In-Game Alchemica Sink Suggestions

This idea does sound cool, I just wonder how many people will go for it if it’s purely aesthetic.

When I see the word launchpad I immediately think crypto project launchpad.
Maybe setting off these fireworks could act as spawn points for future project tokens launched through the gotchiverse! Firework level could determine the radius of distribution.

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Great ideas. Obviously it very much depends on technical side, what are we able to achieve with fireworks.

I think people would spend their alchemica on FUN stuff, and would be launching those fireworks.

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So, obviously, firework color is tied to eye color?

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Bottomless Dungeon Crawler

An idea for an alchemica sink which would be really fun and likely not too terribly difficult to implement (once battle mechanics are sorted) would be an instanced rng dungeon crawler.

It would cost xxx alchemica to enter with your team.

It’s a separate instance, meaning only your team enters and there would be very little lag.

It would have infinite depth and yield more alchemica to players they deeper they go.

Ideally, the majority of teams lose alchemica as they do not make it deep enough to break even.

The dungeon would be rng with different pve enemies. (Think like the dungeon in Stardew Valley)

The idea came from another NFT game being built. Seen here.

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I thought this was actually the premise of the gotchiverse, outside of the farming part :stuck_out_tongue:

Have I been hallucinating this whole time, or isn’t this already the plan?

We don’t really know. Pve is supposed to be part of the game. But the pay to enter dungeon crawler to my knowledge hasn’t been discussed

I think we know this much…

  1. there are dungeons that are instanced
  2. these are limited time dungeons
  3. It’s most likely after we get Grid access, Aarena, and Lickquidators, so probably round 3 or later.

I could see a proto dungeon made first, where it’s the catacombs beneath the AArena, though. It might be a great placeholder for the full blown dungeons that move the story forward. Catacombs are by far the easiest thing to autogenerate, and it would be easy to price it properly, so the loot inside is RNGed and the cost of entry is balanced to net a 90% return rate on average, and the loot is on a curve, so you usually don’t make a profit, but sometimes you get something cool.so it’s a sink that pays out sometimes, but really, its for fun. This mechanic would also make it not bottable, as bots would lose money over time, and players would do it just because its fun, and not crushing their bag, if they don’t high roll it.

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Plus we could have community/guild made dungeons right? We could potentially have some cool story missions this way…

Gotchi traits could have different affects too!

I’m confused if we’re talking about a dungeon crawler minigame or an in-game gotchiverse dungeon or both?

I believe there are a few ideas floating around about this. PVP ideas have an easy Alchemica to spell mechanism. This is a good way to have pvp skills introduced, like there should be a fireball spell version for FUD/FOMO/ALPHA/KEK, each could do different status effects or their damage could according to their value where KEK would be the most powerful. It’s obvious Alchemica was meant for building, while GLTR was meant to be used to increase quality of utility. So some people talk about map hopping and paying in Alchemica, but that’s a utility, you should pay with GLTR instead.

Again I’ll reiterate that the biggest use for Alchemica is building, so maybe there needs to be more buildings that do different functions to garner interest. Those functions may be boosted using GLTR. This is at least my approach to this topic.

Like Alchemica and GLTR in general, they have predefined functions for their use. To make them more valuable, we just need to create more scenarios for those functions. I look closely at the minigame side of the game, however I recognize a lot of unintegrated functions, everything needs to somehow be accessed by the Gotchiverse.

So someone may want to have buildings you can enter, or be able to make an arcade cabinet, and if you designed the game, that’s what you put in the cabinet. The reason this may be more preferable to going to the mini games page is I’m anticipating a day where there’s too many games to show, and have to be listed. Ultimate exposure would be having a dev place arcade cabinets on their land, a slave version of the game could be played for GLTR, and someone could even purchase the game.

Also what I mean by adding utility is more functions for ease of players. Rich players will pay in GLTR to map hop, poor players will walk, hopefully they will become rich and stake their GLTR as eventually many people will utilize their GLTR every time a new utility is added. Their could be in game items to empower players with abilities that bots have to take power away from bots. You could let bots do their thing and use a webcrawler to view map information at a large radius, or you could also have an available compass-like item that shows you the nearest Alchemica so they will indirectly compete with bots without knowing it.

So now you have two people with the ability to “cheat” as it’s considered right now, now there’s sales revenue for compasses, and it creates a competition between players w/ compasses vs. bots. This will drive down bot revenue. Players are more than likely to HODL, or rather hold more than a bot whose player probably sells immediately and moves the money for obscurity. GLTR could be used to boost the radius. Upgrade with Alchemica, expedite upgrade with GLTR.

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I also have the same expectation. The essence of roguelike games is probability and choice, which is very suitable for smart contracts

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Another great idea for alchemica sinks is to run a shop like this one

They basically leverage their talent to raffle off all sorts of things.
They also have loot boxes which have a chance to win NFTs, access passes etc. they all have obtained from leveraging their community.
I personally feel this is a great idea and could soak up a ton of resources.

We could have tiered loot “portals” containing chances to win different wearables/portals/gotchis etc (all bought on secondary).
We could also have loot portals with chances to win FAKE gotchis, etc. all of it.

With Squishiverse, all loot boxes win and the lowest prize is something like 25% of the token spent.

There’s lots of innovation in the space and Squishi’s marketplace imo has quite a few ideas we could capitalise on.

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This blog update gives an idea to the effectiveness of loot boxes

I do hope we see some nice alchemica sinks being implemented soon!

