Fragmented Arena

As mentioned above, the economy will be based on user participation in every aspect of the ecosystem.

To understand the mechanism, we will explain it step by step.

First of all, the DoD generation for weekly quests will have a base amount plus a bonus that will depend directly on the following factors: card staking, which will be destined to rewards for players who have completed the weekly quest, and fragments burning, of which 10% will be destined to weekly quest rewards.

Users who decide to do Card Staking, will receive as a reward the DFK Token, which is generated according to the volume of active players who complete the weekly missions. Of the total generated by the active players, 50% of the DFK token will go to the Card Stakers, while 35% will go to the DFK Stakers and another 15% to the treasury.

Users who decide to do DFK Staking, will receive both DFK and DoD as a reward, coming from the active players the DFK Token and from the Card Stakers the DoD Token.

Based on this, we can already begin to appreciate the dependence of the different participants of the internal economy, generating a sort of circular economy where the generation of Tokens has a proportion of recirculation and another of creation.

The other elements are detailed below.

When a player creates a new pack, 100% of the DFK token used will go to the treasury, while 100% of the DoD token will be burned.

When a player defragments a new card, 100% of the DoD token will be burned.

When a player burns fragments, he will get 90% of the generated DoD, while the remaining 10% will go to the reward pool for players who complete the Weekly quests.

The treasure, which will contain only DFK tokens, will be distributed 70% as a season rewards, 20% will be kept in a wallet to ensure the payment of rewards (NFTs Ex), 5% will be used to maintenance and growth, and 5% for the DFK ecosystem.

Of the movement generated in the Marketplace, 92.5% will go to the selling user, 1% to the wallet for the payment of prizes, 3.5% for maintenance and growth, and 3% for the team.

In this way, a dynamic and variable economy is generated, where each participant will be able to decide where he/she will prefer to get involved, generating value for the rest of the community.

In addition, with the inclusion of prizes external to the game itself, an incentive is generated for the participation of people who are not interested in playing, but rather in chance.

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