SPS DAO Proposal: Splinter Royale SPS Rewards

in Splinterlands9 months ago (edited)

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The Splinter Royale community would like to propose allocating 150,000 SPS per month for 12 months to a rewards pool for players within the Splinter Royale game.

We expect that the net benefits to the SPS DAO and asset holders will be bigger than the added SPS rewards.

Specifically, the Splinter Royale game, which is already live & playable under splinterroyale.com, aims to provide value to the SPS ecosystem in the following ways:

  • New Game Mode within the SPS/Splinterlands ecosystem. Available in the Browser, on Desktop & Mobile, to reach new players and help to broaden the player base.

  • Requires staked SPS to earn rewards. Thus an increased need for staked SPS.

  • Splinter Royale products are purchasable with SPS and DEC.

  • We are currently working on EVM smart contracts for the Hero cards that are planned to go live with pack opening. Which means, we're targeting EVM chains, thus broadening the playerbase even more. These contracts could technically also be used in the future to bring Splinterlands to EVM.

  • We are also looking into ways to provide sinks & use-cases for more Splinterlands/SPS assets, such as cards, land and burned DEC (BDEC) and are open for co-operations between Splinter Royale and Splinterlands/Soulkeep for burn-events, etc. We did not include any such events yet, because Splinterlands & Soulkeep both have their own roadmaps & time constraints and we didn't want to put more work on their plate.

In the draft proposal, the SPS would come from the pool that was initially reserved for the Splinterlands team, similar to the Soulkeep game. However, since the Binance exchange listing proposal passed and thus temporarily locked up the funds for a year, we're proposing that the 150,000 SPS per months comes from the pool of SPS that has opened up after cutting the liquidity provider fees across multiple recently passed proposals.(DEC:USD, SPS:WETH, DEC:DAI, SPS:BNB, SPS:VOUCHER - in total over 700k SPS per month).

Why 1.8M SPS over 1 year?

With 150k SPS per month, we are well below battle rewards of other games within the SPS ecosystem, as well as other SPS reward pools (https://sps.splinterlands.com/rewards). Below is a table to showcase the difference between battle rewards. Please, note that this does not include the reduction of 1% per month over 65 months.

GameGameplayYearly SPS Rewards
SplinterlandsModern & Wild Ranked21,600,000 (21.6M)
SoulkeepPack rewards12,000,000 (12M)
Splinter RoyaleRanked1,800,000 (1.8M)

Technical Details

The reward distribution will work similarly to how ranked battles in Splinterlands are rewarded. Approximately 0.171 SPS will be added to the reward pool every 3 seconds (one Hive block), which amounts to 150,000 SPS tokens per month. (Note: It is TBD whether the SPS rewards would be subject to the 1% reduction per month)

Every eligible Splinter Royale battle will award the player a certain number of reward shares based on a number of factors, including if they won in duel mode or how many wins they've achieved in battle royale, what hero card they used in the game, and how much boosted SPS they got (stakedSPS + delegatedSPS * 2). The amount of reward shares earned by the player for that battle will be compared to the total amount of reward shares earned from all battles over a given time period (i.e. 24h, 7d, etc.). And then the smaller value of the reward share, the maximum share of the pool and the maximum SPS rewards will be taken.

For a detailed view of how we designed the reward share algorithm thus far, please refer to the whitepaper: https://whitepaper.splinterroyale.com/rewards/overview

Additionally, since we want to make sure that human players are fighting each other, we are planning to include an idle mode as alternative to the gameplay bots. This will utilise the same reward share algorithms explained in our whitepaper but with a 60%-70% cut (1 SPS win => 0.3/0.4 SPS idle mode). That way, human players have a clear advantage and bots are kept out of the gameplay. In case a player is still botting, the player will be timed out from ranked for a given time period. Since staked SPS & delegated SPS have cooldowns attached, the idle mode will be an economically better alternative than getting timed out and losing out on rewards.

With this said, everything above is subject to change and we aim to provide a system that provides maximum value to all involed participants: the SPS DAO & community, the Splinter Royale game and the players.


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I'm voting YES, because the game is so great and addicting. I have had much fun playing it so far!!

Shows on the leaderboards aswell xD

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I'm definitely in favor of the idea. I remember checking out the game a long time ago. What I remember is something very different. Great to see how far you have come. I want to see more development (especially games) from parties that are not related to Steem Monsters Inc. This is good for decentralization and likely good to avoid any accusations of SPS being a security with expectation of profit created by Steem Monsters Inc.

