#Illuvium Economy

1 messages · Page 1 of 1 (latest)

minor scarab
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Hi,

With the incoming release it’s important to design and ensure we’ve a clean and clear games economy. Even more having multiple title being released at the same time.

I would like to have a clear picture of the games economy.

Costs. Aquisition and retention. Spending streams. Illuvials cost. Augment costs. Deck costs. Drop rates normal/holo/dark/high starts.

We need everything at the earliest to be able to understand where we are headed into.

We know we need to pay for traveling, pay to cure shards, pay to acquire raw materials, pay to craft, pay to heal illuvials, pay for skins, pay for blasts, pay for whatever.

What’s the economist paid for months take away are ? What’s the team opinion ? What’s the council opinion ?

With the variable cost what are we going into.

We are a few weeks, months from release. It’s time.

We need to understand.

fading beacon
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I would agree that run prices would be good to know. I would disagree that drop rates are a need to know. That’s part of playing the game.

raw moat
fading beacon
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I guess it depends on what you mean by making price debates hard.

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Because you’re correct, it does make them hard. But I guess my point is that it shouldn’t matter.

raw moat
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Like if you wana Set prices for a competitive Deck.
If you need for example t5 in your Deck to be competitive and you don't know the droprates you can't Set really prices. Or you simply don't care if it stays affordable to be competitive.

For example you would Like to See a competitive Deck at 200$ ish.
You Set cost for Runs AT Like 1$, 3$, 10$...
The whole calculation simply don't work, because infact a t5 would have a droprates of 1% on a Stage 3 Run.

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So you would be at 1k$ for a ramphy and an mentally Ill price for a ramphyre.

fallow sonnet
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It would be good to know at least the stuff that's fix.

I want to know:

  • travel costs
  • crafting costs
  • fusing/healing costs

The rest I can rhyme myself roughly together. Traveling and crafting are arguably the most important costs.

modern gust
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Looks like the conversation is starting.. ☺️

steady knoll
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I think to start with it'd be great to hear what the DAO / the illuvium economist is thinking first and then we give feedback from there

fallow sonnet
forest pawn
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I think that it's important to get the T2 &T3 price right in relation to T1. It's good to have it at cheap prices for accessibility but if it's too cheaper then T1 & T2 will be obsolete.
If someone has to do 4xT1 runs to get the worth of a T2 run then i think that T2 should be at least 5x more expensive so that there is worth in doing runs.

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So much to consider and so complex. I feel like I'm talking smack when not knowing so much. Would love to hear an AMA with the economic to hear his thoughts.

river helm
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three letters

N D A

river helm
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just need to know the cost of a deck

main sun
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I dont think there's such thing as a 'cost for a deck'.

If the competitive deck going rate is sitting at $500 you will have no buyers. So the price will drop. Eventually it will be $200, $100, whatever.

This goes across the board. If you cant make profit selling your deck for 1k then the price you are willing to pay for travel also shifts. And the overall economy readjusts to suit.

Now this obviously has its own set of risks but establishing a 'set' outcome is unusual to me. The more living and breathing all the mechanics are, the more interesting and innovative illuvium is. Helping it stand out from the crowd

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Or you can do a Bigtime or Yuga and change the economy 2 days after a game launches and lose your entire playerbase.

fluid saffron
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I'd like to bring some data, before we start to throw numbers around.
Average per-capita income in the world per day = $8
Average gamer spending per day = $2.5

With this data we can conclude that if we want the average gamer to play our game for 3-4 hours per day and a run is 30 minutes. The cost for travel should be betwen $2.5 / 6 = $0.40 to $2.5 / 8 = $0.30. And additional costs of runs should be included in these numbers.

From this point on it's just my opinion.

If someone tries to bring the "you can sell your illuvials" argument. I'd like to point, that this is the very opposite of what you want to do in creature collector game.

