#make a fairness gap between private beta players and open beta players

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#

The point system for the airdrop has raised several concerns for me, primarily due to its lack of clarity at the start of the competition. One of the most significant issues is the frequent changes to the rules. This lack of consistency has made it difficult to develop good strategies or understand the criteria for earning points. Initially, the private beta was supposed to offer flat rewards, which would have given early players an advantage. In my opinion, this was actually fair because private beta players start with more illuvitars and items in general.

Imagine this scenario with flat rewards:

Player 1: Played 4 hours in the private beta, received 400 flat points.
Player 2: Played 300+ hours, received 400 flat points.
Player 3: Did not have access to the private beta, starts with 0 flat points.

In this scenario, both Players 1 and 2 have an advantage, but not a monstrous one. Even from the perspective of Player 1 vs. Player 2, the second player starts with a lot of illuvitars, resources, more ETH faucets to play more runs. From this perspective, being a player in the private beta is already a reward.

Now, imagine the new scenario with more rewards:

Player 1: Played 4 hours in the private beta, received 400 points.
Player 2: Played 300+ hours, received 30,000 points, collected all the illuvitar sets, and has 54,450 points (total = 84,450 points).
Player 3: Did not have access to the private beta, starts with 0 points.
Do you see my point? In this scenario, more people are harmed, and new players are starting a race that has already been running for a while.

Suggestion: Implement a cap on how many points people can earn in the private beta so that the game remains balanced and everyone has a chance to be on the leaderboard.