Rarity Farming may provide some Bullish counter-influence, especially as the rewards distribution becomes firm and distributed. Event based releases have been mentioned in this thread and Season 1 is a model example of an event we could design a release schedule around.
I’m wondering whether we want new wearables tweaking the meta throughout the 8 weeks of Rarity Farming.
For example, some drop, likely small scale, at the conclusion of each two week round would help to keep everyone on their toes. This seems more interesting to me than a static wearables environment from beginning to end of the entire first season.
Keeping in mind that Season 1 runs from April 20-June 15… How many new wearables for season 1 would be too many? And could this be part of a monthly release schedule as @coderdan alluded to above?
Agree with the appeal of making things more dynamic and unexpected during the season, however more and more item issuance is not the necessary or only answer. On the flip side of keeping things interesting, there is a need to keep rarity farming motivating. As implied in the name, if you are engaging in rarity farming, you are actively seeking rare, irreplacebeable assets to gain a relatively upper hand in the race. Let’s not underestimate the community’s ability to keep things interesting in an open market of rare items. However, these core users might be scared away if they feel that “rarity farming” really stands for a whale competition on who can afford to spend the most on items on a regular basis, and where it is really difficult to ever recover funds from having to upgrade your wearables aggressively and endlessly. That would be more of a dapper labs business model which I’m not sure our community is very keen on.
What I like about a rarity curve concept is that early supporters and adopters who recognize the potential rarity and value of current wearables will be rewarded. A parasol for instance should become coveted and valuable wearable over time, not an ever cheaper meme because better options will always be available in the future.
Badges have been proposed plenty of times in different scenarios. This is a healthier way to make things dynamic during a season. For example: Whoever has sacrificed the most gotchis that week holds the “eater of souls” badge , and whoever holds said badge at snapshot for rarity farming, gets a slight BRS bonus.
Get supply to be able to fully equip each summoned gotchi
Fix the ratio (mint anything but hand wearables)
Keep on creating new wearables
We don’t need to be strict about exact ratios but would be nice to converge to this by creating less head, body, face wearables.
From the current supply of 50k, it would lead to 75k at step 1 if 10k gotchis are summoned, or more likely around 64k wearables if 7k gotchis. 14k wearables could be (randomly selected and) droped in the maall by batches of 160 every 18 hours for 8 weeks during szn1. That would create some interesting dynamic as suggested by Jesse, and would leave everyone a chance - especially the most active players.
For step 2 and further, it is hard to project too far wrt haunt 2 discussions. The ratio system seems interesting.
Badges have so much utility. Very true. So new wearables mid season is by no means the only way to mix it up. Still think it can be one of the most direct though, assuming it fits in an agreeable ratio or cap.
But still… hard to get a sense of what sort of ratio would have the widest support here. For instance how do you guys feel about this statement:
There should be enough wearables so as every Haunt 1 Aavegotchi can equip each slot with at least a Common wearable.
They’re technically still powered wearables. so beyond 1 common item, 1-3X unpowered items as well.
Unpowered items can become very valuable for aesthetic/lore/collectible reasons too.
This creates dynamism and opportunity at the lower rungs of pricing. Opportunity to profit by means other than by winning RF.
Regular, periodic raffles would be a good idea, like quarterly raffles, 4 a year.
Maybe then keep promotional drops around certain raffle events or haunts. We could make a goal of multiple collaborations a year as well to boost a little marketing campaign. All it takes is the right crowd to help this go mainstream.
Strongly agree all gotchis should be fully slotted at a minimum. We could have wearable ratio something similar to gotchi trait rarity distribution. ie. 50% gotchis in existence clothed by common wearables. 30% by uncommon, 16% rare, 4% mythical, 0.1% godlike or something along those lines
How so? We ultimately influence the atmosphere. Just because there would be more items introduced doesn’t mean they will always be available. Already there are huge implications to a new Haunt/More Gotchi Summonings. Item rarity will always increase with further adoption. And I don’t know about you, but I see this project as something that will become very successful. I have a lot of hope for the future.
I’ve mentioned this before amongst groups complaining about what they see as a high supply of wearable items. To create a deflationary atmosphere we can propose to implement a system that does just that.
i.e., Maybe a system that incentivizes the burning of items in pursuit of rarer items.
Like if one were to scrap 5-10 common items they could have the chance to receive a Rare item or higher.
What if scrapping items earned you XP, Kinship, or maybe even badges or potions or frens, etc…
Imagine how rare some items would get when over 60-80% of their supply has been burned.
We could model the item supply after the Gotchi supply. Deflation can easily be implemented further.
As far as the model it would have to be x wearables for x summoned gotchi.
I think the idea of distributing cosmetics and designer wearables that may be crafted by burning is a neat way to bring in collaborations and give fresh blood to the system. The idea of getting some cool looking items that might potentially(perhaps traits could be a mystery, or have a randomness factor) and gain value would be fun. Collecting Open Edition items between say 5-50 ghst in an allotted time frame might be a nice distribution model.
I think so too. It could create a pretty rich environment.
Not only would it incentivize the burners, but it would also incentivize the holders.
If 990 Fireballs get burned, the 10 that are left would become extremely valuable.
Strongly agree! There should be enough wearables to fully equip every summoned gotchi. Also, since it’s possible that some gotchis are sacrificed, thus reducing supply, I think burning wearables should be possible as well. I’ve suggested scrapping/crafting several wearables into a higher rarity one, but I see other ideas here that I also like (the XP one, for example). Also, maybe a bit early, but another way to create value for wearables would be some kind of benefit to completing whole sets. Like, access to special missions, badges, or whatever cool stuff we might come up with.