#IIP-XX: Changing Illuvium Zero Launch Timing to Synchronized Release with Overworld and Arena

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drowsy viper
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Simple Summary:
This IIP modifies IIP-39 by proposing a synchronised launch of all Illuvium games—Illuvium Zero, Overworld, and Arena. While the original plan was to release Illuvium Zero ahead of the other games, this adjustment acknowledges that simultaneous releases are necessary given current constraints.

Abstract:
Instead of launching Illuvium Zero before the Overworld, as previously proposed in IIP-39, all three games will be released together. Subsequent updates will introduce blueprint minting and Mega Cities, with compensatory measures to account for these delays.

Overview:
This proposal modifies IIP-39 by changing the launch strategy of Illuvium Zero from pre-release to a synchronised release with Overworld and Arena. The phased introduction of features like Blueprint minting and Mega Cities ensures ongoing development and player engagement.

Key Points:
Unified Launch: Illuvium Zero, Overworld, and Arena will launch together.

Free to Play Mode: The launch will include Free to Play mode across all platforms.

Blueprint and Dye Minting Delay: Blueprint minting and Podarium features will be available approximately 6-8 weeks post-launch.

Mega Cities Delay: Mega Cities will follow approximately 8-12 weeks post-launch, with a compensatory fuel multiplier.

Fuel Multiplier: To compensate for the delayed Mega City release, plots held by a single address that could be used to form a Mega City will receive a temporary boost to Fuel
production: a 25% boost for plots that could form a 2x2 Mega City, and 50% for plots that could form a 3x3 Mega City. This boost is not cumulative and will be applied to Fuel sales in the Fuel Exchange, not in-game. The boost will be removed once the Mega City feature is released.

Fuel Crate Distribution: An additional Fuel Crate will be distributed before launch to ensure initial fuel availability.

Rationale:
Illuvium Labs can only deliver as quickly as the proposed timeline. Although it could be better, this is the only timeline available to prevent delaying all games and risking the DAO potentially missing out on favourable market conditions.

https://docs.google.com/document/d/1o17lA7rAdc_SH4H7bt5V43k7Hyp5nn6xzCWVsNDj8mE/edit#heading=h.2qa18j7mgmcl

past laurel
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Seems like a reasonable proposal based on the circumstances.
Question would be... 6-8 & 8-12 weeks are hard lined? If not, what happens if that timeline becomes 16-24 weeks?

timber wing
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I say this is fine. But I’m curious what others say

spice hemlock
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It will also sucks to not have megacities on launch given I've been saying we will for a long time, but its the only really big thing that we have left to do that we could use to free up time to ensure the p2e date aligns with the f2p date and the rest of OB.

river current
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I like it. For mega city holders, increased fuel production for the duration of the wait for mega city mechanics seems like a decent compromise. I'm really excited to be able to play my land from the beginning. I know it's not exactly what people were hoping for, but it's far better than watching everything else go live and just waiting.

drowsy viper
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It's the best we can do. The IZ team, like all the teams are going extremely hard to get this done.

heady portal
spice hemlock
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Megacities when combines dont lose structures but there will be no megacity view until megacities are released.

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So you would, until feature release, need to build a Nexus on each plot, for example, but the bulk of your structures would be useful both pre and post megacity merge.

gleaming cloak
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alright, not ideal, but the boost seams reasonable, unless 2x2 holders feel otherwise. ill support em if they request higher boost tho.

