Grand Arena Community Feedback

From Garrison

My Goal For This Document

I recognize the enormous amount of work that has gone into building this ecosystem. The game mechanics are compelling, the economy is thoughtfully designed, and the community is passionate. This feedback is offered in the spirit of collaboration — highlighting areas where additional clarity, communication, or polish would make the difference between an okay launch and a great one.

My hope is that this document serves as a useful reference for the team as they prepare for Season 1. I am happy to discuss any of these items, provide additional context, or help in any way I can.

1.1 Community Request: Pre-Launch UI/UX Preview

As a community, we'd love to see the Grand Arena UI/UX for fantasy contests, lineup building, contest browsing, and results viewing released for feedback BEFORE launch day.

Why this matters from a player perspective:

  1. Community feedback catches things the team can't see internally. What feels intuitive to the people who built it may be confusing to a new user encountering it for the first time. Bulk entry might be missing. Data displays might be overwhelming. Real user testing is the only way to know.
  2. Fixing UX problems after launch is playing catch-up. Every hour that a clunky or unclear UI is live, users are forming negative opinions and sharing them. Community sentiment on social media moves fast and is hard to reverse.
  3. Market sentiment is already fragile. The broader crypto/gaming market is not in a euphoric state. Users are skeptical. Any friction at launch will be magnified because people are looking for reasons to be negative. A smooth, polished, clear launch experience is the single best counter to negative market sentiment.
  4. Iterating based on real feedback before launch means launching correctly from day 1. Taking the time to get it right means not having to apologize and patch later. Even if that means a Grand Delay.

The community cannot help new users if we ourselves are confused.

1.2 Single Source of Truth for New Users

Where does a brand-new user go to learn everything about Grand Arena in one place?

Currently there is no single resource that explains the full ecosystem. Scattered information across announcements, Discord pins, and community conversations — while valuable to existing members — isn't an effective substitute for dedicated onboarding.

Ideally, a new user should never have to search Discord history to understand how the product works.

What players will need at launch:

  • ONE dedicated page (wiki, landing page, or in-app guide) with the full ecosystem explained in plain language with visuals — not a PDF, not a Discord channel, not a long X thread
  • Short video walkthroughs (see 1.3) for every critical action — users watch videos, they do not read documentation
  • Visual infographics (see 1.4) that explain systems at a glance — a user should understand the card → lineup → contest → payout loop in one image
  • An in-app getting-started checklist that guides a new user from account creation to first contest entry with progress indicators

The same question being answered repeatedly in Discord is a symptom of missing onboarding, not an active community. If the same question gets asked 50 times, the answer needs to be in the product or dedicated guide.

1.3 Onboarding Video Tutorials

Do short (60-90 second) video walkthroughs exist for the following critical user actions:

  1. How to create a Ronin wallet and connect it to Grand Arena
  2. How to buy Gems with RON
  3. How to open packs and understand what you received
  4. How to build a lineup (picking 4 Champion Cards + 1 Scheme Card)
  5. How to browse and enter a fantasy contest
  6. How to read contest results and understand your payout
  7. What mXP is and why it matters

If these do not exist at launch, new users will rely on text instructions (which most will not read) or ask in Discord (which is not scalable and places a heavy burden on community moderators while creating a fragmented first impression for newcomers).

1.4 Visual Onboarding Materials

Do digestible visual guides (infographics, flow diagrams, ecosystem maps) exist that explain the Grand Arena ecosystem without requiring users to read walls of text? Specifically:

  • A single ecosystem overview graphic showing how Mokis, cards, contests, mXP, and prizes connect
  • A “How to Get Started” infographic with numbered steps to compete and earn
  • A card rarity and scoring quick-reference visual

Text-heavy announcements and Discord messages are valuable, but they don't replace visual onboarding materials. New users learn fastest from graphics, diagrams, and short videos that convey information at a glance.

Example of effective community-created visual content:

1.5 Six User Types Need Distinct Onboarding

I've identified 6 distinct user types that Grand Arena's infographics or UX need to serve. Each arrives with different knowledge, different goals, and different pain points to understand.

