Introducing the Forge:
TL;DR
The Forge Project Overview: https://docs.google.com/document/d/1jRLSHVnIu3YU8SBfAasH8pHvuPFdn6hDhXnOir65KVA/edit?usp=sharing The Forge Google Sheets w Recipes, statistics, and economic modeling (work in progress) https://docs.google.com/spreadsheets/d/1fFPZr2QE1ngpGbnfQQQS1gDxWLvMVJ6j7iNTwjtzrmU/edit?usp=sharing Budget Request and Purpose: 50k GHST to pay for development of smart contract work, economics team, project management, art bounties, dashboard bounties, and event/rewards for launch
Project Landmarks and Goal Timeline
Forge Overview: All wearables will be composed of Aalloys + Schematics + Frames. Godlikes and pets will additionally require essence which is obtained by sacrificing a gotchi. Wearables can be smelted back into Aalloys + schematic + Frame +-essence at the Forge. Wearables can only be forged if the user has all of the underlying components. There is an alchemica cost for Forging and success can be determined by the smithing skill. It will feel challenging to successfully forge a Godlike which will require high smithing skill + all underlying components. Successful smithing will increase your smithing skill. It will cost more Aalloy to forge a wearable than will be obtained when melting it down. This will serve as an Aalloy burn which will reduce the potential building blocks of wearables. This can serve as a deflationary mechanic on the wearable market.
The Forge allows all wearables to be turned into their base components which can then be reused to craft new wearables. This creates fluidity in the wearable market by allowing users to craft new wearables or break down ones they don’t use into useful parts. Breaking down wearables into base components abstracts specific aspects of wearables into designated tokens that can be granularly controlled. This allows for more wearable designs and trait combinations with introduction of schematics without net dilution. Alloys allow for wearables to be turned into other wearables with different traits, creates fluidity in the market and provides much needed equity in traits. Frames serve as the lever for scarcity for which emissions will be controlled by the DAO. Each wearable is composed of its underlying aalloy, its schematic, and its frame.
All current wearables are “complete wearables” and can be smelted into these components. The separate components allow sufficient levers to design healthy engagement loops, introduce more wearables, and have potential loot/player rewards. Additionally, it allows for a Smithing mechanic in the gotchiverse to increase overall experience in the gotchiverse. It creates an even stronger bond between the user and their wearables since they were forged (or even designed) by the user. It also creates opportunities for deflationary mechanics on each component that can be modified as needed to maximize player experience and asset value. While there would be many mechanics introduced, the base idea of crafting is familiar to MMORPG players.
There will be multiple primary decision points that need DAO approval. The DAO forge team will work through various mechanics and propose a series of signal propositions to the DAO for consideration. These propositions will include a recommendation and the underlying models to understand the impact of the decisions. The Forge team will work diligently to include community feedback and create the Forge in a maximally transparent way. The forge idea has already morphed significantly since its inception and I expect it to continue to evolve before and even after implementation.
Please see the attached documents for more information and please feel welcome and encouraged to leave comments or message me directly for feedback. Thank you for the consideration
DW