New Season: Power Play

Introduction

Welcome to the SIXTH season of Gangster Arena, the idle strategy game on Blast! We're thrilled to have you join us for this new chapter. Our team is passionate about how blockchain opens up fresh, innovative experiences for players, and Gangster Arena is our way of transforming the world of crypto into a high-stakes game of risk, reward, strategy, and game theory.

Rewards

Welcome to the one of the most rewarding games on Blast!

We have committed 12.5m $GOLD, 0.15% $xU and 184k Blast Gold to rewards

In addition, the prize pool will grow whenever players spend:

  • 100% of ETH spent in Gangster presale

  • 90% of $GOLD spend to player rewards (remaining 10% burned)

  • 2% of $GOLD trading goes to reputation and raid rewards as ETH

Blast Gold Distribution

Allocation
Prize Pool
Explanation

Content

1000

200 gold will be distributed to 5 best X threads or content celebrating the launch of Season 6

Early Starter Bonus

6,000

First 300 players to claim thugs will receive 20 gold each

Thugs Auction House

31,500

Players can spend POOR to bid for Gold Rewards in the auction house

Available for 7 days (24 - 31 Oct)

  • 300 pouches of 5 gold

  • 100 pouches of 15 gold

  • 30 pouches of 50 gold

This is a fair and free way for players to compete for gold, since the number of Thugs is capped

Top 100 bonus

30,000

Top 100 players in raids and reputation in midseason leaderboard will receive 150 gold each

Leaderboard Snapshot

116,086.99

Players receive Gold proportional to their U points in the leaderboard as at 31st October 11am GMT +8

Players earn U points by playing the game, so it’s a way for all players to receive gold.

Introducing Augments

We believe the strategic depth of Gangster Arena keeps players engaged, but we’re always looking for ways to enhance the gameplay experience and introduce additional excitement to players. To achieve this, we're introducing the Augments feature, adding a new layer of decision-making, variance and excitement to the game without disrupting its core mechanics.

How it works:

  • Every gang war, the player will be able to choose one Augment from 3 randomly selected Augments choices after paying a cost of 25,000 $GOLD

  • Players can spend 25,000 $GOLD to reroll their Augments up to 10 times

  • Augments offer a range of bonuses, from attack and defense multipliers to resource-boosting effects, making the game more dynamic

Please see https://app.gitbook.com/o/t660cYlpAy1cD24MOSno/s/DgwKWJ0HClCjE4JkkI50/~/changes/158/help/detailed-numbersfor more details about Augments

Raid Logic Changes

In Season 5, we saw the emergence of win trading strategies which were not fun to play against. The root of the issues was that the cost of setting up optimal win trading scenarios was far too low and the rewards to the beneficiary were too high in all scenarios.

To tackle this problem, we have made the following changes:

  1. Cap Pistol and Shield Spending to be at a maximum of [150]% of daily xGOLD earning, limiting the ability to create large raid point swings.

  2. Introduce Multi-Attack Penalty (Rivalry Modifier): A 20% penalty will be applied for every additional attack on the same player, reducing raid points gained after consecutive raids on the same target.

  3. Escalating Costs for Pistols/Shields: Make pistols and shields more expensive with each purchase, discouraging players from using them excessively for guaranteed win trading.

  4. Reduced Raid Points for Low Point Targets: A 30% reduction in raid points will apply when attacking targets with negative raid points to discourage farming low-tier players with negative raid points.

We believe that the above changes will substantially reduces the incentives associated with win trading and make it much harder to pull off in practice.

Other Key Changes

  • Increased reputation of safehouses

  • Slightly shifting the rank rewards

  • Removed Gangster levels

  • Bonus multiplier for gang wars set to a flat 20%

  • Player rewards rebalanced from 33/33/33 Reputation / Raid / Auction house to 40/30/30

  • Slightly rebalanced probabilities of daily spin rewards - overall EV remains the same

Testnet Changes

  • Changed cost of Augment roll and re-roll from 15k to 25k $GOLD

  • Slightly rebalanced leaderboard rewards

  • Rivalry now only counts successful attacks and not defence

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