We need either to drop prices across the board, or drop the act that we want mass adoption.

minor scarab
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Traveling cost is only a fraction of the total costs

Curing shards, forging items, healing illuvials,….

How many illuvials per run, how many runs to reach the right level with your illuvial, trip needed for materials, cost to fuse, etc…

Skins, blasts, emotes, are not mandatory to play but still need to understand what’s the objective and pricing of those

I mean… it’s a whole ecosystem and we have no idea where we are headed …

cold elm
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We want to retain players, that’s the main goal. Second is to make a steady income from those players.

We need to establish what is the point where a player becomes hooked into the world and wants to invest more time and money.

Players can’t be forced to spend hundreds of dollars before this activation event is met.

Illuvials are essentially collectables. If a player is interested in the OW or Arena they will want to grow their team overtime. I think it’s best to play the long game and keep costs fairly low.

river helm
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Do we even know how much is total supply of illuvials?

river helm
raw moat
river helm
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like axie?

raw moat
raw moat
# river helm like axie?

The only limitation is that the sets end and you can never capture them again after that, but during the Set there is no limitation

raw moat
river helm
raw moat
forest viper
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Illuvial/augment/deck costs will be determined by the market and fluctuate - like all markets do - with supply and demand. Not something you can discuss beforehand. Just embrace the complexity, it's beautiful!

forest viper
forest viper
raw moat
river helm
forest viper
river helm
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without knowing the table, they are basically saying we have no say in this

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which is fine

forest viper
river helm
forest viper
fading beacon
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Even with the data, it’s tough to estimate user behavior. Best approach is to go live, see how user behavior is, know which levers are available, and adjust. While it’s important to have a reasonable cost at launch, it’s more important to be able to adapt. Also, from a psychological perspective, it’s a lot easier to convince users that you’re lowering costs, than it is to raise costs once the game is live.

raw moat
river helm
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which is why it will stay hidden

fading beacon
fading beacon
river helm
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price up, people mad. cash grab

fading beacon
# raw moat Why?

If you start playing the game and pay $5 a run. And all of a sudden I tell you, you have to pay $10 for the same run. How are you going to feel?

raw moat
fading beacon
raw moat
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No need to insult mate.
Maybe we talk tomorrow when you are not that emotional anymore

raw moat
# river helm price up, people mad. cash grab

True in a lot of cases but here, in a game where you own the assets you bought and farmed and can sell them again?

Let's think about it. I played now for lets say 2 months, i grinded hard and got a decent amount of Illuvials, augements and materials of all kind.

Scenario 1: lowering costs.
How i feel: Damed, my assets are now x amount less worth. I payed too much playing the game.
My thoughts: Do they lower the prices again? Should i keep grinding, stop playing the game at all, or just wait until they lowered the prices again?
--> What if the prices keep decreasing? Basically every time they do, my assets are worth less.

Scenario 2: increasing costs
How i feel: Nice, my assets are now worth x amount more. I got basically a discount for everything i did.
My thoughts: Do they increase the prices again? Should i grind even harder before they raise again? (Discount hunting behaviour) Is it still affordable for me?
--> What if the prices keep increasing? basically every time they do, my assets are worth more.

fading beacon
# raw moat True in a lot of cases but here, in a game where you own the assets you bought a...

This is putting yourself solely in the shoes of an early adopter. There are users who will have just joined and prices are raised on them. There are users who are considering playing and are now priced out. You have to think of the whole ecosystem. Also, even if your previous assets are worth more, it makes playing the game more expensive. Are you here for 2 months or 3 years. And are you happy that it’s going to cost more to keep playing for longer? It’s not as black and white as your scenario.

raw moat
# fading beacon This is putting yourself solely in the shoes of an early adopter. There are user...

the thoughts remain the same.
If i'm totally new, and saw a drop in all prices i most likely going to wait another month or two so economy can stabilize, maybe prices are going even lower.
If so i start thinking should i even play it if basically in 2 years all the stuff is worth nothing anymore.

