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Summoning Cooldown Vote
BS
Bolon Soron
10 months ago
  • Option A. Increase Gen0 cooldown maximum to 14 days, reset Gen0 summons to 19 if currently exceeded, change base cooldown formula of Gen1+ to (24 + 8 * generation) * (summonCount + 1) hours, and have this cooldown applied upon initial generation of Hero (a freshly summoned gen5 Hero wouldn’t be able to summon for 64 hours, and its next summon would be available in 128 hours)

  • Option B. Increase Gen0 cooldown maximum to 7 days, reset Gen0 summons to 19 if currently exceeded, change base cooldown formula of Gen1+ to (24 + 8 * generation) * (summonCount + 1) hours, and have this cooldown applied upon initial generation of Hero (a freshly summoned gen5 Hero wouldn’t be able to summon for 64 hours, and its next summon would be available in 128 hours)

  • Option C. Do not change any cooldowns

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GK
Goerge K
10 months ago

Some thoughts about an actual gameplay outside of economics and token values:

A Hero is a central point of the game and designed in such a way that requires a meaningful individual attention to it:

  • Full equipment system (4 slots, each with quite complex stats, durability, enchantments)
  • Broad Stats systems (8 basic stats, ~15 combat secondary stats)
  • A personal unique pet (with its own functionalities)
  • A lot of class abilities, own Skill Tree, own leveling path (with stats selection, crystals)
  • Visages (that is designed to be bought and worn by one Hero)
  • Combat as a 3v3 encounters (Hunts; future PvP)
  • Questing as a group of 6 max

Current population/inflation of Heroes goes greatly against that, imagine owning 1000+ Heroes at once in terms of above points.
This inevitably makes a large portion of these Heroes into a meaningless passive asset.
I think we should go away from that, reducing the overall number of Heroes, and making owning of less than 100 Heroes to be a more meaningful and satisfying game experience.

Now in terms of times and cooldowns:

  • Plain and unlimited repeatable activities take cooldowns of 8, 12 hours (Quests) or ~24 hours (Hunts).
  • It takes MONTHS to level up a Hero from 1 to 10 by simple questing (out of 100 planned levels).
  • DFK is supposed to be a fully-fledged MMO RPG that is played for YEARS (Social aspects, daily/weekly activities, monthly/yearly updates and events).

And such an unique and limited event as “Summoning a new Hero” (That a Gen1+ Summoner Hero can make only a few times over their entire lifespan) taking only HOURS of cooldown does feel as out of place.
Overall I think we should support increasing these cooldowns.

But it’s also important to remember current role of Summoning as a some sort of gambling / gacha mechanic, if this activity will be greatly reduced there should be some replacement for that in the future.

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MM
Michael Machado
10 months ago

@Goerge K: BOOM!! THIS To BE HONEST!

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JT
Jasper T
10 months ago

Without any additional data or analysis it’s a tough call, but if we made a moderate change, i.e. Option B, it might serve us well in the near future and longer into the eventual DFK-boom. If things start getting out of control in some other respect, we can change things again? If nothing else it will be an excellent (invaluable?) data point on how this affects the entire ecosystem. Could we have a 6-moth change and then reassess at that point? If things went good, we’ll be happy and if they stink, we discuss the new direction.

One thing that scares me is that we have an amazing window of opportunity to do something. I hope that we can get a vote no matter how much action is happening in this thread. If one of the options is “no change” what’s the harm in a vote?

I asked Hubert directly below, but if there were any resources that would help navigate this discussion without pure guess work that would be outstanding. So if anyone has links to that, I am pretty sure it would be very appreciated. In particular I’m curious about what the predictions of hero counts look like moving into the future. Something indicating a confidence interval for number of hero vs time for each scenario.

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BS
Bolon Soron
10 months ago

@Jasper T: The vote will be happening, yes. And there is a “no change” option. I did pass on that comment to Hubert, so I imagine he will drop some stuff, but you can also refer to the Mythic Squad stream with Hubert, he talked a lot about it and showed some data
https://www.youtube.com/watch?v=QRy35vGxzKs

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JT
Jasper T
10 months ago

@Bolon Soron: Thank you, B!