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i feel like the difference is too big and 33.33 or 37.5 would be better compromise

past laurel
gleaming cloak
vast idol
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Seems good to me. Being able to launch all 3 games at once boosts seriousness and confidence in the project. 👍
Thanks for the hard work

high folio
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huge W

  • does it mean IZ P2E is going to be tested on testnet before launch?
  • are we still launching in Q2 with this update?
shrewd mural
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Seems like a reasonable proposal. Not ideal to have more delays but the fuel drops and boost for megacities is a good compromise.
I think we all want what’s best for the overall project and community.

rare cape
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I feel for the DAO and most landowners this is a satisfying proposal and people should vote yes.
However, since i’m not working for the DAO/Team I vote for my own selfish reasons 😀

IZ releases on time is great for the DAO. IZ-F2P brings the mobile experience, no negative sentiment in discord from various landholders anymore, IZ can still be marketed as the “backbone” of the economy (which is good for future land sale revenue) and around the hype phase of launch, there might be increased interest in land which could turn out in increased revenue of trading fees.

I’m a megacity holder with high tiers included and with that greatly impacted by that feature not being available the first 3 months. There are 3 crucial advantages of an average megacity;

  • Early game is faster. Since I have to build just 1 engineering workshop/quantuum fabricant and less storages, I can also build up more optimized in resource production due to more variety of resource sites available and resources being shared between the plots in a mc..
  • Blueprint data is shared, which increases the speed of finding different blueprints massively.
  • Late game has more max output. Depending on the tier I have different advantages in a megacity. If I have low tier and build out for blueprint/dye production, I can build additionally to EW/QF also less nexus since I don't need that many structures, which results in a considerable amount of more space to build. On high tier I still need to build all nexus’ but I get the landmark bonus spread over all plots (Just applies to MC's with t4 included, since t3 landmark is useless anyways) which increases my total fuel output compared to a single plot.
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With MC’s not being available at launch I miss out on the big advantage in the early game. The fuel multiplier doesn’t really impact anything since it just applies to sales, which means i have not more fuel to build out faster and i don’t really profit from the sales since i have to build out my plots up to fuel sale stage which at least is half the time (i guess 1.5-2 months depending on tier) of the multiplier being applied. Also I have just a 2x2 and not 3x3 which somehow gets less of a multiplier. It would be nice to see the reasoning or calculations for those numbers, maybe I just miss the point.
Also a little bugger with launching on time with all the other games is, I have no time at all to play OW and miss out totally on those early sale profits of Illuvials and ressources.

weak void
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All Dr.Spoon said about the advantages of a megacity is how I feel. I was looking forward to having land up and running a few weeks early, with my city working as a city so by the time OW came out I could focus mostly on the hunt. I will have to make some choices, neglect land or neglect that early OW advantage.

It is what it is. I know you and the team are working hard to get this done and that is very appreciated. I'm happy for the people who only (or primarily) want to play IZ.🙂

honest drum
spice hemlock
# rare cape I feel for the DAO and most landowners this is a satisfying proposal and people ...

A 25% bonus on Fuel sales is a tidy bonus roughly in line with expected boost of the 2x2, obviously that also differs depending on what's in your 2x2 (4 T4s are a lot better than 4 T1s). As the bonus is cumulative rather than additive a 3x3 is notably more beneficial than than 55% the plot counts suggest. Maybe better numbers would be 28.43% and and 46.22% but how much effort do we want to spend on trying to calculate the most accurate figure.

Remember we also need to consider IAP here. If we gave for example a 100% bonus it would be a very significant advantage to those megacity players who opted to use IAP to get to Fuel near immediately.

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As for blueprints, most don't value blueprints as highly as you do. In that regard I'm hoping you are right, but its pretty hard to be scientific here. I think we could potentially roll out a temporary Blueprint bonus to megacities for example between blueprint minting launch and megacity launch (maybe they get a research chance boost) but IIPs work best when they are simple. Not to mention every extra thing we want to do is in the IIP is not just a thing we need to debate, but something we then need to plan and implement (which in turn delays the actual MC release).

Ultimately the intent is that high level blueprints particular stage 3's (requiring the previous 2 stages) will be rare and take a long time, so the megacity advantage will still be very useful even if its a few months later than hoped.

