Machinations
Community
Product
Solutions
Academia
Resources
Pricing
Company
--- Auto-Generated Description --- This diagram outlines a complex system designed around the management of resources and activities within a gaming or economic simulation environment. It intricately models various activities such as combat in rifts, selling equipment for gold, managing action points (AP), and accessing loot from different tiers of chests. Key activities are modeled through converters that simulate obtaining items like equipment, keys, and artifacts from actions like selling loots or opening chests. Pools accumulate resources representing items, currency, and action points which are essential for player progress and activities within the game. Furthermore, the diagram incorporates mechanisms for daily recovery of action points, buying additional action points with in-game currency, and the chance-based outcomes from opening chests, all of which are crucial for gameplay dynamism and resource management. Gates are used to control the flow of resources based on conditions met during the game, such as achieving certain items or reaching specific milestones. The inclusion of drains signifies points at which resources are consumed or removed from the gameplay loop, such as spending action points on activities or using currency for purchases. This system provides an extensive framework for modeling a game economy or simulation where players manage resources to achieve objectives, purchase upgrades, and interact with different game elements for progression.