 |
Proposition from Hybrid and Baronar
PBP Rework
Value:
Increase playerbase
Something everyone can do with low budget
Replace the need of Axie Bounty Board
Quest System:
Quest can only be done in matches that require units. Arcade will not complete quest
All units quest will appear even if player dont have the units. This will push people to buy hold all type of units to complete PBP
There need to be quests like merging, expedition, crafting, consume consumables for sustainable economy
Doing quest with mystic unit work on all the bottom tier quests as well, except quest that require burn like merging, expedition, crafting, consumption (encourage mystic units holding for easier questing)
PBP Tier System
T1 require mystic units to complete quest. Reward 75% amount of wf based on PBP cost
T2 require legendary units to complete quest. Reward 25% amount of wf based on PBP cost
T3 require epic units to complete quest. Reward 25% amount of wf based on PBP cost
T4 require rare units to complete quest. Reward 25% amount of wf based on PBP cost
T5 require uncommon units to complete quest. Reward 25% amount of wf based on PBP cost
T6 require common units to complete quest. Reward 25% amount of wf based on PBP cost
Notes
Total pbp inflation = 200%. But its not actually 200% because they are required to spend to do some quests. This require alot of math if you are up to the job, or just some rough calculation
If people use mystic units, they get 200%. If people use legendary units, they only get 125%. This incentivize people to keep playing, merging, doing expedition, and cosuming consumables
We slowly drop this total wf return from PBP overtime after we get alot of players. And based on inflation data (units, wf, players)
If we dont get players with 200% return, we ramp it up for early marketing purpose.
PBP cost should be balanced with its price so the return is worth it for people to do task
|