#Tiered Championship System: F2P solution and economy contribution incentive

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Problem Statement:
The unrestricted payout of rewards at the end of each season allows free-to-play players to extract value from the economy, diminishing the overall experience and reducing the incentive for others to participate.

Proposed Solution:
Introduce a tiered championship system for each season, segmented into four distinct tiers:

  1. Tier 0 (Entry-Level/Free-to-Play)

    • Eligibility: Free for all
    • Gameplay: Players can only compete in Arena using Tier 0 Illuvials (all stages) which can only be acquired in Tier 0 levels (can be caught or bought)
    • Rewards: Minimal rewards, such as Fuel, allowing players to experience higher tiers with limited attempts.
  2. Tiers 1-3 (Paid Levels)

    • Eligibility: Players who have paid for entry by purchasing fuel, owning the corresponding tier illuvials, possibly bought season passes.
    • Gameplay: Players can only compete in Arena using Illuvials that are acquired in their corresponding tier levels (all stages, cought or bought). For example, competing in Tier 2 level would allow us to use all Illuvials up to Tier 2.
    • Rewards: Increasingly significant rewards as tiers progress, with more opportunities to climb the ranks.

Benefits of the Tiered System:

  • Economic Stability: This system limits the extraction of value by free-to-play players, ensuring a more balanced in-game economy.
  • Incentivized Play: Players are encouraged to engage more deeply with the game by progressing through tiers and investing in higher levels.
  • Inclusive Experience: New and free-to-play players can still enjoy the full game, while higher tiers offer more substantial rewards to those who contribute to the economy.

This approach balances the experience for all players, preserving the value of the in-game economy while still providing opportunities for free-to-play participants to engage and potentially advance.