#Increase Arena Rewards. Accelerate Bonding rate

1 messages · Page 1 of 1 (latest)

upper escarp
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There aren’t enough players to justify splitting attention between both Overworld and Arena.

There are now almost 1.3 million illuvials. We're quickly heading into Axie Infinity territory: too many assets, not enough scarcity. Prices will continue to decline, disenfranchizing collectors.

If Overworld is temporarily closed until new regions are ready, it forces players into Arena.

If Arena rewards are significantly increased, new players will enter Illuvium universe and have to buy Illuvials off the market. That’s totally fine: most are available for under $20. In Web3, that’s practically nothing. If the attention and excitement is there, people will come...and they’ll pay.

Adding more burn mechanics for illuvials, the scarcity would attract more collectors.

Adding burn mechanics for ILV, the price could stabilize. The team also extends its runway.

Strategy below:💡

Accelerate the bonding curve in Overworld for the next 2–3 months. These illuvials can no longer be captured again, making Set 1 permanently limited.

And, once all illuvials are caught, close Overworld for one year. This builds hype for Set 2 and gives time to finish the MMO-lite.

(Side note: Once Overworld closes, XP can no longer be increased. Players will need to take their illuvials to Illuvium Zero land to increase XP.)

Next, have a live countdown of all illuvials left in Overworld. Seeing the number decrease daily will create FOMO. Also, possibly show number of each illuvial left. If people know there are only 20 Ophistos left, they're going to get excited.

Drastically increase ILV rewards in Arena to drive attention to Illuvium.

Include free Arena matches but put attention on high-reward games and tournaments. These will cost ILV to enter (not Eth).

Offer discounted entry for high-reward games and tournaments if ILV is staked for 6–12 months. Stakers get RevDis as well.

Illuvium Labs takes a cut from all paid tournaments—just like poker platforms.

Landowners get a cut too.

quartz sentinel
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Good for people who want to farm some rewards now and that's about it. They will very likely increase rewards anyway as soon as they start marketing, doing it right now serves no actual purpose and closing out overworld just means they pay but make no money. Pay2play tournaments won't have a high enough player number to be meaningful.

upper escarp
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That's fair

teal ether
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I only agree with two points:
creating a limited supply of Illuvials;
and increasing rewards for the Arena (which I believe is already planned).

upper escarp
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Also, how long can the game stay afloat with a $10 ILV price. I'm not trying to pump my bags. I unstaked and sold a while ago. Genuinely worried

quartz sentinel
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there's no actual long term workaround besides making an amazing game, they could do a last hail marry for a short term pump but it's gonna do nothing long term.

faint bluff
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The current supply of illuvials is very low in my opinion, i haven't paid close attention to the rate the supply is increasing, but i don't feel it's fast. (maybe it spiked a bit when adr went live, but we are over 1m supply since 2024 if i rememeber right.)

If i do some quick math, the total supply is enough for roughly 6k players.
if i filter for listed t5 illuvials, there's enough supply for not even 200 players.
if i would filter more and look at specific illuvial-lines, i bet that number gets even lower.
So as soon as the game is in a better shape and there is actually onboarding happening, market gets swiped dry in a blink if there is no more supply.

Burn mechanics are for sure interesting to give the players the option to burn illuvials. (keep in mind tho, if there are no bad stat illuvials, there are no good stat illuvials) From what i know, team is looking into different options of burning mechanics.

Bonding curve already hit way too hard imo. you have capture chances of roughly 25% for a t5s2 illuvial.
Making them almost not catchable with the highest tier of shards. (maybe i'm just too nooby 😄 )

An inacrease for Arena rewards just makes sense when arena is actually ready to get advertised.
Current rewards are mostly to pay the playerbase we already had. (At least i haven't really seen many new faces)

In general i don't see why every Asset needs a high value while it can be minted.
It doesn't make much sense to me why one should be able to open a pack of cards and sell them for profits. (Would be a nice money glitch tho 😄 )
In all other card games i played, cards got value if you hold them over years or even decades. (or you just got lucky with something like a black lotus card)
I don't think it's healthy for the ecosystem to try to artificially increase the value. You basically just shrink your target audience up to a point where it's simply a whale game... and whales don't play if they don't have casuals they can obliterate with their wallet.

upper escarp
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@faint bluff
I probably put too much emphasis on price of illuvials. I just believe their value is in some way correlated to ILV token. But maybe they aren't at all.

That being said, are you thinking long-term the team will abandon the ILV token and we'll rely on outside funding..? If we went that route then it makes sense to not focus on token price at all and then I agree with you 100 percent

drowsy coral
# upper escarp There aren’t enough players to justify splitting attention between both Overworl...
  1. Overworld closing for a couple of months already negatively impacted the perception on all players, there are some that really enjoy the hunt even without rewards. Closing it will not only create discomfort but unnecessary FUD.

  2. I think that there is a conflict between drastically increasing Arena rewards and ILV price stability, I think the increase in rewards should be tied to the increase in revenue to make the rewards system sustainable in the long term.......we need to choose what works better for marketing purposes, more rewards or a professional and aggressive marketing campaign once Arena is ready for it.

On a side note, I've been tracking gaming coins and ILV is holding good in this 2 week up trend we've had (variation in MC)

faint bluff
# upper escarp <@483379436901761025> I probably put too much emphasis on price of illuvials. I...

i don't really think ILV token correlates with ingame assets.
The only connection i can see is handing out ILV-rewards for gameplay and that amount is imo insignificant.
Gaming token itself i feel are mostly connected to how a project present's it's buzz-numbers and how many of the big shillers pick it up to trigger a first pump and then see where it goes.

I don't think team will abandon ILV token, but who am I to judge this, i have no inside info at all 😄

maiden otter
marsh grotto
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We don't need less Illuvials we need more players. We don't have too many Illuvials if we get more people in, if we don't get more people in then it's a moot point anyway. If we actually think Illuvium will make it then those of us here now should be looking at this as a gift, a time when we can quietly collect what will one day be rare items. It's why I am making T5 S3 suits right now.

What I would really like to see happen is for things to just carry on as they are and then soon after MMO lite is introduced retire the first Illuvials. Bring out set 2 with the new affinities. We would then see our set 1 Illuvials go up in price and that increase in price would encourage both old and new players to spend again to get set 2.

maiden otter
quartz sentinel
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tbh there's a serious lack of illuvials for the arena pool with the way they currently do it, but they could easily solve that by just using 0 costs better, like making them 1-5 costs and rebalancing, doing the same with t2/t3 lynxes, or any other way to have them be in the pool as non 0 gold units

#

but at the same time leviathan arena is not really the reason to own illuvials actually, this is a few hundred players mode so the demand is gonna be laughable compared to a pve mode

marsh grotto