#IIP-49: Proposal to Fairly Distribute Landholder Revenue Upon Release of Illuvium Zero
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sorry what was the 9? i forget now
$9 for 10 fuel is the lowest sell order (at a point where that prices has somewhat stabilized)
so buyer spends $10 in this example and seller sells 11.111 fuel. Buyer sees this as buying 10 fuel for $10 (upper-rail price in this example), and also receiving 1.111 bonus fuel.
ya we covered it from the user - I'm good there.
what's the final amount the landower gets?
$10
So, after all, the user is getting more fuel than they were paying for.
Because we can't create value out of off thin air who is covering that cost?
that bonus or marketing?
Land owners are choosing to sell at $9 for 10 fuel, they don't have too, but that's the most they feel they can sell it for
or you could say $10 for 11.111 fuel, either way
So why do we have a system that is forcing landowners to cover that cost?
In this way, as overworld player demand for fuel goes down, they will see bonus fuel available for purchases and be incentivized to buy more
landowners are covering that cost because it's the most they feel they can get from the amount of demand that's out there
vs amount of competing supply from other land owners
they are covering that cost because they system is forcing them to do that even if there is more demand
that's a fact
I disagree, but am not sure what else I can say to explain how this works
So you don't see how landowners, have limited options in this system?
also, I'm not sure your example lines up with Johnny's explanation of how the system works.
It's free market. I didn't read what he said, will look in a bit
It's literally not a free market; it's a government-controlled (dao) market with a price cap.
landowner: sells 10 cryptons for $1 each - $10
player: buys 2 cryptons for $5 each, but gets 8 bonus. So $10 for 10 cryptons.
So, the landowner sold below the market price by 5x, giving up more fuel for less than the player was willing to pay. This is because there is an artificial price cap, which forces landowners to compete below it. They will compete and be forced to undercut each other to get price fills, losing out on valuable revenue. They are selling below the market price.
Given the dynamics of the secondary market, we will not learn the price players are willing to pay. This is very clearly one-sided.
Landowners compete to fill at low prices, and players reap all the benefits in bonuses and don't have to compete with each other at all.
It's not a free market.
This is unquestionably biased against landowners.
I'm not even saying no controls, but this is too heavy-handed and biased. Fuel supply should be increased to landholders and earned through production, based on demand increasing and falling.
but*** there has to be price competition on both the buyer and seller sides, or it's manipulated heavily.***
Imagine this system in reverse.
a minimum price and the highest price a player was willing to pay gets taken and paid as a bonus to landowners. Landowners just sit back and let the rich whales dominate this market.
Revenue to the Dao would be maxed out, the price of Illuminals would be way higher, streaming would be crazy, and arena battles would be even more crazy. small fish players would not stand a chance, but it would be elite af.
both of these options are just a ridiculous to me.
I read back and he explained the same thing I did with a better example because it used all whole numbers.
This is wrong, the player receives 10 cryptons.
Okay was a typo. I said 2 and 8 bonus.
The point stands.
I don't understand the point. The free market is what allowed the price to arrive at $1 each instead of $5 each.
it can't in ANY way be a free market if there is price competition on one side and not the other, especially since this is a price control by a governing body.
buyers have no price competition, like in a free market.
What would give them price competition?
having to decided what price to buy at, like in a normal free market
with a normal supply and demand curve
you have to decide what price is a good price to buy ILV
I live in a free market, but there aren't too many places I can go to and name my price. My decision is to either buy at the posted price or not buy.
make it more specific - what specifically?
we can walk through it together
beer?
Sure, I can't go to the bar and tell the bartender how much I want to pay for a beer
That bar is competing with other bars on price, if another bar can offer lower prices at the same experience next door - what are you going to do?
go to the cheaper bar and buy there.
free market
ya - the current system dramatically favors players
you are correct
bc you don't have to compete with other players on price.
it's an order book, same as a stock exchange. If I place an immediate buy on the stock market I get the best price sellers have listed at
dude
buyers and sellers are competing with each other on pricing.
in a normal market, like a dex or the stock market
so your issue in Johnny's example is that a buyer can't say I'll take that 2 fuel for $10, but I require 10 bonus fuel instead of the best sales price of 8 bonus fuel, for 12 fuel total?
buyers compete to buy at good prices, on a dex or the stock market.
can you see that buyers in our system don't have to compete on price?
can we take this to somewhere else zz
lol
Yes please.