Sorry, I will vote NO.

We are actively trying to cut down SPS inflation.

Community also voted NO overwhelmly to Arcade Colony proposal as well.

This is a new use for existing assets investors already own. There is a link to EVM Chains and the gameplay is different and could target a different demographic. I want to see more development (especially games) from parties that are not related to Steem Monsters Inc. This is good for decentralization and likely good to avoid any accusations of SPS being a security with expectation of profit created by Steem Monsters Inc.

Mindlessly cutting down SPS inflation will not achieve anything. Arcade Colony Proposal didn't offer enough value in return. @splinterroyale expand the existing use cases while coming from an independent team.

great argument however azircon has a point

I'm all for cutting inflation. The difference with this proposal is that it actively supports the SPS ecosystem (rather than building its own like AC) and incentivises staking SPS, by having SPS staking requirements while also asking for a relatively small amount compared to other inflation sources. i.e. Soulkeep has 6.6x the amount per month, Battle rewards get 12x the amount.

I understand that people are keen on reducing inflation as much as possible, but please keep things in perspective and try to envision what positive can spring out of having Splinter Royale within the ecosystem. SPS is currently entirely dependent on the success of Splinterlands. I've got trust in the company, but we can increase the odds of success by having more quality games within the ecosystem. And all it takes is a small leap of faith and 1.8M SPS rewards for a year to kickstart the game.

What about a equity inv or rev share going to burn sps instead of keeping the profits that would deflate the supply

I tried Splinter Royale and wasn't impressed, it's like splinterlands, but every unit has scattershot and RNG nonsense have been dialed to max. Very boring and uninspired, I don't see how that game mode would attract the average gamer.

If you are going to make another game with existing asset, then try making a card game that plays like hearthstone.

Hey, I understand your points and they are for sure valid.

Though I'd say that there isn't that much RNG involved in the battle phase. Cards attack from left to right, but without a specific target. There is a chance that this gets changed in the future. But the current gameplay really is just in an alpha stage, as in crypto games the economy is as important as the gameplay and we've been putting a lot of time into the technology and requirements to build a great economy & meta-game and are still doing so.

The "not attacking specific target" is my biggest gripe, as it makes the entire thing very RNG dependent, Splinterlands is more consistent, where the only RNG is what cards your enemy plays, and the few scattershot cards.

So far, I've yet to be impressed enough to consider it a worthy "investment", ask yourself this, would splinter royale get a good amount of players for the gameplay alone?

No, it will just be speculators who will pump and dump, since the game will fail to attract normal players. Release this game on steam and it probably wouldn't even get a 100 reviews.

The whole idea of using SPS as some sort of ecosystem for a wide variety of games will only further devalue the currency, if it is filled with games that people are only interested in playing to earn, and not play to have fun. This path will only lead to further draining of SPS capital.

If the Splinterroyale team is so confident in their product, then let them release it separately, instead of suckling on the teat of SPS, which has already drained considerably.

I played heartstone before and enjoyed it for a few weeks. If there would be a splinterlands-like game based on that, I'd totally dig it.

Yes, because it is not enough that SPS is 98% down from all time high, lets get some more SPS inflation to get to 99% down from all time high, maybe even 99.9% if we are lucky🤣.

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Thank you for participating in SPS DAO Governance @splinterroyale!
You can place or monitor SPS Stake Weighted votes for and against this proposal at the link below:
Link to this Pre-Proposal

Updated At: 2024-04-05 01:52 UTC

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in terms of sps distribution and rewards, yeah, it will greatly increase for the asset holder and gamers. but price value will still plummet because of such inflation in tokens. So No for me also.

love the idea of other games entering the ecosystem and sharing rewards.

Challenge is i just don't understand this game. I have given it a few goes and just don't get it.

Is there any utube walk through stuff you can point me to / other helpfull stuff?

Really want to give it a fair go before deciding vote.

thanks Wolf

Hey, I'm sorry to hear that you find it difficult to understand! There are no videos yet afaik. Let me see if I can find some time to record a video. But I'm also happy to help via text.

Basically, the goal of the game is for you to purchase, play and combine cards. In the async battle mode, you start with 5 health and need to win 10 rounds. For each round you lose, you'll lose 1 health. (In the duel mode, the damage you take is different, 25 health at the beginning 1 damage * card tier per card alive to the loser.)

