#Burning Mechanism for Illuvials

1 messages · Page 1 of 1 (latest)

tribal wing
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Hi! So, I’m thinking about how we can deal with the Illuvials with bad stats that are flooding the marketplace.

What if you guys could create a mode in the arena, like a death match or something. Players would enter, queue up, and wait for other players to join as well.

In this mode, the losing team’s Illuvials would be burned or removed from the game forever. OR, if that's too brutal, it could be limited to 1 or 2 Illuvials from the losing team. The key is that some Illuvials would need to be burned.

Now, you might ask, “Who in their right mind would risk their precious Illuvials?”

  • Well, aside from players who love this kind of thrilling experience,of course, winners would be rewarded greatly(though I’m not sure what the rewards would be XD).

It would be a high-risk, high-reward situation.

This is where our Illuvials with bad stats come into play. (Unless you’re willing to risk your perfect-stat Illuvial and are highly confident in your PvP skills).

I don’t know, but the idea of losing your Illuvials when you lose a battle is kind of exhilarating!

(Please don’t hate me for this idea XD)

versed olive
tribal wing
versed olive
cyan zenith
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I don't get what's the high-reward. I would rather see a mode where if you lose, the winner would get one of your illuvials. Either random or by its choice.

tribal wing
tribal wing
cyan zenith
tribal wing
cyan zenith
tribal wing
cyan zenith
tribal wing
cyan zenith
orchid mulch
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lately i often read how bad ILV needs burningmechanisms, so people can turn bad stats illuvials into value.
Just keep in mind, the more value you give those bad stat illuvials with burning mechanisms, and the more of the bad stat illuvials get burned, the less significant and value high stat illuvials will have.

in a super dream scenario; If for example you get such cool rewards, even a 200% stat illuvial is worth burning, all 200-250% stat illuvials are used for fusing, there are just 250 - 300% stat illuvials left, with a rebalancing of the stat power, what are stats actually worth then if the difference between all "played illuvials" is that low?

Maybe i'm wrong, who knows, but i feel a new burning system has to be well thought out before it hits the market.
Without bad stat illuvials there are no good stat illuvials.

hybrid bridge
versed olive
# orchid mulch lately i often read how bad ILV needs burningmechanisms, so people can turn bad ...

You're wrong, there will still be Illuvials with bad stats out of necessity, because if there were only Illuvials with good stats, the market would be like this: "Ok, I have 100 dollars, what are we going to buy today? I know, let's buy a Pho. Oops, wait, there's none? I’ll pay three times the market value but still can't find one? Ok, I guess I'll buy this one with lower stats. Do you get the point?" I could also say: "Ok, I'll buy an Illuvial pack to see if I get my favorite one (when they implement it)."

orchid mulch
# versed olive You're wrong, there will still be Illuvials with bad stats out of necessity, bec...

it's was just an example, to show that it has be well thought out what you get for burning an illuvial.
I can give you another example.
!! --> Another super dream scenario <-- !! :

  • 1 illuvial burned grants you 1 dust... for 1 dust you can buy 1 stat increase object where you can increase a stat of your choice by 1.
  • in a run i catch roughly 3 illuvials good enough to fuse, the other 2-3 would either be bad stats or a lucky good stat illuvial.
    What would you think how market would react, how many bad stat illuvial are there, how would the price of good stat illuvial react, how far would it increase floor price and therefore accessability of the game?
leaden herald
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I think there's no harm in just introducing this mode and letting people try it out. No one is going to bat an eye at losing some worthless low stat Illuvials for a chance at winning some shards or mats. As long as the overall burn weighting is greater than the prize value, it should be an overall benefit and sets a floor price that scales with whatever the prize may be.

At the very least, just call it a temporary "event" for the developers to gather data on. Other games do this all the time to stress test stats and wild changes to gameplay under the guise of an "event". LoL for example has rotational events like URF mode that people love playing with 80% CDR on all skills.

I see it as a win-win and it is pretty low effort to make happen

ripe pilot
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There are 542k illuvials (T1-5), how many players do gauntlet have? Couple hundred-1k maybe right now? How many illuvials are there with good stats / leviathan standards? Maybe 4-5k? Demand for these will be high, but demand for the rest is non-existent - which is why prices are sliding. There are around 537k illuvials with very limited use case atm, i think a burning mechanism is important, maybe not exactly the one considered here (although it could have been fun). 500k+illuvials with prob less than a couple hundred leviathan players? That is an average number of illuvials per player of 1k, massive oversupply. Maybe other game modes are introduced where stats don’t count while ownership is necessary, which could boost value for non great stat illuvials

cyan zenith
orchid mulch
cyan zenith
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also the number isn't even that big cause there's tons of illuvials already burnt that are bugged and still showing up

orchid mulch
cyan zenith
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not having the "buy now" filter shows everything

tribal wing
# orchid mulch lately i often read how bad ILV needs burningmechanisms, so people can turn bad ...

