#Fuel Economy and Land Sale Integration

1 messages · Page 1 of 1 (latest)

devout locust
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Full Proposal:
https://docs.google.com/document/d/186ICFhrKQ_EeBmlQRmE7TO__ns3TUKjopg9tIbqRNbw

Q&A:
https://docs.google.com/document/d/11mgFTQWx0kh1tz0-b9lwZhsKiqzOQOF4z4Lf0okOWF0

This is a technical change to the fuel balancing mechanic proposed by Aaron Warwick. It assumes the use of an order book mechanic for fuel sales from ILV Zero landholders to players in other Illuvium games, notably Overworld.

This is done by leveraging small, targeted sales of the remaining 80K landplots only when demand has been proven by additional paying players entering Overworld. In doing so, we maintain a relatively stable balance in fuel prices while also minimizing the highly disruptive land plot sales when there is no additional demand to support them. This turns what is otherwise a major challenge (the question of when to sell additional land plots) into the transparent solution for the main mechanical question with fuel production balancing.

Also included is the option to fractionalize future land plots sales, a feature that can be included with or without the core of this proposal being implemented for fuel production balancing.

lofty lagoon
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As someting that we've been internally considering for a long time it seems reasonable to me. I think it boils down to this: piecemeal sales stabilise prices, but larger discrete sales probably generate more hype since they are an 'event'.

Funnily enough it's not the only proposal that we've already considered internally. Vetemor's is something I pitched to Johnny as a quick hack in case we ran out of time. Nijafe's is also decent but I preferred this to that because on the downside of the market I think we need prices to adjust quickly to spur demand. It's hard to do that with an auto balancer. This one works out fine because there's no 'downside' balance. Full variable does it by letting the price find a new equilibrium. Vetemor's does it with ad hoc sales events.

devout locust
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I should add that @formal mango's automatic rebalancing proposal was the inspiration for this. Considering how we could minimize team/council impact on the running economy led me to the land sale mechanic as opposed to the monthly automatic rebalancing. So credit to internal council discussions turning over more ideas than we would have otherwise.

formal mango
minor cipher
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What if revenues spike in a bull, and goes way down after the bull ?

Land sold would still share the little breadcrumb in the end ? Not really land owner friendly …

Good mechanism for up-only though

formal mango
tender idol
minor cipher
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Lol you know that there is no need to do any land sale ever again if we don’t want to

Whatever the amount of player we have

Update the game, increase the fuel outputs. Done. You didn’t fuck over the land buyers. Wooohoooo.

tender idol
devout locust
formal mango
minor cipher
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Increase the output of the fuels on the 20k land, when critical mass is reached, make a sale of plots, lower the output of all lands. Done. Simple.

Everyone is happy, you don’t need crazy mechanism to do that, and you don’t fuck over your land owners.

You guys trying too hard to get crazy complicate mechanisms 🤣

tender idol
formal mango
minor cipher
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That’s my point @tender idol adjusting output of the park of land plots just make any sale easy. It’s perfectly adaptable and can be sized accordingly to do an easy « in between » to have small sales, or big ones but I don’t know why you guys want complex mechanism to do all that 🤣

@formal mango your proposal is very complicate and as I said, I don’t want to go to the cinema and see the price of the ticket making me feel « ok I’ll see tomorrow if my movie will be chepaer »

You all seems to center the discussion on lands. While the heat of the project are illuvials and the overworld, it’s this piece that’s is the single most important one. Not land, not PvP. Because without overworld, you don’t have player catching illuvials, if you don’t have illuvial you don’t have and ecosystem.

But what do I know. Seems you guys find normal for my Big Mac to cost me 6$ today, 10$ tomorrow and 2$ next Monday. 🤣🤣

formal mango
oak ravine
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I feel that this all proposal is only to try fixing the amount of fuel generated for the growing playerbase. with overcomplicated solution, when the Vet solution is scalable as we want (In reduction and augmentation of playerbase) and propose that much more benefit...

formal mango
devout locust
# oak ravine I feel that this all proposal is only to try fixing the amount of fuel generated...

