First off, I really like the updates to the hunting aspect and enjoy the grind of OW. But what if we added the ability to convert T0 Illuvials directly into fuel? This would give T0 players the ability to access higher tier illuvials and increase player base for arena without having to drop $$$. I’ve played for a little over a week and have dropped $500 fake money and still don’t have a proper team to take to the arena! I get the idea of this endeavor is to make money but currently this game feels very paygated and is more pay to win than rewards being tied skill or effort.
#Boosting F2P
1 messages · Page 1 of 1 (latest)
If we were to allow something like that we would invite botters to destroy the economy. There are ways for a f2p player to grind their way up, they can farm gear/level up S3 T0 illuvials/catch holo/dark holo T0 illuvials and sell them on the market. Then they have money for fuel and higher tier runs.
exactly how i feel @signal canopy
Been brought many times, I don't think it's happening any time soon
yea the first months should be hyped and people wont care yet.
this idea can get traction when revenue starts to drop
I totally agree that you can't destroy the economy, but I think f2p players want some kind of system where they can progress with a lot of grinding/playing too. For example, you could include a way to trade t0 Illuvials for bonded Solon/Hyperion. This would avoid f2p players farming materials/illuvials from t1/t2/t3, but could make it easier to upgrade equipment and craft shards. Buying Crypton and visiting t1/t2/t3 would then probably feel more worthwhile.
What do you think?
T0 already offers the movement/visor items every new player will need, also every new player needs to start with illuvials, T0 ones work perfectly for that.
You will also want leveld up Illuvials in the future, so people can sink time into that and sell those.
We might also see things like renting Illuvials out as they then can farm exp for the owner and be used for gameplay by others.
Whole leveling system might open up many options for people to use their time to earn fuel or similar from other players, even if one would assume T0 weapons/suits/movement items/visors/illuvials won´t have a decent market price, which at least in the early days seem unlikely to me.
There’s definitely things we can do to prevent bots from wrecking things and btw there will always be players trying to get away with bots regardless of how you isolate the tiers. Sure f2p players can farm the basic gear to sell but that honestly took me (an average player) a couple of hours game time to get supreme equipment. Don’t think that stuff is really gonna hold enough value with thousands hopefully millions playing to buy Illuvials. But I do think there’s potential there if we opened up more gear or something else more valuable to the players willing to pay for it.
If we are really trying to get Illuvium mainstream and beyond those familiar with the crypto world we need to offer f2p or low paying players something more than a couple hours of playtime before it gets repetitive.
I agree with this, not with the thread's idea.
here's an example on how we could give F2P players more gametime.
https://discord.com/channels/760344898200666112/1233056314142363779
Illuvium already does offer quite a lot of time sinks for people who want to f2p a game for a while before spending money.
You have overworld stage 0s, which is a decent amount of time until you have gear+ illuvials, you have survival game mode, you have the free rotation+ your t0s from overworld for arena.
Yes, gear might be the one that loses value the fastest (however, there will always be new players who don't wanna grind for those), but you are still conveniently ignoring holo/dark holo T0s which will always be valuable for collectors. The same is true for levelled up T0s with great stats, leviathan players will need those for their teams and they most likely will not grind for them. So there is plenty of "something else more valuable to the players willing to pay for it" in the game already.
I like the questdex idea and I think that really speaks to help the social interaction which at this state is really missing and that would also help player retention in general.
Sure the dark holos are valuable but how many people are actually going to be able to get one or even see one? If they are really as rare as they are supposed to be is that a realistic goal for most people? I’m not saying holos and leveled up illuvials don’t help the appeal. They do and they are great starts and may be enough for those who like that hardcore grind but like I said in may initial post after spending $500 and still don’t have a complete team there’s really no way most players are going to be able to advance and participate other tiers and arena without what …. Many months of hocking T0 stuff? Who knows, I think that’s just going to be a turn off for most people to not be able to truly participate in the core games without dropping a good chunk of change.
Thanks for your feedback on my idea and I really appreciate the discussion. Just trying to think of things to push the envelope to boost player base. I guess we’ll see.
grinding three supreme equipments took me almost 30 hours.
holo/dark holo are rare.
the gamers would lose interest before they craft them or find the holos, then find a buyer to these items to fund their later stages run.
its only good for web3 farmers, whose job is literally grinding to make money
free rotation is only for arena, however most of the players will be interest in OW instead of arena
my PoV is how to get the mass to progress in OW. grinding and selling is not how the typical web2 gamers are used to
they are used to grinding and get some gold to progress
Personally I think they have done really well in having enough F2P or spend small amounts and play/progress, with good odds of having those players spend larger amounts.
I dont think the game is designed for F2P players to somehow sell stuff to eventually play higher stage regions. Its for people that want to pay to collect and hunt rare illuvials and/or gamble $ on finding something worth 2-100x what they spent. For me the free and low cost options, artwork/IP and narrative around making money off it will do a great job of baiting/hooking/fomoing people into spending more.
To clarify too im not planning on spending much (we will see) but im well aware its not designed for a gamer like me, ill probs spend most my time in gauntlet and hope that attracts a lot of F2P gamers
I find it hard to imagine why would a f2p player limit themselves to playing t0 ow + maybe gather enough for one t1 run every other month and be stuck in wood5-bronze5 rating, when there are ton of other free to play games where they can experience the full thing and compete on the same level as everyone else.
