Whitepaper
  • ⚔️Welcome to GainHive & GainPad - The Whitepaper
  • Introduction
  • GainPad
  • GainHive
  • Gameplay
    • The Planet
      • Hexagons
    • Player Avatars
      • Factions
        • Faction Based Diplomacy
      • Clans
        • Clan Warfare and Rewards
        • Clan Pages
      • Algocracy and Player Organisation
        • The King/Queen/Leader
        • War and Peace Decisions
    • F2P and Customer Segmentation
      • Mercenary System
        • Mercenary Sub-Game
    • Leveling
    • Reforging Avatars
      • Reforging Bonus
      • Avatar Quality
      • Aspect Trading
    • Equipments
      • Upgrading Equipments
      • Crafting Equipments and Items
    • Action and Energy System
    • Movement System
    • Combat System
      • Combat Phases
      • Melee and Ranged Combat
      • Adjusting and Balancing
      • Combat Outcomes
        • Attacker Victory
        • Defender Victory
        • Tie
    • Respawning System
    • Looting System
      • Items
    • Mining System
      • Items
    • Hiding and Immunity
    • Events
      • Full Loot Night
      • Treasure Hunt
      • Spachip Drops
      • Storms and Volcanos
      • Free Events
      • Monetized Events
      • Sponsored Events
    • Seasons
    • Financial Instruments
      • Market Spread
      • Open Market and Trading
      • Direct Player to Player Trading
      • Renting Avatars
      • Factions and Clans
  • Roadmap & Achievements
    • RoadMap
    • Achievements
  • TOKENOMIC $Ghive
    • $Ghive - The Governance
    • Game Economy
  • TEAM
    • About Us
    • Core Members
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  1. Gameplay
  2. Combat System

Adjusting and Balancing

The parameters of attacking and defending change based on the outcome we want. We can increase the HTK by tweaking the damage parameter (currently 20)

This system actually does not penalize so much for attacks above their strength players (if they’re defending) thus it stimulates aggressive combat.

PreviousMelee and Ranged CombatNextCombat Outcomes

Last updated 1 year ago