Proposal: Proof-of-Work Inspired Ranked Play Incentives for Splinterlands
Introduction:
Splinterlands has always been about strategic gameplay and card collection, but it can evolve further by incorporating innovative incentives that mirror the dynamics of proof-of-work mining. This proposal aims to introduce an incentive system for ranked play that could increase participation and engagement in ranked battles, even for those who face defeat. The core idea is to provide rewards that are linked to a mining-style difficulty mechanism, giving players additional reasons to battle, regardless of outcome.
Ranked Play as Proof-of-Work Mining:
Ranked Battle Mining Concept:
- In this system, every ranked battle ID would have the potential to be used as a unique identifier to match a ranked play mining difficulty level.
- The mining difficulty level would be determined by a string of base64 characters, which would need to match a substring in the ranked battle ID. The level of difficulty would determine how difficult it is for a player to obtain a reward through this mechanism.
Increasing Difficulty:
- The difficulty level could be defined as the length of the required match within the ranked battle ID. For example, increasing the number of base64 characters that need to match would increase the difficulty.
- This allows for a dynamic adjustment of difficulty, making the ranked play reward system scalable and adaptable to changing player activity levels.
Special Ranked Play Rewards:
- Players who meet the mining difficulty requirements during ranked play would earn special rewards. These rewards could be unique to this system and could vary depending on factors such as the current season, whether there is an incentive cap for the season, or specific events.
- The rules around these rewards can be flexible, which allows Splinterlands to create different challenges and motivations for players each season.
Benefits of the Proposed System:
Increased Ranked Play Participation:
- By introducing mining-style rewards, even players who lose a battle could still earn a reward if their ranked battle ID matches the difficulty requirements. This would add an extra layer of motivation and engagement to keep playing, reducing the negative impact of a loss.
Verifiable on the Hive Blockchain:
- Both the difficulty level and the winners can be made verifiable on the Hive blockchain, ensuring transparency and fairness. This makes the system more robust and allows the Splinterlands community to easily track the validity of rewards.
Adjustable Seasonal Difficulty:
- The difficulty level can be fine-tuned each season by Splinterlands, based on the size of the special reward pool. This flexibility means that the difficulty can be increased or decreased as needed, allowing for better reward distribution and ensuring the system remains balanced.
Conclusion:
This proposal aims to take ranked play in Splinterlands to the next level by using proof-of-work-inspired incentives. By aligning ranked battle IDs with a mining difficulty mechanism, we can introduce additional rewards that would increase engagement and provide value for players even when they face defeat. This would not only make ranked play more rewarding but would also create new dynamics that keep the game fresh and exciting season after season.
This approach would significantly enhance player experience and create more reasons for players to stay engaged, regardless of their win/loss record.
I'm not sure I understand what problem you're trying to solve.
The biggest problem is receiving nothing for playing and losing. So just play to mine "Ranked Play" as a human player, i.e. modern ranked play only. Losses don't matter, just matching the difficulty in your battle ID, so losing doesn't feel as bad, there's still a chance of getting a reward from playing.
Won't that just inspire more botting, though? Winning should be the main focus of the game, rather than just making sure you never leave your energy on full.
winning is the focus as rewards are always there for a win, but for a loss there is a chance, depending on difficulty that you still get a reward. So this lessens the sting of having to compete against much more established players, thereby improving the NPE
Winning being the main focus of the game is one of the reasons there is botting.
well this would be against modern ranked play ToS
Finally someone who understands that splinterlands isn't a game but a mining operation.
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It can be both! It should be both! What is interesting is that SPL can knob up or down the difficulty to reward less or more ranked play in modern. The prizes could be extra Glint, reward chest, whatever, but since modern play ToS is manual, human play, it will greatly incentivize players to PLAY, regardless of win/loss record, thereby increasing match liquidity, and mitigating concerns of pay to win.
It's similar to my idea that you consume energy only when you win. This would also increase match liquidity. And reduce negative impact of a loss.
yes similar with respect to liquidity, but this adds reward, even if its a battle you lost!
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What is the ask?
Define difficulty
very similar to PoW difficulty across the bitcoin mining protocol, difficulty ramps up or down based on a metric, which is time based in the case of bitcoin. for SPL it would be matching a substring, in particular the end of the ranked battle ID, to the difficulty string. So matching 'a' would be much easier than matching 'azircon'
It is still unclear to me: what is the ask
for SPL, to consider it, for the community to be behind it. I'm running a bounty on it right now on discord to try it out.
Still unclear.
Let me try differently. As a proposal talks to DAO not the SL company.
Is the ask for money?
Is the ask for software development by the team?
not sure on how implementation would be funded, i'm more focused on positive changes and working backward from that vision. there is much negative pressure on new players under varying perspectives of pay to win, especially against established players. this gets mitigated with the possibility of mining rewards, regardless of win or loss, or it could be configured as a loss reward, for example. so as a new player, they just know there is a possibility of getting a reward for a modern ranked battle without having to know about blockchain principles such as PoW mining. But for that happen SPL would have to implement a framework on this "difficulty" and reward, otherwise it becomes more of a learning issue, such as being able to participate in my discord bounty for Nidhoggr, you have to a little crypto knowledge to participate.
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