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FP
Firey Phoenix
10 months ago

At first glace this proposal is appealing, and the initial thought is that it will slow the hero inflation and increase materials price. The more I’ve thought about it I think this will have an overall negative affect on the game and economy, at least shorter term. If this hero cool down is implemented summing volume will go down significantly. In turn power token and Gaia’s tears will go down in value. In game material value then does not have a chance of going up until crafting is here which is over a year away. So with tear prices down my guess would be questing will be net even or a losing game. (Expeditions would change this, but also lead to an increase in materials)

Also this proposal does not address perhaps the main cause of hero inflation which is the Jade and Crystal arbitrage. People summoning just for pennies of profit en mass.

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J
Juss
10 months ago

Some good points already shared and some I disagree with which is to be expected in a public forum. It’s good to see the community having a productive conversation here and I hope this post is constructive. For those that may not know I made a brief video dealing with the present incentive structure for summoning, lack of realm parity, and the predictable human behavior I believe has lead to hero inflation:

https://youtu.be/K6hrfjvSTkw?si=kKH8DN-NtbGLDSKh

My conclusion was simple but perhaps a bit understated:

  • increasing cooldowns is a good solution
  • dynamic summoning fees are a better solution
  • if the good solution is easy to implement and the better solution requires redirecting development resources away from PVP I am in favor of the former

In other words let’s not let perfect stand in the way of good. Dynamic summoning fees are not on the ballot and I don’t see a write-in option so all that really matters are the relative efficacy of the 3 options up for vote.

Will longer cooldowns fix the lack of demand for power tokens with reality-based garden rewards? No.
Fix the dislocation in an ever-increasing Crystal/Jade ratio? No.
Will a lower percentage of summons get immediately listed on the tavern for profit? No.
Is there any rational reason to believe keeping the status quo (option C) fixes any of the above either? No.

Will it even lead to an overall decrease in summoning or will profiteers move to later generations? Unclear. This is dependent on power token price more than summoning cooldown and there is no solution being discussed to incentivize people buying and holding them. Forcing later generation summons decreases profit margin and is an indirect method for increasing summoning costs so either way I see this as a positive change.

With that in mind and with some additional information regarding the transcendence feature I will be voting option B for the simple reason that I prefer it to the other two. I wish we had more information a year ago so we would be reaping the rewards of a change by now but alas it was a non-starter. Increasing cooldowns won’t have much (positive) immediate impact but the sooner we make the change the sooner the timer starts for decreasing hero inflation in the future.

Hopefully this lines up with transcendence, expeditions, and PVP releases to increase hero demand; vastly improving the overall health of the DFK economy at some point in the coming year. I don’t know that it will but I have ZERO confidence that trudging along with the same system for another year will lead to different results. If not for transcendence I would be voting option C but now I think it is overkill and the option B porridge is just right.

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C
CodeGreen
10 months ago

@Juss: Great points, lets eat some warm porridge tomorrow

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M
Marcookie
10 months ago

If you are solely a token holder and don’t own any DFK heroes or NFTs, I urge you to read or skim the pointers. Else, see TL;DR at the end.

Before we discuss some possible outcomes and opinions, I think it is very important to explain what hero summoning is, briefly:

  • Hero Summoning, is a feature in DFK wherein you can utilize two (2) DFK heroes and summon a new hero that can be used in-game. Summoning uses up three resources:
    • Remaining summons of the parent heroes
    • Gaia’s Tears
    • Power tokens
  • There are different hero rarities: Common, Uncommon, Rare, Legendary and Mythic
  • There are different hero class tiers: Basic, Advanced, Elite and Exalted

Now that we have gone over through what hero summoning is, let’s get into the different motivations and reasons why people do hero summoning:

  • Gunning to summon a Dreadknight: Dreadknight is the hero class that sits on the highest tier of hero classes (for now)
  • Summoning a better hero with good abilities: some people summon to obtain heroes with good ability and crafting combinations
  • Summoning a better hero for hunts: while others summon heroes with the hopes of obtaining a hero that will perform better in void hunts
  • Burning heroes in Dark Summoning: while some people with enough resources, burn heroes in hopes of utilizing the higher rarity chances and upgrading their current heroes

