#Change Levels on Illuvials - Masterthread

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versed junco
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This masterthread is dedicated to gathering the key insights and information from various discussions about changing levels on Illuvials. If you've encountered important points or conclusions in other threads, please share them here so we can consolidate the most relevant details in one place.

You're also encouraged to share your own opinions and highlight what you believe are the most critical takeaways from the discussions, especially any key themes or points that have emerged on this topic.

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I had this idea and wanted to know what you all think about it.

You could swap the levels between two identical Illuvials. For example, your main Atlas is level 45 with decent stats, and one day you capture an Atlas with perfect stats. It feels bad that all the levels you've put into the first one are practically useless, and now you have to level up the new one from scratch.

The cost for this swap should be fairly high, making it much more cost-effective to level up manually. This way, if you don’t have a lot of money but have the time, you’d likely avoid the swap.

This mechanic would give whales the opportunity to swipe their credit card to speed up progression. However, since you can't directly "buy" experience, you'd have to purchase a high-level Illuvial from another player and then pay the fuel cost for the level transfer.

It would increase the value of low-stat, high-level Illuvials and reduce the frustration of leveling mediocre ones, where you "lose" all the progress once you upgrade the illuvial to better stats. While it might decrease the value of pre-existing high-level Illuvials, it would overall improve the game for important player demographics.

I believe this would increase both Marketplace purchases and Fuel consumption, while also boosting player satisfaction within a key demographic.

drowsy sand
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But nobody would need to grind levels anymore if we do it that way. Just give full cp to someone.

I think better idea would be something in direction of - you burn Illuvial and give half xp to another Illuvial. Would still be helpful. But not just everything is level 60 and nobody grinds anymore.

livid geyser
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I would like to have more game features not be pay to use, I think that would be nice for a video game.

I think your idea has merit to it, but in my opinion it would be better if we reward different sizes of XP loot boxes which we can use on our illuvials. These can be earned from high ranking on the leaderboards or winning tournies. To prevent botting, low ratings will either get small or none XP crates and the higher you climb the higher amount and quality of these loot boxes you aquire (which can then be traded or sold on the dex).

But this will somewhat reduce revenue from grinding in OW to level them up, we can't have nice things like that since it always feels it's taking away from someone else (OW, Zero etc).

uneven yarrow
uneven yarrow
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@versed junco would a burn mechanic be better vs. Swapping the levels?

I guess it's two options:

  • keep the other one in the ecosystem with new swap levels
  • or burn the illuvial entirely and have "XP" to give to another
  • in Pokémon Go you get XP Candies (small, medium, large) or specific line like "Fire Lizard" candies that can only be used on that line - I haven't played on a while so going off memory 😉
drowsy sand
versed junco
# uneven yarrow <@941662729205329931> would a burn mechanic be better vs. Swapping the levels? ...

I think if we can simply burn illuvials to increase the levels of others, this will result in burning all the bad stat illuvials, leaving only perfect stat illuvials with high levels. This seems like it would significantly devalue perfect stat illuvials and go against the original idea of the Leviathan arena being a playground for whales.

While I’m in favor of making the Leviathan arena more accessible than it currently appears—where a perfect competitive pro deck can cost $10k+—this approach might be too drastic.

I believe a burn mechanic could be great, but I have yet to see one that wouldn't result in burning every single bad stat illuvial. As Kieran has mentioned, this would leave only good stat illuvials, which raises the question: why have stats in the first place?

drowsy sand
# versed junco I think if we can simply burn illuvials to increase the levels of others, this w...

But that's how it works. Bad stat Illuvials will be useless pretty much. If we don't make some kind of burn mechanic they will just go to 0.

If there isn't any burning mechanic that works well. Find me a reason for bad stat Illuvials...

Tier 1 Illuvials are 2 cents. If they have bad stats, I don't need them. If there was a burning mechanic that's easy and I don't have to do anything. I would just throw them away (and I'm poor) because I don't like having my ingame Illuvidex with 1000 Illuvials, I want only useful ones. Even if I don't get anything in return, I just want my Illuvidex clean.

There will never be any use or bad stat Illuvials if we don't think of some burn mechanic.

The amount of good stat Illuvials will be the same if we have a burn mechanic and if we don't have one. Burning bad ones doesn't make new good ones.

If the difference in stats isn't that high, more Illuvials would be useful and less would be burn-worthy.

You would have bad stats on holos and dark holos still.

livid geyser
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It's also literally impossible to run out of bad stat illuvials with the current monetization model, the studio survives by people minting new illuvials and farming OW. So I don't think that will ever be a problem, unless people stop playing OW, which if it happens, running out of bad stat illuvials will be the least of anyone's concerns.

versed junco
drowsy sand
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And how would burning bad ones brake that?

Burning bad ones just gives them more utility and more reason to catch them.

When you play Illuvium, are you catching bad stats Illuvials? If there was a burning mechanics would you do it then?

versed junco
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Change Levels on Illuvials

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Change Levels on Illuvials - Masterthread

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i renamed this thread in order to have more than just my one idea for this overarching problem presented.

versed junco
# drowsy sand And how would burning bad ones brake that? Burning bad ones just gives them mor...

I see your point about giving them more value and utility, and I really like that idea. However, the outcome I fear is that this could blur the lines between Leviathan and non-Leviathan gameplay. This shift could make high stat Illuvials less valuable and low stat Illuvials more valuable, which could be good, but it also has potential downsides. One concern is that we may lose the very cheap, non-Leviathan option. While high stat Leviathan Illuvials are still expensive for recreational, casual gamers, now even owning a full collection for non-Leviathan gameplay might become unaffordable for a large segment of players.

stoic sand
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Gyms will affect levels alot. As it is very important for landholders as an extra revenue, i think no other system for levels should be implemented
(I only hold a t1 land so i am not saying this in my benefit)

uneven yarrow
# stoic sand Gyms will affect levels alot. As it is very important for landholders as an extr...

Good point.... too many mechanics could dilute the ecosystem or neglect some over others

Also: almost everyone is invested in the ecosystem, so there is always risk of gain or loss with any proposed idea. Unless you're heavily invested in one section of the ecosystem over the others, most won't worry about any bias...

Now to address something else i have not really seen brought up in this thread....

** Right now people have been selective on the illuvials they catch because they see the stats prior to capturing them. If that is removed (since it was never supposed to be there in fhe first place) then there will be many more bad-to-medium stat illuvials around. The population would be growing exponentially as people capture multiple illuvials hoping for a good-to-great stat... **