Justttttt joking. Only 2 parts in totality.
Then it just becomes a more simple governance of wearables released by some ratio that makes sense once all factors are taken into account. This can be tweaked and adjusted by the DAO over time, if the ratios are not panning out as expected. Why not start with the ratio of the universe? The golden ratio. But before I go there, let me state what two variables need to be compared. Because many will keep some portals unopened, and others will sacrifice their Gotchis, the ratio should not be wearables to portals, or summoned Gotchis, but rather - wearables to alive Gotchis.
So there are 7 wearable slots, and 1 background slot to fill. The 7 slots are the most important as they create the stat impact on each Gotchi. So we use the universe’s code to select the number of wearables required for those 7 slots. The aim should be to have significantly less total wearables than total slots. There were 10k portals on opening day. ~ 67% of portals have been opened. Lets say all are still alive. That is ~ 6700 Gotchis. 6700 * 7 = 46900 possible slots to fill right now. However, many of those Gotchis have been bought for flipping, and many owners have no desire to fully allocate all slots with wearables. If you don’t believe this is true, go look at the marketplace and see how many Gotchis are fully clothed and kitted out. In fact most have none or just 1 or 2 wearables. Let’s arbitrarily slice the average wearable per slot by half, so with an average of 3.5 wearables per alive Gotchi, that means that equals 23450 wearables which is a rough guide to a more even distribution. Not over supplied, and not under supplied. So now we plug the golden ratio in to work out how to distribute each level. Starting with Common, we use 1.618 ratio. So total common wearables should be 10841 (6700 alive Gotchis * 1.618) based on total alive Gotchis right now. Once we have a starting point for the Common wearables, we can retrace backwards using the Fibonacci ratios. So for Uncommon wearables: 10841 * 0.618 = 6700. This means that every Gotchi technically could own 1 Uncommon wearable (and if you think that many players won’t let their Gotchi be seen dead (get it?) with any wearable lower than a legendary item, means even more Gotchis can have 2 or more Uncommon). Then next retracement for the Rare wearables: 6700 * 0.5 = 3350. Then Legendary wearables: 3350 * 0.382 = 1280. Then Mythical wearables: 1280 * 0.236 = 303, and since the Fibonacci sequence begins with 0,1,1… we then end the last retracement using 0.236 again. So Godlike wearables: 303 * 0.236 = 72. All rounded up.
So to make it easier on the eye, wearable numbers based on 6700 alive Gotchis:
Common - 10841
Uncommon - 6700
Rare - 3350
Legendary - 1280
Mythical - 303
Godlike - 72
When we add all these numbers together, we get a total wearable number available on the market of - 22546. Which is therefore 904 short of the estimate of 3.5 wearables per alive Gotchi. This number (904), can then allow you to use it for special events, surprise small raffles, like a New Year quick raffle. Then this number can be sorted based on same principles above OR, the only time those ratios are allowed to be broken with. As long as total wearables on the market does not cross the line of 3.5 wearables per alive Gotchi.
I said before that potions may come in play if there are too many wearables in the market. Instead of selling or raffling wearables, you could fill the spots with potions, only when necessary. In the future you could also identify the need for new potions that no one has even thought of. Like a get out of jail potion that gives you an extra life in certain mini-games, limited to 1 per Gotchi (as a stupid example).
With all these ideas combined, I believe it will solve the wearable distribution problem.
So main points: follow a 1 maall and 1 raffle per season based on the ratios above. Give wearables XP over time, and many will sacrifice them to level up Gotchis. This reduces supply, and means there will always be a need for wearables. This all works because a. not breaking the above ratio, b. allow the required stream of revenue the project needs. c. whales benefit from buying expensive XP wearables to level up. d. small fish benefit from hodling older wearables and e. everyone is happy.
In summary of the conclusion - re read all this 7 times, and tell me what you think.
Muchos gracias amigos aka frens.
Forgot to mention that the distribution between the maall and raffle numbers will be up to the team initially, but then afterwards, with the sacrificing of the wearables, the numbers will work themselves out based on required number of wearables needed to get back to equilibrium required.