My primary concern with Vet's proposal is that it completely erases the primary end-game loop from one of our three main games. The economic integration is the end-game engine to ILV Zero in its current design, just like pvp is for Arena, just like Illuvial capturing is for Overworld. If you eliminate that, the game can still exist but is a shadow of itself and would require a complete overhaul to be able to be sustainable.

I believe we have a very simple but effective loop that integrates all three of the main games: Zero player uses land to get fuel -> Zero player sells fuel to Overworld player -> Overworld player uses fuel to get Illuvial -> Overworld player sells Illuvial to Arena player -> Arena player uses Illuvial to battle. There's no need to break this as it has been very well designed by the team.

foggy vine
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Or the guy gets out of line and goes back to playing TFT

minor cipher
foggy vine
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I think you're forgetting that people can just choose not to play and thats not a good thing for us. We already have such a tiny player base. Why would we want to discourage more?

oak ravine
formal mango
foggy vine
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How many unique land owners are there? We shouldn't be catering to a minigame within ILZ for such a small number of people compared to our actual target audience. They are still getting their 5%

minor cipher
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Any marketing person will tell you this: retention is easier than capture

If I like my chicken rice, I’ll never go back to Macdonalds because I know the food is good, and the price is stable

People are lazy, gamer are lazy, make their life easy should be the most important objective of our DAO and councils

devout locust
foggy vine
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That money has already been spent

devout locust
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I'm not sure why Overworld players or Arena players would have confidence in us not eliminating the core mechanic of either of those games after they pay for assets if we cavalierly do so with ILV Zero players

devout locust
foggy vine
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They are still getting their 5%

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We aren't taking their money away and in fact could be increasing it

tender idol
foggy vine
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And if the revenue is higher because stable fuel prices lead to a larger playerbase then they make more money and the real game succeeds

devout locust
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Base-builders don't exist as a sustainable product without meaningful end-game loops. The individuals who are arguing that Zero is fine without an end-game loop don't know the genre and assume that they all just devolve to idle clickers, which is what we would be selling.

noble cosmos
foggy vine
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Feel free to answer my question of how many unique land owners there are

devout locust
foggy vine
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So 7k is a drop in the bucket compared to what we are aiming for in terms of Arena players

devout locust
# foggy vine That's not the real game and you know it. Stop pandering

What are you talking about? The economic trading of fuel always has been the primary end-game of Illuvium Zero up until now. You build your base up until it's at end-game and then you play within a market. Just like AH traders on WOW or Eve Online market players or any number of other games in this space. That's not pandering.

oak ravine
foggy vine
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So why are we trying to make things more difficult in onboarding them?

devout locust
tender idol
# noble cosmos I think there's a lot of misunderstanding around Vetemor's proposal. It changes ...

This is a gamble system that you have no control over. People somehow saying you can make $100 one day then $200 the next, which makes no sense. If people see a high rate one day they hold, the next day they will flood the system and everyone makes less. You are essentially playing a cat and mouse game with your fuel hoping you throw your fuel in a day a decent amount of people hold. Not to mention you also have to hope that demand is high that day.

noble cosmos
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I'm really struggling with the idea that IZ land owners are in an all or nothing situation with these proposals. Sure, it changes the game but there is definitely still a metagame to be played with Vet's proposal. It's different and there is certainly less control, but there is still a metagame around fuel. And the blueprint/skin economy will be driven by IZ. I still see both of those as viable reasons to play IZ. I say this as someone who played Clash of Clans for years and enjoyed IZ so far, even if it is still lacking depth at the current state of development.

foggy vine
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There is still a metagame and they are still getting their 5 percent

noble cosmos
tender idol
devout locust
tender idol
noble cosmos
noble cosmos
oak ravine
# devout locust There's no longer player agency with the fuel in Vet's proposal for landholders....

