#Burning Mechanisms

1 messages · Page 1 of 1 (latest)

timber copper
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In the web3 space, everyone is looking for opportunities to make money, so maintaining a healthy economy is a key factor to this.

Currently, illuvials caught are only useful in arena mode which may not be successful enough to have demand for purchasing illuvials.

Gauntlet mode could be part of the fix if tournaments/some other ladder required the use of self-owned illuvials. This would make it so players actually need to purchase harder to obtain illuvials for their teams. However, this only makes the higher tier/stage illuvials more valuable.

There can be an additional system where a player can re-roll the stats of an illuvial by merging x amount of the same illuvial. That player could also have a chance to lock in one or more stats of the three current illuvials by using a new material. This material can only be obtained by burning illuvials. Higher tier illuvial = higher tier material. higher stage = more material.

As it currently stands, I don't think there's a big enough sink to sustain a proper economy for illuvials. Even with the above system, it'd highly depend on how successful/popular gauntlet mode is. If people don't want to play it, then illuvials won't get purchased.

drowsy schooner
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agree, wanted to open feedback about the need of a burning mechanism also. There are many options to implement a new burning mechanism and maybe the team already has some in mind on there own.
Especially, the t2,s3, t3s2+ and t4 Illuvials are kinda rare but aren't really valuable outside of the airdrop. This makes it strange if holos are rarer during mainnet than they are now because there isn't much to get out of a run considering you can take 8 fights and only see like 2-3 rare Illuvials.
Ideas regarding burning mechanisms (aside of your good idea for stat increase):

  • leveling the ranger or other Illuvials by sacrificing Illuvials
  • techtree which gives specific buffs against the sacrificed line or general buffs (buffs for fights, captur power and so on)
  • sacrificing for ingame credits which can be used to buy/craft items for Illuvials (I think it is important to not use fuel for this)
  • sacrificing to upgrade(not evolve) a Illuvial
  • sacrificing to increase the omega power
  • farming/gathering plants/ore in ILZ
  • achievements
  • quests
jade coral
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I dont doubt the success of arena, but in any case, the economy on its own is an important aspect for sure

A good burning mechanism could add an extra layer to the economy while also improving the experience

I like the idea of stats reroll but burning an entire illuvial for that doesnt sound like it would be worth it

Maybe it could reroll 3 times?

Or maybe we could burn illuvials for "illuvial dust" and that dust can upgrade stats of your illuvials

scenic anchor
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Don't the holo ones have higher stats?

jade coral
scenic anchor
supple valley
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I agree with the above. Including that the evolving to the to stage cost so much experience. I'd like to see them allow you to burn illuvial for certain amount of experience. Same attribute gets you more experience and same type of illuvial gets you more.