This image is the common mental map of Illuvium as an interconnected set of games. Yes, many proposals for skins, gyms, and other relationships have been floated, but we all came to this game with the understanding that Land leads to Fuel which leads to Illuvials which fight in the Arena. This is the top-level meta, if you will. You can participate in all or part of this system. Example: Shooters make you motion sick. Therefore, you can replace the Overworld portion of this chain with Marketplace transactions by selling from Illuvium Zero to the market, then collecting Illuvials from the marketplace in return.
According to @white steppe 's "3rd Option" posted under "Modifying the 1:20 Fuel Exchange Ratio," a way to solve the current "fuel problem" is to push all Illuvium Zero fuel into the same "market" with 5% of the revenue generated by all fuel sales back to Illuvium Zero fuel sellers weighted by their participation in the previous period.
4️⃣ My suggestion is to do this AND:
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Cease the exchange of the three fuels in the Marketplace (Fuel Exchange). All three fuels are sold to "The Leviathan Refinery." Overworld players buy "Overworld Credits." These names are placeholders that should be changed to line up with the world/lore in some way. Fuels would be sold in bundles of each fuel (1:1:1). Ex: Zero Player One has 200 Crypton, 150 Hyperion, and 75 Solon. The Refinery will only buy up to 75:75:75 from that plot.
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"Overworld Credits" can only be spent at Sanctum Mesa and are not ERC-20 tokens or anything that complicated. They are in-game currency which can only be bought from the Refinery. 5% of the proceeds are sent back to Illuvium Zero players who can accept their portion of the sales as ETH, ILV, or "Overworld Credits." Credits carry a bonus to the normal value like 50% more value than the ETH price or another incentive not to bleed extra cash from the treasury, directly. The Refinery should set "Payday" for the same time every week (I like getting paid on Friday mornings).
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Overworld is simplified to remove references to Crypton, Solon, and Hyperion. This prevents Illuvium Zero players from feeling like they are producing "20 runs/day" from their land, but getting only 1 to play for their effort. Or feeling like the DAO is stealing our production value. Or future "fuel nerfs" akin to the recent one. It prevents a LOT of bad vibes all around by creating a simplified abstraction between Fuel Producers and Illuvial Hunters. As Aaron noted, "The devil is in the details." Yes, but User Experience matters when playing a game. A simple experience often has unseen complexity in the code or architecture just to keep things moving or make an interaction more "fun."
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The pricing of Overworld Credits would be backed into by setting targets for the output of ILLUVIALS from Overworld. All other in-game MacGuffins would continue to exist (shards, essence, ingots, etc.), but you would pay for use of the Forge in Overworld Credits. You pay for using the Obelisks in Overworld Credits. You pay more to do a scan of the zone in Overworld Credits. If you don't play Illuvium Zero, you never see the word Solon again.
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The price should remain fixed on a per-season basis. If too many Illuvials were minted last season, the price should nudge up a bit. If not enough were minted, a sale could be announced for the next season. I strongly discourage manipulating prices to play DURING the season. A slight alternative would be that the prices and payouts could change weekly after "Refinery Payday," but most players would probably prefer getting to the end of a season before such changes happen.
I know this is crypto and that some of you are "free market always wins" people in spite of watching a market failure play out before your eyes. "Fuel" cannot be a free market if the game is to succeed. It needs to be run like a public utility or co-op. It is the water or electricity of this ecosystem.