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Finally it doesn't end there. If megacities aren't feeling like awesome things that all players are aspiring to we will make other IIPs/ICCPs/features to make them better.

rare cape
# spice hemlock A 25% bonus on Fuel sales is a tidy bonus roughly in line with expected boost of...
  • so it got calculated like you have an mc full of t4 bonus spreading?
    Correct me if i'm wrong, but if a MC doesn't include a t4 the bonus per plot of a megacity is more or less the space savings (+BP (which isn't affective in this imo)) which is the same for a 2x2 and 3x3.
    Like if there were no t4 the multiplier would be same for 2x2 and 3x3?

  • yea, but IAP's to speed up until fuel production is like roughly 24h difference, and then you have to wait on fuel, right?
    so that advantage is not like a biggie i feel.

  • I don't value blueprints high at all 🙂
    I actually think peole gona be pretty disappointed about them as soon as everything is built up and running and people experience it.
    But as you said, hard to make predictions about that, and the blueprint advantage is likely not lowered at all of MC's .
    It was mainly mentioned to complet the advantage list, where i wanted to point out that MC's mainly miss out on 30% of their advantage.

spice hemlock
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T3 and T4 both have bonuses, but the 'needed building' bonus is also increased in a non linear fashion... 1 Nexus across four plots saves you 3 Nexus' (Nexii?), 1 Nexus across 9 saves you 8, thats more than double +1 . The bonus of having more stuff available early also increases in a non-linear fashion.

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If your point is that is should be 30% and 45% or something then thats reasonable you can debate the specific figures with the community and council.

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If you are saying 100% and 160% then I think its too much, but again that change doesn't impact timeline.

#

The figures themselves art not particulalry material to the plan, they can be changed at the last minute (in a technical ssense), and the proposal works just as well if we replace them with X and Y, as long as we decide on X and Y some time before Open Beta.

If you are arguing for a change to the core concepts then realise that delays things further. We have to come up with a coherent idea, then go back to the team to get them to consider the implementation which takes effort in itself, but also takes them away from what they are currently doing. We then have to go back and have the debate all over again when the feasible proposal is put forward, and I'm sure some won't like whatever the new proposal is either.

spice hemlock
rare cape
# spice hemlock If your point is that is should be 30% and 45% or something then thats reasonabl...

No, i was more questioning the difference in boni at all.
Like the multiplier is paid for every plot, right.
The advantage per plot increases just with landmark bonus (lets not argue the usefuelness of t3 here :D). And i guess that it is a minority with 2+ landmarks spreading of all MC's
The space advantage with having to build less EW/QF and in some caseses Nexus' (nexuses?) is the same if you own a 2x2 or 3x3.
Ofc overall you save more in a 3x3, but per plot you save the same. (Maybe that changes with beta version?)

No, i feel for majority+DAO this is a good proposal and i don't want to slap all others in the face with arguing for my own selfish reasons 🙃

spice hemlock
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Its not the quite the same. For the sake of example lets say a Nexus takes one spot and you have 10 spots. One spot can also be produce 1 Fuel productive in our simple model.

1 Plot owned and a Nexus means your produce 9 Fuel.
2 plots owned without combining and the Nexus takes 10% of your production, you produce 18 Fuel = 9 per plot.
4 plots owned without combining and the Nexus takes 10% of your production, you produce 36 Fuel = 9 per plot.
9 plots owned without combining and the Nexus takes 10% of your production, you produce 81 Fuel = 9 per plot.
2 plots owned with combining and the Nexus takes 5% of your production, you produce 19 Fuel = 9.5 per plot.
4 plots owned with combining and the Nexus takes 2.5% of your production, you produce 39 Fuel = 9.75 per plot.
9 plots owned with combining and the Nexus takes ~1.11% of your production, you produce ~89 Fuel = ~9.889 per plot.

Sure its not a massive difference but its not linear.

