#Put incentives to play Gaunlet

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zinc fable
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I write this after looking a twit saying that leaderboards and tournaments won't be ready till april.

Why? why do you have to drag things out so much? Why do we have to wait 4 months more to begin to play?

It is a reality that Gaunlet is not the best autobattle game. If you ask me, I prefer to play TFT (Team Tight Tactics) than Gaunlet by many reasons. So, if I enjoy more TFT, why I'm going to play Gaunlet?

Unlike a web2 game, web3 games have the advantage that they can generate incentives to attract players who could improve or amplify their statistics basis. That happened, for example, during preason. Illuvium created an incentive for collecting data that could improve the Illuvials spawn rates, so, why don't they do the same for Gaunlet?

I do this question because I don't understand the reason behind the delay of the next airdrop season. I have played Gaunlet and it looks well. It brings the enough quality for being playable. There are things to improve, but it would improve very much and fast if it had a big base of players. So, why don't use the same strategy?

icy hatch
# zinc fable I write this after looking a twit saying that leaderboards and tournaments won't...

Does TFT have some in-game incentives (maybe weekly/daily quests or something else) that could be replicated somewhat here?

Not sure what players would earn though. ILV is one option, but that's already the longer-term plan for leaderboard rewards.

Incentivizing every day players with ILV doesn't make too much sense to me though, it should be something in-game. The only real option that comes to mind for me right now would be fuel.

Seems possible the DAO could set price target on fuel, at which they purchase fuel to be used as player rewards and also serve as a bottom price rail. I think players need something to do with it besides play overworld first though too (need the OW pack opening minimum). Would be tricky to ensure enough supply though if fuel prices start to go up and another mechanism would be needed to maintain fuel inventory to reward players....or DAO just buys as it's earned possibly. Would need to be minimal amounts similar to reward values in other games.

zinc fable
zinc fable
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Until we achieve it, why are we going to play? And how are we going to get it? if there is nobody playing.

How are going to find bugs if there are just few players in it? How are we going to balance synergies if there are few players testing it?

And most important. What else does Illuvium have to do for needing 4 months for next season?

vague jewel
zinc fable
vague jewel
# zinc fable It seems you didn't read anything.

What part you didn't understand? Gauntlet is not polished enough yet in order to attract new players for anything other than the incentive. After which it is dumped on the market and move on to other games or back to tft, resulting in net negative for illuvium. Once it's in a good state the incentives can roll in. Hope that helps.

robust verge
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And any incentives for OW?
Or simplify... any incentives? ๐Ÿ˜‰

Rewards: No need ILV... you can offer skin, smiles, batlleboards, morphopods ... (any can be bounded / unbounded)

night nymph
robust verge
# night nymph Tell me more about these "smiles" ๐Ÿ˜ - seasonal rewards would be a good way to g...

Smilles / Emotes for Arena (attached), or any "Cosmetics)... Or "I dont know", premium smiles or role (with special gold color for example) here for Discord (if Discord account was connected with game account - much of games have this option).
Or any Beyond thinks (T0 Illuvitars, "low" Illuvitars acesorries) for Greater player involvement in this ecosystem as well etc etc... These is many and many good and perfect options which type of rewards this game can offer!

For example more info was there in my old topic:
#1309491026364465172 message
The idea is simple:

  1. Let's take the existing Daily/Weekly Quests or Milestones... and collect PTS (like in Season 1 / 2 for example). (Minor adjustments would be great, but they are not absolutely necessary)
  2. Let's do a battle pass (for example 30 days, currently ideally "Christmas" until the end of the year). Price e.g. 10-30 USD.
  3. People will collect points according to point one and receive rewards (but not money, only skins/smileys/board-skins/D1sk/etc...):
    For example: (milestones PTS as season 1, or daily quest as season 2 = no new mechanics needed)
    Rewards will be for FREE / and + for those who have a paid Battlepass
    1M PTS: Skin of Carablu with winter hat / + Atlas with winter hat
    1.5M PTS: - / + Smile of Atlas with hat
    2M PTS: Slappin with skates / + Stabbin with skates
    2.5M PTS: - / + Slashin smiley in winter.
    3M PTS: Mjoll in fur coat / + Mjoll with "reindeer antlers"
    5M PTS: Rhampy with icicle / + Rhampy frozen in ice cube
night nymph
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I know it's just the word "smiles" sounds funny - it might be the translation

In Fornite, COD, Runescape etc. People like their characters doing emotes/dances ๐Ÿ”ฅ

robust verge
# night nymph I know it's just the word "smiles" sounds funny - it might be the translation ...