Given the different motivations and reasons on why people summon above, we will now proceed to some possible outcomes if a cooldown extension is implemented:

Less activity and power token usage throughout the game

  • Longer cooldown times will lead to less summoning activity, and lesser DAU. Web3 or crypto space in general is fast-paced, implementing a lengthly time-altering measure, not sure what would it convey.
    - In my opinion, we have to retain DAU or even find a way to increase DAU, this change would definitely, no doubt, decrease this exponentially. Lesser DAU, more chances are, there will be lesser activity in the game overall. We wanted users to stick and actively play as frequent as possible for maximum user conversion into spending more time onto other features of the game. User conversion retention is first and foremost.

Lesser heroes in circulation, the good and the bad

Hero circulation, will definitely be impacted. Some of the points that will be directly impacted are:
- Barrier of entry - although I won’t expect any significant hero price increase, it’s always a good thing to have a good barrier of entry for newcomers.
- Hero scarcity - if plans for Divine Essences will 100% be pushed, lots of heroes will be burned, and in turn, heroes would be scarce. This will either drive away the player base we have now, boost hero value up or drive away users getting onboarded. It’s a double-edged sword.

Less token circulation

  • If you are a power token holder ($CRYSTAL and $JADE), $JEWEL staker or hoarder of any other materials, this portion is what you need to pay attention to the most. The following areas and factors of the game will be impacted:
    • Stone crafting and usage - lesser summoning activity over a period of time will drive down stone usage, or boost stone usage. Once again, this is a double-edged sword, it can be either good or bad.
    • Power token ($CRYSTAL and $JADE) and Gaia’s Tear usage - Let’s admit that Summoning and Tavern volume are the primary token sinks that we have right now, since these aspects/features of the game are the token sinks that we definitely need. Extending the cooldown will drive down the activity on the tavern, summoning portal and dark summoner, which in turn, would lessen token usage all throughout the game.

TL;DR

Team has decided to start a vote on whether or not to increase hero summoning cooldowns. If cooldown extension is passed, DAU, user conversion and retention will significantly be impacted, resulting in significant token usage and volume reduction.

I have significant experience as a product architect and manager for software and games and have 7 years of exposure in crypto, and am currently offering my thoughts on this matter.

So far, these are the aspects that came into my mind and have simulated these outcomes as we decide to proceed with the cooldown extension. Will definitely add more once I come up with more success and failure scenarios.

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rd
raph defi
10 months ago

Some great points here. I agree with most everything @Scoopyy said (I also purchased many of the ridiculous heroes he is creating 😂). While I agree that our (devs vs players) short term motives might be different i think we all want a healthier hero and item ecosystem with reasonable prices like @CodeGreen is saying.

This is a complex topic with some crazy second and third order consequences that are almost impossible to predict since the game continues to evolve with new features. I’m keeping my approach to this simple. Hero inflation is a problem and some cooldown is better. I’m not convinced yet that we need crazy amounts of cooldown, but I’d rather summon in a world with 14days of gen0 cooldown versus the current state.

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C
CodeGreen
10 months ago

Something that might not be obvious just reading the options is that Option A and Option B have exactly the same result for the first 4 months after either one passes. This is because it takes about 4 months of a Gen0 summoning to get to a max cooldown of 7 days when starting at the reset point of 3 days. Something to keep in mind if deciding between those two.

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AM
Andy Mul
10 months ago

Option A is really crucial to get hero population under control by reducing hero inflation. Less hero inflation means less item and mats inflation, which will slowly increase the values of dfk assets again. To hopefully get us back to early 2022 values. Otherwise, if option C is selected, the hero inflation will keep spiraling out of control until everything goes down to 0.

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C
CodeGreen
10 months ago

@Andy Mul: While I agree with you, and also support some increase to cooldown, I would caution people to manage their expectations of what this will actually do. Prices of game items in early 2022 were completely irrational and I think people will be really disappointed hoping they would ever go back to that.