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But again if you want to argue for 30 and 47 (or whatever) thats fair enough.

rare cape
gleaming cloak
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Since the compensation about megacity is clear...

im curious if we plan to address :

  • Blueprints being delayed, that affects everyone and its bad for everyone, so we can consider that as a hit being taken by zero overall.

  • The promise of Zero being launched weeks before anything else to be able to build up hasnt been addressed at all. this also affects everyone, but that went out of the window months ago.

would that fuel crate distribution compensate for these things? is that the goal or its only for megacity?
also would that also be 15$ worth if its going to everyone or it would be the double that was mentioned a while ago? Would that compensate? cuz im not very certain its fair.

also id like to hear a word about cosmetics.

  • cosmetics being distributed through disks and whatever else also has to be addressed to preserve the value of lands, we also need to stop doing that, maybe?

an IIP is already being discussed to prevent such things in future, i also recommend making whatever was already promised/distributed to be non tradeable/ non sellable, due to affecting one of the most important parts of zero.

rare cape
gleaming cloak
merry moon
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Blueprints being delayed, that affects everyone and its bad for everyone, so we can consider that as a hit being taken by zero overall.

I may be wrong but my take that BPs are delayed also means theres no skins in Overworld and Arena. Even the ones from disk goals/rewards would be delayed. So the delay affects everyone and therefore does not need to have a separate compensation. Cause it would be unfair to compensate just land holders when overworld players are affected as well.

The promise of Zero being launched weeks before anything else to be able to build up hasnt been addressed at all. this also affects everyone, but that went out of the window months ago.

This IIP directly addresses that by superseding it. If the DAO decides this is the way then it overwrites IIP-39.

cosmetics being distributed through disks and whatever else also has to be addressed to preserve the value of lands, we also need to stop doing that, maybe?

I think this can be subject of a separate IIP. Though at this juncture, I dont see a justifiable reason to limit it to land. The disk goals for the skins helped generate more revenue to the DAO as an incentive.

rare cape
merry moon
# rare cape Beyond skins are delayed aswell?

Im not sure. But thats how I see it. PB4 doesnt have skins thats craftable. I may be wrong and this isnt a topic we have discussed yet with IMC/Labs. So this is purely my assumption

rare cape
gleaming cloak
merry moon
gleaming cloak
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... things get more and more outrageous tbh

merry moon
rare cape
gleaming cloak
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so if ure aware that it eliminates a 2 year old promise why wouldnt u include it in the IIP ? its done on purpose ? to wash ur hands?

merry moon
rare cape
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My biggest concern is actually the rushed build.
Is it going to be tested in open Beta Testnet?

Or possible we go live and see similar bugs with selling fuel, where people can't sell fuel, storages get overfilled, and people Start talking about ruggs on social media

merry moon
gleaming cloak
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we r beyond delay already, too many things announced, too many things ongoing. itll hurt us too much at this point. we should have taken action months ago when i first mentioned delay if we were going to delay.

merry moon
spice hemlock
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IZ will be tested in testnet yes.

merry moon
spice hemlock
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Maybe not for as long as I would like but for long as we need.

merry moon
gleaming cloak
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blueprints being delayed directly affects land on super high level, not comparable to any effect on ow or arena, i believe? correct me if im wrong tho

#

also i cant stress enough how big part cosmetics are, we should definitely take care of that before it gets even more out of hand, we must not allow team to use that in any scenario to boost sales in whatever.

#

im kind of shocked that council would even support that, but at this point i shouldnt be surprised by anything that would devalue zero.

#

is it too much to ask for something stable that would secure the future of zero and solidify land value? its another broken promise from where im sittin?

rare cape
high folio
gleaming cloak
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im really hoping i get some answers and we take some action. scruba seems to agree that a compensation should be discussed and thats great, but im also very concerned about cosmetics, we need to make sure land keeps the unique utilities it should have, as advertised.

elder blade
# spice hemlock IZ will be tested in testnet yes.

