#Rewards

1 messages · Page 1 of 1 (latest)

viral compass
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Perhaps have a minimum threshold of points to be eligible for the play to airdrop. If the rewards are too diluted, then player retention for the mainnet release will be very low. Imo, the mainnet launch will be highly impacted by individual's rewards from current testnet

hazy smelt
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If someone gets very little its because he played very little. The reward itself is quite substancial for a month long testnet phase

I believe the impact of implementing such a threshold would be non-existant as the people not making the threshold would already be people with very low amount of points anyway

This would also be a terrible experience for the ones being cut out

smoky orbit
viral compass
# hazy smelt If someone gets very little its because he played very little. The reward itself...

That's how a competition works though. If you're not good enough, you lose. If I remember correctly, your airdrop will be relative to the total amount of points gained by everyone throughout the cycle. I believe there were 10000 accounts last time i checked. That would put the average at 20000 ILV/ 10000 people. 2 ILV for the average player is not too enticing. This math will definitely be off with bots being banned etc. However, I'm specifically talking about the accounts where people try out the game for 2-5 hours and decide it's not for them or it'll be too time consuming. For whatever reason, they quit, but those hours they put in essentially dilute the pool rewards for the actual players. (2-5 hours is on the very low side in my opinion. If this is meant to be a competition, filtering out people with under 20 hours is quite reasonable)

I could be completely wrong on the assumption of 2 ILV for the average player and how many "dead" accounts there are

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and perhaps a competition is the wrong way of looking at the event, but take a look at Pixels play to airdrop campaign which was extremely successful a few months back. top 7000 players qualified for the airdrop. people who didn't qualify were definitely angry, but there were also loads of social media talking about how much they got from the airdrop. it's free marketing in my opinion for the actual mainnet launch

hazy smelt
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2 ilv sounds pretty good for only doing average playtime/achievements. And keep in mind that this not the main airdrop, nor the actual game launch. Its just a 1 month beta on testnet

I believe the impact of implementing this would be trivial on the avg amount other gets but it would have a big negative impact for the ones being left out

viral compass
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the enticing thing is my opinion. i could be very wrong about that honestly

hazy smelt
viral compass
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and don't get me wrong, i'm not saying make requirements so high that your average player won't get anything. i'm saying make requirements so that the people who give the game a try and quit after 3 hours don't dilute the rewards for everyone else

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what the minimum requirement is would be the question. i personally think your average player probably has at least 20 hours over the course of a month, but i also don't think hours is the only thing to look at

hazy smelt
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I totally understand your point of view and i agree that people in web3 or just following the money for now

I really dont think that cutting out people with couple hours would make an important enough difference on our share though