#fuel exchange economy

1 messages · Page 1 of 1 (latest)

visual pelican
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Currently i am putting in maybe 6-10 hours a week on this game (not a lot compared to some or maybe most). To play this much I am spending maybe 0.1-0.2 testETH per week to craft and buy fuel. That being said I have spent considerable amounts on master shards etc.

My concern is that this is way to expensive for anyone to play in mainnet. If the team wants to retain a solid player base after mainnet launch I would highly suggest lowering crafting / fuel costs, by even 90%. I hate Pay to Earn games and most here aren’t willing to commit to spending what could amount to $10K+ on a game in less than a year.

I’m not sure if the team has made any announcements on this before so I apologize if this has already been answered, but it’s honest feedback. Even with the play to earn feature for mainnet, if I end up spending (as an example) 1-2 ETH on fuel over the course of the 6 month campaign, and my airdrop only amounts to the same amount or less, what’s the point? The pool is large but so is the player base. Currently I don’t see how it’s worth it for me as a player to continue playing the game once mainnet launches if in game costs stay the same.

Open to discussion. Obviously the idea is that you aren’t just putting money in, but creating value by capturing illuvials that can be traded etc. but it seems to me it’s still -EV especially for those who don’t have a ton of ETH to spend as an up front costs for fuel. Maybe a flat start of 100K for each fuel type (for new players or maybe all to be fair)? This would give people a place to start without having to spend money right off the bat, they can do some exploring and capturing and decide whether they want to continue to invest time and money in the game.