#Suggestions to improve illuviums prices in the long term

1 messages · Page 1 of 1 (latest)

finite gulch
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Illuvium’s prices look a little low for the first day of the game (T4 floor is 4.14$ at this moment). I think this is because the reward is not clear at the time the money is spent + after you get a good team there is no point keeping catching or buying illuviums.

Suggestions to improve that:

1- include mission “add this illuvium to your collection”, so you would need to catch or buy it (even if you had it before).

2- maybe add a daily limit of how much a specific illuvium is printed every day. (Ex after 3 rhampy were caught, no more rhampy today).

3- make status/lvls actually important and the best status one very rare (in arena matches during beta those two things didn't seem to matter much, so there is no point in chasing the best version of a specific illuvium).

turbid charm
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or lets do this old point again where collecting illuvial is needed to get point. make the point X5-10 from the pict so market price is moving and there is demand

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current market has no hope

waxen turret
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Remember folks that 80-90% of people will lose money playing the game, I.E you’ll be paying to play for fun.

Not everyone can make a profit.

The market prices will be what they’ll be - only the rarest will have decent value and only if the game gets decent traction.

stray radish
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Agree with this idea
need to create demand for holding, not just catching to complete milestone and sell them to recoup expense.
need to be a good P2E

olive rampart
stray radish
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the great flood can happen regardless unless we keep doing airdrop and incentivize arena

broken jasper
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I don't see any incentive to spend any money in this game.
Spent 30$ , did some stage 1s. captured some illuvials. but at the end for what?
Milestones can be abused by multiaccounters capturing tier 0s.
Milestone seems absurdly hard. Capture stage 3 illuvials. ok sure. let me just casually spend 1000$ thanks.
I think the milestone and arena inenctives should be removed. and we should go back to collecting illuvials collections.
I hope they change this season fast or otherwise... it's hopeless...

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I'm not saying the game should be able to , 10x my money. what i'm saying is, we should at least get 80% 90% our value back to be motivated to play and spend. otherwise why would someone spend money right? when you can just farm airdrop points doing other things.
I was really disappointed to the last system airdrop points being used for this season...

olive rampart
prisma cipher
olive rampart
broken jasper
prisma cipher
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Ok

stray radish
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people can just do multiaccount on T0 milestones

earnest trellis
earnest trellis
stray radish
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3 dh in 1 run

earnest trellis
turbid charm
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cause what is worth rn is just wave 40 survival that didnt cost anything (ik its hard but its beatable) just like the last days of season 2 there is 20+ ppl beat it and that is cost nothing to get 1million point

olive rampart
robust mural
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we don't need to make profit so much, rather the ability to be able to use the market to eventually fund play or part there of, participate in all levels of the game, even if less than others, make gear, and other elements, work towards gathering the whole collection

fiery flume
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I am concerned about the ease of building a team through very cheap purchasing. In some of the earlier betas, the fun was building up a team capable of competing in tier 3 runs. Now, with the beta, i looked at the price of doing multiple tier 1 runs to build my team (play and have fun aside, I want this, but my competetive efficient nature goes to the most economical vehicle to get me there) and then I looked at the fact that I could spend about $2 for a bunch of tier 0 and tier 1 stage 2 illuvials without any work (or fun). I know throughout the launch years Kieran has promoted the concept of being able to "sell your work" as the benefit of a crypto ecosystem. I would like to see more effort put into the restriction of buying progress or buying other's luck, and more into buying their work. My thought is that putting more emphasis on leveling up and the impact of leveling on illuvial strength and stats might help slow down the rampant purchase your way through the game mentality. If the goal is to prevent people from getting board, I think progress, breakthrough moments, and challenge are 3 key components that this game needs to focus on. It has the luck and gambling draw, the art, the quality, but as someone who has some significant funds invested, I'm concerned about keeping the game fun over time and not letting players get to a burnout phase. My genreal feeling is that economic profit and collectibility are lesser incentives when compared to fun and competition. I might be feeling that way because I play more overworld and less arena, and I do see that the latter two elements exist in Arena, but for me, they are lacking in overworld. The flood of cheap, easy buy illuvials that fight well in upper stages needs to be addressed because too much progress can simply be bought at this point. Once I bought a competenet team, i instantly became less interested in playing and grinding because I don't know what my next threshold challenge is

robust mural