#15 ILV for top 200 is it too low rewards for 2 months of grinding?

1 messages · Page 1 of 1 (latest)

lost ridge
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Hello some of us in the community are concerned that 15 ILV for top 200 players will hurt participation in the upcoming airdrops/main launch. I know several players who have been here for two months and will only receive these rewards. Most of these players are playing 10hr+ per day and have been supporting this project for 2 years. Some have voiced concerns that other web3 projects (some who are much smaller then us) are doing air drops that are 10x bigger. If players are not happy with this air drop they will tell their friends/Twitter and everyone they know, that this grind was a waste of time. We love this game but this is web3 and most players are also here to earn. On the other hand if players are happy with the rewards they will spread the news to their friends/twitter and tell everyone to come play here.

Would love to get others opinion.

narrow timber
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yes, if players are unhappy with the rewards they might do that.
might wanna add that we have a 3months vesting period if u wanna claim in full. and mainnet fuel is not free

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ill probably wait to see how much top players will get tho

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tbf on mainnet, the reward is 36K/month compared to 10k/month for testnet

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3.6x

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plus we might get arena/gauntlet weekly leaderboard prize,
more events

lost ridge
narrow timber
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plus people can sell stuff for real eth on mainnet

fast hare
mossy shale
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I agree with the owner of the topic. There should be a limitation on game time.
For example; Players who play for less than 75-100 hours cannot earn airdrops.

placid sundial
lost ridge
fast hare
# placid sundial What exactly are you suggesting?

Maybe something like this:
Top 500 Players (Leaderboard Ranking Rewards):

To promote fair competition and encourage gameplay engagement, we propose allocating 60% of the 20,000 ILV reward pool to the top 500 players based solely on their performance in capturing Illuviums during gameplay. Points cannot be accumulated through trading or buying on the testnet market.

Top 1-100 Places:

1st Place: Approximately 1,000 ILV
2nd Place: Approximately 700 ILV
3rd Place: Approximately 500 ILV
4th - 10th Places: Gradual reduction in rewards, e.g., 300 ILV each
11th - 50th Places: Distributed evenly, e.g., 150 ILV each
51st - 100th Places: Distributed evenly, e.g., 100 ILV each
Top 101-200 Places:

Distributed evenly, e.g., 50 ILV each
Top 201-300 Places:

Distributed evenly, e.g., 30 ILV each
Top 301-400 Places:

Distributed evenly, e.g., 20 ILV each
Top 401-500 Places:

Distributed evenly, e.g., 10 ILV each
Other Participants (Base Playtime Points, Milestone Achievements, Community Engagement):

Additionally, 40% of the 20,000 ILV pool will be allocated based on points earned exclusively from capturing Illuviums during gameplay, milestone achievements, and community engagement activities. This ensures that all participants have opportunities to earn rewards based on their direct contributions to gameplay and community building within the Illuvium Open Beta Testnet.

This framework is designed to maintain fairness and integrity by emphasizing gameplay skills and active participation, excluding trading activities from contributing to leaderboard rankings. It aims to enhance community involvement and enjoyment while rewarding dedicated players and contributors to the Illuvium ecosystem.

This approach ensures that rewards are tied directly to gameplay achievements and community involvement, aligning with the goal of fostering a competitive yet fair environment within the Illuvium testnet.

fallow wigeon
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agree, this airdrop won't work well if it goes like this, bro imagine beeing playng the game for 2 months straight and then getting just 15 ILV kkkkk come on

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same here

fast hare
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linear modell dosent even make sense for the mainnet even

glossy heath
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What games are giving out more airdrops? I'm not talking about number of tokens, but valuation. At $65, that is $1.3 million dollars. Which game is giving out $1.3 million dollars a month?

Which one of these games have survived? Some games gave out to much to begin at the beginning and then could not sustain giving out that much, and then when people couldn't make the money they once did, they left. That is not a great strategy for a sustainable game.

Third thing, is that in your breakdown you are basically rewarding only top 500 players. Then why would the casual player play this game. An economy can't survive if you only reward the top 500. Most players know that we don't have hundreds of hours to play and compete. And we don't the money that whales have to skip the grinding. You are basically telling everyone not in the top 500 to not play.