I hope i understand your comment correctly bro.

do you mean like, say this really happened and lots of players playing this mode that bad stat illuvials were almost gone in the market, now all remaining are good stats illuvials, and that will result to lower value of illuvials? because theres non to compare of value, and only good stats illuvials are flooding the market?

hmmmm, if this will be the possible cases in the future, then why not make it like an event only. like for a month or something. but i really doubt bad stat illuvial will be gone. theres just too many of them + i know it will continue to add up; during missions, during fusion and results are bad stats, people randomly catching something to collect everything, etc.

also my purpose only for this suggestion is to:

  1. suggest burning mechanism for illuvials in a way that players will still enjoy/ have fun while doing it. (the feeling of losing an illuvial (when lost) + getting a reward (when winning a battle)

  2. sorry, but i really hate others suggestion about burning an illuvial, so that one illuvial can improve the stats. i hate that suggestion, because it will definitely make the good stats illuvials value become lower. imagine, all you gotta do is catch random illuvials/bad stats, or buy them in the market for few cents and you can have max stats illuvials already.
    i believe the fusing mechanism for getting perfect stats based on rng is already enough for getting a perfect stats. stop adding more ways to get perfect stats coz that will definitely lower the values of perfect stat illuvials.

orchid mulch
tribal wing
ripe pilot
thick solstice
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It's kind of like Diablo or Poe's hardcore, so it looks interesting

weary solstice
# tribal wing Hi! So, I’m thinking about how we can deal with the Illuvials with bad stats tha...

That's a good a idea but it kinda devalue the illuvials specially for collectors. I would also suggest to have some sort of fusion for stage 3 illuvials where you can still do unlimited fusion on stage 3 illuvials to increase illuvials all base stats by 1 point or more but it will also affect the traits stats and finish, so players will keep trying to fuse until they get perfect stat traits and dark holo.

tribal wing
# weary solstice That's a good a idea but it kinda devalue the illuvials specially for collectors...

i am mostly talking to bad stats illuvials here, which, as you can see in the market, has so very, very low value. some can be bought at $0.05 or even lower than that, so idk what you are referring to devalue illuvials for collector. unless collectors would want to collect all bad stats illuvials, then we dont need any burning mechanisms for sure, since for you, it will have value for collectors, did i get it right?

aside from that, its always the choice of the player if he wants to play this kind of death mode in arena. and choice what illuvials u use, like perfect stats, or bad stats.

and for my comment on the last part of your msg, i believe, that suggestion of yours will definitely ruin and devalue the perfect stats illuvials.

think about it mate, all you gotta do, is fuse and fuse stage 3 illuvials and soon enough, you will have a perfect stat illuvials, like come on.

imo, fusion based on rng is already enough for getting perfect stat illuvials. the randomness of getting perfect stat is what gives it value.

imagine if everyone can have perfect stat illuvials just by continously fusing illuvials.

but thanks for your comment bro. we have diff. opinions, i respect it

weary solstice
untold tundra
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Make player's lives easier

patent vault
untold tundra
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I don't actually think it's bad to make it easier to better stats... it would make it easier for players to play the game and that's what we want right? Waht we worried about devaluing monetarily? There is a finitude to Illuvials so by that respect there will always be value retained because they are not infinite. And Dark Holo are incredibly rare so value will hold there. I like that Pokemon gives ONE opportunity for a RANDOM stat reroll. It's a risk. If you already have a high value illuvial you prob aint gonna risk a reroll.

patent vault
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True, but at the point of acquisition you get what you are given and that cannot be changed.
You can add a buddy and get a temporary boost whilst it's equipped, but it isn't permanent, as soon as you remove the buddy, the buff is gone. I think this mechanic could also be adopted. Helps you bond with the illuvial whilst also temporarily boosting it.

Its a tough one when it comes to balancing, some recommend balancing the stats and keeping rarity the same, some argue reducing rarity and keep balancing the same. Ultiimately they are both sides of the same coin, and I think the outcome is the same. Maybe it's lets do a little bit of both so neither are that obvious to cause a perceived reduction in rarity/value, as much as possible anyway. Fine line.

versed olive
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The strange thing here is that we don’t have a burn mechanism besides merging up to stage 3, ending up with a lot of mediocre stage 3s