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AM
Andy Mul
10 months ago

@MellowGreenGiant: 14 days cooldown, coupled with the new Divine Essence burn mechanic will have a strong potential to bring us back to early 2022 number. Irrational as those numbers might have been, hero supply shock can bring us back there or at least close to it. Less supply and stable demand always result in price going up.

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S
Scoopyy
10 months ago

@Andy Mul: No. It’s a lot more nuanced than that. Hero values are directly correlated with power token value. While an increase in Gen0 cooldown will considerably slow the growth rate of heroes, it won’t necessarily lead to an increase in their value. Less summoning will lead to less power token usage and I suspect that if this is passed, we will see a gradual depreciation of power token value. We use power tokens to summon heroes, so if power token value depreciate so do the value of the NFTs.

The motives of the devs and players for this change are not aligned. The devs want to slow hero growth rate for different reasons than the players. Players only care about hero inflation because the value of our assets continue to depreciate. Devs don’t care about the value of our assets. They worry about hero inflation for gameplay related reasons. This is why they have presented us with this change; an inferior solution. It’s fast, easy to implement and solves their problem all while making it seem that it will help with hero value which appeases the less informed.

The best solution is of course to increase summoning cost. They won’t do this because it requires too much work. Summoning costs should not be static. They should vary to constantly satisfy whatever internal economic conditions the devs want to see. I am someone that exploits economic inefficiencies for a living in a variety of different fields and this is the type of stuff I love and breathe everyday. I’ve also exploited such inefficiencies in this game for fun. In my opinion this is an inferior solution to the issue at hand.

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C
CodeGreen
10 months ago

@Andy Mul: I guess we will have to agree to disagree. To be clear, the reason why I think what I do is not because I think hero population won’t be affected, I think it will, but that’s also why the Divine Essence burn mechanic does not matter for materials either. I think that questing materials value and hero population are largely uncoupled at this point. The amount of materials coming in is more a function of how many people choose to quest and the associated gas costs to do it. Those two components are the biggest factors, and cost of a floor hero is another one, but less so.

On top of that, I think it would be a bad thing if materials were back at early 2022 prices. At that time, 1 gold was half a cent USD. That means if I want to use a health vial in combat while playing the game, it costs me $2.50. I would never the play the game again, I’d just sell everything until it was cheap enough to play again.

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MM
Michael Machado
10 months ago

@Scoopyy:

Yeah you right, but it’s a first step, second step is the divine essence, I would agree that a 3 step would make things perfect, the idea of increase/decrease summoning costs based on enconomy is nice.

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AM
Andy Mul
10 months ago

@CodeGreen: I see where you’re coming from, but I think there are a few points worth considering. First, while it’s true that the value of questing materials and the hero population may seem somewhat decoupled right now, the Divine Essence burn mechanic can still have a significant impact over time. As the hero population decreases due to this mechanic, we could see fewer heroes participating in quests. This reduction in questing could naturally limit the supply of materials, which might, in turn, influence their value.

Regarding the impact of gas costs and the decision to quest, I agree that these are major factors. However, as heroes become scarcer, the dynamics might shift, making the available heroes more valuable and possibly encouraging more efficient use of resources. The interplay between hero population and materials value might not be as direct now, but it could become more apparent as the market adapts to these changes.

On the point about material prices from early 2022, I understand the concern about costs becoming prohibitive for gameplay. However, high prices for materials aren’t inherently bad; they can signify a robust in-game economy where players can potentially earn significant rewards for their efforts. If materials were to reach high values again, it could incentivize more strategic play and resource management, which could enhance the depth and longevity of the game. Balance is key, of course, but higher prices don’t necessarily have to mean a worse experience – they could mean a more rewarding one.

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AM
Andy Mul
10 months ago

@Michael Machado: I do agree that the 3rd step is quite interesting and can further boost the changes made by the first 2 steps. Hopefully the team consider another vote for increasing/decreasing summoning cost dynamically.

