One WOO Show, One Challenge, Then Go Again

Words
1344
Reading
6 min
Listen
Play
3h

A Big Hello to all WOO Fans! 🥳🥳🥳 WOO!

One of the things I appreciate about the new WOO Ranked system is how deliberately simple the basic loop appears to be. One Show. One Challenger. Finish the fight. Go again. That might not sound like the most revolutionary statement in gaming, but sometimes a clear and simple system is exactly what an online game needs.



Async Ranked allows players to participate without needing to be online at the same time, but WOO has also placed some limits around the system. At launch, each player can have only one pending Ranked Show.

I think this is worth paying attention to because it tells us quite a lot about how WOO is approaching the feature. The developers could have opened the floodgates and allowed players to post several pending Shows simultaneously. Instead, they are starting conservatively. There is an obvious reason for that.

When you create a Ranked Show, the wrestlers and cards you use become locked while the Show is pending. You cannot simply move those NFTs somewhere else while they are committed to the match. If players were allowed to have several pending Shows, it could become very easy to lock up large portions of a collection.

Imagine creating one Show with your main roster, another with a second group of wrestlers, and then another one because the first two hadn't been challenged yet. Suddenly, a significant part of your collection could be sitting in pending matches.

That probably isn't the experience WOO wants. The one Show limit avoids that problem. It also makes the player's decision more meaningful. If I have one pending Show, I know exactly where my Ranked commitment is. I cannot create another one until the existing situation is resolved.

If someone challenges me, the match progresses. If my Show expires after 24 hours, my cards unlock and I can create another. If I manually cancel it while it is pending, I can also move on. There is something quite clean about that.

The 24 hour expiration period is particularly important because it gives the system enough time to work across different schedules without making the commitment permanent.

A Show posted in the morning can still be challenged in the evening. A Show posted late at night can potentially be challenged the following morning. That is exactly what Async Ranked is supposed to accomplish.

It gives the matchmaking system a time window rather than a single moment. I also think the 24 hour window adds a little bit of tension to the Promoter side. You have created your lineup. You have committed your cards. Now you wait. Will somebody answer? Maybe yes. Maybe no. If nobody does, the Show disappears after the time limit and you get your cards back.

That is a much more reasonable situation than having your NFTs stuck indefinitely. The locking rules themselves are also straightforward. If you sell a locked NFT, the Show is cancelled. If you transfer it, the Show is cancelled. If you undelegate it, the Show is cancelled. If you level it up, the Show is cancelled. All of those actions make sense because they change the underlying asset that was committed to the match.

I can imagine players quickly learning to check their pending Show before making changes to their collection. If you have a wrestler locked into a Ranked Show, perhaps you should finish or cancel that Show before deciding what you want to do with the NFT. That adds a small layer of collection management to the Ranked experience.

Then there is the moment when someone finally becomes the Challenger. The Challenger doesn't choose the Promoter. They don't get to browse through available Shows. They receive the oldest eligible pending Show that they did not create. This FIFO approach gives the whole system a natural order.

Once the Challenger receives the Show, they get the same match budget the Promoter received and build their own lineup without seeing the Promoter's identity or roster.

That is where the one Show system connects with the Mystery Opponent system. The Promoter is waiting with one committed lineup. The Challenger arrives with their own budget and creates another lineup.

Neither player knows exactly what the other has prepared. Once the Challenger confirms their team, the match becomes locked. Then the two sides can finally be revealed.

I like that progression because it prevents the system from becoming overly complicated. There are plenty of moving parts behind the scenes, but the player's basic experience is easy to understand.

If you have a pending Show, it is your commitment. If someone else has a pending Show, you can potentially challenge it. If there is no Show, create one. That is about as straightforward as an online competitive loop can get.

It also gives the Ranked system a nice rhythm over time. You don't need to create several matches in advance. You don't need to maintain a giant queue of your own. You simply participate one Show at a time.

I suspect this could become particularly useful for players who like to think carefully about their lineups. Instead of rapidly firing through several matches, you have a defined competitive decision in front of you.

What roster do I want to build? What does the match budget allow? Which cards do I want to commit? What happens if I need one of those NFTs for something else? Those decisions might not sound dramatic, but they are the kind of small choices that make collection-based games interesting.

And then, once the Show is completed, you go again.

I think that phrase captures the spirit of the system better than anything else. One Show is not supposed to be a huge administrative process. It is simply one competitive commitment. Then another. Then another. Over a season, those individual matches add up to progression through the Ranked Ladder. That means the simplicity of the system is actually useful.

WOO doesn't need Async Ranked to be complicated. It needs it to work. It needs players to understand what is happening. It needs cards to be protected from constant roster changes. It needs pending Shows to eventually resolve. And it needs players to be able to participate without being forced into simultaneous matchmaking.

Starting with one pending Show feels like a sensible way to establish that foundation.

Perhaps the limits will change in the future. Perhaps WOO will experiment with different formats or special events. The announcement even leaves room for future weekend tournaments, special competitive events, Prime Time bonus windows and limited-time Ranked incentives.

But for the core Ranked Ladder, I quite like the idea of keeping the loop simple. One Show. One Challenger. One match. Then go again.


Well, that's it for today. We will continue again tomorrow! 😁 WOO! 🎉

hive dividers-12.png

Wrestling Organization Online is an upcoming play-to-earn NFT business management game on the Hive blockchain and they are committed to positively influencing the industry by directly promoting wrestlers and offering a new income opportunity through sales of NFT packs.

🤼‍♂️ CLICK HERE TO JOIN THE WOO DISCORD 🤼‍♂️

🤼‍♂️ CLICK HERE TO JOIN THE WOO TWITCH Channel 🤼‍♂️


The main reason I got into WOO was pretty much thanks to thebeardflex@thebeardflex and the PIZZA community! PIZZA is a close partner of WOO wrestorgonline@wrestorgonline and was one of the first buyers into the Alpha Presale.🍕CLICK HERE TO JOIN THE PIZZA DISCORD🍕
PIZZA is an active gaming and creative arts crypto community on the HIVE blockchain. Popular games on HIVE like SPLINTERLANDS, RISING STAR, EXODE, HASHKINGS, WOO, TERRACORE have their own PIZZA communities here.

hive dividers-12.png

If you read this and still have not heard of either WOO or PIZZA, feel free to join the WOO DISCORD and PIZZA DISCORD where you will meet a very welcoming community.

Also, if you've bought some WOOALPHA, SATURN or RAVEN packs and somehow have no idea how to open your packs, feel free to head to https://play.wrestlingorganizationonline.com/open to unwrap your shiny packs and hope that the RNG Gods smile on you! 🤞🏻🍀🤞🏻🍀🤞🏻🍀


One WOO Show, One Challenge, Then Go Again | Ecency