RE: Rewards, Fees and Collection Power

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Hey @gadrian Thanks again for the follow up and thoughts :)

As a project, Archmage generally believes that Users who are Diamond and above should at least be using a Beta if not an Alpha.

We released these tokens at $10 a piece when initially released (the Betas and Alphas) the market has decided their value at this point:

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Again... keep in mind that this pricing is based on market demand, not on a price we set. I think that speaks volumes.

Nearly all of that value goes back to our users rather into our pockets (and we're happy for it to do so).

In general, we aren't convinced that it's good for the game for us to attract every user. Last season Archmage dominated the Champ leaderboards, which, while great for our users, doesn't seem sustainable if nearly all Champ players are using Archmage.

At this point we think the pricing of the Alpha/Beta tokens is a useful gate to attract only those most motivated to use our service to really make people question if it's the right fit for them.

We WANT users playing manually and getting great results, we're not trying to be the solution for everyone - but we are trying to be a solution for anyone.

Stay tuned - we have some long term goals of hopefully being able to bring the magic of Archmage to the benefit of manual play as well (if we can make it happen).

In terms of users, we're seeing at least an 80% retention of usage from before fees launched and the standard token seems to continually recover back to retail prices now that we're passed the dumpening from fees launching.

Users who understand the power of the positive feedback loop where our team is directly incentivized the more we help you win seem to be enjoying the service. Users who want a service that can maximize wins and ensure assets are being put to use while still getting to participate in brawls/tournaments seem to enjoy our service. Users who are exclusively focused on extracting the highest yield or who have the time to play plenty themselves seem to find other options more beneficial for themselves.

That being said... we just launched V2.2 and many users are hitting leagues they've never hit before and thus seeing drastically higher rewards than they could either by themselves or with any other service... for those users they are likely seeing a higher net return.

Either way - as we've stated - fees will likely see an update after we've had at least 1 more season to see real world projections, so stay tuned :) Our goal was always to finalize our numbers after we've seen what the real world current numbers look like rather than just guesstimates.



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(Edited)

I certainly understand the prices of ARCHMAGEA and ARCHMAGEB are driven by the market. But I don't like that because I didn't get in when they were sold by the service, I'd have to pay a high price now on the secondary market or pay high fees for the service. That's squeezed too much toward early adopters.

Thus, I am waiting to see what you have in mind regarding the new fees after one more season.

I'm waiting to see what you'll come up with regarding easier to play manually while still using Archmage.

About the champ league, I didn't know it was totally dominated by Archmage. That's not a good sign, but it was probably expectable.

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It's understandable that you'd prefer to have been an early adopter at this point. The way we see it is that the market is setting the price/value of those tokens rather than us having to try and figure out where to price them.

If we released them today - we would likely release them at least at those prices.

In regards to Champ league - I guess "dominated" is subjective - we had a large portion of the leaderboard represented by Archmage users, though not all were to be clear.

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