The 🌬️ drop is one of our strongest assets right now, and we have everything to gain by using it in the most effective way possible.
There have been many discussions around the 🌬️ drop structure recently. I know what we have now was simply the first test net iteration, and we couldn't finalize it in time for the launch, but now it's time to prepare for Season 2.
I'm certain the team is already working on it, but I believe the community can help here.
I will keep this short. The goal is to provide key points and general guidelines. I hope that we can all expand and contribute in the comment section to create a good framework for the team to build upon.
What do we need for our missions and milestones?
• Can't be abused by bots and multi-accounts
• Give a sense of advancement (good daily/weekly quests)
• Incentivize people to participate in the paid ecosystem
• Incentivize people to play instead of farming (rewarding competition in the arena, collecting illuvials)
• Give us dopamine (find HOLO/DH/S3)
Arena:
• Ascendant wins/games are completely unachievable right now. To get 1 million points, even if you win 100% of your matches, get 0 queue time, and play 24/7, it would take you 42 days to complete this.
• Wins is a good, unexploitable metric and it pushes people to participate in the game ecosystem, but it needs to be lowered significantly.
• Ascendant rank is an excellent way to reward people while incentivizing participation in the ecosystem. I would propose making this one substantial while being more detailed, such as 1st, 2nd, 3rd, 10th, 25th, 50th, 100th, 500th, and 1000th. To encourage active participation, I propose that rewards be given only at the final leaderboard of the month instead of on a daily basis.
• Survival wave achievement has been a hot topic. The structure will change for Season 2, which will hopefully eliminate the problem of copying screenshots/videos. Still, as a free mode, the reward should be limited or given as a multiplier in my opinion. It was too much work to give a multiplier for the achievements in Season 1, but since it was already implemented in the test net 🌬️ drop phase, I think it's possible to bring it back.
• Survival number of games is not a good metric, in my opinion. Not only is it impossible with the current numbers, but it is also exploitable as you can go to wave 2 and restart.
• Ranking in survival is the best metric and should be rewarded the most as it incentivizes play instead of farming. Still, this is a free-to-play mode that can easily be done on infinite alt accounts, so the reward has to be limited or given out as a multiplier ideally.
• We currently don't have anything for Gauntlet, but I hope to see it implemented in Season 2. Just like Ascendant, it would be great to see the competition incentivized through this mode, especially if we can get Gauntlet modes with ownership out on time.
Overworld:
• Capturing illuvials is great. Stage3 are pretty impossible, but it would be odd not to include them, so it's perfectly fine.
• Forging suits and materials is good as it incentivizes active participation in the ecosystem. I would propose lowering the free ones though because someone can print 1 million per day doing the T0 suit one on alt accounts, which is a massive problem.
• Illuvial experience is my favorite because it gives a sense of advancement, is achievable, and incentivizes real play.
• For Overworld, I would suggest adding something about capturing special illuvials such as single Stage3 (getting whole lines of Stage3 isn't really possible) and HOLO/DH. This would give an additional reason to continue spending in your runs and reward you in an unexpected way (dopamine/casino).
• Another idea would be to have one for fusing up illuvials, as this would give a sense of advancement in the Overworld.