Do you decide to sacrifice more place on your Land to have more storage to spend at a better time. Do you decide to sacrifice your first early fuel that you need for developp your town to get a share that Will perhaps be bigger because low number of people will want to sacrifice thoses. I think they are still gaming decision around this. Just different way to do as buying/ selling in a good time

devout locust
# oak ravine Do you decide to sacrifice more place on your Land to have more storage to spend...

I agree with you and Lemz here. There's still gamification elements. My point is that the core end-game loop revolves around the meta-game as ILV Zero is designed now. I have no doubt that we'll interest people for 3-4 months with what we have now. But when you upgrade your land to basically max level and only participate by starting an upgrade once every 5 days and collecting fuel one-time per day, there's no engagement long-term and the game becomes uninteresting

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We could introduce a land-attack mechanic like clash of clans or a 4X mini-game or any number of other products. But those would all take a year or more to build and I don't think it's necessary given that the core economic loop isn't broken.

oak ravine
devout locust
oak ravine
devout locust
noble cosmos
# devout locust I agree with you and Lemz here. There's still gamification elements. My point ...

Can IZ not have much more levels of buildings and upgrades? I stopped played when Townhall 11 was max, now it's 15. Those later upgrades take A LONG time and you have to prioritise as you only have so many builders to upgrade buildings. I think this combined with choosing for optimal output of fuel or focusing on blueprint production is an interesting metagame in itself.

Obviously battle mechanics would be a huge addition and would be great to see, but obviously greater dev time. Additional levels is surely a much easier implementation and creates different layers of efficiency by having fuel and blueprint production. If IZ was ONLY about fuel, it would be harder but by forcing people to choose between fuel and blueprints, it already creates variance.

oak ravine
devout locust
# noble cosmos Can IZ not have much more levels of buildings and upgrades? I stopped played whe...

I agree with you to a decent extent. It comes down to a question of agency and creativity in end-game. Everything you shared around the land upgrades (with the exception of blueprints vs. fuel) will within a week be broken down to an optimal upgrade path that is effectively identical that players just follow without any real autonomy. The question of do I 1) make my base a fuel generating one or 2) a blueprint generating one, will typically be answered within the first week or so.

Beyond that, there's nothing in Zero as far as long-term agency decisions for players if there's no variability in fuel prices that keeps it interesting. The economic integration potential gives us endless replayability for free (similar to introducing pvp or Illuvial trading). For those who prefer Autobattler, it's the difference in capping out Arena with the Ascendant structure and having that be the end-game vs. introducing open-ended pvp.

oak ravine
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with Vet solution, it would even be possible to make season in ILV Zero and have a big reset at the launch of every set. not sure it would be possible to do that kind of thing with a free market that depend of production and where you can't push more the building because you will generate then more, or have to adapt the output.

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Do we want that after 1 year of ILV Zero. when set2 comes out and we have all our building maxed out. that we just easy farm the new blueprints ?

noble cosmos
# devout locust I agree with you to a decent extent. It comes down to a question of agency and ...

Yeah, that's fair. Most will just find the optimal path for one or the other. Some will probably play a middle ground if only holding one land. That's what I would probably do unless I had 2 lands and optimize each accordingly.

I just don't think the variability in fuel prices is worth the impact on Overworld players. 80-90% of my gamer friends would hate variable pricing on fuel with 10-20% who would play the meta and enjoy being able to play the system for more efficient runs. Majority of my traditional gamer friends think this space is a joke with a couple being curious once there's good games to play. The curious ones are the ones who'd probably explore the metagame side but the rest just want to play a good game.

spiral carbon
# foggy vine There is still a metagame and they are still getting their 5 percent

