Increase the length of the seasons to 2 or 3 months. I don't think I even have to explain it, but come on, 1-month seasons are excessively short. They would be normal, but being 3 games and with the milestones that there are 1 month of the season it doesn't make sense, it doesn't even allow you to have a life, either you play the game or you live your life but both are impossible. Even if the milestones are changed, 1 month is still very little, the ideal would be 2-3 months and at the beginning of each season you would add some change to the game. You still have time to change it for this season. It is a very stressful pace that will also cause people to burn out of the game fast.
#Longer Seasons
1 messages · Page 1 of 1 (latest)
Don't let airdrop hunting govern your life. Nobody will complete all quests/milestones, just do what you can and live your life as normal.
The community voted for monthly payouts so that people don't have to grind for months without getting anything.
Seasons of 1 month in a game that are 3 and on top of that there are several modes is nonsense. Voting for monthly seasons does mean letting an airdrop rule your life. By the way, the video game community is idiot 99% of the time, they simply look for what they think interests them the most, without caring if it is really the best or not, the number of games that have gone to shit to make case to the community is gigantic. Users will always look for the easiest way to get what they want, whether it's getting an item quickly, raising their rating, obtaining a financial reward... even if that means destroying the experience and the game. The developers mission is to prevent this from happening. I also think I'm going to stop giving feedback, I see that it's of no use. The developers don't know what to do with their game and only pay attention to absurd decisions like one-month seasons that the community has probably voted for only for economic interes.
People's feedback can be useful but developers must have a clear vision of their game and not allow themselves to be dragged by the community into these types of disastrous decisions.
In fact, it's so absurd that seasons usually work and make sense because they happen every few months and come with new content, something that serves to reengage people and attract new players. You can tell me what new things there are going to be with 1-month seasons. Honestly, no one seems to think in this project.
Except in this studio, the community are also investors in the project. This is a DAO and the community gets to vote by design. If you stake your tokens you also get to vote, try it out! 🙂
Please keep giving feedback but I did not see anyone else complaining about the monthly airdrop. So looks like this is a detail that only bothers you. Keep a month break in the middle if you think it's too much grind. Other people are also going on vacations and taking breaks from playing, it's normal
There will be plenty of new things coming during the airdrop months.
People don't complain because they make money in the short term, what they show is that they don't care the project. I have already proposed things several times and the response from the community has always been the same, they didn't like it because they weren't necessarily good for their pockets, even though they could be good for the game. What this very unintelligent community (like almost all of almost all video games) does not seem to understand is that what can really make them earn money is for the game to be good and work, but they prefer what is current, a game that had a lot of potential but they are being burdened by absurd decisions and a team that doesn't know what to do with their project. What is current is bread for today and hunger for tomorrow.
You realise you are just doing the same thing as everyone else, you want 2-3 month seasons instead of 1 month because it suits you and your life.
Airdrops are a measure to bring players to the game early. Not a long term plan for sustainability. It makes sense for them to be shaped to match the majority. I don't know if that means a season length of 1 month, or 2 months, or 6 months, but an argument of "everyone is stupid and wrong except me" is not a good reason to motivate change.
Speaking of which...I've been meaning to figure out the voting for a couple years...you know where I can point myself other than the votes themselves to figure out how to apply the (small) bit I've staked in ilv/eth to voting weight by chance?
This format is better for me because I have time to play and it will allow me to earn more money, but it is not good for the game or the gaming experience. It really makes no sense to talk to this community, I have already said some of the reasons why this format is a mistake, the conclusion you reach "everyone is stupid and wrong except me", the conclusion that interests you. The only reason to maintain this format is money and greed, for the game it is negative. But it doesn't matter, your greed is the only important thing even if it is bad for the game, and you are going to invent anything or say anything to justify it. The worst thing of all is that I seem like a hater when in reality it seems like I'm the only one who cares about the game. Another conversation with 0 real value.