Question: will the fuel production rates for each plot of land still be tweaked based on testing results or are they pretty much finalized at this point?
Also, at what point will zero be ready for iOS?

winged compass
# spice hemlock Maybe not for as long as I would like but for long as we need.

I'm someone who only cares about blueprint production on my plots so can you share a few details on what exactly will be delayed? Is it only the blueprint minting? Can we still do scanning/research in the mean time and mint the researched blueprints as soon as the feature is turned on? Or does the delay affect the whole process including research (maybe even the buildings for blueprint production)?

south skiff
# winged compass I'm someone who only cares about blueprint production on my plots so can you sha...

Same here .. i actually have a MC that combines lower tier plots which i feel gets hit the hardest in this scenario. One of the main reasons for me in making the effort to get a MC was that i would have an advantage in scanning/researching and a way of developing faster.
@spice hemlock if by delay you mean no one can research biodata okay I understand but if you say that research and scanning will be available as normal this just makes Megacities completely **useless ** (or if you want to - about 1300 plots will have 3 months of a boost in fuel production) at least until the introduction of some kind of unique feature/building. If this is the case this is a no go for me too

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No fuel/production boost can possibly compensate for the loss of faster development and potentially hitting rare biodata/blueprints earlier

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**'5) Its faster to get to higher level Blueprints, because you don't get duplicates (of Biodata, Facts or Blueprints) .

Becasue of this you will max out your facts far quicker which makes your research success rate hit max far quicker too.

For Blueprints specifically this is only a small boost, but combined with faster build times and higher success rates (due to Facts) this should mean megacity owners are pretty far ahead on the Research curve.' **
One of the main advantages that you pointed out when explaining MC now gets deleted

winged compass
# south skiff Same here .. i actually have a MC that combines lower tier plots which i feel ge...

Why do you say the availability of scanning/research makes megacities useless? You can do research on all plots along with everyone else, plus you get the fuel multiplier for 3 months (even if you originally wanted to focus on blueprints). The only edge you lose would be the faster blueprint progression due to the shared biodata (I'm not saying this is optimal but hardly makes your plots useless). Since all plots in a megacity are in the same area, it is very likely that you will still have the time to produce most (or more than others) BPs from your area by the time set 1 runs out.

south skiff
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Now that is having a 'time and space' advantage vs individual plots

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The quoted above was Johnny explaining the advantage in research of having a megacity

winged compass
south skiff
gleaming cloak
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@drowsy viper as you see, a vote shouldnt be going on until these things are addressed. council will just vote yes to everything u put that would allow them to ignore losses. i trust you will do the right thing and address all our concerns here, rewrite the IIP and come back.

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after all, we need a polished IIP that gets as close as possible to compensation, imo it should even give MORE than just making up for it, due to broken promises or underdelievering.

i would also love an answer from you regarding cosmetics, both already given due to sales or whatever and future proofing land as the ONLY source of cosmetics.

south skiff
gleaming cloak
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they will not do that, this is a crucial point in time and we want to avoid all internal fights imo. i believe that a middle ground can be reached, proper compensation can be delievered and safety can be guaranteed. that is if they use reason and try not to sacrifice us, yet again.

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if i can find the strenght to be reasonable as the person that is known not to pull back, im sure they can do too.

south skiff
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I said it in the Zero channel but i want to ask it here also .. it seems everything changed for IL Zero (in a bad way) since the decision to prioritize F2P.
Why doesn't F2P gets delayed for 2 months?? Is it really that important? Our entire economy and IP revolves around IL Zero F2P?

rare cape
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they said f2p doesn't require additional work, it is basically the same as paid land minus some features.

gleaming cloak
south skiff
gleaming cloak
rare cape
gleaming cloak
south skiff
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@gleaming cloak @rare cape this is one of the pins in the Zero channel from early March from Johnny

'The decision was that the f2p version of Illuvium Zero should be the priority as having a game available on mobile is extremely important for the massive air drop system @Kieran | Illuvium has developed. Getting as many people as we can in to the economy is vital for the long term success of Illuvium.

