#Illuvium Zero Vision Concept

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keen stump
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Posting on behalf of @fossil kayak . Views are his own

Personal concepts for Illuvium Zero; drafts for discussion, not final rules. All elements (numbers, mechanics, visuals) can be adjusted. Goal: deepen IZ integration so it’s a full, integral part of Illuvium. Respect early land investors, while ensuring that even Tier 1 owners can play nearly free. IZ growth should strengthen the whole ecosystem and the role of land ownership. Reward issue: players burn fuel; only ~5% of Euterium spent by the community in a given cycle is redistributed to landowners based on burned fuel—often too little for one Overworld Stage I run. We need solutions that tie land more tightly to the Illuvium economy.

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Vision 1 — Time-Limited Fuel for Every Landowner.
Problem: outside Top 50 or with negligible shares, players (esp. small Tier 1 owners) get no meaningful rewards.
Proposal: time-limited fuel from burning, distributed to all landowners; claimable only from the immediately previous cycle and it degrades at the start of the next cycle; Overworld-only, no autodrones.
Minimum benefit: even a single-plot Tier 1 owner gets enough for 1 Overworld Stage 1 run/week, free, but only if the plot is advanced: mine at max level, ≥15 fuel converters at max level, and everything at maximum efficiency.
Based on resources extracted from the mine and passively gathered from converters, the resources burned over the whole week from a single Tier 1 plot grant the owner 1 Overworld Stage 1 run.
Effects: land always yields tangible value. Small players are included. Land gains significance for minor landlords.
ATTENTION: introducing time-limited fuel means removing all bonuses when claiming normal fuel. Time-limited fuel is claimable only from the previous cycle and degrades at the start of the next cycle (cannot be claimed later).

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Vision 2 — Expanded Leaderboard & Rewards.
The current leaderboard and reward pool are severely undervalued compared to other Illuvium games. Currently, only Top 50 share 100 ILV per week.
Goal: expand to Top 100 and raise the weekly pool to 200 ILV.
Benefits: a larger reward pool and far better distribution; a real chance for more landowners, including smaller owners; stronger competition on the leaderboard among current landlords; more rank ranges.
Final thought: consider alternating weekly scoring rules—Week A based on resources gathered; Week B based on discoveries on your plots (biodata, blueprints, facts). Points depend on the Illuvial tier × stage of each new discovery (e.g., Tier 3, Stage 3 blueprint = 3 × 3 = 9. This rotation would naturally shift the set of top players every other week and introduce an element of randomness, so occasionally someone reaches the leaderboard thanks to good luck. Additionally, this increases the rationale for regular land trading and, over time, new land purchases by current and future players, because the leaderboard becomes an integral part of gameplay—pushing Illuvium Zero to the next level.

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Module 1 — Plot Development Filters at Purchase
Problem: buyers can currently filter only basic attributes.
Proposal: add filters for mine level, Nexus level, and converter levels; include info fields for deposit levels, research building levels, and total biodata collected.
Impact: buyers immediately see a plot’s true development state—no more buying “blind”; sellers can price more accurately; liquidity and regular land trading increase; greater price dispersion emerges between well-developed plots and those in early development.

I invite you to share feedback and constructive criticism. Thank you for reading.

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@fossil kayak I have posted the thread here for you Atlas_Love

copper kraken
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I think it's not just about increasing the ILV — the main problem is that people who own land can’t really earn anything if they have only a few plots. There definitely should be some kind of reward just for playing, and a battle pass should absolutely be implemented.

fossil kayak
# copper kraken I think it's not just about increasing the ILV — the main problem is that people...

That's why I encourage you to read everything. Below are two visions, and then two images illustrating the possible changes. Time-limited fuel should allow every lanlord to play for free, of course, within the scale of their land holdings—a significant income only for the elite in the top 100. Besides, when I started my adventure with Illuvium four years ago, I always believed that a one-time purchase and subsequent land development would grant me free play without additional fees. The concept of time-limited fuel exclusively for OW, distributed on a much larger scale than the normal fuel obtained so far, will solve the problem and will not significantly impact the supply of Illuvials.

copper kraken
# fossil kayak That's why I encourage you to read everything. Below are two visions, and then t...

