#What is your opinion Airdrop for member of council.
1 messages · Page 1 of 1 (latest)
the team and the council has worked on revamping the P2A and came up with this #📣〕announcements message
in Season 3, the airdrop campagin will focus on Arena leaderboard and tournament
and we are introducing airdrop for Overworld Events, such event proved to be successful in the past. for example, illuvial mega hunt
afaik the team is also working on improving the missions and milestones based on the feedback here https://discord.com/channels/760344898200666112/1268989837042782268
We have been discussing this extensively behind the scenes. Personally I think if you want to avoid simply 'giving away money to airdrop farmers' you need to make a really quality game people enjoy playing. There is really no way around that no matter what.
Ranked systems will help a lot for gauntlet, and the new balance updates and features being added down the road as well. Overworld Combat will also help but really it needs a new game mode that is accessible and fun to jump in and play without having to spend too often.
All that being said, the council has opted to lower the rewards pool for Season 3 and maybe a few Seasons after that. The intent for me is that this will give Labs the time to make important enhancements to the gameplay loops of both the Overworld and Arena. After this my preference is for an entirely competitive gameplay loop for Airdrop Points. Win games in Arena, rank highly and play in Tournaments and you are rewarded. With a small amount going to general Airdrop events to get people to try out the ecosystem and then decide if they want to proceed.
Thank you for your answer. I asked a question because I only had superficial information about airdrops.
However, what I am concerned about has already been questioned and discussed. thank you.
close this tag
I'm curious, what was the thought process behind having tournament rewards 3 times higher than leaderboards? Can you share more on that
Hype and Marketing. At least to me thats the reason. We hear about the prize pool of Dota tournaments, hearthstone tournaments, TFT tournaments. its much more of an eyecatcher that will get more people interested to vye for it when you see a big number being dropped in one tournament as opposed to being spread-out which you wont know how much youll get at the end of the season/month.
Yeah but those games had 1+ year of competitive play through leaderboards and millions of players already before they introduced the big tournies, while we are just getting started.
True. And thats why the offer is that big is to get your big names who played TFT to try the game out and bring their audience. We saw how Parallel was able to use that tactic in getting HS players to try their game. At the same time, were to spend this ILV. Whats the difference of your argument where you place the same tokens to monthly leaderboard vs tournament?
At the same time, were doing both. Its still open to discussion on how the percentages will look like. Even IMC were discussing that.
I'm not arguing here, just wanted more insight into how that decision was made.
I was thinking it should be the opposite at first, incentivize leaderboard more in the beginning as it targets much wider playerbase, while tourney rewards start lower. And as we build up the community month by month, we increase the tournament prizes, resulting in one huge tournament at the end of set 1 illuvials. That was my thinking and what made me curious on this current setup
I personally believe Tournaments are far more effective for User Acquisition than Leaderboards. Its a very transitional thing too. We need to acquire players and then slowly pivot from Tournaments to Leaderboards as a retention tactic.
This is the opposite sequence than any game or sport I've seen before
I disagree, Parallel has been leveraging the Tournaments tactic to kickstart their Esports scene and we have seen it be quite effective. If it doesn't work then we can re evaluate for sure.
Not arguing as well. just giving context on the thought process as well 🙂
I've never seen anything outside of Crypto have a Leaderboard reward of any kind. So I am not sure what you are drawing upon here?
Huh didn't you say you play league? What about the gold+ seasonal skins in ranked
But yeah the reasoning is mostly a marketing one at this point.
You can win 100k is more effective than you can win $100 a month.
People were paying 200+ USD to get a boost to gold+ just for the skin
I played League from Season 3 for about 6 years. I honestly have no idea what seasonal skins you are referring to hahaha. Might have been after my time
It's from season 1 in ranked. Each season you get a limited skin who only gold+ players obtained. Cannot get it otherwise.
Honestly I think exclusive items is more effective than ILV as a Leaderboard reward. But its an option we cannot really excercise just yet.
I was a bit of a League troll, I just played for fun, cared very little about that stuff. Again that seems mostly like a retention tool? Did anyone join League fresh just for that reward?
Yeah agreed, although it can be a mix of both, I was just wondering why we were prioritizing tournies over leaderboards first, but i understand now, cause it worked for parallel
Dunno, I guess many people join for different reasons. People were definitely after the skin though, as I said I've boosted hundreds of players to gold or above just for them to have it and for the bragging rights
Well I mean I cant see how Leaderboard Rewards would acquire new users? It just doesn't convince me. If you have some good references that are monetary and not cosmetic based I am keen to see it and continue digging deeper
But that's what I am saying. League could make 100 posts about the Gold skin. It might even make players return to League, but it won't acquire new customers.
Cause anyone can compete in leaderboards and trying to slowly improve themselves and earn an achievable milestone. While in tournies, only the 0.1% most talented players get to win anything.
My focus is getting at least 1,000 DAU in Gauntlet, playing, learning and getting involved. Then we can kick retention tools into gear
I think the idea is that 0.1% helps bring in the 99%. At least thats how Parallel worked it. Their enticing offers drew the Hearthstone top players/streamers. Then they promoted it to their audiences and helped build out the Esports system. Using their own earning tools to maximise retention. Its a balance of both.
I don't understand this point, replace skin with 200$ in ilv and you will get the idea
Sure, if we can replicate this success let's go. But then again why didn't we go with that to begin with rather than all the airdrops before.
#📯〕council-chambers message
HAPPAY TO SEE THIS
Date: 9/18/2024
Time: 5PM UTC
Attendance: Caveman, Garf, Paz, and Fight4ETH
(Ricky is on excused leave)
Summary
The meeting focused on updates regarding the upcoming season three airdrop structure and
community engagement, with discussions on tournament organisation and leaderboard
rewards. Additionally, the meeting addressed communication protocols within the sub
council, planning a community town hall, and community feedback on game mechanics and
the structure of the upcoming season.
Well put. The only real way to get around airdrop farmers is to have a game so fun that people aren’t mainly focusing on their returns