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HC
Hubert Cumberdale
10 months ago

@Scoopyy: Without jumping into this discussion too much, I just want to note that increasing summoning cost was a topic that we discussed in our Tokenomics committee. The fact that some form of summoning cost change is not being put up for a vote now is not because of some “it requires too much work” reason. It was more a factor of us seeing less favorable reactions to that idea from community members and from some on our team. While we did not include any cost change options in the votes this round, if we see a significant number of requests for changes on that front then we could potentially put forth a proposal in the future.

With that said, some proposals about how price adjustments could work would probably fit in the categories of either “a lot of work” or “too much work”, but not all. Dynamic price changes in particular require a good amount of consideration since we’d need to answer questions like, is the pricing dynamic per generation, is it globally dynamic, and/or do we need to build some sort of cross-chain behavior (this last one is particularly involved), etc. When the Tokenomics committee discussed the possibility of proposing price changes, we were looking at a simpler approach of just proposing a flat multiplier to the power token costs, which is about the same level of difficulty to implement as the summoning cooldown changes proposed (not particularly difficult). Even with that approach, there were enough concerns brought up for us to decide it wouldn’t be worth proposing at this time.

I think it is great to see such lively discussions on this cooldown topic. We brought it up as a possibility to begin with due to community concerns about Hero inflation, Hero value, and gas costs. We would not have even made this a topic if those concerns were not raised, regardless of any sentiment I or others on the team might have about the system’s impact to gameplay. If the community decides to keep the system as is, then we will respect that, and it will probably become very difficult for the topic to come up seriously again in the future. Likewise, if we hear enough feedback that a summoning price change proposal would be desired, we will look into doing that. In the end, we want to build a sustainable system that our players enjoy engaging with, and sometimes for us to do that we need to hear from you.

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JT
Jasper T
10 months ago

@Hubert Cumberdale: Howdy! I was wondering if there were any breakdowns/predictions of how things would look with and without this enacted? Confidence cones of potential hero population into the future or some such thing. Or really anything you would think would be helpful in thinking about this clearly - stuff that helped you derive the formula.

Thank you for your time here and everywhere else!

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HC
Hubert Cumberdale
10 months ago

@Jasper T: Hi Jasper! Sure, I have a couple things I can share, but I will have to provide some caveats for them.

First is a sheet that shows the results over a 365 day model where all Heroes generated from a pair of Gen0s, and the Gen0s themselves, are summoning as quickly as possible. There is a column near the end at the right that shows how many Heroes would exist if ALL Gen0s and their offspring were summoning in this fashion. This analysis provides a look into what is maximally possible, but it DOES NOT AT ALL resemble what is happening today. As I’ve said in the various places where this has been discussed, I used this to provide a sense of what the summoning cooldown changes could provide, with the expectation that the correlation between this analysis and how it would actually impact our real world Hero inflation is probably in the 30-50% range. Not all gen0s summon at the maximum pace, and not all offspring are used to summon, especially those in the higher generations. However, I still think the analysis is useful to understand how much of an impact these changes could have, especially in times of very high demand. I think, also, that longer cooldowns could encourage more summoning with higher generation Heroes or doing more dark summoning which has no cooldowns, and both cases have positive impacts (power token usage per summon and Hero burn, respectively). So with that, here is the sheet with that analysis:

https://docs.google.com/spreadsheets/d/1Vhdyh-AUDUxNbKO_poYbN4MAA1GMztpWXjw8KvBgn5U/edit?usp=sharing

Second is a sheet which might give a picture of the current state of gen0 summoning. It is an incomplete list of the current summon counts of gen0s (after any resets). It shows that more than 2/3rds of them (there are about 3000 gen0s currently) have reached the current cooldown cap point (18 summons), and over 700 have summoned over 100 times since their last reset (if they got reset anyway). In here is also a table which shows the number of hours to go from 0 summons to any number under the different max cooldown cap options (including no cap for reference).

https://docs.google.com/spreadsheets/d/1BlJePwNl55nTbYuLHjxcS-OBFFecEswYUCxB-sJT8YY/edit?usp=sharing

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JT
Jasper T
10 months ago

@Hubert Cumberdale: This is great! Thank you so much.

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