Explanation of a major change to GO economy

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(Edited)

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TL;DR:
We discovered an exponential growth issue in the production of $PART. At a certain level of Algorithm, the game essentially broke. Luckily, we caught this early in the Alpha and have made a tough but necessary choice to fundamentally change the way $PART is scavenged.

Details about this change

An exponential growth problem

Here is the original Algorithm formula:

(0.0003 + charging_station_level * 0.00003) * (1.1^algorithm_level)

This determined how much $PART you made every 3 seconds. The problem we discovered was if algorithm_level gets too high, the amount of $PART produced starts to rise faster than the cost of the upgrades, including the upgrade to Algorithm.

This creates a ‘runaway effect,’ where you just keep putting $PART into upgrades and keep making more and more $PART. Instead of diminishing returns, you get increasing returns. Eventually, a single user could control 99.999% of all production. That’s not good.

A community discussion

Many of the passionate players identified this issue in the public #go-main Discord channel. A few at first, then more and more as the problem became more clear. Eventually a Discord thread was created and several people—including solo-developer @yuexn and the top leaderboard players—began to seriously discuss the problem.

After several hours of analysis and brainstorm, it was clear that something needed to change. Top player @angrychipmunk1 was already starting down the path towards this 99.999% domination (and with good grace and humor agreed that he needed to be nerfed).

@yuexn’s goal was to find a solution that killed the exponential growth curve without causing a situation that incentivized all the nerfed players to go and create tons of alts.

The solution that we arrived on involves changing $PART production to a linear model, while still keeping bonuses and burn mechanisms that incentivize building a single account versus an army of alts.

The linear production solution

Here how it now works:

  • Algorithm will be replaced entirely by a new Skill called Scavenger Golems. Each Golem costs 10 $PART and will increase your scavenge rate by 0.12 PART per hour.
  • The Golem Charging Station will now limit how many Scavenger Golems you can have. Higher GCS = higher cap = more production. GCS also now boosts your claim bonus.
  • Scavenger Golems will break down over time, at a rate of 0.5% per hour. Meaning your production rate will slowly decrease over time unless replenished (think of it as a fire that needs to be fed every now and then)
That Decay is capped at 75% of your claim, meaning you can never lose on a claim!

The Golem Charging Station upgrade cost is on a very expensive curve, so in this model, there will be diminishing returns to leveling up $PART production (instead of the other way around). The “stoking the fire” decay system rewards gaming activity, creates another sink for $PART, and makes managing 100s of alt-farms tougher and less rewarding.

Nerf compensation

This change will impact higher level players more than newer players. If you had a high Algorithm Skill, you will likely see a significant reduction in $PART production per hour.

We understand that this may feel unfair, frustrating, or upsetting. Unfortunately, this is the nature of an Alpha, and this move was needed to secure a viable future for the game. But still, it’s no fun to see your hard work wiped away and replaced with something less productive. Here’s a few things to keep in mind:

  • This hits everyone at once, and the people above you get hit harder
  • There will be a compensation mechanism, proportionate to how hard you got hit. Expect some $SHARD rewards and possibly a special title.
  • We want to stress again that this is an Alpha! Bumpy roads are par for the course. We hope that it’s fun most of the time… but every now and then it can be painful.
  • We also adjusted some builds cause they came out ahead way more than we would like.

What’s next?

As these changes deploy, @yuexn and others will monitor the economy and ensure that the desired outcomes are appearing. Tweaks to the new Skill abilities and formula may occur as the system is fine tuned.

Guild bunker upgrades, $SHARD utility, and other awesome content releases are still very much on the short-term horizon. (Take note, those of you who receive $SHARD compensation!)

Many people will be concerned about $PART price and volume. We honestly have no idea what this might do, and frankly, at this stage, it is not really the priority. It has been very exciting to see the market activity around $PART, but GO is first and foremost a game designed to be fun. The goal is to encourage deep theorycrafting, strong gaming culture, and be robust Hive app for many years to come.

