#To avoid price crash, illuvials should have a chance to die but only in tournament matches.

1 messages · Page 1 of 1 (latest)

sleek wedge
#

Posted for @tawdry swan

To avoid price crash, illuvials should have a chance to die but only in tournament matches.
If you keep producing something that is never used (like Illuvials) it will reach a point where price will fall, specially if there is more and more people producing it over time. I belive nobody wants a crash in illuvials price. For this reason illvuials should have a chance to die but only in tournaments and augments should be used and therefore disappear but only in tournaments where players compete for prizes.

Illuvials tier 0, stage 1 could die each match, stage 2 each 3 matches, and stage 3 each 9 matches. For other illuvials I propose Tier number x 1.5 matches. And then x 1 if stage 1, x 3 if stage 2, and x 9 if stage 3. So a tier 5 stage 3 will die on average every 216 matches, but this would be applied for all illuvials used in any round of a match.

This could be applied only to the loser of a competition match.

If you want to reduce the cost to craft augments you can keep the same recipes at overworld but instead of crafting just 1 you can craft 3 or 5 units.

This way players will need to have additional spare illuvials and augments in their inventory and if they lose one specific illuvial they will probably buy it at the illuvidex giving the game a 3% profit of each trade. Since weapons and armors should be permanent, augments should require solon to be crafted because otherwise solon price will fall.

The amount of Illuvials killed after each tournament can be returned again to availability in overworld. So in future if the chance to catch an old illuvial has dropped to only 0,1% after a tournament it may rise to 2%.

If game has good profit, dedicating only 5M$ more (6 instead of 1) you can organize 2 tournaments per year instead of 1 for the next 10 years and give in each tournament 300 000$ in prizes instead of 100 000$, which is always good for making people think that Illuvium is an eSport reference and worth playing it. Best thousand ranked palyers should have consolation prizes but still the big wins should go for the top best ranked players.

brave remnant
#

Makes no sense to me since illuvials are already a deflationary asset. You already have the fusing mechanic to reduce their numbers.

iron shell
#

I like this idea. I would add also a chance of your armor and/or weapon to break. Adds a new layer and mechanic to the game, a very small % of RNG - which i think is needed to some extent as long it doesn't happen in every tournament match - and also helps with demand. High risk high reward after all.

iron shell
# brave remnant Makes no sense to me since illuvials are already a deflationary asset. You alrea...

Even if it's deflationary we could have tens of thousands (if not more) of a specific illuvial. Once players have 1 you would need new players all the time to have some demand over that illuvial with the condition that those new players aren't willing to go into the OW to catch it for themselves. So i can see cases where we end up with 10k-50k Archies on the marketplace for example that no one wants or are basically useless as the entire Arena player base already has an Archie/Archeleon etc.
I'm not saying this shouldn't happen at all or should be prevented but at least this way we add another mechanic alongside fusing to help with the deflationary aspect.

brave remnant
#

Let the burn mechanism put in place by the team work by itself and don't over complicate the system

iron shell
#

It does but i don't see your point. What's this have to do with the fact that in 2 months for example we could have 30k archies in the marketplace and only 5k arena player (numbers i used are random)

iron shell
brave remnant
#

we could get to a point where there are no archies for example, and only archos or archeleons

ebon bloom
#

I don't Like that idea too much. It would basically mean that illuvials can go extinct and we never see them again.
Also sounds Like it gets pretty expensive if you Like to play a Lot. I think it should be supported and not punished to play a lot.
Also it's trying to fix a problem which might never exist.

brave remnant
#

I'm adamantly against this idea

iron shell
#

But this helps especially with what you said - having no specific illuvial anymore

brave remnant
#

I disagree, atlas price should increase with time indeed but not so much that they become more expensive than an axodon because they're an extinct breed

brave remnant
#

it's all about demand and supply. let's not try to be market makers. We keep making the same mistake over and over again. Just like the alphas

iron shell
brave remnant
#

I got nothing more to add. To me this seems blatantly logic. Even if it's only 1 mill playerbase it's still a 10x from the 100.000.

elfin plover
#

This is the equivalent of saying... lemme take my top tier pokemon deck to a tournament and rip up my cards at the end... that's gonna feel real good with illuvials 😉

ebon bloom
tawdry helm
#

But sir Rich, illuvials will be in sets and we'll reach a point after which you cannot produce more.

#

And there will be equilibrium reached in which people will not pay for runs if illuvials are not worth the trip. Which will keep their price meaningful.

#

Don't forget the ability to scan. No one can force you to fight or capture the cheap ones.

next bison
#

I think this idea is interesting.

Im not keen on the illuvials being returned to the overworld.

I think it should apply to both players not just the loser, so for example they take damage and the damage decides how long they last.

I agree with Dr spoon and Fillow regarding the deflationary aspect of illuvials, also remember there is bonding.
I also see your point regarding how many there may be.

Could you see the idea being used in a different way?

Perhaps it only applies to tier 0 and then there's some mechanism of return. I'm not sure if it would incentivise people to play if they lost assets through playing.

What happens when there are less?
Do you see the structure working until a new illuvial line is caught and gains in numbers.

I can see a hint or form of a possibility this idea could be used as a sink for tiers, with some kind of incentive for doing so.
So maybe a stand alone arena game that's for that.

I do feel there are elements of this idea that could work if the reward for playing was high enough and those that like high stakes games may enjoy participating in, again with an opt in mode, rather than it being across the board.

Your idea is unique, I applaud that and don't believe it deserves to be dismissed outright.

#

Wow sorry that was a lot.

wary pivot
#

i thought crafting skins also require a illuvial to be burned

noble pagoda
#

wouldn’t people just avoid playing them in arena if they have a chance of dying? It seems counterproductive

#

maybe they could die if you never take them into battle and never feed them

brazen verge
#

im not gonna play a game where my assets can die

#

permanently

#

imagine spending $$$ on a perfect stat, stage 3 holo illuvial

uncut blade
#

That's a bad idea, like really bad. Imagine paying to get a deck and then you play once in a tournament and the deck vanishes lol

Besides (and I'm sure people mentioned this already) there are already multiple mechanic in place:

  1. Bonding curve (catching less over time = inflation going down, almost to zero)
  2. Fusion
  3. Skin crafting
  4. People losing access to their Wallets (or the owners die and the Illuvials never move again)
  5. Multiple Games will increase demand
  6. Always possible to add more mechanics down the line.
next bison
uncut blade
next bison