I'm starting to sway back, obviously not fully, but when you're playing the Overworld now it just hits different. Add in a free 2 play version of multiplayer Arena, and fuck, I don't see why people wouldnt start coming over
let me in
After the AMA I am also way more optimistic in regards to the Illuvium economy and how to bring in mainstream.
It will take a certain breed of gamer, but I realized just a few days ago, that there was a time in gaming history when gamers paid a fixed price for gaming time on arcade machines. When we combine this with a gacha experience, we at least try something really new that differentiates us from almost all other web3 projects.
Aaron mentioning a 3D version of Zero, mobile apps for OW and Arena and bringing Illuvials to all games also sharpens the position of Zero in Illuvium.
@waxen lodge can u please provide a high probability non-linear estimation for the duration of depleting the pool that is taking account each plot Tiers upgrade time, production boost, player behaviour (include holidays), revenue estimation and many other variables, in opposed to my simple linear calculation? As raised by @keen orchid
my simple degen brain can only calculate 10-months for every 1 months of delay
I trust that the team is trying to get our land playable ASAP. However, not knowing how much fuel is required for a run and therefore how long the airdropped fuel will last, I have to thumbs down this.
As much as I wanted play time on land to have an impact on distribution I didn't think that would mean a delayed distribution. I would take a weekly pay out based on plot over that.
GUILTY! Until proven innocent! 😛
We also did simple calculations and it came out to 2 months delay = 10 months, but there are so many variables, you're literally asking me to add in player behaviour on holidays, I'll throw it to the data team and see if we can make it a little more accurate but there are going to be tons of estimates, revenue being a huge one, so im not sure how accurate we can make it. The idea was 10 months means we smooth it out to give time for lower tiers to earn from the bonus pool
Actually, before I task them with this lets just see if it's required. We're a lot further along than we thought so it may not matter
Perry thinks we should adjust the IIP to the following. With 9 months also being a variable that can be decided by the community. Sounds like 10 months is too long from what I'm hearing
If Zero fuel production is delayed we will target 9 months to deplete the bonus pool as presented
Upon delayed Zero fuel production release, the bonus pool percentage will be adjusted between <min value> and <max value> based on actual revenue figures at that time and then updated every month (with new updated revenue figures) through whatever governance structure works to target 9 months as closely as possible within the limits presented
Min = 5% and Max = 50%
Absolutely
Have you Seen this perfect solution?
It's the closest you can get to simulate a Launch on time and it wouldn't take ages to empty the revenue pool in worst case.
... And it's super simpel
#1230022607370326037 message
"An extra period of time, 3 to 6 weeks, will be added to simulate the intended Pre-Open Beta Illuvium Zero release window."
This delay before the variable % kicks in would be a nice addition.
Are you really thinking about multilingualism?
Japan, South Korea, and China have huge game markets, but they don't have the habit of playing English games.
For example, Palworld supports Japanese, Korean, Chinese, French, Italian, German, Spanish, Portuguese, and Russian.
I believe that as the number of landholders increases and the fuel supply grows, the price of fuel will decrease, resulting in lower income for landholders and a decrease in land value. I would like to see a situation where fuel is scarce enough to ensure that landholders can profit. In other words, I want to ensure that landholders can make a profit.
Landholders make profit = everyone does. Just need player growth
If people can profit from ZERO and the Overworld, then the number of people should naturally increase.
thats the problem with selling more land in the bull when everything pumps.
the increase in plot supply may worsen the fall in demand.
what you would hope is some landowners playing less to reduce fuel supply
I believe that if there is an excess of fuel, the cost of fuel will be lower, illuvial will be lower, and there will be fewer people.
It is up to the individual landowner to make fuel.
But if it is profitable, I think everyone will make it.
If it is not profitable, they will not make it.
that will be interesting to see. i wonder if landowners gonna keep constant supply of fuel through the bull and bear because they already invested
Do you think dau chart looking the Same as token chart?
im guessing yes, but i dont have the dau chart.
any P2E model need new players, usually the native token is somehow needed by new players to buy assets as entry fee
As for ILV, the dau maybe reflected by revdis which might affect token price
Reasoning?
There's no guaranteed earning after airdrop
Token isn't involved in gaming ecosystem in illuvium
Not every gamer is an Investor, the Part of gamer compared to the Part of Investors playing will increase overtime.
i personally will price the token based on revdis, and i assume higher DAU higher revenue