Feedback is 100% welcome. Comment here or join us on Discord. And thank you for your continued support of Golem Overlord. The community literally makes all the difference.



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24 comments
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(Edited)

Glad you implemented something to combat the alt farm accounts!

I will be honest and say I also have an extra account so I do gain a few more parts that I can in turn sell but their are oaks out there who have around 20 alt accounts which is really ridiculous.

I feel having two or three are fine but some people just love abusing the system to a breaking point.

Also I don't know if this is the right place to mention this, but please add a way to delete accounts in the accounts tab, I have someone else's account that I logged into and I would like to remove it because it is very annoying to have to miss click it the whole time 😂

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It is based on your cookies, they should go away when you clean your cookies.

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20?... put more zeros into it...

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You are joking right?

What do thesd guys do the whole day😂 click click click...

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I think the change is fine for the long term, but I'm worried people will be annoyed bc there was no heads up and this change just dropped randomly

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it's a necesary change, don't be afraid to implement them as this is an alpha... Try to keep the long term vision and make the economy as sustainable as possible 👍

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Every p2e starts saying it's made for fun, not for making money, when things go south )

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There are almost no new users, multi-accounts will stop doing, because it is not profitable, and then who will buy parts? )

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Scavenger Golems will break down over time, at a rate of 0.5% per hour.

So example would this be if you were earning 1 part per hour the reduction would be
0.995 hour 1
0.99 Hour 2
0.985 Hour 3 Etc

or

0.995 hour 1
0.990025 hour 2
0.985074875 hour 3 Etc

Still should be intresting to see how this goes

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i have been staking part to keep my stash @ 100%, i hope i could distribute them to my skills without waiting for the unstaking period

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We'll see how the compensation goes but clearly, the current model was doomed to fail since there were way too much part produced everyday which was ultimately sure to flood the market and tank the price of #PARTS.

Now the question is, as loyal early bird that did all the theory crafting and took decision based on the current rules in place, changing the rules midway and potentially render some build useless or no longer performing is a hit in the face and let's hope we'll be compensated accordingly the the amount of part burned.

Guess we'll wait and see

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justo lo acabo de subir que le vamos a hacer xd acumulare shard pensando en el futuro😎

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Doesn't this change just buff attack builds a ton? Why bother putting more in scavenger golems if you can just attack others taking the effort and time to do so? For this change, how about we also integrate scavenger golem levels into the steal formula so pure power/faith builds "contribute" to the economy continuously too in the long run?

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Perhaps you are incredibly lucky. I've been at a big disadvantage in the last few days from attacking others. I have something like this going on: You attacked ... and Lost, you spent 1.0268 PART to repair your damaged golems.
You attacked... and you Won 0.4500 PART :D

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(Edited)

Edit: Wow I'm dumb. Yeah my build is good. Keep up the great work. *Whistles nonchalantly into the shadows.

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You need to think about support. Deeper and longer term.
Think outside the box on how to support Play to Earn.

Opinion. The game is too small. Not enough layers. A bit more specification on use of each token. People should feel the need to spend the parts and not sell them.

Late to this topic. Prefer to voice than type.

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I would say it has to be logarithmic instead... with more reasons to sinc the token via other methods.

Otherwise, lots and lots will still use the alt accounts to take out 50% forever.

I am still learning the mechanics as you know I started playing this late, so lets hope I am wrong.

Either way, great complexity instrumentation with all the mechanics. Took me a while to get into the "ideas" behind some of the mechanics, but I confess that it kind of gave me more "interest" to continue discovering.

Maybe a paced version of the game would not be bad for beginners, where some forced way of starting is mandatory initially, where things get unblocked the more you progress. Allowing the player to kind of go through a tutorial. This will also block out some "alts" joy at the same time.

Just a suggestion.

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Makes sense to me and as this is an Alpha it’s not like anyone really has a right to complain!

!PIZZA

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