@signal oracle ```I really like the Deathmatch concept overall. The stakes, the spectacle, the permadeath angle, all of that is interesting and different.
But stepping back and looking at this through player behaviour and gambling psychology, I think there’s one big risk worth calling out.
Right now Deathmatch is clearly optimized for high revenue per match, not high participation or high frequency. That’s not wrong, but it has consequences.
When entry fees are high, rake is high, and permadeath is real, most players naturally do one of two things:
- They either play very cautiously and very rarely
- Or they decide it’s a whale game and opt out entirely
That’s just normal human behaviour. People don’t mind losing. They mind losing too fast and feeling like they never had a chance to recover.
In gambling products, casinos don’t make money by crushing players quickly. They make money by keeping players alive long enough to form habits, learn, and feel like they can bounce back. Frequency beats extraction almost every time.
What I’m worried about with the current structure is that:
- People burn through bankrolls too quickly
- Illuvials feel "too previous" to risk learning
- Participation drops to a small, high spend group (if we're lucky)
- Volume never really materializes
That’s bad for player experience and bad for long term DAO revenue.
My suggestion isn’t to change Deathmatch itself, but to reframe where it sits.
Instead of Deathmatch being the main loop, I think it should be the apex.
Under it, we should have cheaper, faster, lower friction loops that let players:
- Play often
- Lose safely
- Learn the systems
- Build confidence
- Gradually move up into higher stakes
Think of it like this:
- A daily or cheap mode that feels safe and repeatable
- A mid tier mode where most volume happens
- Then Deathmatch as the big, high stakes, high drama mode
Psychologically, that works way better.
Players are much more willing to risk assets and money after thery've:
- Played a bunch
- Had some wins
- Learned what's going on
- Feel emotionally invested
If we start them at the deep end, most people just won't jump in.
The outcome of the layered approach is pretty clear:
- More matches played
- More illuvials burned over time
- Longer player lifetimes
- Better sentiment
- Ultimately, more total revenue flowing to the DAO
High stakes modes work best when they’re something players aspire to, not something they feel forced into or priced out of.
Right now Deathmatch feels like a premium casino floor.
That’s fine, but casinos only work because there’s a busy floor underneath it feeding players upward.
I think keeping Deathmatch as the apex, while lowering friction and cost below it, gets us the best of both worlds:
- Whales still whale
- Casuals don't churn
- Ecosystem stays alive long term
Just my take, but I think this shift would massively improve both UX and the economic outcomes we’re all aiming for.```