Onboarding materials, tutorials, and UI flows should be produced to clarify the user journey for all six:

  1. Brand-New Player — Has never interacted with Grand Arena. Needs to understand the full ecosystem from scratch at a high level: wallets, gems, packs, cards, lineups, contests, mXP, moki mayhem.
  2. Fantasy-Only Player — Doesn't own a Moki NFT. Only here for fantasy contests. Needs a fast path from wallet setup to first contest entry without being overwhelmed by Moki ownership features.
  3. Non-Champion Moki Owner — Owns Moki(s) but none are Champions this season. Needs to understand daily training, Tamabell locking for mXP, leaderboard and performance competition, and their path to future Champion status.
  4. Champion Moki Owner — Owns Champion Moki(s). Needs to understand their 5 revenue streams (royalties, mXP, leaderboard, card value influence, training ROI) and how to maximize Champion performance.
  5. Moki Buyer (Future Champion Aspirant) — Considering buying a Moki on the marketplace. Needs clear evaluation criteria: fur rarity, training XP, class definitions, Champion benefits, stat descriptions, and how to assess value.
  6. Converting a Fantasy Player into a Moki Owner — Interacting with the fantasy layer of Grand Arena, but unsure if becoming a Moki owner is the next logical step in their involvement with Moku.

Here are some user flows I would focus on turning into infographics based on different users Grand Arena experience:

Has never interacted with Grand Arena. Needs to understand the full ecosystem from scratch at a high level: wallets, gems, packs, cards, lineups, contests, mXP, moki mayhem.

┌──────────────────────────────────────────────────
│  Step 1: DISCOVER
│  User hears about Grand Arena (social, ads, WOM)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: LEARN
│  User needs ONE place to understand the ecosystem
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 3: CREATE ACCOUNT
│  Ronin wallet required — account auto-creates
│  on first wallet sign-in
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 4: BUY GEMS
│  Fiat → RON (exchange) → Gems (100 Gems = $1)
│  Gems are non-transferable between players
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 5: OPEN PACKS
│  Standard 300G | Scheme 600G | Lucky 1500G
│  5 cards each (95% Champion, 5% Scheme)
│  Rerolls available (100-500G per card, up to 5)
│  Need min 4 Champion + 1 Scheme
│  to enter a contest
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 6: BUILD LINEUP
│  Select 4 Champion Cards + 1 Scheme Card
│  Rarity: Basic 1.0x → Legendary 1.75x
│  Cards cannot be reused across lineups
│  in same contest
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 7: ENTER CONTEST
│  Pay entry fee in Gems
│  Cards lock for contest duration
│  Champions play 10 matches/day — fantasy
│  points scored from performance × rarity
│  + Scheme bonus
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 8: CONTEST ENDS — PAYOUT
│  User receives prize if placed high enough
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 9: mXP ACCUMULATES
│  All activity earns mXP toward $1M+ prize pool
│  Min 10,000 mXP to qualify
│  Your share = (Your mXP / Total mXP) × Pool
└──────────────────────────────────────────────────

Once onboarded, this user enters the daily loop (see User Type 2: Fantasy-Only Player)

Doesn't own a Moki NFT. Only here for fantasy contests. Needs a fast path from wallet setup to first contest entry without being overwhelmed by Moki ownership features.

  ┌──── ↻ DAILY LOOP ────────────────────────────
  │
  ▼
┌──────────────────────────────────────────────────
│  Step 1: CHECK YESTERDAY'S RESULTS
│  Review contest payouts and match performance
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: ANALYZE PERFORMANCE TRENDS
│  Which Champions scored highest? Meta shifts?
│  Star ratings (1-8, updated ~every 2 weeks)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 3: TRADE CARDS ON MARKETPLACE
│  Buy/sell based on performance trends
│  Ronin Market (10.5% total fees) or
│  OpenSea (9.0% total fees)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 4: OPTIMIZE LINEUP & SCHEME STRATEGY
│  35 Scheme Cards across 6 categories
│  13 of 35 Schemes are trait-based (37%)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 5: ENTER CONTEST(S)
│  Pay entry fee, watch matches, track scores
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 6: MANAGE COLLECTION
│  Craft: 3B→1R, 10R→1E, 8E→1L
│  (irreversible burns)
│  Track series completion
│  (18 sets, mXP milestones)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  PARALLEL: mXP ACCUMULATES
│  Gem spending + card holding (weekly snapshot)
│  + series completion (monthly snapshot)
└──────────────────────────────────────────────────
                        │
                        └── (back to Step 1)

This is the core daily engagement loop for fantasy players. Some fantasy players may consider Moki ownership (see User Type 6: Converting a Fantasy Player into a Moki Owner)

Owns Moki(s) but none are Champions this season. Needs to understand daily training, Tamabell locking for mXP, leaderboard and performance competition, and their path to future Champion status.

