
With the prices of Jewel and Crystal being low for so long the market is now over flooded with Heroes.
Can Devs do Something? Joking Aside…
Suggestions/Ideas/Thoughts:
Increase Cooldowns on summons?
Have the Summoning Portal NPC come and go like the stone carver, or have sometime or days the portal is not active?
As the Total Hero count Climbs require more specific materials on top of the token cost?
Have a chance the summon fails and you get a bloater sandwich a piece of cake or something…
Perhaps lore can speak to a more detailed purpose on summoning and help give us a solution?
Have future raffles on CV include a RARE item/scroll that allows you to summon anytime for x amount of uses
-This should be formalized into a Proposal and presented to the community as a Governance vote Asap
V/R
Bless
Activity
bump

Constructive Criticism
The more I watch Tavern Sales the more I see that the majority is Quantity over Quality.
I can’t blame people for trying to get the best ROI possible.
I just wish it didnt devolve into bot pool party’s so quickly.
More Botting, More Pools, More Summons, More Heroes = More Tx = High Gas Fees = Congestion = Stagnant Game
Hopefully DFK will turn itself around soon. /Pray
–Hope we can get some Eyes on Utility that brings back the real meaning behind the concept “Play to Earn”
---- Put a high stress on Hero Lvl and what that means for starters,
“Rome wasn’t built in a day”…“I know but this is 2022 and Rome didn’t have the Internet and its now the Italian Republic”

I honestly don’t think Dark Summoning will be enough to curb the Hero Dilution Issue.
I feel more measures will need to be in place.
Increasing the Gas on Chain is a bad idea also, We want to keep transactions affordable and low and consistent. This is the kind of Tokenomics change that is detrimental to a project such as this.
Multi Queue Questing is an impactful help here to an extent (in relation to Gas and Chain Stability -Existing bots may not update software to use this feature though)
https://talk.defikingdoms.com/contribute/general-feedback/e/38835/#comment-1342
Tokenomics isn’t only about the block chain functionality but also the in-game economy functionality.
That should set the tone for player acquisition and meaningful token adjustments less directly but in a more efficient way.
Eyes on Utility and QOL updates of course help, looking forward to seeing more frontend Hybrid implementations by KS.
Hope to see some community votes in the coming weeks.
V/R
Bless

@Frisky Fox
@Bolon Soron
Appreciated the feedback from the team on today’s AMA. The Tech feedback was especially more profound and well spoken upon. I believe utility is the key, watching and collecting data as the game concepts are added will benefit the economy greatly.
Well done Kingdom Studios.
Please keep the implementations coming and continue to increase and improve efficiency among the team and community.
“One step at a time”
“A wise Man makes a plan”
Penalising a core utility of the heroes you are trying boost is definetely a bad idea. Incentivising a deflationary system (burning) is a way better approach. Heroes have always had a very comparible and for the most part much much better return over just gardens, with just a little strategy and work added in. Floor heroes have been near mint price for most of this year. jewel values have stayed pretty stable for 6+ months now. I don;t think there is an actual issue here tbh.
Heroes should be MORE affordable (not less). If players are suppose to enjoy the game more by having a wide variety of different types of heroes, then owning 30+ should be fairly easy to achieve. If even floor heroes are $7 each, that’s still quite a bit of money for many people across the globe. Play2Earn / crypto games doesn’t have to mean all the main game pieces are dozens or hundreds of dollars each, right?

@Larry Bingham:
you want these heroes to be more affordable so you can do what with them?
these are digital assets… they should eventually become more valuable not less.
Entry level is 1, they will remain affordable, as for heroes that are leveled should increase in value with wise content and gameplay implementations.
Not tapering summoning or having efficient burn mechanics will result in over a million Heroes with the decline of value in heroes to continue to drop and drop. LP’s may just become pump and dump again, leaving no reason to hold in-game assets without those meaningful implementations.
@Bless DFK:
“More affordable to do what with them?” – to buy more, of course. When I started DFK I think I spent about $200-$400 on my first and ONLY hero for quite a while. I (and many others) can hardly afford to even get started playing at those prices. Since the prices have come down and now I can afford more than 30, as well as seeing the fun games emerge like DFK Fight Club. It is becoming obvious that to really have more fun in the game, will require quite a few more (variety / team) of heroes more than just 1-5 of them.
If we (as a community) really want a larger number of people to get hyped up on the game and see the FUN of it… and spend many hours a day playing (and spending / gas etc) then I think we want them to have a decent sized “army” of heroes. That won’t happen if mis-aligned floor heroes have “become more valuable over time” as you say, and Jewel or Crystal or KPT etc is hovering around $10, and due to summoning costs, those floor heroes are 320 Crystal ($320 USD each).
Yes, I’d LOVE for my digital assets in hero value to go up over time as well… as I level them up, advance their skills, etc I’m all for a little fun burn mechanics as well, but when you think about 500,000 players eventually coming to DFK and having at least 50 heroes each is when the game really becomes more fun, then that’s a huge amount of total heroes circulating. – Having $2-$5 floor, entry level heroes and $100+ jacked up heroes sounds fine to me, but I’m not sure our game NEEDS to have $10,000 heroes. I’d rather have 100 heroes worth $100 each, rather than 1at $10k. PLAYING the game would be a lot more compelling and keep me more engaged for longer.
IMHO

@Larry Bingham:
I think at some point the Direction of DFK will become more clear.
Will it require massive amounts of heroes to play the game successfully?
Will the game move slowly towards focusing on your favorite or more powerful Heroe(s) to advance through the ranks?
I do not believe owning 100’s of heroes will be beneficial for this community in the long run. There are already diminishing returns on quest times. I hope they increase those types of implementations and make wallet specifics lvls/ranks similar to the DFK duel structure. (this will solve rapid hero wallet swapping to take advantage of in-game mechanics)
Instead KS should focus on new in-game implementations of RPG content with meaningful utility. If done correctly players giving the game screen time will benefit which is the point of Play to earn.
Once hero traveling drops completing quests or killing mobs will provide more eyes on game-play. Perhaps eventually have the user capable of using multiple Heroes in a turn based Scenario.
At the end of the day having 100s of Heroes can give you materials for crafting. However, what is the right amount to hold?
That’s up to you and where you feel the project is headed.
Do you want 100 common basic heroes or 3 legendry’s and 2 mythic with a balanced class composition?
Do you want 5-12 Heroes for Each Gathering Profession and 2-3 Combat Proficient Heroes?
The choice is yours.
FYI my first Hero was a common Foraging Warrior with Garbage Stat Alignment for over 700$.
DCA’d to top, DCA’d to bottom. Still here, player acquisition matters but this is intended to be more than just a game.
Gamefi in Progress
Just add utility to the heroes. Bring tournament rewards back, fix stamina potion crafting on DFK chain (some ingredients won’t be available once SD is phased out), add PVP, etc.
It’s really that simple. Hero utility is king.
Changing any other variable in the summoning system won’t bring value and will backfire.

@Tiago Franco:
I agree with you, the game needs Utility and actual game content.
However there needs to be short term and long term implementations for holding the Hero Market to some kind of standard.
If life gives you lemons… sure we can make lemonade… but if we keep adding water to the lemonade it starts to lose its flavor.
Burn mechanics would be great.
I have several ideas for helping the economy but at the end of the day Kingdom Studio has to implement what they feel is best.
Maybe we won’t see 500k Heroes before EOY without some added “utility”.