I wanted to touch up a little bit on rarities in this post and what you can expect to see in our upcoming game.
Starting out with our Alpha Vials which are already possible to be purchased and zing rewards able to be collected for holding them until opening becomes available soon (working on it currently, albeit slow progress).
What makes the Alpha Vials special in terms of rarity.
First off, the Alpha Vials will be the only ones guaranteeing one of the 4 starter creatures of Holozing, equal odds.
For the Radiant versions, there'll be a 1/100 odds in the Alpha Vials for the starters, this means that out of every 100 vials you should on average get a Radiant version of one of the starters, this is the "off-color" version that doesn't affect stats, just the looks.
The holomax versions will however have a much smaller chance, to get 1 of the 4 stats at already Holo rarity, i.e. max stats, will be very, very low, this is by design as you can improve the stat rarity by leveling up and battling the "hard way" against stronger type creatures. Thus getting all 4 stats at Holo rarity will be quite astronomical odds at level 1 which the starters will be at when opening from the vials.
Beta Vials.
You will still be able to find Alpha Starter creatures in the beta vials, but at a much lower odds, currently projected at 10% with 90% being Beta Starter Creatures. The difference between Alpha and Beta Starter creatures will be that they're completely different creatures with potentially other types, i.e. not necessarily all of them being fire, water, grass and electric like the alpha ones. This does not mean that the Beta creatures will be weaker in terms of stats.
The Alpha Creatures found in Beta Vials will however have lower odds of having as strong rarity stats starting out as the ones from Alpha Vials.
The reason that Alpha and in the future, Beta Starter creatures are "evergreen" so to speak, is that we don't want to limit them from play completely as we've seen some other games do where it hurt them in the future (a.k.a. Gods Unchained having cards that could not be generated more than what was sold from alpha packs which turned to a few having very small limits (max 1-2k cards in existence) and it being impossible for everyone able to ever play with them, even with leasing being available)).
Thus players will always have a chance to generate new Alpha starters in Beta Vials when the Alpha Vials stop being sold, and later on in future vials an even lower odds along with Beta starters having lower odds then as well and slightly lower odds for similar stats in the next generation vials.
Along with this, although this post is mainly meant to talk about creatures, items will also have limited designs based on which vials they were sold in. I.e. items from Alpha Vials will not be sold in future vials.
Keep in mind that Vials can still always be held unopened, so if you think the game will/can grow to a lot of players, the vials may stand their value or even grow in value over time and future players wanting to purchase them to open who may have missed out on buying them during this period will be able to get the items and starter creatures they may want in their account.
Artwork by @sephiwolf
Now let's talk a bit about wild creatures.
The Alpha and Beta starters are the only ones that cannot be found in the wild, but that doesn't mean that they'll be the rarest of them all. There will be creatures, some of which already exist that we've announced that will also be quite rare to encounter in the wild, such as the Dragon creatures for instance.
Each creature has a encounter rarity stat with some having it very low making them rarer to appear. On a day to day basis they may only appear for a handful of players if there's around 1000 active players that day. Then based on their stats and some other factors such as the Luck stat on your healer's gear, they may also be harder to capture than other more common creatures.
We plan on making wild encounters show up in Discord logs so that other players can overview what players are encountering, we do however not plan on revealing what their stats were even after a battle is finished. The only time we reveal a creature's stats during and after battle is when a player encounters a maxed stat creature which will have the holo glow and color-scheme in-game. This will happen so rarely that we thought it'd be better letting the players know that they may want to attempt to capture the creature, if that is successful however is another thing since max stats creatures will be striking your party's creatures quite hard and will be harder to capture because of their stats or have a tendency to run away more often when at low health/status weakened which is when your odds of a successful capture are at its highest.
This means, that, for you active players growing your inventories with captured creatures and looking to trade and fill out your achievements, etc, you'll have a lot to do when playing and looking to capture those rare creatures that may be worth a lot for other collector's or active PvP'ers who may mainly focus on PvP and wanting creatures as close to max level as possible.
Due to the way we've designed the game, that creatures get closer to max stat the higher level they are after many battles, this also means that creatures at low level with high stats will be even more important and valuable because some PvP'ers may be focusing on maxing out their party and healer and certain lower level brackets such as level 1 only or level 2-11, 12-21, etc.
The same goes for Healer items, you may be able to eventually craft powerful items but there'll always be room for being able to craft even better ones as there's going to be certain stats that differ even if you're crafting the same item as other healers.
Thanks for reading, we hope you get to experience the game soon!