┌──────────────────────────────────────────────────
│  Step 1: OWN A MOKI
│  Purchased on Ronin Market / OpenSea or hatched
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: LOCK VIA TAMABELL?
│  Locking earns 50 mXP/week per locked Moki
└──────────────────────────────────────────────────
              │                   │
         ┌────▼────┐        ┌────▼────┐
         │  YES    │        │  NO     │
         │  Lock   │        │  Skip   │
         └────┬────┘        └────┬────┘
              │                   │
              └─────────┬─────────┘
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 3: MOKI PLAYS IN MATCHES
│  Randomly selected as support (<10 matches/day)
│  Earns performance points per match
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 4: NON-CHAMPION LEADERBOARD
│  Weekly snapshot:
│    Top 1% → 2,000 mXP
│    Top 1-5% → 1,000 mXP
│    Top 5-10% → 600 mXP
│    Top 10-20% → 300 mXP
│    Bottom 80% → 0 mXP from performance
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 5: TRAIN MOKI
│  Duration: Quick 2hr / Steady 8hr / Marathon 24hr
│  Intensity: Light → Locked In (higher = better
│  gains but higher fail chance)
│  Target stat: SPD / DEX / STR / DEF / FOR
│  Optional snacks: 50-200 Gems each
│  Earns 1 mXP/hr trained + snack mXP
│  Diminishing returns at higher stat levels
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  PARALLEL: CAN ALSO PLAY FANTASY
│  A non-Champion owner CAN also be a fantasy
│  player (see User Type 2 for daily fantasy loop)
└──────────────────────────────────────────────────

For the path from Non-Champion to Season 2 Champion, see User Type 6: Converting a Fantasy Player into a Moki Owner

Owns Champion Moki(s). Needs to understand their 5 revenue streams (royalties, mXP, leaderboard, card value influence, training ROI) and how to maximize Champion performance.

┌──────────────────────────────────────────────────
│  Step 1: OWN A CHAMPION MOKI
│  27 permanent 1-of-1s + 100 preseason top
│  performers + ~53 community giveaways = 180
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: CHAMPION PLAYS 10 MATCHES/DAY
│  Each match: 1 Champion + 2 random non-Champs
│  vs opposing team of 3
│  Performance drives fantasy card scoring
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  REVENUE STREAMS:
│
│  1. Card Sales Royalties
│     4% of every secondary card sale
│     (Moku gets 4%)
│
│  2. Pack Sales Revenue Share
│     (unconfirmed whether this exists)
│
│  3. Champion Leaderboard mXP (weekly):
│     Top 10% (18): 2,000 mXP
│     Top 10-25% (27): 1,000 mXP
│     Top 25-50% (45): 600 mXP
│     Bottom 50% (90): 300 mXP
│     (ALL Champions earn something, unlike
│     non-Champs where bottom 80% earn 0)
│
│  4. Moki Holding: 50 mXP/week
│     (via Tamabell lock)
│  5. Training: 1 mXP/hr + snack mXP
└──────────────────────────────────────────────────
                        │
                        ▼
  ┌──── ↻ DAILY LOOP ────────────────────────────
  │
  ▼
┌──────────────────────────────────────────────────
│  CHAMPION OWNER DAILY LOOP:
│
│  Check Champion's 10 match results
│       │
│       ▼
│  Review Champion leaderboard ranking
│       │
│       ▼
│  Train Champion (optimize stats for meta)
│       │
│       ▼
│  Monitor card sales (each = 4% royalty)
│       │
│       ▼
│  Optionally: play fantasy contests yourself
└──────────────────────────────────────────────────
                        │
                        └── (back to daily loop)

Champion owners can also participate in fantasy (see User Type 2: Fantasy-Only Player daily loop)

Considering buying a Moki on the marketplace. Needs clear evaluation criteria: fur rarity, training XP, class definitions, Champion benefits, stat descriptions, and how to assess value.