Do you at least have the decency to come up with some proper answers and reply to people's counter arguments? Since you started to defend Vet s proposal all that i see you say is that 'they still have 5%.. and we are increasing the player base... we will make more money' .. based on what studies/data?
And if someone asks you something or comes up with proper counter arguments you ignore it and continue to repeat the same things over and over.
I haven t seen you ONCE saying something constructive besides being arrogant and act with superiority towards people that come up with different ideas to solve issues.
Since i have been asked (in private) to explain myself why did i downvote that model i'm asking you to act like a proper council member and give facts, arguments, proper answers and treat with respect people that share their ideas and opinions. I apologise if this is considered off topic

foggy vine
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I've stated my opinion already many times. The goal is to onboard players to the real game (PvP). I am against anything that causes friction towards this goal.

lapis cloak
foggy vine
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And I'm glad you have fun playing them

spiral carbon
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The real game to you. Maybe for me or other Zero or OW are the real games. You only look at it from your point of view. Try to take a few steps back, look at the larger picture. For people to play PVP they need Illuvials which have to be bought off secondary or caught -> for Illuvials to exist people need to travel thus the need for fuel and OW to be played.. so actually PVP is maybe the 5th wheel here...
But to you it all revolves around you and the game you see as the real game.
On what do you base your statement? Why isn t Overworld a real game?

foggy vine
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ILZ is not necessary. If nobody plays it then the DAO can mint Fuel. The OW is a pack opening

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Illuvials will have value based on their use in PvP and getting them from OW runs costs fuel which pays out land owners

spiral carbon
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And PVP is chess with special effects ..i don t see it necessary at all... if Beyond or a TCG will be built maybe illuvials will find a better market there than for PVP... i don t see your arguments honestly.

foggy vine
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Just because you don't like the game doesn't mean it isn't very popular

spiral carbon
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I haven t said a second i don t like the game
It s just you don t have any proper arguments for what you re saying. It s all what you personally like and that is it. It s not in the best interest of the DAO or whatever you re trying to make it look like.

foggy vine
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I am telling you what our game is and what our target demo is. I'm sorry if you don't understand that

regal gust
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this discussion is so far off topic. Maybe come back to the (real) discussion.

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This topic is not a discussion about what anyone thinks is the "Real" Game.

foggy vine
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It is relevant because it's my opinion and many others that fluctuating fuel prices will damage the onboarding of players into the ecosystem

regal gust
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I don't discuss this anymore.

spiral carbon
foggy vine
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Show me the study that says fluctuating prices are favorable. We have every other game in existence on our side

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The burden of proof is on you

spiral carbon
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You can t compare any other game with Illuvium. If one thing works for you it doesn t mean it works for me too! Again this assupmtion is flawed from the start

foggy vine
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Why can't you compare games to Illuvium?

devout locust
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Per Synix's request, I'm going to ask to take the general discussion back to either Aaron or Vetemor's proposals and we'll attempt to have this focus on the land sale mechanic

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which is technically what this thread is intended to be about

foggy vine
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Fair enough

mighty pond
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With the release of 80K lands we can probably keep the price of fuels somewhat stable regardless of demand.
After that, we would probably require centralised changes to increase fuel supply if demand goes that high.

We can say that it isnt an issue because we would be on our yachts but then the project may see a decline after that. Good job to everyone who sold at the opportune time.

So, what is a way to allow this to scale for years to come? Is this it or do we expect that the DAO will have to distribute revenue across the land owners as a matter of course once the lands are all sold out?

devout locust
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I'm guilty too as we went fairly far afield because there's a lot of interconnected topics here

devout locust
# mighty pond With the release of 80K lands we can probably keep the price of fuels somewhat s...

