Genesis League Goals - Card Leveling & Combining
This post will explain basic requirements of card leveling and combining for Genesis League Goals (GLG), a game on Genesis League Sports (GLS) Platform, in partnership with the Major League Soccer Players Association (MLSPA). Compete with your favorite MLSPA players in the form of NFTs, manage soccer teams and win rewards in this rapid tactic strategy game that will utilize NFTs, cryptocurrency, and the Hive blockchain – Genesis League Goals!
Note: This post will supersede the previous card combining & leveling details if any (Genesis League Goals - Card Leveling & Combining).
Leveling
Player cards gain XP by playing with a card. This ensures a “Proof of Play“ or time component adding the value. In future, users will be able to put a card in training (stake it) to gain XP. Leveling player cards adds 1% bonus to hard stats per level.
All cards (regular foil or gold foil) will start have XP level 0 when minted. Maximum Possible XP level of card will be 100. Cards can level up by gaining XP from macthes. XP level of a card will be limited by star level(number of combined cards). Every XP Level requires progressively more XP, and it allows users to enjoy leveling for a long time. Cards collect XP by playing matches. In future, extra XP will be rewarded for good performance (goals, assists, blocks, etc.).
XP Requirements for Leveling
All player & coach cards will start at level 0. 200 XP will be required to go from level 0 to level 1. Each next level will require 5% addtional XP (rounded upwards) from previous level. Cumulative XP required for certain levels is shown in table below:
XP Level | Cumulative XP Required |
---|---|
10 | 2,538 |
20 | 6,733 |
30 | 13,626 |
40 | 24,904 |
50 | 43,343 |
60 | 73,439 |
70 | 122,506 |
80 | 202,481 |
90 | 332,808 |
100 | 545,171 |
Earning XP
XP will be earned by playing ranked matches. Regardless of result of a match, XP will be awarded. Wins will award more XP than draws & draws more than losses. XP earned will be proportional to rating & tier. Higher the rating or tier, more will be the XP earned.
XP Earning Formula and Calculations
XP earning formula will remain the same in all tiers. That means that at higher tiers user will need to play more games to level up the card than lower levels. This will make sure that user playing more get to level up card faster than the ones playing less. The progression is discussed in previous section.
In this section on XP earning formula is discussed. XP earned will be directly proportional to absolute sum of rating gained and lost by players.
XP Earned = (1 + Bonuses) x (Match Result Factor) x 50 x (Rating Multiplier for XP)
Match Result Factor
Match Result | Factor |
---|---|
Win | 2 |
Draw | 1 |
Loss | 0.5 |
Based on match result factor, winning a match will award two times more xp than draws, and draws will award two times more xp than losses.
Rating Multiplier for XP
Rating multiplier will be calculated bassed on user rating & tier. It will range from 1 to 6 in value. This makes sure that each tier has a progressive path to earn more XP rewards as user gain more rating or move to higher tiers. This allows users to rank up in their tier or move to higher tier to earn more XP & level up cards faster.
Rating Multiplier for XP = Minimum of [(800 + User Rating) / 800 , Rating Multiplier Cap for XP for the tier]
Rating Multiplier Cap for XP
Tiers | Rating Multiplier Cap for XP |
---|---|
Solo | 2 |
Local | 3 |
Regional | 4 |
National | 5 |
Global | 6 |
XP Bonuses
Similar bonuses will be applied on XP as of fans. Please check out details in Ranked & Rewards post.
XP Distribution to Cards in a Team
XP earned will be at match level. This XP will be distributed among all the cards (Starting Line up, Subs & Reserves) in that team. It will be done based on following formula:
- Each player card that stays on the field for whole game will get full (100%) XP.
- Each player card that stays on field for half of time will get half (50%) of XP
- All other players in subs and reserves that didn't participate in game will get 25% of the XP earned.
For example, if a team gains 60 XP in a match. Each player card that participated in the whole game (excluding players cards that were substituted) gets 60 XP. Each substitution that was made in half time, will get 30 XP each. All other cards left (Subs and Reserves) that never were on field will gain 15 XP each.