┌──────────────────────────────────────────────────
│  Step 1: DECIDE TO BUY
│  User decides they want to own a Moki NFT
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: CHOOSE MARKETPLACE
│  Ronin Market (2.5% + 5% = 7.5% total fees)
│  OpenSea (1.0% + 5% = 6.0% total fees)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 3: EVALUATE MOKI (7 factors)
│  1. Budget & goal
│     (S1 play, S2 Champion, speculate)
│  2. Fur rarity
│     (1-of-1=325 → Common=100 base)
│  3. Training level
│     (trained Common > untrained Gold)
│  4. Trait synergy
│     (fur/accessories match Schemes)
│  5. Champion status
│     (180 total, royalties + cards)
│  6. Egg vs Hatched
│     (442 unhatched, random traits)
│  7. Price comparison
│     (floor vs trait vs champion)
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 4: PURCHASE
│  Pay in RON on selected marketplace
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 5: IF EGG → HATCH
│  Hatch on Moku HQ (mokuhq.com) — free
│  Random traits, class, and base stats
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 6: LOCK & BEGIN
│  Lock via Tamabell → start training
│  Now in User Type 3 (Non-Champion) or
│  User Type 4 (Champion)
└──────────────────────────────────────────────────

After purchase, user becomes either a Non-Champion Owner (User Type 3) or Champion Owner (User Type 4)

Interacting with the fantasy layer of Grand Arena, but unsure if becoming a Moki owner is the next logical step in their involvement with Moku.

┌──────────────────────────────────────────────────
│  Step 1: OWN A NON-CHAMPION MOKI
│  User owns and trains their Moki during Season 1
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 2: ????????
│  Selection criteria completely unknown
└──────────────────────────────────────────────────
                        │
                        ▼
┌──────────────────────────────────────────────────
│  Step 3: MOKI BECOMES A SEASON 2 CHAMPION
│  Gets fantasy cards, owner earns royalties, etc.
└──────────────────────────────────────────────────

The path from Non-Champion to Season 2 Champion is currently undefined (see Category 7, item 7.1). For the Moki buying process, see User Type 5

2.1 The Whale Problem and the F2P Problem

Two user populations will make or break Grand Arena's economy, and both must feel served from launch:

Whales (high spenders):

If a user wants to spend $25, $100, or $1,000 on contest entries, they must be able to do so without friction. If the maximum contest entry is $3 per lineup and there is no bulk entry mechanism, a whale is not going to manually create and submit 100+ individual $3 lineups to deploy their capital. They will feel restricted, get frustrated, and leave.

Whales need:

  • The ability to enter a single lineup at a higher dollar amount (e.g., $3, $10, $50, $100+ entry tiers), OR the ability to enter the same lineup multiple times in bulk (e.g., “enter this lineup 10x at $3 each = $30 total exposure”)
  • OR Bulk lineup creation tools — create many lineups quickly, not one at a time through a slow UI
  • High-stakes contests where the entry fee and prize pool match their risk appetite

Free-to-play / low spenders:

If a user cannot afford Legendary cards but can use strategy to build efficient lineups with Common/Rare cards, they need to feel like they have a real chance of competing.

This means:

  • Contests restricted by card rarity (e.g., “Common/Rare only” contests) so low spenders compete against other low spenders, not against all-Legendary lineups
  • Skill-based contest formats where card selection strategy matters more than raw rarity multiplier advantage
  • A clear progression path from free/low-cost play to eventually acquiring higher-rarity cards through contest winnings and crafting
  • Free contests or very low entry fee contests where new players can learn the system without financial risk

If whales don't feel accommodated, they'll look elsewhere. If low spenders don't feel like they can compete or progress, they'll disengage.

Both populations need to feel served from day 1 to kick off the economic flywheel.

2.2 Lineup Management UX for Volume Players

What UI/UX exists for users who need to create and manage many lineups efficiently?

A serious fantasy player may want to create 10, 20, or 50+ lineups for a single contest using different card combinations.

These questions come up immediately:

  • Bulk lineup creation: Is there a way to create multiple lineups quickly?
  • Saved lineup presets: Can a user save lineup configurations (e.g., “My Spirit Fur Lineup,” “My High-Elim Lineup”) and reuse them across contests without rebuilding from scratch every entry?
  • One-click contest entry with saved lineups: Can a user select a saved lineup and enter it into a contest in one click, rather than rebuilding or re-selecting cards each time?
  • Bulk contest entry: Can a user enter multiple saved lineups into the same contest in a single batch action? For example, “enter Lineup A, Lineup B, and Lineup C into today's 300-Gem contest” in one submit?
  • Lineup management dashboard: Is there a view that shows all your active lineups across all active contests, their current scores, and their payout status?