The goal is to create a fun sustainable game, where the sole incentive isn't money or airdrops. If it's all about money or airdrops this game won't survive because there is no way to sustain giving out that type of money to a very small percentage.

I will agree that the top players probably deserve more than 15 ilv, but it is testnet. It's not even beta, and they have been very clear about that. It's about "Testing" the network and other fuctions.

fast hare
# glossy heath What games are giving out more airdrops? I'm not talking about number of tokens...

It seems there might be a misunderstanding here. Let's address the concerns raised more directly:

Not all games can sustain giving out high-value airdrops indefinitely. This initial model is likely a test to gauge community interest and gather feedback, with adjustments planned for sustainability as the game progresses.

While the example rewards top players, it's a common strategy to incentivize competitive play. However, games like Illuvium often balance rewards across various player levels to encourage broader participation and fairness.

It's crucial to remember that testnet phases are for testing and refining game mechanics. Financial rewards during this phase aren't indicative of final gameplay or economy, which will likely be adjusted based on real-world testing outcomes.

Ultimately, the goal is to create a balanced and sustainable game that rewards both competitive players and those contributing to the game's development through testing and community engagement.

glossy heath
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Well the original post is talking about other airdrops being 10x bigger than what illuvium is planning.

And your breakdown had 26000 ilv going to the top 500 players, so I thought you were saying that the top 500 should get all the airdrop. I should of looked closer as you said 60%, and your numbers are likely just a bit off.

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I'm not sure giving that much to the top is going to help bring in new players.

I think the problem is that they had no idea how the testnet was going to play out. How many people were going to play, how people were going to cheat, how to keep the old players playing but bring in new players. They are making weekly changes, which is pissing off so many people.

I'm hoping in the future, like when they start the open beta on July 25, they are 100% transparent before hand, how they are going to distribute the airdrops so that people can decided how much time they want to put into the game. I think they can go month to month to make the appropriate changes, but they need to announce beforehand the rules instead of changing the rules after.

vast raptor
# fast hare It seems there might be a misunderstanding here. Let's address the concerns rais...

This pretty much sums up my thoughts. Testnet is for testing, and there's a reason it was only allocated 10% of the total airdrop. There's still 90% of the original 200k tokens for the Mainnet portion of the airdrop.

It's critical to understand the economics of airdrop campaigns when thinking about the proportions chosen for testnet + mainnet. Mainnet will be generating value for the DAO through Fuel sales and trading fees. Testnet does not generate revenue to offset the airdrop. While testing data is super valuable, and it's basically mandatory to test game systems prior to launch, the testnet airdrop is pure cost from a revenue standpoint.

The only thing I'd add is that the intention is for players to be able to play, earn, and own. While I acknowledge that some people would like to treat playing Illuvium as a job, the intention should NOT be to provide something equating to a normal wage, especially not during the Testnet phase.

The idea that paying the first place in testnet airdrop something on the order of $60k (mentioned here: #1256657243093340332 message) is a pretty thorough misunderstanding of what the point of testnet is. The data and testing completed by any single player is not worth $60k, and removing the incentive for the 10's of thousands of players not in the top 500 would be a net loss for this phase of the rollout.

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This final part is just my opinion, but competitive play in the long term should revolve around PvP game modes (Ex. Gauntlet or Arena), and there should be prizes for winners commensurate to the skill level required and the time invested into becoming one of the top players in those modes. I don't personally forsee a world where PvE systems like capturing Illuvials or mining rocks are going to be eligible for extremely large rewards on an individual basis. Distributive rewards systems will drive the most value to the DAO for PvE competitions. While skill is absolutely a factor in efficiency, competitions revolving around current PvE mechanics are unlikely to draw in viewers and new players the way tournaments or other PvP game modes can.

lost ridge
# vast raptor This pretty much sums up my thoughts. Testnet is for testing, and there's a reas...

If those who grind for two months are not happy with their rewards they will leave. The next airdrop is 6 months and we could have 3x if not 5x the amount of players, this would dilute the IILV and create the same situation we have now. This means this situation could happen again but now with a 6 month investment of time. If players are not happy with the outcome of this air drop. They will not risk 6 months of their lives to get the same result.

