๐Durability
NFT itself is consumable under quantification.
We don't want our users to lose the fundamental reason to have their NFTs in use - constantly being involved in gameplay. We designed the durability feature of our NFTs to achieve our goal.
Repair
The NFT needed to be repaired after losing all its durabilities. Otherwise, the NFT will stop performing in gameplay, such as generating tokens.
The user will still keep the NFT even if it's not performing due to durability.
Cost
Repairing comes with the cost of tokens. It's incremental after each repair. So, for the time being, the outcome of generated tokens will be less than the cost of repair. We won't end up with some users holding an out perform NFT that dominates the game.
Under qualification, NFT is considered a consumable item. The NFT consumption is focused on Merging and Duribility part.
Merging allows user to merge matieral NFTs into main bedroom NFT;
Duribility funtionality will let user to consume tokens and NFT itself to maintain its overall in game outcome.
Return Estimation
More details from Return Estimation.
Consuming NFT to Repair
To repair an NFT's duribility, users can choose to consume an NFT. According to the rarity of both NFTs, the consumption and repairing value would be different. Following is the table of consumption and income.
Durability Consumption
Consuming NFT | Repairing Common NFT | Repairing Rare NFT | Repairing Epic NFT | Repairing Myth NFT |
---|---|---|---|---|
Common | 1 | 0.8 | 0.6 | 0.4 |
Rare | 2 | 1 | 0.8 | 0.6 |
Epic | 4 | 1.5 | 1 | 0.8 |
Myth | 8 | 3.3 | 1.25 | 1 |
e.g., Consuming 1 Common NFT for a Rare NFT will help repairing 0.8 * Durability of Consuming NFT
Token Cost
Consuming NFT | Repairing Common NFT | Repairing Rare NFT | Repairing Epic NFT | Repairing Myth NFT |
---|---|---|---|---|
Common | 0.31 | 1.1 | 3.8 | 11.5 |
Rare | 0.35 | 0.67 | 3.5 | 11 |
Epic | 0.33 | 0.58 | 1.8 | 10 |
Myth | 0.27 | 0.51 | 1.5 | 4.5 |
e.g., Consuming 1 Common NFT for a Rare NFT will cost 1.1 $ZZZ
per duribility point.
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