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Could you expand on this a bit? The way I understand it, GHST would be spent to purchase the assets off secondary, and then in return the seller would Alchemica, or the Alchemica would be burned when spent.

Is that how you’d envision it?

I’ve been thinking about it and I think it makes the most sense to do lootboxes based off theme rather than rarity.
So as an example: The DAO buys 2k GHST worth of weapons off the secondary with a few lengedaries as the top prize.
The loot box costs ~5 GHST worth of alchemica (or something like 2k FUD)
Players can buy the box (or in our case, portals) and play
The portals are odds based rather than max-quantity.
So, the funds received can buy new items to feed into the box pool.
The win-ratio needs to be low enough where this is a profitable mechanism.
Some of the alch would be sold to buy new items the remainder would be burned

Ideally the loot box has a pretty negative EV so a 2k prize pool could bring in 12-20k GHST of alch.

but…players like to gamble and so they’re tempted to play with their farming yields
I would test the waters with the most popular assets first like portals/weapons.

If you wanted fixed odds, you could always have a reserve of items that would cycle into the mix as soon as one is won.
I don’t know the intricacies of the mechanism, but that’s how I envision it’d work

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Great idea for an alch sink in general, but not happy about rugging our community with significantly negative EV of looting. Firstly, it goes against web3 ideals. Secondly, better to find a way to equalize loot boxes close to 0 EV. We must think of the way we can do it.
Rough ideas with no research:

  1. It can be handled with help of sponsors like it was done in pooltogeter. Extra prizes on top of deposits are generated on the interest earned on deposited funds.
  2. Sponsors and partners can top up the budget. They can leverage their NFTs, communities, awareness by adding assets to pool. Read it like an advertisement.
  3. Rare items/gifts inside loot boxes.

How is it rugging the community? It’s buying up low priced assets and giving players an opportunity to gamble a little bit. Perhaps a 2k - 20k GHST is too extreme of negative EV. But the overall idea is to take tokens out of circulation. It benefits everyone.

I don’t think it goes against web3 ideals. Nobody is forcing the community to participate and the loot boxes aren’t meant to be a charitable cause where you’re almost certainly guaranteed to win something of equal value.

Now, leveraging the network of aavegotchi would be amazing. If we could accumulate some 0.1 - 1 eth NFTs, that’d make for a mighty nice loot box to roll on!

I like the idea, but limiting this initiative to a 2k GHST prizepool sounds a bit lowball to me, especially considering the development & audit costs. And it’s kind of rugging the mythical & godlike owners from that DAO floor sweep, while sweeping that dream of a very big loot.

If we were to imagine a set of each rarities with these quantities: 1 godlike - 10 mythical - 30 legendary - 60 rare - 100 uncommon - 200 common, it would cost the DAO about 60k GHST at current floor. A committee could OTC most of it i guess, maybe even at a discount.

The drawback of adding rarer items is that loot boxes would become very unlucky: one chance out of 30 tickets to win something if we sell tickets at 5 GHST per ticket without any markup. Against 1 chance out of 9 if we were to limit to legendary items. Maybe we could give 0.1XP if you lose? Something minor but still better than nothing.

There’s so many ways to build it. I only suggest 2k ghst as it was a very lowkey way to test it. But you’re right! A bigger prize pool would be great :smiley:

I think rather than rarity based boxes it’d be more fun to do themed ones. Ie: a weapons loot box which contains rarities Common - Mythical (maybe GL??) one challenge with the high-tiered rarities in the boxes is what happens if one of the first players draws the rare prize? We would have to inject more money into the prize pool or let the loot box die

Thinking about what a player would actually want…some ideas might work nicely like this:

Common - Legendary: Negative stats. 2000 FUD
Common - Mythical: Negative stats. 8000 FUD (guaranteed winner!)
Common - Legendary: Positive stats 1000 FOMO
Common - Mythical: Positive stats 4000 FOMO (guaranteed winner!)
Starter box: Only commons/uncommons but a much higher win rate 500 alpha
Those prices are just examples
Losing boxes will still reward you with some amount of alchemica. 100 - 1000 random alchemica. I would hesitate to cross-pollinate with things like XP and I reckon we would have people game the system and then try to figure out if it’s worth buying XP for leaderboards

The idea would be to have a negative EV to help soak up some alchemica.

Please consider include a self-exclusion mechanism for this if it ever gets implemented. I would hate to see people get hurt over this.

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We have already seen that vanity items are not the answer to stabilizing alchemica prices. Pixelcraft has released tons of great decorations, tiles, done contests, and all we see is a tiny little bump in the prices then the race to the bottom continues.

I believe that the alchemica sink NEEDS to come in the combat release or we’re sunk. Here are a few armchair ideas ive had over the past few weeks.

  • Consumable 1 time use items that can be brought in to the combat zone for an advantage (buffs, traps, walls, turrets, debuffs, item enchantments, etc)

  • Give weapons and armor durability that needs to be repaired. (I really dont like this idea, all the games that have it just feels like a super cheap way to add velocity to the currency)

-Special scrolls (spells) that can be looted in the combat zone but cost alchemica to activate and be used.

Also, just as a side note I see alot of talks in threads about not burning alchemica and just transferring it to the DAO… guys thats not an alchemica sink thats just putting it aside for it to recirculate at a later time. Burning requires new money to come in to replace it, which is what will stabilize the price