Capture Logic

Let me begin by saying that this game is quite complex, especially on the backend, something one of the devs working behind @poshtoken has learned to know about me is that I like complex projects. I guess in the same wave you could say Hive is very complex as well but similarly it also tries to make it as easy as possible for the end user to do their daily thing, which is what we aim to do with the game as well. Having said that this is causing a lot of additions towards the game which is going to delay some of the previous written out roadmap, I will have to give it an update on the Whitepaper soon but I think it's better to do things properly than to rush them, especially when there's no one pushing us to rush it.

Similarly to many other aspects of the game, the capture logic won't be that simple. In this post I'm going to try and write it out in terms for anyone to understand because quite frankly I wouldn't be able to lay it down in other ways neither. Thankfully our gamedev is well prepared to formulate the math and equations to make my rambles work well together. :D



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To explain part of this as a comparison to other games, here's one of the formula's of how capturing works in games like Pokémon:


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With A, we see that in Pokemon they multiply the max Health Points by 3, subtract current HP x2, then multiply that by the unique Pokemon's rate and multiply that based on what Ball was used to capture it while dividing it all by max HP x3 again. That whole number then multiplied by a status effect on the Pokemon. They then move those numbers over to B where they divide the square root a few times, this action represents the "shaking" of the ball in Pokemon, where each shake determines if the monster is caught or moves onto the next shake if not, until it either is captured or breaks free.

While we won't have a "shaking" mechanism, at least not this early on, a lot from the first formula can be used in our logic as well with many more additions. :P



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Here are some of the things that will affect your capture success chance in Holozing.

First off, compared to Pokemon, we will also place weight on the monster's current HP compared to total HP, meaning that the lower the monster is, the higher your chance to capture it.

Then, each Holozing monster will also have its own unique rate, this will depend on how rare this monster is to spawn/appear in encounters or other possible lore/storyline reasons to make it harder or easier to be captured.

On top of that, which doesn't exist in Pokemon as far as I can tell, monsters will also have a rate that depends on their stat rarity, the closer they are to max stats the harder it becomes to catch them/higher the chance to fail to catch them. This is a hidden stat of which the players won't be aware of unless they capture it.

Furthermore, the monster's status will also be a factor but not as extreme as the effects in Pokemon. Naturally, if you get the enemy monster frozen or asleep, it'll be easier to capture than if it's paralyzed or confused or other weaker status effects. Some of these status effects will also alter the chance for the monster to flee, which gets us to our next point.

Monster rate and other stats will also determine how likely the monster chooses to flee rather than to attack you, this is also affected by it's low health, if the health is lower it is easier to be caught but the chance of it fleeing increases as it wants to escape danger.

Now let's get to the fun part, items.

Items in Holozing will have most stats that affect healers and their stats, but some will be different, one such stat will be called Luck which will affect different scenarios with one of them being the capture rate.

Your capture device will have Luck stat, this will range based on what rarity your device is and what kind of device it is. There will be slightly different devices (imagine guns) with different effects on the creatures they're trying to capture while at the same time increasing your capturing success rate.

Similarly, capture laser ammo will also increase your chance of a successful catch. These will also have rarities with unique material costs for professions to craft and will add to your overall capture success rate.

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With capturing being a big part of the PvE aspect, we wanted to make sure we add all the crucial logic to it early rather than rushing with a simple concept and alpha testing that. This will allow us to run the closed alpha test a bit longer once it's ready to test both PvP balancing, PvE balancing and capturing which will push us for an open alpha faster where we'll aim to also have converted a lot of our assets into 3d and into the game. Hope you all understand why we'd want these things included as early as possible to make the game as unique as possible with our ideas and vision to stand out not just as a web3 game you can earn in but also have potential as a web2 game.

Let us know your thoughts, if you think this is too complex or if you won't mind as long as you won't have to find out about it when playing. :D

Thanks for reading and hope to soon be able to share more news and snippets here and there.

Images created with Midjourney for this post alone.



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