Definition of the problem:
There are two user camps in the community: Those who want a lot more Gotchis, and those who are worried that more Gotchis would lead to Gotchi inflation and devalue their Gotchi assets. Both camps have valid arguments. Yet, more Gotchis will be inevitable for two reasons. Firstly, Haunts are a great source of income, both for Pixelcraft and Rarity Farming. Keeping Pixelcraft well fed, ensures that they can expand, which, in turn, means that we get more features, faster. Secondly, many more Gotchis are needed to make Aavegotchis mainstream, which is one of the goals of the roadmap.
Here I propose a novel feature that would incentivize users to sacrifice Gotchis and hence increase deflation to partially balance the inflationary component of new Haunts.
Proposed instrument to combat problem:
Anyone should be able to sacrifice two (or three) Gotchis to resurrect one dead Gotchi.
Signal proposal:
https://snapshot.org/#/aavegotchi.eth/proposal/QmZBHP6NDZ394H3HLnGjc85eGuUmkwxFpkeqhWZ714DH38
How would this incentivize people to sacrifice their Gotchis?
I propose three means by which to incentivise people to use this mechanic.
-
Anyone can resurrect ANY dead Gotchi. So there are already multiple incentives here: One might want the ID of a dead Gotchi, because that ID might be special to that user. Or a new users who bought several Haunt 2 Gotchis might want a Gotchi with a Haunt 1 ID but is not willing to pay 500+ GHST on the Bazaar for it.
-
Badges! Obviously a resurrected Gotchi would receive a âResurrectedâ badge. And if you add a tier system to this badge, it would heavily incentivize people to sacrifice their Gotchis. For example, if you resurrect a Gotchi by sacrificing two (or three) Gotchis that both already have a âResurrectedâ badge, the resurrected Gotchi would get the next higher tier resurrected badge. The second tier could e.g. be called âUndyingâ. And if you sacrifice Gotchis that both already have the undying badge, the resurrected Gotchi would receive the tier 3 badge. Maybe called âImmortalâ. To put a limit on this, one could stop there and make it so that Gotchis with an Immortal badge can not be sacrificed anymore. But that is just a thought.
-
Since the new Gotchi would get new random stats (no Zombie mode, no fancy restrictions, just the regular randomizer like with portals), one might want to sacrifice two or three low BRS Gotchis for a chance to get better random stats.
How would resurrecting dead Gotchis decrease Gotchi supply?
Since it will require at least two Gotchis to resurrect one dead Gotchi, you would increase the number of dead Gotchis, each time, this mechanic is used.
Regarding the stats of the resurrected Gotchi:
Kinship should be 50.
Experience should be the sum of the two (or three) sacrificed Gotchis EXP.
BRS should be randomized (like an unopened portal that only contains one Gotchi)
How many Gotchis (two, three or even four) would need to be sacrificed to resurrect a dead Gotchi would be up to Pixelcraft or a snapshot proposal. Similarly, it is up for discussion, how many tiers the resurrection badge should have, and if the highest tier badge should prevent the Gotchi from being able to be sacrificed. Those were just some ideas I thought would make sense.
What I personally like about this idea is that the feature-infrastructure for most of this is already in place. Randomized BRS, badges, sacrificing. So it shouldnât be too much work to implement this. That is why I donât think that resurrected Gotchis should be Zombies or have their stats limited or be anti-heroes or a different type of Gotchi. That would just make it difficult to implement and hence take forever (if it gets implemented at all). Lets keep it simple and straightforward. To make sure this systems doesnât get exploited to get better stats (i.e. to decrease the effect of sampling bias) it will already require two or more Gotchis to be sacrificed. This should be enough to balance this imo.