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I am not playing the main launch for air drop. I just want to play the live game. The next airdrop could lose it's ability to draw in new players when they find out that those grinded this one were not rewarded.

vast raptor
# lost ridge If those who grind for two months are not happy with their rewards they will lea...

If some people aren't happy with ~$500/month and leave, everyone elses' rewards will increase, because there will be less people to distribute rewards to. Like most things, there is an equilibrium that will be reached. If you airdropped $1T of tokens, LOADS of people would play a ton and those rewards would still get diluted.

There's pretty much 2 things at play here - Number of players playing, and total rewards pool. It's sounding a lot like the request is to just make more tokens exist so we can hand them out, while we're ignoring that increasing the size of an airdrop will draw even more players into it, resulting in more dilution. It's every player's individual responsibility to determine if the time they are spending playing a game is worth the rewards they are earning. In web2 games, that's typically no rewards, so $500/month looks pretty decent from my perspective.

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It's pretty unreasonable to play a bunch, with full knowledge of the airdrop amount, and then say it's not enough to justify playing as much as you did after the fact.

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If there's something I'm missing here, please let me know. The best thing for the DAO is to bring more players in with these airdrops, and it's true that there will be a point at which we've brought enough players in that every individual person's share of the airdrop rewards is diluted. That also happens to be a good thing for the health of the game and the long term health of the DAO, which is frankly more important than a small handful of people who feel they didn't get paid enough to play a game.

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As far as the mainnet airdrop is concerned, I wouldn't be opposed to evaluating the players coming in and the overall revenue being generated, and adjusting the airdrop amount upward if the campaign is successful. At that point there's a solid fiscal argument to increase rewards, but during testnet the argument sounds a lot more like "pay me more because I want to be paid more".

hexed harness
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Someone getting mad at Illuvium and not participating in the airdrop when 90% of the ILV will be given away because they chose to play a lot of hours during the testnet when they knew only 10% of the ILV is being given away is nonsensical to me.

No one forced us to play. How we choose to spend our time is on us.

main drum
# vast raptor This pretty much sums up my thoughts. Testnet is for testing, and there's a reas...

You're right in that the players shouldn't treat illuvium like a job trying to get a wage from the airdrop, but at the same time, the rules of the competition are literally DESIGNED for the players to grind. The team could have easily designed the rules so that grinding wasn't a factor such as limiting the number of entries into the overworld to 5-10 per day. This would actually simulate more realistic gameplay rather than running through the map searching for holos/dh and leaving with 3k energy left.

While I understand one of the major reasons for this campaign was to test features of the game, it's also a marketing tactic to draw in new players. When airdrops are "successful" (users make a lot of money), you definitely hear about it from friends, tweets, alpha groups, etc.

As for the reward distribution, I suggest doing something similar to what Pirate Nation did. Addresses under a certain threshold of points will not be receive a guaranteed airdrop but rather be placed in a raffle where winners will get a larger airdrop than what their current points would've gotten them. Example and reasons for this:

Threshold is at 20k points

  1. At 20k points, you may get an airdrop worth maybe 0.5 ILV max? if not less way less.
  2. No casual player would be ecstatic with a 0.5 ILV airdrop nor would it make a good story for new players coming in. Outcomes would be casual player doesn't care or is pissed off because he got a low reward despite putting in 10-20 hours.
  3. Other players have bigger reward + casuals who win the raffle might get something "rewarding" that they could tell to their friends/social media. "hey i got 3 ILV for playing Illuvium for just one week, and some of the grinders got $5-10k airdropped. the real prize pool comes late July though with 90% more rewards. lets go grind this and get some rewards" We've all heard about these stories in web3 and that is how a lot of games get eyes onto their project.
  4. The people who don't get a guaranteed airdrop will certainly be pissed, but would they have been happier with a 0.2-0.5ILV airdrop? In the web3 space, absolutely not. In other words, it's a lose lose situation for Illuvium team currently. They will get fud from players with low number of points even if they get a piece of the pie, so why not just try to make a portion of them happy by introducing a raffle.

I don't see the team changing the reward structure a couple days before the end for the rest of the players, but a linear reward distribution is most certainly going to be disliked by the grinders in your community who are often times your most loyal community. Their rewards get diluted heavily as the game gets more popular.

