Soulkeep: Pay more, not less! A counter suggestion to staking.

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(Edited)

I'm not sure how many people who commented &/or voted in clayboyn's current Soulkeep poll tuned in for his last DAO hall AMA with Double Coconut. In that AMA, DC outlined a longer term vision for Soulkeep that could potentially be of significant benefit to Splinterlands. I strongly feel adding staking requirements to Soulkeep's tournament system will severely hamper the growth potential for both Soulkeep and by extension Splinterlands as well.

DC said they plan on releasing a mobile phone app non-crypto version of the game. They have the tools to be able to expand the maps, creatures and the leagues out further past the current 10. Those of us playing it atm are effectively beta testing the game if we are honest here. There are still bugs and issues being worked out. That said the game is fun and very well could be a hugely popular mobile game. Some percentage of these players will decide to take the plunge into crypto and come try their hand at making a little something in the Soulkeep Tournaments we currently play.

Every player Soulkeep adds helps out the SPL ecosystem. Soulkeep cards are bought/sold/rented in DEC. Tickets cost DEC. Soul Boxes cost DEC. More players buying/selling/renting/playing directly = more DEC being bought/spent/burnt. I'd argue that Soulkeep not having stake requirements could possibly equate to more players who are new to the crypto sphere jumping over to try out Splinterlands. Soulkeep pays out SPS rewards that are staked already just like Splinterlands. Since their staked SPS is utilized in Splinterlands, some of these new players will then be drawn over there to check it out and start growing their assets there.

Soulkeep's current anti-inflation system is to burn 50% of their in game sales and the other 50% goes to DC. For this system to work though the game needs thousands if not hundreds of thousands of players not the less than 250 we currently have. However with enough players this could end up being a lot of DEC.

In order to attract more players and make the game more rewarding to all who play I'd like to flesh out an idea costanza had in clayboyn's thread. To flatten out the payments a bit more and possibly even boost replays I think we should add 2 new categories to the current system. Currently in each league the top 10 players all get rewards. If there are 20+ players per league the top 50% get something and if there are 40+ players the top 25% get something. It can be demoralizing for players to constantly not get any rewards at all if they are not a top player. Even a little reward for lesser achievements can be encouraging. Constanza suggested players all share a portion of that league's reward poll for completing the first map. I'd like to take that a step further and suggest breaking it down for both maps as 2 additional payout categories.

5% of each league's reward pool is split between everyone who completes the first map.
15% of each league's reward pool is split between everyone who completes the 2nd map.
80% of each league's reward pool is payed out based off overall score as is currently setup for players 1-10, top 25% and top 50%. We do want to drive tournament score replays so the bulk of the league's reward pool should still go to the tournament winners. The specific percentages for completing the maps can be adjusted if needed. The ticket costs might need to be adjusted a bit if the replay costs are now to much compared to the diminished ranking rewards.

I think the above system could lead to more replays which cost tickets and therefore DEC. I personally mostly only bothered to play more than just the 1 free time when actively trying to farm maps with a lot of a needed mob type when I was close to advancing leagues. I'd be more inclined to try again on maps with rules like tower freezer or where I just play poorly if I knew I could make at least a little something if I can just beat the maps.

Would these changes interest any of you not currently playing to come join us?

If you are currently a top scoring player for your league does the above seem fair at all?

While proofreading the above and almost ready to hit Publish, I had an additional idea which may or may not be of interest...
What if instead of burning half DC's sales, the DAO partnered with them and took the burn 50%? So 50% to DC & 50% to the DAO. The DAO could vote to burn it...or maybe vote to pay it towards a Splinterland's expansion or development costs or whatever. The more popular Soulkeep becomes the more money the DAO stands to make.

Thoughts on both ideas?

Edit: Admittedly this doesn't do anything on the issue of huge multi-accounting farms. Stake requirements will not stop them, they will just swamp the lower leagues where their distributed SPS makes the most. Nothing short of strict per player account limits(of however many is deemed fair) is going to change things for real.



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The idea of forcing staking requirements is a bit more dynamic imo. I think you're correct they'd likely still multi-account in the lower leagues, but the idea in my mind would be something like: Top x% of rewards/leagues are gated by SPS staking requirements.

I could probably work with DC to figure out some numbers, similar to how I did it for the DAO Sponsored Splinterlands tournaments. I'd think if we did something like gating 75 or 80% of the rewards beyond SPS staking and then had the other 20-25% spread out over several leagues for new players to come in and get something, maybe it could work?

At this point I'm personally just kind of stuck in a situation where I have SPS stakeholders that don't play SK pissed off, players that do play SK pissed off and both groups want something different. This doesn't take into account the fact that DC has already implemented DEC burns that we asked for and said they'd consider adding the staking requirements on that DAOn Hall.

I don't know how this is going to play out, but I feel like I've tried my hardest to find some kind of amicable solution, but some people aren't going to be happy without it being 100% black and white issue where it's all or nothing.

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Thanks for trying to work on this issue clay. I fear you are right and someone is going to be upset regardless of what is done.

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Looks like 1 player entered Level 10 which pretty much halved the rewards for everyone else. Something really needs to change about the way rewards are distributed to make it more attractive and fun for the average player.

Also the entire setup where part of the revenue from sales / tickets / boxes is used as rewards has shown not to be scalable. Once there are enough bag holders (cards) their weight becomes so big that it drags down everything else and shutting them out one way or another like Splinterlands where they are dumped in Wild makes asset prices crash and gives no incentive for new players to come it. What games should do is put earnings aside in some kind of investment fund where the yield makes up for the rewards and assets prices are somewhat backed by the investments. For Splinterlands it's too late to do this but for Soulkeep it's still early. Than again, how big can a game like this realistically grow.

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As part of writing this post yesterday I had written down the amount of SPS each league was allotted. Now that someone unlocked league 10 that pulled almost 1k out of each other league. The percentage lost per league varies. League 1 lost the most at 75% of the rewards it had to share the day before.

Honestly though I don't think the reward spread is that horrible. Here is the final SPS split per league...
L1- 338.06
L2- 672.95
L3- 1011.01
L4- 1778.74
L5- 2189.46
L6- 2802.39
L7- 3658.59
L8- 4795.97
L9- 6258.77
L10- 8084.9

You could shave a bit off L10 maybe to distribute more, but every league needs to have more to pay than the league below or there is no point climbing leagues.

I agree the within each league rewards could still use tweaking to be more attractive which is what I was hoping for with the per map completed reward sharing.

Nothing is going to change the optics on this though except growth. There are so few people at the top levels atm that it makes things look overly top heavy. If we had 50+ players in each league and no 1 single person was winning everything it wouldn't seem so unfair. I do expect people to start seeing what that 1 top player is making now and start complaining even more though.

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