If the lineup creation and entry process is slow and tedious, volume players (who generate the most contest entry fee revenue) will find the experience frustrating and reduce their participation. A whale is not going to sit through a 5-click, 30-second process per lineup × 50 lineups. The UI needs to support speed and volume from day 1.

2.3 Contest Duration and Formats

Are all contests exactly one day long (covering one day's worth of matches — 10 matches per Champion)?

Do multi-day contests exist where your lineup accumulates points over 2, 3, 5, or 7 days?

What contest formats are available at Season 1 launch? Specifically:

  • What entry fee tiers exist? (Free? 100 Gems? 300 Gems? 1,000 Gems? Higher?)
  • What contest sizes exist? (10-person? 50-person? 100-person? Unlimited?)
  • Will their be restricted formats at launch? (Card rarity restrictions? Star rating restrictions?)
  • Are there “guaranteed prize pool” contests where the payout is fixed number of spots regardless of entries? Or is it always percentage based?

2.4 Contest Cancellation

Can a user cancel a contest entry after submitting their lineup but before the contest starts? If so, is the entry fee refunded in full?

2.5 Contest Winnings and Gem Withdrawability

If contest winnings are paid in Gems:

  • Are won Gems identical to purchased Gems? Or is there a separate “earned Gems” balance with different rules?
  • Can won Gems be withdrawn from the platform? If so, how? (Converted back to RON? Direct to USDC?)
  • If you don't withdraw winnings, do you get additional gems for entering more contests and buy more packs (reinvesting winnings incentive)?

2.6 Scheme-Champion Trait Matching Visibility in Lineup Builder

When building a lineup, does the UI explicitly show whether each Champion card is affected by the selected Scheme card? This is the single biggest UX question for new fantasy players.

Trait-based Scheme matching:

  • For Schemes like “Divine Intervention” (+25 per Spirit Fur in lineup): does the lineup builder show which of the user's 4 selected Champions have Spirit Fur? With a clear visual indicator (checkmark, highlight, glow)?
  • Can the user filter or sort their card collection by Scheme-relevant traits BEFORE picking Champions?

3.1 mXP Live Visibility and Leaderboard From Day 1

Will users be able to see their exact mXP total in real time (or near real-time) from the first day of Season 1?

Preseason mXP:

Users have been buying packs, training Mokis, and using snacks during preseason. All of this activity retroactively earns mXP. Will these preseason mXP totals be calculated, credited to accounts, and visible to users BEFORE Season 1 starts on February 19? If a user has been actively buying packs and training for weeks, they need to see their accumulated mXP on day 1 — not discover it was being tracked invisibly and delivered “at some point.”

Live mXP leaderboard:

Is there a live mXP leaderboard that shows every user's mXP total and their rank relative to other players?

  • If users cannot see where they stand on the mXP leaderboard in real time, there is no competitive pressure to earn more mXP. The entire flywheel of “spend more → earn more mXP → climb leaderboard → bigger prize pool share” requires users to SEE their rank changing.
  • Without a visible mXP leaderboard, users are guessing where they stand. Guessing does not drive engagement. Live competition drives engagement.
  • The mXP leaderboard should show: your total mXP, your rank (e.g., #347 of 12,000 players), and ideally a breakdown of where your mXP came from (packs, training, holding, contests, leaderboard).

If mXP is invisible or delayed, players will not feel the urgency to engage. The prize pool only matters if players believe their actions are moving them up a visible ranking. This is the core competition loop and it needs to be live from day 1 for the flywheel to start.

3.2 mXP Breakdown and Audit Trail

Can users see a detailed breakdown of how their mXP was earned? For example:

  • mXP from pack purchases: X
  • mXP from card holding snapshots: X
  • mXP from series completion: X
  • mXP from Moki holding: X
  • mXP from training: X
  • mXP from leaderboard performance: X
  • mXP from contest entry: X
  • mXP from contest winnings: X

If users cannot audit their mXP, they cannot verify that the system is working correctly. Transparency in scoring builds trust. Opaque scoring breeds suspicion, especially when real money is at stake.

3.3 Weekly Snapshot Exact Day/Time

Weekly snapshots drive significant mXP across multiple categories (card holding, Moki holding, performance leaderboard). What exact day of the week and time (UTC) do weekly snapshots occur? Players timing card purchases, Moki locks, or marketplace activity to maximize snapshot inclusion need this information. If a user buys 100 cards on a Tuesday and the snapshot runs on Monday, they've missed a week of holding mXP.