Lastly, I see a lot of comments stating rewards are just a nice treat, and people should play the game because they like it not for the rewards. The reality is this is the web3 space, and as it currently stands, most of the player base is here for the money. I understand there are core community members who have formed bonds and friendships with the team, but you're probably doing them a disservice by telling them a good game is all it takes to get people to play. While playing a fun game is crucial, building a proper economy is what will truly make the game thrive. Trading illuvials, burning illuvials, balancing fuel etc

narrow timber
# vast raptor As far as the mainnet airdrop is concerned, I wouldn't be opposed to evaluating ...

i agree we have to evaluate the P2A based on mainnet dau and revenue generated.
so far, tbh i feel that 210K (30k+180k) airdrop over 7 months is too much for a start. mainnet will be 36K token/month.
the issue with P2A, as we have seen in bigtime, if the reward goes lower in usd value or token amount, we might get less participants over time.
P2A/P2E is a flywheel, we need sustanaible inflow of new players. once profit is down, players move on to another P2A

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ideally, P2A should not stop at all, but so far i dnt see 36K/month is sustainable

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it is true that arena/gauntlet is still the main driver of our economy, most of the rewards should go there.
i just hope arena/gauntlet is popular. we only had 200 players in ascendant even with rewards.

narrow timber
main drum
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that + the rest of the player base gets more of the reward depending on where the cutoff point is. imo there's benefits to introducing a cutoff compared to current structure where i think it'll be fud from entire player base if rewards are low

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that raffle system was also used by Pixels. top 7k players guaranteed reward, everyone else place into raffle

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both pirate nation and pixels made that raffle announcement/news fairly close to the end of their events as well

narrow timber
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they probably saw the distribution and a lot of people got $1 lol

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afaik pixels and pn should have much more players than ilv

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so it really depends on how many players

main drum
night portal
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This is the classic problem of linking play to extrinsic, specially monetary rewards. It’s never enough for people - they always want more.

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These players will stop as soon as they don’t feel like they’re getting enough of a reward rather than playing for fun, so are a long term negative to the game

main drum
main drum
narrow timber
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facts

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just ask L1/L2 chains

zinc dagger
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Its crazy to me how ppl think 15 ilv is not enough lul, u are getting free token, just shows that some that are competing only calculates back to dollar price and has 0 intention to be part of the game in the future.
we are legit in a bottom on the chart right now, if ilv goes to 200 you all of sudden have 3x the amount.
we dont owe u anything, the airdrop is not here to pay you a minimal wage.
go find a job if u want to trade your time for money.
its up to yourself how much time u spent, if u feel like u have spent SO MUCH OF YOUR TIME, perhaps its time to reconsider what u are doing.
its getting out of hand, some of these airdrop farmers are legit delusional and entitled.
U are already getting insane amounts if u ask me.

night portal
night portal
zinc dagger
zinc dagger
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So im happy we only alocated 20k for this

night portal
main drum
zinc dagger
night portal
zinc dagger
main drum
zinc dagger
night portal
# main drum the airdrop is the pay

I get that - I’ve not seen anyone else argue that it’s worth airdropping tokens to test the systems. Your argument was to get people playing the game

main drum
# zinc dagger well, what do u expect from a economy? Its completely open market? there is no b...

theres a clear loop here in illuvium where land generates fuel -> use fuel in overworld which burns fuel (needs a proper balance of generation and burn) -> catch illuvials -> use illuvials in arena/guantlet -> results in trading of illuvials on marketplace. this is the MAIN loop but they can add additional mechanics in as they see fit. what's missing in my opinion is a big enough sink to where it's not a race to catch as many illuvials early on before they're "worthless". i made a thread about adding in a mechanic to burn illuvials for materials to roll stats but you can make other sinks as well

main drum
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why would i just say screw these new users, they're just here for the airdrop. let me go find new 15k or whatever amount of users to play my game

night portal
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If you market a game with an airdrop of money effectively the people who that’s going to attract are people who want the money and that’s their focus.

It’s very very difficult to then convert them to being long term players. As soon as the money runs out they’ll be off.

