Reward Boosting Draft Proposal - Splinterlands
Proposal: Adding a Boosting Feature in Splinterlands
Spend more Energy to multiply SPS rewards. Play Splinterlands on your own time!
I will fund this proposal myself.
1. Introduction
What is Boosting?
Boosting is a proposed feature that will let players spend extra Energy to increase their rewards in a match. It helps casual players get more rewards without playing too many games and gives dedicated players a way to maximize their earnings.
How It Works
Boost Multiplier: The game calculates Rshares (which determine SPS rewards) as usual. Then, a boost multiplier (like x2, x3, or x50) is applied to increase rewards. The SPS payout is based on the boosted total.
2. How Boosting Works
Boost Levels
Energy and Rewards
- Choosing a boost (e.g., x2) costs twice as much Energy but also doubles the Rshares.
- You can choose any amount to boost. If you use 50 energy, you will get 50x more SPS rewards.
- The multiplier applies to both SPS and Glint rewards.
Risk and Reward
- If you lose a boosted match, you lose more Energy. This prevents players from using it too often without thinking carefully. If you just play one game, you could lose all of your energy in one game.
Example Flows
Example 1: Small Boost
- A player selects a x2 boost, using 2 Energy.
- Let's say base SPS reward of base Rshares is 10.
- The final SPS reward is 10 × 2 = 20 SPS.
- They would need to play 25 games to drain their energy from the maximum (50 Energy).
Example 2: High Energy Boost
- A player selects a x50 boost, using 50 Energy.
- Let's say base SPS reward of base Rshares is 10.
- The final SPS reward is 10 × 50 = 500 SPS.
- They would need to play a single game to drain their energy from the maximum (50 Energy).
3. Potential Challenges and Solutions
- Players might rent powerful cards for a few boosted matches.
- This could raise demand for high-level cards, which is good for card owners.
- All rentals will be seasonal, so impact should be monitored.
- Boosting limits (like a max multiplier) could be added if necessary.
4. Keeping Boosting Balanced
Step-by-Step Testing
- Start with smaller boosts (like x2, x3, x4) to see how they affect the game.
- Adjust Energy costs and limits based on real game data.
5. This Change Will...
Encourage Different Ways to Play
- Casual Players: Earn more SPS without playing for hours.
- Competitive Players: Decide when to boost for the best SPS rewards at higher rating.
Make Matches More Exciting
- Higher stakes make matches more fun.
- You know that rush you get when you play survival? Imagine that in Ranked Modern and Wild.
Make Playing Splinterlands Less Time-Consuming
- "I spend 3 hours a day to drain my energy for the day. With this change, you could play 15-30 minutes per day to use up your energy."
- Of course, if you do want to play 4 hours a day, you still can, and you'll earn more rewards by getting a higher rating that way!
6. Implementation
Development
- Add the Rshare multiplier system and Energy cost adjustments.
- Add a text box next to the BATTLE button to change Energy.
- It would literally take 20 minutes to code in. I’ll even send them the code.
Testing and Launch
- Test boosting on QA server.
- Monitor results, see whether maximum energy is necessary to prevent exploits.
- Fully launch the feature.
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Great idea!
Thank you! I'm really excited for how this will change the way we play Splinterlands.
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Hello,
I was the guy in discord that originally bounced this idea with you.
I think the way you have it layed out is perfect! People will complain (possibly) about how this would affect leaderboards, but, ultimately, it's player choice whether to boost or not, so if they choose to do it, they choose to possibly lose leaderboard placement.
One issue I saw brought up in discord was that this would wreck match liquidity, which is definitely a possibility, so maybe we could do the below:
We could also stretch this the other way, to enable people to play MORE. We could do this either by doubling energy gains, or adding a 0.5x boost (so people could play twice as many games as they do now!)
I see this as a benefit to new players who are excited and want to play more, and possibly as an additional outlet for creators, whether that be streaming or youtube, etc. It should also fix match liquidity to a certain degree (assuming people utilize this portion of the feature).
Of course, stretching it the other way, would absolutely wreck leaderboards and the 0.5 or the 100 energy people would dominate (for one season at least), so I can see how this would be a bigger issue, but allowing players to play more, is good, as long is it's not exploitable.
I think it should be fine as is; people who want to play more can play 50 games and buy energy with Glint/DEC to increase their rating, which will increase their SPS rewards (assuming they have at least 50% win rate).
If match liquidity becomes an issue, we can propose a solution later. One change at a time :)
I don't mind this idea personally, but there's definitely things that have to be figured out to make sure it's not exploitable. The risk/reward has to be equal as well, not just energy/sps earnings but also rating. Like if you used a 10x boost and you lose a match you need to drop 200 rating points. Ultimately I think it's something that would be cool and I'd probably vote for it, but I'll also tell you that anything requiring dev resources from the team is probably months out. They're already stretched extremely thin. I haven't even been able to get on-site poll integration on the table yet.
I think this needs to be tested with/without rating boost and maximum boost in QA. It needs to be built, then tested with a testing group with actual rewards, who are all trying to exploit it.
I agree with you that rating risk/reward makes sense, and there's not much room for exploitation in that regard if we remove win streak bonus when boosting.
I want this feature so badly that I don't mind working for SPL for free, so we get there faster lol. Not sure if they have the resources to train and onboard a amateur programmer though. Totally understand the resource limitations though.
Thank you for taking the time to check out the idea. When you say things that have to be figured out, which aspects are you thinking of?