If im totally new and prices start increasing, i'm heading in, and maybe with my skill i can make up for the lack of money before it would get too expensive for me to play.
If not, shit happens and i can sell everything for a profit.
(Which probably won't happen, since they stated they wana make it afordable for the majority)

fading beacon
raw moat
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i'm still curious, what is your thought process in decreasing prices would be more beneficial, maybe you can elaborate on that. 🙂 @fading beacon

fading beacon
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I don’t think it will be more beneficial. Why? Because I don’t have any data to make this assessment. My point was from a psychological perspective, it is easier for users to accept the cost to play going down then the cost to play going up.

fading beacon
raw moat
fading beacon
raw moat
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and then they start thinking about pricing, price changes, should i start, when should i start etc.

fading beacon
raw moat
fading beacon
raw moat
fading beacon
raw moat
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basically i said
if you buy stuff and price keeps decreasing you most likely don't like that
if you buy stuff and price keeps increasing you most likely like that

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you basically said,
i don't care, i can afford now 1k if it's worth nothing in 2 months shit happens.
not even shit happens, it should motivate me to keep buying...

fading beacon
raw moat
fading beacon
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This isn’t going anywhere 😂 you’re correct on everything. Please asset go up.

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I’m logging off for now

cold elm
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Players can catch T0 for free, they may need 3 or so higher tier before becoming hooked on Arena gameplay.

Average max I would spend to see if a game is fun would be $60 for others it might be $20 or $200.

Fact is that if it costs $100 on average to acquire those 3 higher tier Illuvials you have just lost me and the other player as we have spent our max and don’t have much to show for it.

There will be many that like to collect Illuvials. Same goes for them. If travel is affordable they will return for more runs and get to a point where they have so many Illuvials they just want to keep going. If it’s too pricey you have lost them before they have become truly interested.

main sun
# river helm Travel price is not even half of the equation. The discussion is pointless with...

I agree with you. I think many are assuming the current drop rates of Illuvium when they consider these aspects. Where I'd put T5 Illuvials at about 20%+ in a stage 3 run. It gets interesting since if a T5 has 20% in an encounter but u can scan every encounter and there might be 10 of them. Then u can consistently pull 2 T5s every run. But you are right, since u need to merge etc this seems pretty astronomical.

left perch
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Let’s just let the free market take the wheel🤙🏾

river helm
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I have never played a game with increasing cost to play

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Even with ownership, I would think why would I play a game that keeps on getting expensive. I have tons of AAA award winning web2 games for $60

raw moat
# river helm We have a fuel price ceilling to attract web2 gamers. You are assuming that dem...

Yes we have, and it's this ceiling we are talking about in this thread, right? (Besides ratio of production in IZ and cost of Stuff in OW)
I guess demand is not really possible to be constant, its either decreasing or increasing.
I wouldn't look at all at how crypto market stays. Like if i play a game and i wana pay money to buy stuff in it, i don't really care if coca cola had a bad year and it's value is decreasing.

river helm
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We are competing with Free to play games and Game of they Year AAA games, and you want to make it more expensive

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This is not Iphone

raw moat
river helm
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I believe price should not change. It's just bad for asset pricing and market psychology.

raw moat
lunar wind
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Stop with your $1 trips we're going to have our illuvials for 10 cents

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It would hurt me too much😭

brazen yew
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Good
Level 1 bad stat tier 1s should be pretty worthless

main sun
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just be thankful IMX is gas free 😛

fading beacon
main sun
# fading beacon It’s true. But even all of those came from $5 packs 🤔

U think if those packs were $100 it would be a different story?

I've bought 3$ packs and I've bought $10 packs. There are only 2 differences I've observed.

The packs resale is heavily determinant. Normally their initial price indicates scarcity.

The rare cards tend to be more valuable.

However the common and uncommon cards are worth the same.

fading beacon