To be clear, I view the additional land plot sale mechanic as a sufficient starting point that should last at least a year or two. After all additional land plots are sold, we would need an alternate mechanic in place to increase fuel volume produced. The 5% fuel revenue would still need to go to landholders. My position is that we wouldn't both trying to solve that right now as much will change in the time between now and then. We have two different options already in place in the other proposals here that could be resurrected once we started getting close to that point.

spiral carbon
mighty pond
# devout locust To be clear, I view the additional land plot sale mechanic as a sufficient start...

fair enough. I'll wait until the town hall to do a proper deep dive into all of this. But for now sure. I don't like selling the lands in short batches, the building up of land on its own already makes for a slow increase in fuel supply, but it's a potential avenue we could explore for sure!

I personally enjoyed the land sale, and a repeat of that would be very much so a good thing from my perspective.

formal mango
devout locust
# formal mango I have an idea for an alternative mechanic <:Atlas_Dead:905147620626948116>

Yes, agreed. I see value in both your and Aaron's proposals and think both could work. I would just prefer to use the method we have on-hand (additional land plot sales) first and then evaluate where the project is a year from now. We'll be in a very different place with respect to Illuvium Zero future development and decisions on future game modes, titles, etc. at that point as well that I think we'd want to take into account.

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If we implement either of those proposals first, there's no clear route I've heard anyone share or been able to come up with regarding how we could ever sell the additional land plots without a pretty major disruption (or pausing those rebalancing activities).

formal mango
formal mango
dusky garden
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Fractionalization (especially of lands) has always intrigued me. Both for future sales and CURRENT plots.

Fractional discovery of blueprints is an elegant and well documented (many f2p games) solution.

I’d think that it’s not how many players are paying for fuel but rather how much players are paying for fuel. It comes down to revenue/price.

One possibility that does not take value from current land owners and hand it over to the DAO (or least limiting upward potential) is Fractional land pieces for current land owners.

royal kiln
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I see in all these proposals there might be another option.
For now I'd like to go with the one proposed by Aaron maybe with some tweaks?
However when one is going and working I do believe you could all sit down again. Find the good bits in each other's proposals and come up with something unanimous and maybe different to what you all originally thought.

blissful flame
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I like the concepts in this proposal. The one concern I have is variable player rates (especially right after launch). What if we hit a very high threshold the first month, triggering a land sale month two, but then players fall off over the subsequent few months before picking back up again? Does this happen for large gaming titles? I don't know what a typical player curve would look like for a successful game and would love to see some stats here if someone has them.

If needed, one way to avoid this would be to wait at least a few months after open beta launch before determining when/how to set the variables included in this proposal.

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I do agree with Garf too about enjoying the hype and large event of the first land sale. I'd love to see this again, but to go that way and potentially cut land values in half overnight would likely require waiting too long for that sale just to ensure land owners had already made their gains to avoid having them revolt. Such a large addition of plots at once may be impossible to time right.

devout locust
# blissful flame I like the concepts in this proposal. The one concern I have is variable player ...

Yes, this is certainly a possibility. In fact, when we extend the lens out to consider years in the future, it's guaranteed to happen at some point. Ideally it would only be a temporary drop-off but we'll have months with falling revenue. My intent and position with the council and team discussions for the threshold are to set the limit such that it would be guaranteed to be several months after open beta starts so that current landowners get the first shot at revenue from fuel for a while before we add more.

The other consideration is if we were to wait and require several months worth of stability of monthly paying players (or DAU or MAU or any other similar metric), the system isn't responsive enough to actually change fuel output to where players can feel it. Even in the monthly scenario, it's potentially a 15-45 day lag from when the player base is growing. That's actually a really long time already. I considered weekly but believe it would be too volatile and then landed on monthly as I think it's a good balance but I would like the team to run a number of pricing simulations and make sure it seems to be the right level of responsiveness

blissful flame
# devout locust Yes, this is certainly a possibility. In fact, when we extend the lens out to c...

Thanks, I'm good with this and you have my vote. I agree that seeing those pricing simulations and the internal work the team has done would be quite fascinating.

Surely they've looked at this quite a bit, but without seeing more detail I have a hard time wrapping my head around how the amount of fuel produced by land x20 can end up being the right amount for the economy through different cycles. The supply/demand aspect seems like it would only work well if the initial supply is at least within some correct range.