And people who should be attracted to playing the next generation Pokémon don’t even know what an airdrop is. What’s the point in trying to abstract the crypto elements of everything to then use a crypto concept as a marketing tool.

main drum
# night portal If you market a game with an airdrop of money effectively the people who that’s ...

player retention is definitely difficult since it requires a proper economy setup in my opinion. the goal shouldn't be to keep giving out airdrops to keep players in the game. it's to create a good market where opportunities are available to make money like the reply i mentioned above.

once again, my point isn't "use airdrops to keep players in the game." it's only there to introduce your initial player base which will 100% be web3 gamers. there's no world where they're introducing web2 gamers as their initial player base.

night portal
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What do you mean by ‘proper economy setup’?

night portal
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And when I say web 2 I literally just mean anyone who likes Pokémon type games that isn’t heavily involved in crypto

tawny glade
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I suggest you not to play this game , you just want to earn,here isn't play-to-earn game, please choose other game to play

fiery dove
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I only hopped in here because of the fancy raffle and giant pool of free tokens. A self contained financial ecosystem like this is quite an interesting concept, I hope it all works out and is somehow sustainable. Once I got the hang of it, it was actually a little addictive, but then the holos appeared and it sucked the fun right out of it and turned it into mind melting speed runs. I'm happy that is coming to a close today.

narrow timber
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30k-50k is max imo

frank bobcat
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They should give some extra benefit to those who played from the moment we received the keys to enter in advance, since before it was much more difficult to win a fight in stage 3 with 5 buffs, also moderators and streamers said that the airdrop only counted the hours played and after 100 hours played they come out to say that not only did they not count but that they were not going to give airdrops for the month that we played the closed testnet, after the testnet opened for everyone it became much easier to win fights, then they changed the rules again rules of the game... those who had managed to catch most of the illuvial sets and had spent a lot of time were now worth nothing compared to catching a dark holo illuvial, I am disappointed and surely many more people will be after it is find out what your reward will be, there was not even a kind of ranking on the website to observe the points, they should add more ilv to the prize

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They should add 50k more ILV for this part, it is a mistake to give so little for so much work, people will not only abandon the game but it will bring bad reviews, I am very angry and I don't even feel like going back in, they can't change the rules all the time and don't even put up an airdrop leaderboard

frank bobcat
narrow timber
night portal
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You can't please everyone and it's turning people off, not keeping them engaged

zinc dagger
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And once again the airdrop is not here to please the farmers, the airdrop is here for the team to collect data, test systems and kickstart our opening phase on main net. If u think this is a charity u are wrong.
It’s a investment the team does to help us get started not to fill the farmers pockets.

zinc dagger
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So delusional Atlas_Pepe1

placid lotus
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With all the bots and cheats it would better if the ilv is more spread out.

past osprey
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Strongly disagree on this:

  • the airdrop works as expected bringing new people in - from around than 6k to 27k in a month, that's a good success
  • the top players will get more than the casual so it's fair, and it all depends on number of players overall, if we had already 100k testers the top rewards would be X4 less... If you feel it's not worth your time then others will get more rewards, basic game theory
  • if you feel that Illuvium should pay you more because you "worked" so hard maybe you should actually apply for a job there instead, the airdrop is supposed to be a reward not a salary
  • last but not least, when mainnet comes most forget that the value will come from what you catch, not just what you earn from airdrop: if you spend 500h on the games you will have more chance to get that holo rhamphy and make bank selling to the lazy whales
old pond
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Anyone who thinks it should be more, can’t do basic math. It was very clear based on the number of players and number of ILV up for grabs that the rewards per player wouldn’t be anything crazy.

lusty kayak
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this bickering makes absolutely no sense to me... i played for ~150h, and i was HAVING FUN playing it. i wouldn't have minded if i had to pay to play this game, but instead i will get some money out of it?! pinch me, i must be dreaming.
just my 5 cents on it. Gn every1.

visual mason
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”I played a game for free and Did not get my entire life paid for” argument is so thin, why does ppl think this airdrop is used to make ppl rich? Its not even possible ffs. Its used to spice things up so you play more with a goal in the game which is AWSOME. Youre getting PAID WHILE PLAYING. Who sad it gives you 1000$ per hour?! What other game does that?
”Please give me 1mil for playing a free game”.

ashen patrol
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as one of the top 200 players this is actually more than I was hoping for. Very happy with it

zinc dagger
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Just play main net airdrop boys! still 180k token up for grabs!
hell ye

balmy solar
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Nah just let them stop playing, more rewards for the actually loyal players🧠

hexed harness
# ashen patrol as one of the top 200 players this is actually more than I was hoping for. Very ...

