GAME MECHANICS

Oceanland
5 min readApr 22, 2022

The rapid price movements have been one of the crucial problems in all of the play-to-earn games. Besides, after getting a lot of players, supply over-exceeds demand and therefore, price falls quickly as can be seen in the figure below [1].

In order to prevent rollercoaster price movements and provide a healthy and steady growth, we utilized many precautions in Oceanland.

  1. Ticket System

Tickets are required for players to upgrade their NFT tools. Each upgradeable NFT Tool has its own Ticket. Tickets are obtained by chance during Mining and they can be traded with other players on the market.

Tickets are the most effective growth-control mechanism in Oceanland. Players won’t be able to craft the NFT tools exponentially since they will need tickets when crafting, and thus, won’t create supply excess.

Besides, when a ticket is found, the player has to burn $OLAND in order to claim the ticket. This will also benefit $OLAND tokenomics (Please read our ticket article:

https://oceanland.medium.com/tickets-a1b17b506282 for full details about how tickets work, and the burn amounts)

Ticket finding ratios also differ based on the tool tiers. The lower the tier, the higher the ticket finding ratio for each tool. For example, if you don’t have a high budget, don’t worry: You can still invest on Tier-1 tools and focus on finding more tickets, and selling them on the Marketplace since Tier-1 tools have a much higher ticket finding ratio than the rest of the tiers.

There is no single or ultimate investment strategy in order to earn in Oceanland, but many. By that, we provide alternative investment strategies for the players.

2. Limited Tool Life

One of the major problems of the P2E games is that the NFT tools don’t have a lifetime at all, and they can be used indefinitely. However, NFT tools with the exception of Tier-1 tools, have a Durability value in Oceanland. When the durability hits 0, the tool breaks, and the craft costs with the exception of the tickets are returned to the player.

So, what’s breaking and what happens when a tool is broken? All but the Tier-1 NFT tools have a durability value depending on their tiers:

  • Tier 2: 1800
  • Tier 3: 1440
  • Tier 4: 1080

Each time a tool is used for mining it loses one point of durability. That means, you can use the Tier-2 tools 1800 times, the Tier-3 tools 1440 times, and the Tier-4 tools 1080 times in total. When the durability hits 0 (zero), the tool is destroyed (hence the NFT is burnt), and all crafting resources but the Tickets are returned to the user.

In case of an early unequipping, the same rules apply. The user will get the crafting materials back and the tool will be removed from the player’s inventory (burnt). Remaining durability of the tool is not taken into account.

To be more clear:

  • The Tier-1 tools have infinite durability, which means that they are never broken and can be equipped/unequipped indefinitely.
  • If you equip Tier-2, Tier-3, and Tier-4 tools, and don’t use them at all (which means they have full durability) you can unequip them without breaking
  • If you use Tier-2, Tier-3, and Tier-4 tools even once, you can never Unequip them. You either use them until the Durability hits 0, or break them yourself to get your resources back
  • Tickets are never returned to the user. The tickets used in Upgrading are burnt forever.
  • The resource refund are 100% for all tiers

3. Tool Homogeneity (N-2) Rule

he use of NFT Tools in the game is limited in order to prevent unfair competition and to balance the resources produced in the game. When a player wants to equip a new NFT Tool, actively equipped NFT Tools are counted based on their categories (Water, Food, Wood, Metal). If the total of the NFT Tools in the category of the new NFT Tool the player wants to equip is two more than the number of NFT Tools in the least used category, equipping that tool is not allowed.

To be more clear, let’s assume N is the number of tools equipped by category (resource type), in order to use the Nth tool in a category (resource), the player has to have at least “N-2” tools in each of the other categories. This condition is valid if “N” is between 3 and 10 (3≤N≤10). Thus, it will be possible to ensure the homogeneity of each resource category.

Example 1:

A player using 1 Wood, 2 Metal, 2 Water, and 3 Food NFTs:

  • The player cannot equip a new food tool because if the player equips a new food NFT, the total of the food NFTs will equal to 4. Since wood NFT count is 1, this will violate N-2 rule (4–1=3>2). The player must equip another Wood NFT (increase the count to 2) in order to equip 4th food NFT.
  • A new Water Tool can be equipped.
  • A new Metal Tool can be equipped.
  • A new Wood Tool can be equipped.

Example 2:

A player using 4x Barrel (Water), 2x Axe (Wood), 2x Shovel (Metal), and 2x Fishing Rod (Food):

  • The player cannot equip a Coconut Shell (water). Must equip one wood, one food and one metal tool before he can equip a water NFT.
  • The player can equip a new Basket (food) tool.
  • The player can equip a new Saw (wood) tool.
  • The player can equip a new Dynamite (metal) tool.

Example 3:

A player using 3x Bucket (Water), 1x Trap (Food), 1x Axe (Wood), and 1x Hammer (Metal):

  • Cannot unequip Trap, Axe, or Hammer (It’s a rule violation since 3–0 = 3 > 2)
  • Can unequip Bucket

4. ROI (Return of Investment) Control System

We are well aware of the price movements, and although we applied various control systems, prices can still move faster than planned. These price movements may result with some tools having shorter ROI days than 25 days.

As a rule, no NFT tool in Oceanland can have ROI less than 25 days. For example, if the ROI decreases below 25 days, the resource consumption for that specific tool is increased so that the ROI is 25 days back again.

ROI control is automatic and tool based. If the tool you own has ROI longer than 25 days, you are not affected at all.

[1] https://twitter.com/Braatuu/status/1513096964023463937

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Oceanland

Oceanland is an NFT blockchain-based game. The game works on play-to-earn principle.