Hi all,
I would like to introduce the concept of Land Rarity Farming, it’s goals, and some of key decisions that need to be discussed by the community. In short, I think this would incentivize building and engagement in the gotchiverse and serve as a massive alchemica sink in a DAO-run circle-of-win.
Here is my initial vision which will need significant feedback and iteration:
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Uses 25% of the DAO alchemica collected from crafting for round 1, percent to be adjusted in further rounds
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Automated to pay out at the end of every 3-month round
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Land Rarity Score (LRS) will take into account Installation + installation levels, decorations, and the VRF roll of the parcel with a 70-15-15 payout respectively (open for debate of course!)
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My initial modeling grants 1 LRS for every 10,000 FUD equivalents spent on crafting - VRF roll value is determined as the total amount of alchemica in the parcel when first surveyed measured in FUD equivalents
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Payouts would be designed in a long-tail to capture and reward the top 1/3 of parcels with a similar top skew to the current structure of RF - There won’t be a specific “engagement score” as that can be relatively safely inferred by simply having high level installations which need engagement. Kinship has been fraught with botting and I don’t see the value in trying to create a new engagement metric which will likely be botted
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The DAO would commission the tools to keep track of the leaderboard and perform the payout; It would be nice to somehow integrate that data to the main webpage too
Overarching Goals of LRF:
Incentivize and further gamify crafting and alchemica expense
Create competition at the top to engage whales and incentivize spending Incorporate decorations into gameplay
Give a defined floor value to decorations, tiles, and golden altars
Predictably incentivize engagement and spending
Give utility to DAO portion of crafting alchemica collected
Reduce overhead work from PC by being fully DAO run
Give increased value to unsurveyed parcels which may be a high LRS superproducer
Add further value to rare, super-producer parcels
Incentivize farming and building on high LRS parcels to climb the leaderboard
Big questions:
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Do we create separate leaderboards for humbles, reasonables and spacious? How do we split up the percentage of rewards to those three groups?
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Is 25% of all alchemica re-entering the economy too much after round 1 which will have high emissions and a TON of building?
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Is a 70-15-15 split appropriate? Does that meet the goals as defined above - Can we find the technical expertise to build the leaderboard, accurately capture the LRS (land rarity score) and distribute earnings?
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What are the details of decorations? How many can be equipped? Are there slots? What does distribution look like?
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Can we set a stage for a different meta every round that allows for a fresh experience and iteration?
Thanks all! Looking forward to the many ideas and feedback. If you are a data scientist or technically inclined, please reach out if you’re willing to help build the leaderboard and distribution infrastructure.
Dr Wagmi