As one of the players who clocked over 300 hours but has a low score (seriously, 2 T3S1 DHs were all the DHs I saw) I am also happy with whatever I get.

Some people are acting like Illuvium forced them to work long hours in a mine and then refused to pay their hourly wage. We are getting free ILV for play testing a fun game.

Any amount is a win. I truly don't understand this "I deserve more" mindset.

ashen patrol
rain sphinx
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everyone who expected more than a dinner for two out of this airdrop was too lazy to just do basic maths.
It's 20k ILV... I myself expected arround 10k players that would on average make 2 ilv who knows how many active participants there were in the end.
Then some get more because more effort and skill, and some get less.

night portal
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Out of interest airdrop hunters. Would you have been convinced to play Illuvium without an airdrop?

And given you have now played, has it convinced you to stay and play the game, even if there were no rewards in the future?

narrow timber
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as an airdrop farmer, i will only play if theres an airdrop or i can profit from selling stuff

rain sphinx
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I guess thats what an airdrop Farmer per Definition does 😄

fiery dove
# night portal Out of interest airdrop hunters. Would you have been convinced to play Illuvium ...

This was my first time participating in something like this. I only tried it out because of the airdrop. Took a while to figure out, there's a lack of information about many things that you have to go find out about on YouTube or whatever. Once I got the hang of it, I actually enjoyed the game for a while and it was fun and addictive. Then things kept changing... I did stick around, understanding it's a beta and prone to change, but some of the choices were a bit brutal. Sucked the fun out of it for sure.
Then this season came around, the milestone list looks overwhelming, but a lot of it isn't too bad. I almost thought I would see how many of those I could plow through, but then I noticed that all the monsters in crimson waste are butterflies and luras. It has lost my interest, even if the airdrop was tripled, wouldn't be enough to get me to stick around for these insane grinds.
I found the whole ecosystem to be quite an interesting concept, and I hope it works out better than anyone can imagine! I feel the last update and start of this season was super rushed out the door, with so many unanswered questions and broken things and a serious lack of announcements and patch notes. I'll check back after the next update or two and see if it has improved enough to enjoy playing again. Even just a little info, like hey, forging is broken, we know, stop trying... Your stuff is being deleted, we will fix it tomorrow, or hey, this week we have messed with the spawns so there are only four monsters per stage to collect some data, we will put that back to normal next Tuesday, etc. this season points look to me like, find the fastest way to a million points, make another account, do it again, ten times. I dunno, just my current thoughts on the situation.

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On the plus side of broken forging though, that did get me to try out the arena side of things. 🙂

main drum
# night portal Out of interest airdrop hunters. Would you have been convinced to play Illuvium ...

possibly would have been convinced but probably would not have played too much as the core gameplay is not as fun as current web2 games for me.
i'm considering playing during mainnet but not because of how fun the game is. i'm more interested in the market side of the game and how i can profit from trading illuvials.
the one core gameplay that might make think the game is worth playing for fun is Gauntlet mode, but even then a part of me for sure would be playing for the opportunity to make money. otherwise, i would just go play TFT.
mainnet launch honestly seems rushed maybe due to investors? but as it currently stands, i would say most people do not find capturing illuvials nonstop fun. there needs to be something we can do with those illuvials. arena in it's current form doesn't seem to be too popular so why would people form a team of illuvials to play?

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however, i definitely see the potential. i would say they have a very good base to work with, but they really do need to figure out something fun to do with all the illuvials captured. hence why i say the game seems a bit rushed. we haven't even tested gauntlet mode yet so i doubt it'll be launched on mainnet.

night portal
night portal
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Not spending per se but giving up in tokens that dilute the treasury

night portal
fiery dove
night portal
rain sphinx
# night portal From Illuvium’s perspective they are spending a significant amount of dollars to...

yea, that's probably not going to happen.

