#How to make IZ suit skin blueprints rare, gamified, challenging and profitable to DAO and players.

1 messages · Page 1 of 1 (latest)

sleek saddle
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Hello guys!

Obviously there is a problem now that each illuvial has 18 suit skin blueprints to discover. This is too much artists work to do, 130 (number of illuvials in set 1) * 18 = 2340 skins just for set 1, it's unrealistic, especially having in mind that every skin should look gorgeous, AAA, unique, compelling for players to spend money for.
So my suggestion is: let's have only 1 skin for each illuvial, which can be applied to every suit design existing now and will appear in future. Each skin will be based on only 1 illuvial blueprint.
So, there is a question, how to make 1 blueprint based on current 18 for each illuvial. My suggestion is: let's call current blueprints shards, you need 18 of them to burn to create this 1 blueprint. Those 18 shards are created exactly the same way as they are now (being called blueprints), nothing to change here, you discover a shard and mint it. Then the fun begins:) Let's gamify creating this 1 blueprint from 18 shards. I suggest to make it like the puzzle here wwwDOThelpfulgamesDOTcom/subjects/brain-training/sliding-puzzleDOThtml, 4x5 fields variant (19 tiles). There will be an interface, a forge, you collect all 18 needed shard NFTs, pay a small fee to the DAO and start the process of gathering the puzzle, 1 tile is already there (it can be seen as a purchased blueprint key), cus we need 19 tiles for the puzzle. Every picture to solve can be a picture of the illuvial which the shards are based on, randomly generated with some background to make it unique and interesting every time. If you are stuck with the puzzle, you can pay a little to see the picture you are solving. If you can't solve the puzzle, you pay more and this connects the forge's AI which "solves" it for you, hehe🤑 .
So, this way, we fix the problems of too much art, burn existing blueprints, make blueprints rare, interesting and challenging to achieve (and pricey) and earn money for DAO on 3 levels (obligatory initial fee, optional picture and solve fees).

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This puzzle is just an example, it is simple to make and at the same time fun, good for brains and presents a challenge, which will make every skin blueprint NFT an achievement. Other similar puzzles can be added later for variety and fun.

sleek saddle
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As i get it, there will be 2 sources of skins, from MMO itself (and from other games as well, Beyound already delivers skins) as loot, and from IZ as a result of playing it by landowners and those who are willing to buy shards and create suit blueprints and then skins themselves. So i suppose the IZ source should have some unique features compared to loot to stand out, so i see this gamification and jumping through hoops to make every skin a positive thing, it's this unique way, of struggle and achievement. And it helps to make economy good for the IZ skins🤑

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Btw this could be implemented to weapons as well. Like in the Star Wars universe, where every jedi made their own lightsaber as a quest.🤔

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Ofc the IZ skins should look very cool, to outline the uniqueness and hard way every of them was created.

fleet vapor
sleek saddle
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As a landowner who specializes on blueprints i am very interested in a good mechanics for IZ blueprints, interesting, challenging and profitable 🙂

steady sand
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blue prints should also be burned after minting to prevent over supply which devalue most of the minted skins

sleek saddle
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def new skins should have better VFX, current ones are ok, but would not outline the value of new ones, how hard they are to get.

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for this ofc an artist or 2 should be hired to do those cool skins with stunning VFX, thats what my proposal #1429490529070088252 message is about, how to get money to hire those artists😉

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hey @twin herald , i noticed you reacted with 👀 . could you please comment what you mean by that, curious to know🤔

rugged pike
sleek saddle
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yeah, i suppose my proposal adds more details to this one👍

twin herald
# sleek saddle hey <@870790353614163978> , i noticed you reacted with 👀 . could you please com...

Hi Hamsta, sorry for the late reply, it’s been a busy day. I’ve been reading through the feedback on skins to see how we can come up with solutions that improve in-game skins without requiring too much dev time (which we’re short on right now).

I really like the idea of reusing the “mints” we get from scanners and labs to create special “Mystic” skins. Your idea of generating collectible components and turning it into a little mini-game is also great, though at first glance it might require more dev work than we can currently spare. Still, it’s worth figuring out the exact amount of effort it would take.

My initial thought was something a bit simpler, for example, players could earn gacha tickets from research buildings and use them to spin a seasonal gacha wheel that includes the “Mystic Skin” of the season. this could open up IZ to be more active through the seasons.

sleek saddle
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Also i think the core game mechanics should be though out and planned very thoroughly and they should take all needed resources.

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or we could have both systems in placeAtlas_Yeah

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grinding you create both components for the puzzle mint and tickets for a final gacha with some cool skinsTo_The_Moon

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a player gets both satisfaction of a hard earned reward and a thrill of rng.