3.4 Monthly Snapshot Exact Day/Time

Monthly snapshots determine series completion mXP rewards. What exact day and time (UTC) do monthly snapshots occur? Players completing a series will want to ensure their final card acquisition happens BEFORE the snapshot, not after.

4.1 Star Rating Transparency

Star ratings (1-8 observed) appear on Champion cards and are described as reflecting “recent performance” updated roughly every 2 weeks.

But the community has no insight into:

  • What formula determines the star rating? Is it based on win rate? Total Moki Mayhem points? Leaderboard rank percentile? A composite of multiple metrics?
  • Is the ~2 week update automated (triggered by a data pipeline) or manual (someone at Moku triggers it)?
  • When star ratings update, does the card's visual image/metadata on-chain (the actual card photo with stars displayed) update to reflect the new rating? Or is the star count baked into the card at minting time and only a separate off-chain data field changes?

5.1 Moki Locking Requirement for Season 1 Participation

Is locking a Moki via Tamabell REQUIRED to participate in Season 1 Moki Mayhem matches? Or is locking ONLY for earning the 50 mXP/week bonus, and unlocked Mokis still play in matches?

Specifically, for a non-Champion Moki that is NOT locked:

  • Does it still get selected as a supporting Moki in Moki Mayhem matches (2 non-Champions per team)?
  • Does it still earn performance-based mXP from the Non-Champion Leaderboard?
  • Does it still earn training mXP (1 mXP per hour trained)?

If locking IS required for match participation: what is the lock duration? Is it locked for the entire 12-week season? Can you unlock mid-season?

5.2 Revenue Percentage in Prize Pool

What percentage of Grand Arena revenue is added to the $1M base prize pool? Is this a fixed percentage or variable? What revenue streams count (pack sales? contest entry fees? both? marketplace fees?)

5.3 Card Royalty Payout Frequency

How often are the 4% secondary card sale royalties paid out to Champion owners?

What currency are card royalties paid in — Gems, RON, USDC, or WETH?

5.4 Pack Sales Revenue Share for Champion Owners

Do Champion Moki owners receive any share of revenue from pack sales in the Grand Arena Store?

If yes:

  • What percentage of pack sale revenue goes to Champion owners?
  • Is the revenue split evenly among all 180 Champion owners (each gets 1/180th)?
  • Or is it weighted by a metric such as: mXP level of the Moki, total training investment in the Moki, card sales volume for that Champion, or match performance of the Champion?
  • How often is this paid out (same frequency as card royalties, or different)?
  • What currency is it paid in?

5.5 Royalty Assignment on Moki Transfer

If a Champion Moki is sold or transferred to a new owner:

  • Does the NEW owner receive ALL future royalties from the moment of transfer?
  • What happens to royalties that were generated (cards sold) while the PREVIOUS owner held the Moki but have not yet been distributed? Do those accumulated-but-unpaid royalties go to the previous owner (who held during the sales) or the new owner (who holds at distribution time)?

5.6 Moki Performance Rewards

Beyond mXP accumulation (which requires finishing top 20% on leaderboard or spending Gems), what is the concrete value of owning a non-Champion Moki during Season 1? Specifically:

  • How do performance rewards work for champion or non-champion Mokis? What funds that performance pool? How often is it paid out?

6.1 AI Reinforcement Learning During Season 1

Will reinforcement learning be applied to the Moki AI agents during Season 1?

If yes:

  • On what schedule? (Continuously? Weekly update batches? Monthly? At a fixed mid-season point?)

6.2 Balance Lever Transparency and Published Balance Philosophy

What game parameters is Moku willing to change during a live season, and which parameters are locked?

Players investing real money need to know what can change underneath them. Clarity on the following would go a long way — will each be held fixed for the entirety of Season 1, or is it subject to change?

A written Balance Philosophy document would build enormous trust. This is not just about listing what can change. It is about communicating HOW and WHY changes would be made so that balance updates are EXPECTED and PLANNED FOR by the community, rather than met with uncertainty.