For airdrop farmers, illuvium is way too much work, they rather play 10 low quality games where they get 10 airdrops with a few clicks.
Also easy scriptable and bots are very welcome in those games to pump the numbers. Also keep in mind, those airdrop farmers are here to earn money, as soon as they have to pay more than they earn, they are gone.
The Hardware barrier is also a reason why DAU numbers relatively low is, most of the web3 "gamers" have just mobile devices or too low hardware to even play the game.
However a few people might stay, but that number is probably lower than most people in here expect.

Always told focus on web3 is not the way to go for illuvium. (You can still do web3 campaigns like airdrop to get a few people in tho)
I would rather prefer getting rid of all those web3 terms and just market illuvium as a game, give some good amount of rewards in tournaments to lure web2 people in, and hope we get some people who spend and not just try to take money out of the ecosystem.

night portal
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I’m trying to evidence to the team that this strategy isn’t working. If it is then fantastic. If it isn’t then we need to pivot and fast

rain sphinx
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You basically have:

  • Web2 gamers: Spend and wana have fun in the game
  • Web3 gamers: Airdropfarmers hunting for the small buck, low effort prefferable, doesn't have to be fun, low specs so they can run multiple accounts etc.

We are basically set up for web2, but advertise for web3 market where we are almost the least interesting game game to play out there in the web3 space.

night portal
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Again I totally agree

fiery dove
night portal
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And I don’t think the people who want to play a creature capturer genre game overlap with the web 3 crowd tbh

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I think that audience has high specs, willing to spend to enjoy the game and doesn’t understand any crypto terms

fiery dove
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Your whole web2 web3 conversation just sounds racist, for lack of a better word. Just lumping people together in categories isn't cool, or accurate.

night portal
fiery dove
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I guess... I've never heard it before.

night portal
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In terms of marketing, it’s important we understand our target market and those terms help to do that

rain sphinx
night portal
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I know there’s an audience like me. Played Pokémon when they were 10-15. Nostalgic for it but would be interested in a new story for the same genre.

Have $ to spend on gaming.

Just interested because of the type of game and selling a rare NFT is very much a bonus if I were to catch one

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Which is why it’s a real shame that they can’t see that at the moment - I know they can’t as there’s little marketing to people like me

fiery dove
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So, let's say tomorrow is July 25th, and you suddenly have to pay eight bucks to do a stage 3 run. It's full of aces and luras, with a cling and a winq! Damn, bad luck, try again! Oh shit... Same thing. Would you try a third time?

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What is it that gives any of these creatures value? For someone to use in arena? You find a max stat one that would be so much better in there, and it has more value? But no one can see that before buying it anyway?

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Dark holos are way stronger? I don't get it.

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40 bucks on a master shard to capture a creature worth 20 bucks?

night portal
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This is a testnet beta - I’m backing the team to find the right balance for the 25th

I don’t believe many will be buying illuvials to take into other games.

I think the value comes in collecting the rarest illuvials from a collecting standpoint.

As per Pokémon cards.

Which means they need mass adoption to increase the value of them.

Too many people think they can profit short term and maybe there will be stupid buyers who will lose out, but this mindset will cause a damaging boom bust cycle

fiery dove
night portal
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You should be able to complete the game just by doing stage 1 runs - it just takes a lot longer. So all ores/deposits should be available in each stage

night portal
fiery dove
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Two weeks? I dunno, I've been waiting since open beta for someone to help me remove a permanent error message from the screen.

night portal
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3 weeks

fiery dove
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Maybe next July 25th?

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Can't even get quick answers to questions like these:

night portal
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The major bugs will be prioritised over smaller issue

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Just ask in discord - I could answer al of those for you.

And feedback it back so that can improve the product

fiery dove
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I did... Tumbleweed and crickets. With an occasional other player throwing in guesses.

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And if you can answer them, where did you find the answers?

rain sphinx
fiery dove
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You just guessed. 🙂

rain sphinx
fiery dove
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Oh, then where is this majic page with all the answers? Why cant we all see it?

fiery dove
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Sweet! I'll go see. 🍻

rain sphinx
fiery dove
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So, that was like.... Five you cant's and one I think you can.

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Thanks for the link, I must have missed it earlier. 🙂

narrow timber
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yield from a run is significantly nerfed.

narrow timber
narrow timber