You forget the stability of the game's income; you shouldn't forget that when thinking about any change. Rather than giving away fuel, it seems more reasonable to me to obtain those bonuses if you have a game pass. Passes are great because you can calculate the distribution based on the income from passes and still make a profit. Passes are common in games that are quite aggressive with free-to-play. And regarding the small amount of fuel that a tier 1 generates per week, it makes sense since the game is not generating any other income from it than the first time it was purchased. The ideal way to make a game continuous over time is for the player to keep investing in the game. A land owner could buy a pass that gives them bonuses, thus making it more inclusive because at this point it is strictly pay-to-win. And if you want your island to generate free races, then you buy a TH4. If you want to finish in the top 50, you simply buy many finished islands from Sergio (an expert builder in this scenario). With a pass, free-to-play or pass-to-play can improve adoptability by orders of magnitude, and yes, I think there is a very strong mistake when we think about the owner who only has one or two TH1s. There should at least be a possibility of a prize roulette, and that is where a pass works wonders in every sense.

fossil kayak
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Module/Upgrade Passive Converter Auto-Collect

Problem:
Converters passively generate resources but stop when full. Cross-parcel collecting is click-heavy. The Activity tab doesn’t support mass collection of passive converter yields.

Proposal:
Enable collection only for resources passively generated by converters on owned lands:

At capacity, passive converter yields are auto-deposited to storage, or

Add a “Collect All” that gathers only passive converter yields with one click.

Overflow:
If storage is full, excess passive converter resources are auto-burned (or blocked with a warning — design choice).

Why it helps:

Prevents stalls and waste of passive converter production.

Reduces repetitive clicks for multi-parcel owners.

Saves time players can invest in other Illuvium titles.

Additional option:
A separate “Collect & Convert All” button that in one action:

collects all resources (from mines, active conversions, and passive converters), then

restarts conversions using last presets,
with a confirmation and a brief cost/limit summary. (Independent from the passive-only auto-collect.)

Optional:
Auto-deposit of passive converter yields or “Collect & Convert All” could be a Premium benefit.
See my separate post on Premium account philosophy.
https://discord.com/channels/760344898200666112/1413432223020875888

I’m attaching a screenshot to help visualize this upgrade.
As always, I invite everyone to share opinions and constructive criticism.

copper kraken
# fossil kayak Module/Upgrade Passive Converter Auto-Collect Problem: Converters passively gen...

Of everything you said, what stands out to me is the pay to fast given through a monthly pass for auto-collecting — a great idea if you're a premium player, because getting closer to pay to fast moves us a bit away from pay to win, and free-to-play players don’t feel so left behind. It’s a great idea. About save in storage automatic is a bad idea, people need to play a little at least

lucid marten
# fossil kayak Module/Upgrade Passive Converter Auto-Collect Problem: Converters passively gen...

The ultimate solution on the path you propose is "Let's automate the game, you press a button, an algo builds and collects everything automatically for you so that you could spend time in other games". So basically the final destination here is who bought more lands automatically gets more rewards from the system - pay-to-win. What is the point of a game if it is fully automated? Also this clicking helps to avoid concentration of too much lands in one hands, cus you need to spend time to play. So i am against any automation, let's do something manually.

lucid marten
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If you don't like 5% - just don't play, nobody makes you.

lucid marten
lucid marten
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Verdict: shallow and shortsighted proposal, there are some good conceptual ideas (one actually, that small landowners should be motivated), but concrete steps to implement are flawed. Also too hard to implement. Better solutions can be found here #1429490529070088252 message

lucid marten
fossil kayak
# lucid marten Verdict: shallow and shortsighted proposal, there are some good conceptual ideas...