For the paying players it works, as they will get to collect and experience everything.
new arena mode seems to be designed to be completley free2play
With all illuvials unlocked? That will be massive and a good start
yea the TFT-mode.
so why do people want to collect then
The Gauntlet arena will also have a Leviathan mode.
so for normal gauntlet all the illuvials are free, but the gauntlet leviathan is not?
they are free, but owning them will increase their strength based on their stats.
Across multiple games/modes, you're probably right. But a very large Web2 player base is only going to want to play Overworld. I'm sure they go in expecting it to be similar to Palworld/Pokemon. And I think that's exactly the player base we need to win over for Illuvium to be a big success. If catching and collecting Illuvials is fun, players will gradually come to all the other games in the IP. That's why f2p needs to progress with enough time investment. And they're not used to having to sell things to progress, so an account bound progress in some form would probably be good.
im assuming leviathan will offer token rewards?
I feel f2p have Progress they can make.
And you have to be very cautios if you add additional stuff, cause every addition to f2p could potentially ruin the economy carefully built out by labs
I agree on that it is not easy and you have to be cautious to not influence the economy. But I think exploring how to get the maximum out of it for f2p players without affecting the economy too much is essential to guarantee a high player base
I think a great quest system and other ways to measure progress would have a big impact on retention for players who try the game. And I believe we have something cooking, we just don't know the details. Classic gamification with plenty of proven success already. Daily quests/weekly quests/monthly goals/cosmetic rewards etc. Offer enough dopamine at the beginning to get them hooked, then the quality of the illuvials and the collectibility part kicks in.
Then once they are in, they will stumble into a holo/dark holo that they will own. Most people seem to assume that holos will be super rare but just look at how many holo illuvitars are there in lower tiers. I don't think holo illuvials will be too rare, most people will be able to find some. A full holo collection/dark holos/holos with great stats are different. Dark holos are the ones that should be super rare, that's why they exist.
Also don't underestimate the allure of money. Many web2 gamers will be thrilled to make $30 from a game they can play for free. Then they stay for more and get hooked. End up staying and paying back more. They will also tell their neighbours and nephews. There is so much potential in this project, we just need to give it time.
so basically P2E
Here's how I envision this will play out.
When the game launches, all fuel will be sold by the DAO at the top rail-guard, as it will take time to develop and maximize the landplots. This will create a sense of urgency among landowners to sell their fuel quickly to capitalize on the highest possible price.
Simultaneously, playing the game will be the most expensive at launch with assets being at their highest value as well. The absence of owned assets by most players will drive players to strive for an early advantage to compete in the arena leaderboards.
As time passes, more landowners will be selling their fuel, increasing the selling pressure and consequently lowering the fuel price. Moreover, more players will acquire the necessary assets for the arena, reducing the need to travel to the OW. This trend will bottom when fuel prices drop low enough to make traveling to the OW appealing either for profit-making purposes or for easy on-boarding of more Web2 players. Which will then start pushing prices up again.
With every new illuvials set or new game released it will spur the players interest once again and keep appealing to a wider audience, which will constantly make the economy go round.
the only way to make this work longer than 4 months is if arena has players
or if we continue giving out a lot of token and keep token price attractive
fyi latest inferno was 25/64, and phantom was cancelled with 5 sign up
view was 232
Owned NFTs will be cosmetics in free gauntlet mode. If it attracts players because its similar/better than tft and free, people will want cosmetics and I think they will like the idea of catching them in overworld, knowing they can also be used in other modes/is an NFT. Also think lots of players wont even need arena incentive to go catch things in OW.
not sure this is a great metric, I didnt even know phantom had a tourney and only knew about inferno cause someone DMed me (i would have eventually seen in on scoriox twitter). Though agree 1v1 arena mode is extra dead currently (was low players even when f2p and even earn)
cosmetics?
yea if you own the NFT it will have a different look to others. Unless I made this part up haha pretty sure thats been confirmed
how different?
i had an idea to make ILV fully F2P and we just sell illuvials skins/accessories but it got turned down by rogier
due to work overload
not sure think gauntlet is so new they probs working on that still.
Interesting. Well hopefully they make enough this year to fund another game and try a model like that
If we can gather a large enough playerbase, even a monthly subscription of 15-20$ can be considered that unlocks everything or 99% of everything. Then there can be battle passes, skins, accessories and other things that can be spent on. But that's for the future, not gonna work in the beginning I guess.
its hard to justify it, because people still see the current model can work
can be an option, rather than enforce it. but gonna take alot of work to remodel it so maybe not worth it yeah
skins will sell like hot cake though, we need to def consider it. you can use 2 of the same illuvials, different tiers and have them be with a different skin. gonna be a bit clown fiesta but sounds fun to me
why are you trying to change what doesn't need to be changed... It's like saying the food is bad without even tasting it.
yea, holo/dark holo is already a skin. altho i cant imagine a team full of dark holo, its just darkness
it's not because the colored/dark shapes are constantly changing back and forth
well holo/dark holo obviously an exception
do they have a preview of a deck full of holos?
don't think so