What the community would love to see in a published balance philosophy:

  1. Moku's overall approach to balance — Are they hands-off (let the meta evolve)? Active (frequent tuning)? Somewhere in between? What principles guide balance decisions?
  2. What triggers a balance change — Is it data-driven (e.g., “if one class has >60% representation in the top 100, we consider adjustments”)? Is it community feedback-driven? Is there a threshold that must be crossed before changes happen?
  3. How changes are communicated — How much advance notice will players receive before a balance change takes effect? 24 hours? 1 week? Will there be patch notes explaining the reasoning?
  4. Adjustment windows — Will there be designated respec or adaptation periods after a balance change where players can adjust their builds (e.g., free respec for 48 hours post-patch)?
  5. What is off-limits — Are there any parameters that are committed to NEVER changing mid-season? (e.g., “rarity multipliers will not change during a season”)

Why this matters from a player perspective:

In traditional fantasy sports, the rules do not change mid-season. In a blockchain gaming ecosystem where players have invested real money in cards, training, and strategy based on specific rules, changing those rules without transparency can feel sudden and unsettling. If balance changes are EXPECTED and EXPLAINED, players adapt and engage. If they come as a surprise without context, players may lose confidence and disengage. The difference between a healthy meta evolution and a confidence-shaking surprise is entirely about communication and philosophy — not about whether changes happen, but about whether players understood that changes were part of the design from the beginning.

Publishing this before Season 1 starts would be a relatively low-effort, high-impact way to build trust and set expectations — much easier to do proactively than to rebuild after a surprise change catches the community off guard.

7.1 Season 2 Champion Selection Criteria

How will the remaining Champion slots (beyond the 27 guaranteed 1-of-1s) be determined for Season 2?

Specifically:

  • Is it based on Season 1 Moki Mayhem performance (leaderboard ranking)?
  • Is it based on mXP accumulated by the owner?
  • Is it based on a combination of performance + community vote + other factors?
  • How many Champions will Season 2 have? (Still 180? More? Fewer?)
  • When will the Season 2 Champion selection criteria be publicly announced? Before Season 1 starts? During Season 1? After Season 1 ends?

Why this matters: A user considering buying a non-Champion Moki TODAY for $X needs to understand the path to Champion status. If the criteria are undefined, “buy a Moki now, position for Season 2 Champion” is meaningless without knowing what “positioning” means. This directly affects converting fantasy players into Moki owners.

7.2 Unspent Gems at Season End

What happens to unspent Gems when a season ends? Do they carry over to Season 2? Are they withdrawable?

8.1 Club Features at Season 1 Launch

Will any club or social features be available at Season 1 launch on February 19, 2026?

If yes, what features specifically? If no, when during the 12-week Season 1 window is club functionality expected to be released? Anything related to the club grants?

9.1 Geographic Restrictions

Are there any geographic restrictions on participating in paid fantasy contests? Daily fantasy sports are regulated differently across jurisdictions (e.g., certain US states, countries with strict gambling laws). Is Grand Arena's fantasy layer considered a “game of skill” or “gambling” in relevant jurisdictions? Are there regions where users can open packs and trade cards but cannot enter paid fantasy contests?

9.2 Age Restrictions

Is there a minimum age requirement to participate in Grand Arena? Specifically for paid fantasy contests? Is age verification enforced?

Closing Thoughts

The recurring themes across these gaps point to three areas where relatively focused effort could make an outsized difference at launch:

Communication

Many of these gaps aren't missing features — they're missing information. Contest formats, payout structures, balance philosophy, mXP earning rates, snapshot schedules — the answers may already exist internally. Publishing them in a clear, accessible way before launch would address dozens of gaps at once and build enormous community trust.

Clarity of Information

When information does exist, it's often scattered across Discord announcements, X posts, and community conversations. Consolidating the most important details into digestible, visual formats (infographics, short videos, in-app tooltips) would dramatically improve the new user experience. Players shouldn't need to search chat history to understand how the product works.

Day-1 Player Experience

The quality-of-life suggestions in this document (Scheme-Champion trait matching, mxp visibility, royalties, star rating transparency) aren't about adding complexity — they're about reducing confusion. A player who understands what they're doing on day 1 becomes a long-term participant. A player who feels lost or makes an expensive mistake due to unclear UI may not come back.

An Open Invitation

I compiled this feedback because I want to help — not from a distance, but actively. If the Grand Arena team finds this useful and would like to discuss any of these items, get additional context, or collaborate on solutions, the community is available and happy to contribute.

Grand Arena has the ingredients for something special: compelling game mechanics, a thoughtful economy, passionate community members, and a real prize pool that gives the ecosystem weight. The questions in this document are the last mile — the details that turn a good foundation into a polished, player-friendly experience that keeps people coming back.