You start the game with 3 gold and each card costs 3 gold. There are 5 different card tiers. Cards in higher tiers are stronger. You can get higher tiers by upgrading your shop. Which costs 4 in the beginning, reduces by 1 each round. Once you upgrade, the upgrade price changes, but still reduces by 1 each round.

If you have 3 cards, they turn into a single gold card and you get one extra card from a tier higher. You can sell cards for 1 gold each. You can also refresh the cards available to buy for 1 gold.

You can play the cards by dragging it onto the field. Once you click on ready, the battle phase starts. A random player begins with the left most card. Cards attack random cards, unless an ability is active (i.e. taunt, opportunity, etc.)

Abilities and card stats work similar to Splinterlands Battles, just that each attack also triggers a counter attack, meaning if both cards have attack, both take damage.

I hope this short explanation helps a bit.

ok i have been trying tutorial mode (not signed in), will give async battles ago 👍

I found it close enough to Hearthstone Battlegrounds. Was that the inspiration for it?

I enjoyed that on and off.

First game put me at 5 hp vs someone at 15, so that seems like an error?

There's def. inspiration involved, but we're also innovating on top. The current game mode is just the alpha version.

First game put me at 5 hp vs someone at 15, so that seems like an error?

In async battle mode, you're being matched up with a previous players lineup. The 15 health are irrelevant as your opponent doesn't really "exist", since you're trying to win 10/10 rounds. Your 5 health reduces by 1 health each loss.

That for example does not exist within Battlegrounds and personally, I'm enjoying the fast pace of that mode quite a bit.

I feel like this game is just not there yet, I will vote the preproposal yes, but the actual proposal to no. I feel like the game needs a little bit more polish. Also I think rewards should be a little less. Let's say half of what you intend to give out as rewards.

Hey, I agree that the game needs more polishing, but also try to compare it with the current state of Splinterlands Battles. In the previous proposal we asked for funds to help us polish the game. While it didn't pass, we did improve the game quite a bit but also had to prioritise the economy side (building out the website, adding the shop, etc.). Currently, much of the work is being put into EVM contracts.

Current state of Splinterlands battles is way better than this in my opinion. This feels like the battles have no impact and it does not give me "good feelings" while Splinterlands does give me that feeling. Don't get me wrong I love what you arte trying to do, but I feel like it's just not there yet.

I'll say no. You are earning while deliberately reducing rewards and winning chances for players.

I can't create an account. Trying to use Hive Keychain and Hive account, but it seems to hang, tried reloading and refreshing etc., just seems slow and unresponsive

hey, are you trying to login through the game or the website? I've tried both multiple times and everything works very quickly and smooth with Keychain.

I followed the link in the DAO proposal and tried to log in from there, I'll try again in a while

For all the people complaining about the sps inflation the amount is too small to not support this one. The game looks clean extra utility for assets and love the fact that you need staked sps to earn. You got my vote.

its only 1.5 millon once id say lets do it but with a revenue share or stake in return

use earnings to burn sps after so it negates any inflation and its just being re allocated anyway but if you burn with profits from the inv you will deflate it

This game is actually more funny than the current game, it's incredible that it's not part of the game already as we all know hearthstone and all the great game modes it has that make the game fun to play and diverse... Don't know why Splinterlands dev sare not able to add more game modes into the game it looks so obvious that this should be the focus, make a great game, don't reinvent the wheel and then the rest will come, anyway if the splinterlands team is too [insert whatever that has been already said a lot] to do it themselves we should support independents who do it on their own.

hard no. I am sorry.

The fever dream of getting people into this ecosystem by dilluting value across different entities just has to stop.

in terms of getting more people into the ecosystem, this is the wrong approach. And I do not care about anything else at this point.

No. This splinter royale is a mess. First, let's try correct all the mess and shit that are in Splinterlands right now.

how many people play this game? I didnt even know it existed and ive been playing splinterlands for 4 years. has this game brought in players? if so how many? Whats the DAU look like for the past 12 months?

"Your browser does not support graphics API "WebGL 2" which is required for this content."

I guess this is for those with newer PCs only. Voting no.

We're using Unity in the browser and there have been similar issues reported. Please check out this website: https://get.webgl.org/webgl2/

The game is not designed for newer PCs. What you can also do is to download the desktop version on our website (https://splinterroyale.com):

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SPS is already basically at 0. This will not help.

Will anything, though?

¯\_(ツ)_/¯