I think this is why several of these ideas need to converge. Keep land as an important input to the ecosystem, trickle in new plots to keep up with higher demand, have some type of rails or supply balancing to prevent wild price fluctuation, and then also aspects of @elder jay's proposal that could allow for battle passes, bulk purchase discounts on fuel, or holiday/high demand event specials (these things can be done without cutting land owners off from influencing the economy).

devout locust
# blissful flame Thanks, I'm good with this and you have my vote. I agree that seeing those prici...

Absolutely. I've shared with the Strategy sub-council that I think we should 100% adopt some concepts and ideas that have come from all 4 proposals. In particular I like the idea of a Battle Pass mechanic for fuel (i.e. buy 1 month worth of fuel for 2 runs daily, 20 shard curing, 10 gear upgrades, etc.). If we can have that come in with an onboarding process of credit cards to allow non-Web3 people then I think it's a really low friction approach

elder jay
elder jay
blissful flame
elder jay
blissful flame
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Thinking about it more....this certainly gets hairy. I don't know, maybe a question to pose to the team's brightest?

blissful flame
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Similar to reasoning in your proposal

elder jay
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land generates a scarse resource in these proposals, like oil, and no ones out there giving random oil discounts when the price set by supply/demand is higher...

blissful flame
elder jay
devout locust
# elder jay if the price of fuel fluctuates how do you buy a battle pass containing fuel? wh...

Several different ways it could be implemented. Depending on the approach, they would be more or less complicated.

  1. User-based Fixed time purchase - Set a recurring order that on the 4th of each month at 1:00 UTC, I purchase 100 crypton, 50 solon, and 75 hyperion. Those purchases are done at lowest price at that time.
  2. User-based Ongoing DCA Purchase - Since we're on L2, gas fees aren't really an issue. You could implement mechanics that purchase 1/30 of those amounts on a daily or weekly buy.
  3. Pool-based Arbitrage - Third-party group pools money from individuals (say $25 or $50 monthly) and then purchases over the course of the month attempting to secure lowest prices. This group would presumably take a percentage of savings or just a flat management fee. They then distribute the fuel equally to everyone at the start of the month. This could all be set up via smart contracts as well to be a trustless system.

I'm not advocating for any particular system but none of these is incompatible with a fluctuating fuel price. I firmly believe that even if Illuvium as a DAO doesn't offer some of these structures then other projects will probably elect to do so.

blissful flame
royal kiln
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Cool, I could get behind this.

toxic stirrup
# blissful flame

Interesting. This reminds me of energy spot markets where certain sources of energy are given preferential application. The analogy here is that if youre producing renewable energy you are first choice to sell vs fossil fuel as an incentive. In this case, before DAO applies the buy from the market they buy it from these land owners who would fill the battle pass pool.

minor cipher
lofty lagoon
# blissful flame

In theory I think something similar to this can work, but it would add a lot of extra complexity. I don't think it needs to be there from the outset and I'm not sure it is fully needed at all. Think about something like this:

We set a "bundle" for 10 Fuel. You get "stuff" worth 20 Fuel. This is effectively 50% off. This increases the demand for fuel because now things are cheaper, for those specific actions.

Or we simply set a new 'fuel price' for an action. All of these are ad-hoc sales so I'm very wary of them. The extent of my meddling tolerance is the ratio of costs of various actions. Which is just to say that manual intervention is always going to be needed, but the types of manual intervention matter. If buying a ship skin costs too fuel the only natural parameter for balancing that is the particular fuel type can become more abundant and therefore reduce the price. But it does so for all actions/items that use that fuel.

It might be needed, and it seems more reasonable than just giving straight discounts for fuel (at least in a variable model)

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If landholders want to sell fuel at a discount, they don't need any help from us. Just put it up for cheaper. It will instantly sell.

blissful flame