So let's talk about why these seasonal cycles are important for the health of the game, how other projects do and why it works, and why illuvium seasons only make sense for the economic reward. So that we are going to talk about the disastrous influence that the community has had on hundreds of games that have gone to hell, instead of focusing on reality, or how it can negatively affect the dynamics of the game, overwhelming the players. let's reduce it to absurdity and say that this person who says something that I don't like is actually saying "everyone is stupid and wrong except me", damn it, it's normal that the project is so adrift.
Don't worry, you can sink it as much as you want, I won't bother you anymore.
Some others might be very busy and think the seasons of 2-3 months are still way too short. Others might suggest its better to keep short seasons but with less content ... both reasonable, as is your suggestion.
But you literally said 99% of gamers are idiots and that the no one on the project seems to think. At that point you lost every shred of credibility.
I don't know if you know the phrase "the individual is intelligent, the masses are stupid." Paying attention to a mass that only seeks economic benefit does not make sense. The number of video games that have been ruined by greedy investors who only cared about financial gain is immense, and it is exactly the same thing that the community of this game is doing. The fact that my opinion is not valid because I have said that video game people are generally stupid is irrelevant, the reality is that you would look for any reason to invalidate my opinion as you have already done many times simply because you don't like the things I say. People with judgment and personality like me are not usually liked because we say things that people do not want to hear, what you like is the people who say that everything is fine even though that is false and leads to disaster. In fact, at this point I respond that way for that reason, I say something people don't like, I attract a lot of hate and negative opinions, and at this point I'm tired. People in video games usually give worthless opinions where they only seek to get what they want, specially in Web3 games, even though that can be very negative for the project. Feedback can be useful but also very dangerous
I assure you that I am interested in 1-month seasons because the benefit I can obtain is greater and allows me to exit the project whenever I want more easily, but it is a decision clearly made out of mere economic interest.
By the way, I don't know if you know Skyweaver. It's a pretty good Web3 game, now dead. One of the problems with that game was precisely making monthly seasons where they added new content each season, but logically little. This did not generate an incentive for people to return or to attract new players, something that they had achieved with the 2 expansions they released. The game just slowly died, though of course, that was just one of its problems.
We need to make the seasons longer and the rare / higher tier illuvials harder to catch.
Nothing is more demotivating then 2 days in and all the high tier illuvials have already been caught / fused. Kinda don’t want to play anymore now that there really is nothing ‘new’ to discover for myself and be the first person to get there. That shouldn’t be the case 3 days in. We should have had the first ramphyre caught after at least a few weeks
Similarly illuvials should be gated to regions, I think it’s a flaw that all the illuvials are essentially caught and we are only in the first region, why bother play the other ones, you’ve just completely hamstringed any interest in actually exploring regions other then doing it a handful of times
If we actually want to have som grind elements make the best bit of the game (illuvials) have actual scarcity, not just in the holos but in their chances of showing up.
Likewise make every illuvial be able to be caught in stage 0s and stage 1s obviously with a ramphyre in stage 0 capture chance should be like 0.001% but still it needs to be a CHANCE of happening, people want to grind the game if there is a small chance of a huge pay off
Oh I bet you would love to grind the T0 regions for free in hopes of a big payout. So do another 10k players. And what exactly do you think would happen to the prices of illuvials as well as with the whole game if everyone caught everything for free??
First of all, I’m a paid player and staker, however I like efficiency and playing to earn. There is a massive community out there as F2P players who want to enjoy the game, and there are also others who play a game to make an actual living. Playing a game as a F2P and are able to make even 2-3$ profit off it per day for their time is a HUGE deal, when you look at the monthly wages of some these 3rd world countries, players can actually earn and live off playing a game and earning a few bucks.