Yeah, I use translator, it isnt perfect ๐Ÿ™‚

All is possible: You have team with free time for "dancing character"? Do it! Or make new "winning dance of ranger of illuvials after battle. And make hard to get it ๐Ÿ™‚
with some burning mechanics or PTS gain ๐Ÿ™‚ Or preferably both ๐Ÿ™‚ 5M PTS + need to burn 1 illuvial of each type (= 205 illuvials), or again, you can have 5 "tiers" of dance ... And you need to burn all T1 illuvials for T1 ... all T2 Illuvials for T2 dance... and all T5 for T5 etc ๐Ÿ™‚

As I say, there is many possibilities of rewards... some cost money (ILV airdrop), some cost admins/creators time (skins, emotes, dancing...) and some cost "absolut minimum time/money" from team and may be, it will bring new players to Beyond (illuvitars).

Or if your creators team doesnt have a time, you can create a design competition for players to create new graphics bonuses (again like many games, e.g. Axies).

Players (community) like emotes, cosmetics, dancing and similar bonuses ๐Ÿ™‚

There should always be something going on for the players... otherwise they get bored... and then

A) They spam discord with "When will season 3 come" questions ๐Ÿ˜ฆ
B) They leave... ๐Ÿ˜ฆ

night nymph
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Well right now focus is on Gauntlet - and then Rewards, then shifting to other aspects

Right now, there needs to be a game that sticky, polished and encourages players to want to grind it. Then marketing push with tournaments and rewards could be utilized to bring in new players

Those players will come back when rewards are back up and running, but right now it is not wise to have rewards if the game is not near end-state. P2E and P2A are great incentives, but people jump around to make $$$, we don't want that (again my personal opinion that many share in the community)

#

Rewards are needed 100%, ranked leaderboards, hunts, tournaments, something exciting - but it needs to be leveraged for community/player growth

robust verge
zinc fable
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I am saying to put rewards like they did in preseason. In preseason players helped to improve OW, so, in the same way, players can help to improve Gaunlet.

If anybody play how are they going to build a balanced game? How are they going to balance Leviathan mode? it is going to be considered Illuvials level in this mode? How can they take statistics if anybody play?

zinc fable
ionic marlin
blissful coral
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What do you think about gauntlet giving illuvials XP on par with OW? Ideally you'd be able to choose which illuvials to level too but since that would require work something as simple as modifying the XP values in this exact implementation would still be a meaningful reward/encouragement to play the mode for gauntlet in this state before the improvements come.

night nymph
blissful coral
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Tie it to rounds played, 10 rounds = tier 1 run worth of xp, 20 = tier 2, 30+ = tier 3, this is not meant to have anything to do with OW, this is meant as a form of rewards for playing gauntlet while it's still in the buggy crashy state

#

The best thing IMO would be gauntlet games not giving xp to played illuvials anymore and instead giving items like rare candies in Pokemon, but that requires a lot of dev time, this one just requires some value changes some intern could probably do it in 5 minutes.

ionic marlin
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I asked the team to give more info about why it takes so long. Here is the answer:

Building multiplayer servers is taking up the bulk of the time, it required a complete code refactor, plus a whole bunch of new code. That puts us in a position to start building new features like carousel, global augments, spectator mode.

#

So the essence is, that we are getting a MAJOR update with many features combined, that's why it takes longer than expected. it's not just one feature that's incoming. They come bundled up which is more effective on the development side of things I believe