I read in the Illuvium Zero section how people are ranking you there.
Basically, you're against anything that doesn't guarantee you a reward in the Illuvium Zero League.
If I'm wrong and I've offended you, I apologize, but that's how I understand the comments of the people arguing with you, and it's probably true.
Besides, I can't understand how you manage to say that with 21 plots you can't break into the top 50. I did it with 7xT-2, and I really would need less, but I don't have time for the monotonous clicking of 3 times a day. Today I still have 3xT-1, and maybe I'll try to break into the top 20 someday, but it doesn't matter because the current ranking allows me to no longer spend my hard-earned money on fuel.
It's a shame you're so shallow about my ideas for Illuvium Zero. I think they're spot on, and I hope they'll find more supporters. Oh, and most importantly, I'll point out that I'm in the top 50 and have a chance of even making the top 20. Unlike you, I suggest introducing scoring rules that will likely exclude me from the top 50 once every two weeks. If you read it carefully, you'd understand it's similar to what you're proposing, only with specific solutions. You're only advocating for changing the rules to your advantage or removing the rankings if you can't get anything. That's true, I'm sorry, but that's how I and other people feel about you. I hope the decision-makers in this project will also notice this and won't want to change anything for just one person just so you can finally get something. I apologize again, but I appreciate honesty.

lucid marten
# fossil kayak I read in the Illuvium Zero section how people are ranking you there. Basically,...

I have developed only 14 plots for blueprint generation, they don't have enough converters to put me in the fuel leaderboard's top 50. Other 7 i didn't develop yet, they are empty. I will start them soon i suppose as fuel generators if nothing changes with the leaderboard. Regarding me wanting to be on the top of the leaderboard and get rewards, what is wrong with that? You want it for yourself as well, why shouldn't i?. I just think that rewarding IZ landowners is excessive, the money could be spent elsewhere to create value for the project. But if nobody wants it, then let's make the reward system better. Firstly, it should reward those who chose to discover and generate blueprint no less than fuel generators, cus these are 2 integral and equal parts of the game, fuel and blueprints, why reward only one, its unfair. I have 14 fully developed land dedicated to blueprints, i spent a lot of time and effort on them, and if fuel generators with 14 land are eligible for rewards, i should also be eligible. Secondly, rewards are presumably for motivation to start buying lands, not to reward those who already have a lot of them. So the reward should work as a proportional lottery, so that even a person with 1 landplot already had a chance to be rewarded, and had a motivation to buy second land etc, to have better chances for a reward. As it is done now, there is no motivation to start buying, cuz you will never reach top 50 (if you are not a whale), and 1 land produces too little fuel, so why bother at all. So lottery system would attract more players, i suppose, which then could start playing other games, spending in them, which is good for the system.

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I suppose people argue with me because they are in the top of leaderboard and they have self-interest to stay there, get the reward and change nothing. That is understandable, people a selfish. But i am for better long-term success of the ecosystem, on the first place, i don't see any value in rewarding even more those who already extract a lot of value.

fossil kayak
# lucid marten I suppose people argue with me because they are in the top of leaderboard and th...

You're finally starting to make sense. Note that my assumptions regarding time-limited fuel would reward even people with a single T1 plot with enough fuel to travel to stage 1 in Illuvium once a week.
Furthermore, I'm also in favor of rebuilding the LB, and I'm not just talking about expanding it to the top 100. You probably didn't read my reward system. It would reward those who invested in fuel every two weeks and those who, like you, invested in research every other week.
Furthermore, those who researched even with a single T1 plot would have a chance to randomly receive research for Illuvial T4/5 and accumulate enough points in a week to enter the rankings.
I truly support your idea of ​​continuing to develop this project and rewarding even the smallest investors/players. I just have a slightly different approach.

My hybrid approach, let's call it, assumes that the largest landlords will still receive a lot to use in the game, while smaller landlords will also climb the rankings thanks to research every two weeks, and sometimes even the smallest ones will just be lucky.
Besides, even someone with a single plot developed to the maximum level, as I mentioned in my ideas, will receive short-term fuel to use in the Overlord, which will motivate people to buy more plots.

Subsequently, selling a new 20,000 plots as the game develops will make sense and bring fresh capital into Illuvium, but I anticipate this will only make sense in about 3-4 years during the next boom.

In summary, we have different opinions on some aspects of the long-term approach, but I believe we share a common goal.

Thank you for reading my ideas and expressing your opinion; it's very much needed.

Remember, it's not only the creators who create a game, but also the community and people like us who not only criticize and complain but also share their thoughts.

Good luck, but hopefully not in convincing the Team to completely abandon LB IZ, I will always be against that.

Thank you for your Opinions in my posts.
Don't give up, let's make Illuvium games better.

best regards!

runic terrace
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Selling 20000 plots with no demand would kill all land prices

copper kraken