Yes it sucks that Illuvium Zero for land holders probably won't be be ready before Open Beta, but in the scheme of things its not a big deal. The game will run for many many years! And in the meantime you still get your share of revenue.'

i don't think it was copy - paste.. basically they left ILZero aside for the development of the f2p version

rare cape
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maybe

gleaming cloak
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well. i did warn yall that i might look like the crazy guy with the sign " the end is near" , but itll come true, now we here.

past laurel
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Thank you @spice hemlock for all that you do

west dirge
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I think the overall intent of this proposal is good, but I'm voting against it because there are three issues that should be addressed within these changes that aren't yet. Here are my concerns and suggested changes:

  1. A synced launch removes the 4-6 week build time IZ players should have had ahead of Overworld/Arena launch, meaning IZ players are now significantly disadvantaged with their time at OB launch and are forced to choose between building up land and playing overworld.

This should be addressed as part of the proposal here and not separately. My suggestion for this is to provide a 6 week 2x speed boost to all IZ activities (entire game including build times, mining times, active/passive conversion times, scanning, research, etc.). I hope this is minimal dev impact because the internal team tests on sped up versions of IZ already. This would last 6 weeks from launch for everyone (no saving/storing speed ups).

  1. Megacity owners are obviously disadvantaged a number of ways that the fuel multiplier doesn't solve (duplicate buildings, requiring more time dedication to the game to manage separate plots, less space on plots for scanning/fuel, element/fuel constraints on low tiers). @south skiff raises a very critical one that needs to be addressed here though. Scanning and research benefits of megacities are integral to maintaining the right balance in the game between megacities and individual plots.

For this, I suggest allowing megacity owners to open support tickets each time they scan an illuvial or research a fact/blueprint. The support team will then add this find to the other plots in the megacity within 24 hours. This does not help with space and resource constraints, but is a simple way to address the core of the issue and allow individual plots for a megacity to more quickly advance their research in a simple way.

  1. The "Fuel Multiplier" section is unclear. It states X% fuel production boost that is only applied to fuel sales in the fuel exchange, not in-game. This should certainly be an in-game boost as there's a huge benefit to lower tier plots in megacities by allowing them to have that fuel sooner to build up. If dev is too much time for this, it should be restated and not called a production boost. My understanding is that it would actually be a bonus to fuel sell orders (e.g. list 100 crypton and it bumps it to 125/150 for you?).
fleet hatch
#

I appreciate all the effort the team has put into placating the IZ community.
I'm of the opinion that: As long as we have a game to play, and an interoperable blockchain game at that, at launch, I'm happy!

We can nitpick the details, lament the 3 months of less than perfect progress on our megacities, but I'm fine with it as long as we get the three games out. Grinding fuel, sending it to overworld and playing arena is the dream right? It's been 3 years, and I think we are all dead tired of hearing "soon tm" ! 😄 If this is what the team needs to get this done, in a less than stressful way, I'm all for it.

I can't wait for everything to fall into place 👍 Atlas_Love

south skiff
shrewd mural
zenith current
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I realize that Johnny had said in the past that megacities would potentially be in on launch, but historically, megacities were a feature that was going to be added as an expansion post-launch. That was the state of megacities during the land sale.

For that reason, I don't think there's any obligation to do more than what is put forward here. Some numerical tweaks to better approximate the expected performance of a megacity would be fine, but nothing the DAO has passed has ever said megacities must be an included feature on launch.

west dirge
# south skiff Totally agree with the above. <@856961990341820486> proposed an interesting idea...

Yes, I see here #🎮〕illuvium-zero message. Her idea is great too, anything that would be simple to implement. I think there are small tweaks here that could make a big difference still without taking away from others or stalling progress of the release.

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