We can cater to both players, they are not the enemy, they are the heart of economy and boost active numbers, liquidity of NFTs, and help make the market
When I talk about getting a chance of a big payout in Stage 0 runs I’d propose a 1 in 50,000 chance 0.002% in a run of getting let’s say a ramphy, I believe that is a good game theory starting point to make things still scarce, but in some peoples eyes a 1 in 50,000 chance for a payout of a few hundred or even thousands of bucks is something they would grind all day all night
That’s how you get active players, that’s how you get people grinding and telling their friends, and once the first trickle of players actually get that big payout and the news spreads, that’s how you get mass adoption
We need to pin down for a successful long term game
- Scarcity of high value rewards
- Active Players
- Addicting gameplay loop
- Play 2 Earn with F2P elements for onboarding new members
- Long-term player progression gameplay / milestone loops
Right now current game standing addresses the points above as following
- All illuvials have already been caught / discovered, holos are nearly completed so now dark holo is the only thing to grind for which arguably is too scarce / expensive for the average player
- There was ~10k players registered in as of yesterday, we need like 10x that
- Mechanics in OW are good, artwork amazing, IP amazing, need multiplayer MMORPG or better connection of capturing illuvials to actual uses
In my opinion we have this high value spawns in T0 already. I believe a T0S3 dh will be worth a lot.
I agree with you that we need the free2play players and I understand that a few dollars can be significant for many people. And I will keep buying T0 holos/good stats from them. But just as Ligyron said, there are already dark holos in T0, and once we have Gauntlet leviathan, players will need good stat T0s levelled up so that will be another way to earn for free2play players. And even if they were to find a rhamphy, they could not catch it with T0 shards, which is the only one they have in T0 regions.
They can earn with the airdrop, catch holo/dark holo T0s, participate in gauntlet leaderboard and tourneys when they come online, so it is possible to grind yourself up for free. Yes, it is a lot of grind but the game could not support more free players with the current customer base.
1 month is perfect
remember we still have 3 months vesting
so a 2-3 months season means 5-6 months before we can claim in full
That's a good point.
Will seasons end? One month is hard for me too. Carry over wouldn't work either I guess, unless those that finish a certain amount gain a multiplier for the next round.
I don't think I would finish them in 3 months either.
My plan going forward is just to play the games how I enjoyed it in the past.
A bit from here a bit from there.
Tbh I think the milestones are too complicated, as in, there are too many, and are not linked in a series, for example catch such and such illvuial, then play so much arena, then you can move to the next one.
Level something, fuse something.,
Yet in a grouped series of events.
Instead of daily, weekly and a ln exhaustive list of almost everything you can make, catch and fuse.
I understand what they are for, yet it feels punishing.
The big goals could be kept yet only simple and no repeated goal.
I don't know what the answer is. They just feel overwhelming.
Blocklords has a system I think works well, the layout is simple and you are made to play each aspect of the game. It still depends on the player what they can achieve yet it feels like progression is made.
You fill up one goal section, claim, then move to the next, it's a different game system yet I think some aspects could be looked at.
im assuming we carry over milestones and the multipler otherwise it doesnt make sense
So the ones you have done stay?
So we can just keep going?
Apologies I'm sick and probably not thinking properly. It's hard to remember how it was. Yet it carried over before yeah?
this i think
because to complete high tier milestones u really need to play/spend a lot
Yeah. Which makes sense atm.
Illuvum needs to start making money.
I think I'll just do dailys. Weeklys maybe. Just play the games.
yea im currently just chilling, doing missions and T0
waiting for fuel to go lower
The game should be way harder to get to the end game, it's the 3 day of the game, and it seems that every Illuvial was already caught, but I think we shouldnt be able to catch stuff like this, instead of only letting the "better" illuvials showing in the Wild, they should have left it by random to appear on the wild, then you have to shoot all the illuvials to see what's inside, giving us a better experience by playing, instead of just running into the stages and looking for the good ones, this way Illuvials would be way more rare, we wouldn't have already catched almost every Illuvial in 1 single map (Illuvials should be more regions like), we would still have something to play and a goal we should really want to achieve because then there wouldn't have a lot of people in the end game in the 3 day of game.
Taking into account the way the game is, I don't think the Illuvials are being captured too quickly, keep in mind that in arena mode you need a lot of Illuvials to assemble a team. The problem is that no one cares about that arena mode, so there is no real demand.
Another thing is Stage 0 that it was very easy to know that the Illuvials were not going to be worth anything very quickly. Furthermore, the way the current arena mode is made, the evolutions of those Illuvials are practically never used.