#RANKING SYSTEM...FOR HONOR and maybe unlocking things.

1 messages · Page 1 of 1 (latest)

halcyon lynx
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I was thinking about the leaderboard points we collect. They represent the daily achievements of players. However, wouldn't it be cool to have a ranking system that reflects players overall commitment to the game, rather than just their performance on a particular day?

Imagine engaging in a battle with someone and noticing their rank displayed. I believe that would add some new exciting element to the gameplay. Especially when the other person is a higher Rank than you 👀

If we want to add more complexity, ranks could unlock certain benefits, such as the ability to produce Tier 3 level skins or even access to regions at a discounted price for Regions (I know people will push me off a cliff for this 😂 ).

Let's say that traveling to Tier 3 regions normally costs 5000 Crypton, but when you play extensively and reach the Major Rank, you can access the T3 Region for 3500 Crypton. This means that the accessibility remains the same, but the cost is reduced for those with a higher rank.

In this way, we can add a **premium **option for players who wish to jump the queue and reward those who put in the effort and grind their way up the ranks.

Don't shoot me, I'm just throwing out ideas 😂

hard kite
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I really like this. I was thinking about something similar, a way to reward players that play over a certain amount of hours? Hence I guess rank.
I would definitely be aiming for these. Maybe too over a certain rank you gain access to a reward system? Yet rewards are based on merch. Clothing, plushies, Illuvitars, maybe you could even win a free run?
However to work, as you stated it needs to be for investment over time.

#

One Q? What do you mean by 'premium'?

halcyon lynx
# hard kite I really like this. I was thinking about something similar, a way to reward play...

Well not rewarding hours, (cause you could just stand there and collect time), but rather rewarding you based on points that you score like in this image.

Every time you do something you get points, but those points get (currently) reset daily. So it would be cool to actually feed those points to a ranking system. Which would reward gamers that are **actively **and frequently playing.

halcyon lynx
# hard kite I really like this. I was thinking about something similar, a way to reward play...

And yeah, you can play around with system a lot. For every 10 ranks you giving you a 10% coupon for Merch. As you said even a free run at the max rank would be cool. Maybe even Skins? Or maybe wearable medals/accessories. Or unique emojis.

Or maybe there's unique limited Merch that only max rank players can buy? 👀

Or to make it super simple. Like in this image earn different colors and emblems to create your unique little Player HUD. This wouldn't interfere with the economical part at all, but still earn you some kind of status.

So many possibilities.

But just being able to see at a glance, "ok, this person has spend years with this game" would be really cool 🫶

How about earning titles too? For fulfilling certain quests.

Let's say you login for 365 days in a row. That would give you the title: "The Relentless"

Imagine having a high rank + Title + unique player HUD.

**Major @hard kite The Relentless ** 😏

halcyon lynx
# hard kite One Q? What do you mean by 'premium'?

With Premium I meant paying more than necessary 😂

Lets say one Tier 3 run costs 11 or 12$, but when you have max rank (after playing for months) you only have to pay 10$ for a Tier 3 run.

It wouldn't be the biggest difference, but it would extract more from whales that don't give a fuck about 1-2 dollars, but it would reward (after a while) players that are dedicated to the Illuvium Ecosystem.

Just a random idea, but maybe its worthwhile brainstorming.

rotund flume
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I am actually in favor of providing small 10-15% discounts on Overworld runs for the top players in arena or even Illuvium Beyond. This is unlikely to significantly impact the amount of fuel being sold. Let's consider League of Legends as an example, where Challenger players make up less than 0.025% of the player base. Would it be bad to give such a small group of players the ability to have cheaper Overworld runs?

My biggest concern is that the top players are often the biggest spenders. This is because they invest the most time playing the game, and with more time invested, they are more willing to spend money. Why is this a concern? Well, for most game companies, a significant portion of their revenue comes from around 10-20% of the player base. This 10-20% consists of the players who are most engaged with the game. There could potentially be a strong correlation between this group and the majority of the revenue. If that's the case, the impact of the top 0.025% of players on fuel prices/Overworld runs might be more significant than initially anticipated.

The biggest advantage of this idea is that it would likely incentivize top players to grind even harder to make money through Overworld runs, which would not be as accessible to others due to the advantage of discounted fuel. WE WANT TO SPOIL THE TOP PLAYERS AS MUCH AS POSSIBLE IMO. It would keep them engaged and motivated. Even if they are not professionals, they can generate income by supplying slightly cheaper illuvials from their discounted Overworld runs to the rest of the arena player base, thus turning a profit by being good at the video game without being a pro. This assumes that regular Overworld players would break even or slightly lose money with each run to an extent.

boreal pendant
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I think if we exclude botting to take advantage of this and wintrading to get to those ranks, it would still be difficult to do, as you don´t buy fuel from the DAO, you buy from Landowners, so this would be a marketing expense for the DAO which would compensate the landowners?
I also am unsure how technically difficult it would be to set this up, as you usually would buy fuel from a balancer pool, so you´d have to force people to use it immediatly, as otherwise they could arbitrage etc.

I like the core of rewarding Top 200/500 or w.e. range of players

My idea would rather be doing weekly (maybe even more or less frequent) Tournaments, being top X is a secured spot if you want to, being Top Y/Z give you chances in a raffle or different reward tier tournament and your placement determines how much fuel you get, this would be an expense that is fixed number for the DAO, would remove botting problem, would remove wintrading to some extent and not mess with the whole balancer pool, landholders selling fuel mechanic (DAO would just buy the fuel from landholders)

rotund flume