**: Optimize ability usage for maximum effectiveness -- **Cool Down Management**: Track opponent abilities and timings -- **Ability Baiting**: Force opponent to waste abilities -- **Counter-Timing**: Use your abilities to counter theirs - -#### Health Management -**Defensive Thresholds**: -- **75% Health**: Consider defensive abilities -- **50% Health**: Activate major defensive abilities -- **25% Health**: Emergency healing or escape planning - -**Offensive Opportunities**: -- **Opponent at 50%**: Push for kill with abilities -- **Opponent at 25%**: All-in offensive push -- **Opponent healing**: Use damage abilities immediately - -#### Positioning & Escape -**Combat Positioning**: -- **Enter combat** only when you control the engagement -- **Maintain awareness** of area boundaries and escape routes -- **Area control** - force fights in favorable locations - -**Escape Criteria**: -- **Health below 30%** and opponent healthy -- **Abilities on cooldown** and opponent has abilities ready -- **Equipment damage** or resource depletion -- **Unexpected opponent reinforcements** - -## ๐Ÿ“Š PvP Meta Analysis - -### Class Matchup Matrix - -| Your Class | vs Warrior | vs Rogue | vs Monk | vs Sorcerer | vs Bard | -|------------|-----------|-----------|---------|-------------|----------| -| **Warrior** | Even | Slight Adv | Slight Disadv | Advantage | Strong Adv | -| **Rogue** | Slight Disadv | Even | Advantage | Even | Advantage | -| **Monk** | Slight Adv | Disadvantage | Even | Slight Adv | Advantage | -| **Sorcerer** | Disadvantage | Even | Slight Disadv | Even | Advantage | -| **Bard** | Strong Disadv | Disadvantage | Disadvantage | Disadvantage | Even | - -### Build Counters - -#### Countering Glass Cannon Builds -**Strategy**: Survive the initial burst, then capitalize on their low defense -- **Tank up**: High Vitality + Sturdiness to survive burst -- **Defensive abilities**: Use ShieldWall, EvasiveManeuvers early -- **Sustained pressure**: Win through attrition after their burst fails - -#### Countering Tank Builds -**Strategy**: Prevent healing and apply sustained pressure -- **Damage over time**: Poison, sustained combat -- **Healing prevention**: Smite curse, continuous pressure -- **Economic patience**: Outlast their defensive abilities - -#### Countering Speed/Evasion Builds -**Strategy**: High accuracy and area effects -- **Accuracy stacking**: High Dexterity + accuracy equipment -- **Luck investment**: Improve hit chance through luck bonuses -- **Patience**: Wait for lucky hits to land decisive blows - -## ๐Ÿ’ฐ PvP Economics - -### Target Selection Economics - -#### High-Value Targets -**Characteristics**: -- **Large balance** (1.0+ shMON) -- **Visible wealth** (expensive equipment) -- **Isolated position** (no backup) -- **Tactical disadvantage** (injured, ability cooldowns) - -**Risk Assessment**: -- **Skill level**: Experienced players are dangerous regardless of level -- **Build optimization**: Well-built lower-level players can upset higher levels -- **Escape routes**: Cornered players fight desperately - -#### Target Prioritization Matrix -``` -Target Value = (Balance + Equipment Value) ร— Win Probability - Risk Assessment -``` - -**Example Calculations**: -- **High Balance, Low Risk**: Priority target (wealthy but weak) -- **High Balance, High Risk**: Proceed with caution -- **Low Balance, Low Risk**: Safe farming target -- **Low Balance, High Risk**: Avoid engagement - -### Economic PvP Strategies - -#### The "Wealth Redistribution" Approach -- **Target**: Players with disproportionately large balances -- **Method**: Coordinate with other players or use superior builds -- **Goal**: Break up wealth concentration for economic health - -#### The "Apex Predator" Strategy -- **Target**: Other strong players for maximum challenge and reward -- **Method**: Optimize builds specifically for PvP meta -- **Goal**: Dominate competitive landscape - -#### The "Opportunistic Hunter" Method -- **Target**: Weakened or isolated players -- **Method**: Strike when opponents are vulnerable -- **Goal**: Maximize win rate and economic efficiency - -## ๐Ÿ›ก๏ธ Defensive PvP Strategies - -### Avoiding Unwanted PvP - -#### Threat Assessment -**Danger Indicators**: -- **High-level players** in your area -- **Multiple players** converging on your location -- **Known PvP hunters** in nearby areas -- **Your large balance** making you a target - -#### Defensive Positioning -**Safe Areas**: -- **Shallow depths** with multiple escape routes -- **Low-traffic zones** away from popular farming spots -- **Areas with friendly players** who might assist -- **Near depth transitions** for quick escape - -### Defensive Combat Tactics - -#### Survival Priority Combat -**Goal**: Survive rather than win, preserve your balance -- **Defensive abilities first**: ShieldWall, EvasiveManeuvers, Pray -- **Escape preparation**: Position for quick exit if possible -- **Resource conservation**: Don't waste abilities on unlikely wins -- **Economic calculation**: Accept small losses to avoid large ones - -#### Counter-Engagement -**When forced to fight**: -- **Assessment first**: Can you actually win this fight? -- **All-in or escape**: Half-measures often lead to total loss -- **Ability timing**: Use your best abilities early if committed -- **No mercy**: PvP is zero-sum, fight to win if you fight at all - ---- - -## ๐Ÿ“‹ PvP Checklist - -### Pre-Combat Preparation -- [ ] **Health Status**: Am I at full health? -- [ ] **Ability Cooldowns**: Are my abilities available? -- [ ] **Escape Route**: Do I have a way out if things go wrong? -- [ ] **Risk Assessment**: Is this fight worth the potential loss? -- [ ] **Economic Logic**: Does the math favor engagement? - -### During Combat -- [ ] **Ability Usage**: Am I using abilities optimally? -- [ ] **Health Monitoring**: When should I use defensive abilities? -- [ ] **Turn Advantage**: Am I capitalizing on initiative? -- [ ] **Escape Criteria**: Have conditions changed enough to warrant retreat? - -### Post-Combat Analysis -- [ ] **What Worked**: Which tactics were effective? -- [ ] **What Failed**: What would I do differently? -- [ ] **Build Assessment**: Does my build need adjustments? -- [ ] **Meta Learning**: What does this teach me about current meta? - -Remember: PvP in Battle Nads is high-stakes and zero-sum. Every engagement risks your entire character balance. Fight smart, not just hard, and always have an exit strategy. \ No newline at end of file +Remember: Battle Nads is a technology demonstration. The PvP system showcases how blockchain can handle complex, high-stakes player interactions without centralized servers. \ No newline at end of file diff --git a/docs/game/quick-start-guide.md b/docs/game/quick-start-guide.md index e778f1e5..0aaa49e6 100644 --- a/docs/game/quick-start-guide.md +++ b/docs/game/quick-start-guide.md @@ -2,10 +2,11 @@ ## ๐Ÿš€ Get Playing in 5 Minutes -### Step 1: Connect Your Wallet +### Step 1: Connect Your Wallet via Privy 1. Click **Connect Wallet** on the homepage -2. Choose your preferred wallet (MetaMask, WalletConnect, etc.) -3. Ensure you're connected to the **Monad network** +2. Choose your external wallet (MetaMask, Coinbase, Rainbow, Phantom, etc.) +3. Privy will create a managed wallet (session key) for you +4. Ensure you're connected to the **Monad network** ### Step 2: Get MON Tokens You need approximately **0.15 MON** to start: @@ -17,10 +18,10 @@ You need approximately **0.15 MON** to start: - Purchase from supported exchanges - Use faucets if available on testnet -### Step 3: Create Your Character +### Step 3: Create Your Character (One Click!) 1. Navigate to **Create Character** 2. Choose your character name -3. **Allocate 32 stat points** across 6 attributes: +3. **Allocate 14 stat points** across 6 attributes: - **Strength** - Weapon damage - **Vitality** - Health and regeneration - **Dexterity** - Hit chance @@ -28,35 +29,28 @@ You need approximately **0.15 MON** to start: - **Sturdiness** - Defense - **Luck** - Critical hits and bonuses -**Recommended First Build (Balanced Fighter):** -- Strength: 6, Vitality: 6, Dexterity: 5, Quickness: 5, Sturdiness: 5, Luck: 5 +**Recommended First Build (Balanced):** +- Spread points evenly (2-3 per attribute) or focus on 2-3 key stats -4. Select your **character class**: - - **Warrior** - Tank/DPS hybrid (recommended for beginners) - - **Rogue** - High damage assassin - - **Monk** - Support and healing - - **Sorcerer** - Magical burst damage - - **Bard** - Challenge mode (not recommended for new players) +4. **One-Click Character Creation** handles everything: + - Deposits 0.1 MON for character buy-in + - Bonds shMON for Task Manager operations + - Funds session key with MON for gas + - Randomly assigns your class (Warrior, Rogue, Monk, Sorcerer, or Bard) -### Step 4: Set Up Session Key (Optional but Recommended) -1. After character creation, you'll be prompted to create a session key -2. **Benefits**: Gasless transactions, automated gameplay -3. **Cost**: Small upfront MON deposit for gas coverage -4. Click **Create Session Key** and follow prompts - -### Step 5: Enter the Game -1. Wait **8 blocks (~4 minutes)** for your character to spawn +### Step 4: Enter the Game +1. Wait **8 blocks (~4 seconds)** for your character to spawn 2. You'll start at **Depth 1** in a random safe location 3. Your character begins with basic equipment for your class -### Step 6: First Actions +### Step 5: First Actions 1. **Check your stats** - Review health, equipment, and abilities 2. **Practice movement** - Use directional buttons to explore 3. **Find a weak enemy** - Look for monsters at your level 4. **Try combat** - Click **Attack** to engage in your first battle 5. **Use abilities** - Each class has 2 special abilities -### Step 7: Basic Survival +### Step 6: Basic Survival - **Monitor your health** - Red bar shows current HP - **Watch your balance** - Keep enough MON bonded for actions - **Don't venture too deep** - Stay at appropriate depth for your level @@ -65,14 +59,16 @@ You need approximately **0.15 MON** to start: ## โš ๏ธ Important First-Time Tips ### Combat Basics -- Combat is **turn-based** and **automated** +- Combat is **turn-based** and **fully automated** +- **No transaction spam needed** - Task Manager handles all turns +- **Just click attack once** - combat continues automatically - Higher **Quickness** = more frequent turns - **Equipment matters** - upgrade when possible - **Class abilities** have cooldowns - use strategically ### Economic Management - **Death = loss of all balance** to the victor -- Keep minimum **0.05 MON bonded** to prevent character deletion +- Keep minimum **0.05 MON bonded** for auto-defense when attacked - Each action costs small amount of gas/MON - **Balance vs Risk** - don't risk more than you can afford to lose