We would like to share two complementary Proposal Ideas:
#1 Major Overhaul of Fuel Usage
#2 Removing Travel Stages
Due to the length of this post #2 Removing Travel Stages, which is complementary to this one, can be found in a separate post. While the first is more critical, it is beneficial to consider both simultaneously for a more holistic approach.
Proposal Idea #1 Major Overhaul of Fuel Usage
Pay only at mint.
Key Issues:
- Players can't explore the Overworld without spending money.
- Players lose money when they don’t find valuable items.
- Every action feels like spending money, which is discouraging.
Proposed Solution:
Free Travel: Players should be able to travel without cost.
**Free Resource Gathering and Illuvial Catching: **Players should gather resources and catch Illuvials without spending money.
**Fuel Costs for Crafting: **Turning gathered resources into usable materials (like ingots) should require fuel.
**Fuel Costs for Minting Illuvials: **Minting Illuvials should cost fuel, but catching them should be free.
Explanation:
Currently, players pay upfront for the chance to catch Illuvials and find resources. The new approach allows free exploration and gameplay, with costs only incurred when players decide to mint the items they find valuable and necessary for their progression.
Example:
Players can explore the Overworld for free and spend hours searching for Illuvials and resources. A drone collects these Illuvials and resources for the player, with limited storage space. Back in Sanctum Mesa, players can choose which Illuvials and resources to mint and which to discard. This decision can be made after each run or when drone storage is full. All caught Illuvials, ores, essences, gems, and other items remain off-chain until they are minted through The Forge.
This way, players only spend money on items that are valuable to them, allowing them to play as much as they want without immediate costs.
Addressing Bots and Hackers:
Free travel might allow bots to scour the map for rare Illuvials. To counter this, make Illuvial encounters challenging and require good gear. (This assumes Illuvial Combat is implemented). The rarer the Illuvial, the more powerful it should be. For instance, a dark holo Illuvial should be much stronger than a holo Illuvial, which is stronger than a normal Illuvial, with tier 5, stage 3, dark holo Illuvials being the most powerful.
For this to work, it must be normal for players to fail against strong Illuvials if they are unprepared. Hackers would need to invest significant money to gear up and catch high-level Illuvials before being able to take on the rarest ones.
Important note: This is just one of many potential solutions to counter hackers and bots. We welcome any suggestions that could contribute to addressing this issue.
Addressing the Bonding Curve:
A potential issue is that players might hoard Illuvials without minting them, thereby influencing the bonding curve and controlling the supply. This can be effectively mitigated by limiting the storage capacity of the drone to only a few Illuvials at a time.
The idea is that after 1-2 runs, players must decide which Illuvials to mint and which to discard. While this system could potentially be exploited by creating multiple characters, each holding several Illuvials, it's important to note that catching rare Illuvials requires high-quality gear and possibly a team of Illuvials. Therefore, new characters would not be equipped to catch rare Illuvials easily.
Due to the length of this post Proposal Idea #2 Removing Travel Stages, which is complementary to this one, can be found in a separate post. Please continue reading there.
Author: Reven
Key Contributor: Jaganite