This system will result in player cards, playing in field, gain more XP and are leveled up faster than other player cards. This will allow user to swtich cards back and forth so they can level up their favourite cards and avoid exploit of leveling all cards at same rate.
Star Level (Combine Level)
Combining cards opens new buff slots and increases the level cap for earning more XP. There will be 10 star levels for combining cards. Combining cards share the following benefits:
- Combining cards increases the combine value of the main card (e.g. BCX).
- Combining cards will allow unlocking of skill slots and the ability to upgrade rarity of consumables (skills) that can be used in the slots.
- Combining burns all cards used in the combine - other than the main card.
- Combining also unlocks higher max XP levels (level cap) a card can achieve. At 10 stars a card can acheive 100 levels.
All regular foils will start at star level 1 while gold foil cards will start at star level 2.
Combining Star Requirements
Regular Foil Cards
Combine Star | Maximum XP Level | Cards to Combine per Star | Total Cards to Combine | Unlocking Skill Slot |
---|---|---|---|---|
1 | 10 | 1 | 1 | All Locked |
2 | 20 | 1 | 2 | Unlock Skill Slot 1 |
3 | 30 | 2 | 4 | Upgrade slot 1 to rare rarity |
4 | 40 | 4 | 8 | Upgrade slot 1 to epic rarity |
5 | 50 | 7 | 15 | Unlock Skill Slot 2 |
6 | 60 | 15 | 30 | Upgrade slot 2 to rare rarity |
7 | 70 | 25 | 55 | Upgrade slot 1 to legendary rarity |
8 | 80 | 50 | 105 | Upgrade slot 2 to epic rarity |
9 | 90 | 105 | 210 | Upgrade slot 2 to legendary rarity |
10 | 100 | 190 | 400 | Unlock Skill Slot 3 & All rarities |
Gold Foil Cards
Combine Star | Maximum XP Level | Cards to Combine per Star | Total Cards to Combine | Unlocking Skill Slot |
---|---|---|---|---|
- | - | - | - | All Locked |
2 | 20 | 1 | 1 | Unlock Skill Slot 1 |
3 | 30 | 2 | 3 | Upgrade slot 1 to rare rarity |
4 | 40 | 2 | 5 | Upgrade slot 1 to epic rarity |
5 | 50 | 3 | 8 | Unlock Skill Slot 2 |
6 | 60 | 5 | 13 | Upgrade slot 2 to rare rarity |
7 | 70 | 7 | 20 | Upgrade slot 1 to legendary rarity |
8 | 80 | 15 | 35 | Upgrade slot 2 to epic rarity |
9 | 90 | 25 | 60 | Upgrade slot 2 to legendary rarity |
10 | 100 | 40 | 100 | Unlock Skill Slot 3 & All rarities |
Combining cards with different components
When combining cards that have different components, XP levels, and combine levels, the UI will display all cards for ease of comparing data. Cards being combined will level up/burn into the best card (main card) or all cards will be burned and a new nft of card will be minted. All skills slotted on cards will be automatically sent to the user’s skill collection/inventory. XP on the combined cards will added to the main card or the new minted card. The combine level of the resulting card gets augmented in it’s natural incremental order as per design formula. The exact formula for the addition of XP is shared in below section.
XP Formula for combining cards
When cards will be combined, XP will be added together as per following rules:
Sum of XP as follows:
- XP of Highest XP card will be retained completely (100%)
- 80% XP of all other cards being combined will be taken.
XP of Combined Card = (Highest XP) + (0.80 x Sum of XP of all cards being combined except highest XP card)
Note: 80% XP retention while combining cards is a gift for existing users to be able to level cards faster. This number may be reduced to a lower number in future to make sure a healthy XP economy.
Dynamic Stats when combining cards
All dynamic stats (health, morale & stamina) are retained as is for main card. This may change in future.
Please join our discord server for latest updates. Don't forget to follow us on twitter and facebook.
Dead players receive XP?
They reduce the overall XP earned in the match. Each dead player reduced XP by 1/7th.
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