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RE: SPS Governance Proposal - Clarify SoulKeep SPS Rewards

in #spsproposal6 months ago

David here, CEO of Double Coconut. A few points which hopefully can clarify our position and thinking:

a) Above all: Apologies about not fully honoring the previous proposal -- was definitely an oversight on our end. There was certainly no intent to deceive anyone. Not an excuse, but a lot of time had passed since that proposal and when we returned to work in serious manner on the game we were focused on shipping it and making it "work" on both a fun and business level.

b) Clayboyn fully consulted with us on the proposal, along with other key stakeholders from SPL. He is graciously helping to initiate the proposal process to ensure it is quick and smooth.

c) We're not able to jump in and respond as much as we like all the time, but we are listening closely to everything posted in Discord and all problems / suggestions posted via our support portal. Hopefully those of you who play daily have seen how, day by day, we are working far-overtime doing releases to quickly fix the most pressing issues.

d) Ultimately we believe the game has to (and can! and will!) appeal to the "real" mass market, not just SPL insiders, if it is going to break out and be successful. Forcing staking is just horrible UX for a casual game as I think most everyone agrees. So while we can't give an exact number of DEC to burn we will make good on this proposal and will commit to this balance:

i. Burning a good chunk of DEC spent in game to elevate the SPS and DEC ecosystems. We will start with 50%.

ii. Eventually applying some of the revenue spent in the game back into tournament rewards or other rewards, so players benefit too.

iii. Making the business of Soulkeep self-sustaining so that we can continue to focus on hosting, development, design, marketing, and ultimately GROWTH.

Is the balance above going to be easy? Hell no. But we will be transparent with our decisions and truly listen / communicate with those who want to align themselves with our mission and make this game a success.

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Hi David,
Please provide a timeline for your team to implement the DEC burning mechanism into Soulkeep. I believe that you are dealing with many projects where project timeline is utmost important. DAO stakeholders want to avoid the uncertainty that comes with SoulKeep to provide a mechanism that are mutual beneficial.

It must be a fixed date and we do not want a range of time. This is not a big request since your team is professional and we already have a built-in DEC burning mechanism in Splinterlands that you can copy and study.

If the proposal passes we will do this immediately... Manually at first, if we need but we will automate quickly thereafter (within a week; when our next release cycle happens).

I am a tower defense maniac. I love them form the bottom of my heart.

But Soulkeep? Eh! I dont get it. In order to progress and also in order to earn rewards, you need to buy tournament tokens to PARTICIPATE in the first place?

So pay to play?

If so, LOL, good luck with that.
If not, then the explanation and tutorial in this one is just the worst ever seen.

Sorry guys, I dont want to be mean and I realy want to like it. But either way, this is kinda failed.

You get one tournament each day fully for free right now.

That clears it up a bit already, thanks.

What does "right now" mean? Will this change in the future?

I'd also like to say that additional entries are cheap at first too! Like, pennies cheap.

I have a question regarding the SPS. You can now rent SPS when playing Splinterlands. Would this be transferred or reflect in Soulkeep? (I am having hard time to find the right word)

For example. if I rented 20k SPS for that week, would Soulkeep also think that my account has 20k SPS or does it just go with the current owned SPS and not the delegated ones?


Also, this one is a feedback as a player of Soulkeep and as a fan of tower defense. The tower's stats page needs a lot of improvement. When I rent a tower, I wanted to know what it does. Does it poison the enemy? Does it slow? Does it have AOE? The current numbers isn't that important because in a tower defense, what's more important is "what happens when tower does this" rather than, "What is the stats of this tower?" For a more simpler example, a player wouldn't really care if the tower has 175 range or 180 range or 195 range because that is not important. All these does tell is, "Oh, it increased range. Cool."

TLDR: The specifics isn't really needed although it is good to see. However, the problem is that "What this tower do" isn't reflected in the stats page in Splinterlands.

On the other hand, the Soulkeep page does this good. The paragraph on what the tower does is properly explained although it's quite vague. I have seen three towers that simply boils down to, "This does AOE damage" which is expressed in three different ways for each tower so that people would be TRICKED that it does something else.

Those are just feedback. Do with it what you want.

After playing the game myself, I think this is going to end up burning a LOT of Dec over time. Ticket costs ramp up quickly already and nobody has even got to league 3 yet. Once you start adding in additional sinks like the Soul Boxes and probably some kinda fatigue removal option I think it should really get going.

Edit to add: Personally I'd really like to see some kind of unlimited play mode. No rewards or souls earned toward league advancement but no fatigue costs either. Some way to practice and learn spells, towers, maps, etc. Maybe like unlimited waves on our current map or something. I think this game has real potential to attract non SPL players. It is a fun game with out the crypto aspect even and I could really see this be more general masses popular.

forcing staking is just horrible UX for a casual game as I think most everyone agrees.

This is an interesting quote.