Changes about $TLRPG Purchases [Write your opinion]

By TokenLord · · 242 views · 1 upvotes · 6 replies
changetlrpg.png Important $TLRPG decision — we need your opinion. @everyone

Due to Steam & Pi listing policies, we're considering changing how $TLRPG works until Web3.

Removing direct purchases of withdrawable $TLRPG could give us a better chance of being accepted on these platforms - potentially putting TokenLords in front of hundreds of thousands of new players.

But before we decide anything, there’s one thing we really need to understand from you:

Do you actually need purchased $TLRPG to be withdrawable? (not earned or received for in game rewards, but purchased ones)

Inside the game:

$TLRPG → can be withdrawn
TLRPG Lite → cannot be withdrawn

Otherwise, they serve the same purpose in-game.

So if we replaced direct $TLRPG purchases with TLRPG Lite, would that change whether you buy it?

If yes, tell us why.

Are you buying $TLRPG because you:

→ actually withdraw/sell it before Web3?
→ want the option to withdraw it, even if you don't?
→ are buying it to hold until Web3?
→ have another reason?

Because if you're buying $TLRPG to use or hold inside the game until Web3, TLRPG Lite would effectively serve the same purpose.

Rewards are different - earned $TLRPG rewards would still be withdrawable.

We don't want guesses here.

Tell us how YOU actually buy/use $TLRPG and what would make you stop buying it.

Your answers will help us decide which version we build.

Replies

Pickenchox ·

I’m holding out for Web3, so I’m not actively looking to cash out my $TLRPG. That said, knowing I can pull it out whenever I want gives me that warm and fuzzy feeling. There’s value in having the exit door even if I’m not planning on using it.

My bigger concern is what Steam and Pi actually bring to the table. Looking at the weekly payout pools right now, adding thousands of new players sounds great on paper, but if the pools don’t grow with the player base, all we’re doing is adding more straws to an already pretty dry cup. More players fighting over the same anemic pools isn’t growth, it’s dilution.

If Steam and Pi bring meaningful outside money into the ecosystem, grow the pools, create demand for $TLRPG, and ultimately make the economy stronger, then hell yeah. The tradeoff is probably worth it, and I’d be willing to live with purchased TLRPG being locked in-game.

But that’s the part I’d want to understand. Are we talking about a realistic expectation that these markets bring new money into the ecosystem, or are we banking on increased player count eventually translating into increased value?

Reality vs. hopes and dreams. Show me a believable path where a bigger player base grows the pie instead of just cutting it into smaller pieces, and I’m on board.

Sui ·
  • As I already said on Discord, Steam is not really a place for this kind of games. Limiting features of the game, for a sake of staying on certain platform, which lets be realistic: is against of any sort of irl transactions, gambling crypto, blockchains and so on.
    Steam is surely a good way for inexpensive advertising, but you have also to remember that you need to be "seen" first.

And there basically only 3 ways to achieve this:

  1. By getting a lot of legit wishlists prior to the release date;
  2. By directly paying Valve for hourly exposure on a front page / through News Announcement pop-up;
  3. Simply by being "lucky" & having significant amount of concurrent players in the game at same time (we speak of tens of thousands concurrent players - otherwise your game won't even pop-up on a popularity chart).
  • Free2play game is also really easy to review-bomb, even by a single person.
    Any negative feedback almost always goes into Steam Reviews, no matter if that's Developers fault or not. A simple way to permanently damage reputation of the game is offering a game version with Limited features, compared to website-counterpart.

  • Additionally, Valve takes around 30% cut from any revenue. So you must question yourself if that's gonna be even worth it.

  • Nearly any purchases made through Steam (or similar platforms, such as GooglePlay) can be done through Steam Wallet - a funds which you add directly to a Steam account.
    Charging Steam Wallet does not require Debit Card or any sort of age verification, since it can be done through prepaid cards or by selling items on Steam (such as Trading Cards).
    Large population of Steam users are minors, and you don't want underage to be involved with any sort of gambling / P2P Wagering / Labor-considered games, or you might face legal problems.

Trying to go around Steam Wallet system / offering competitive "better deals" on other platforms (for example: more Bronze/$TLRGP on TLRPG website for the same amount of money spend) is strictly against Valve's publishing ToS and can lead to delisting of the game + perma removal rights to publish anything on Steam platform.

Wyssen the Arcane Scholar ·

I'm holding out for Web3.

To directly answer the question, I buy TLRPG primarily to use in the game and hold until Web3. I am not buying it because I intend to withdraw and sell it before Web3.

Do I like having the option to withdraw it? Yes. But would temporarily losing that ability stop me from buying? No

What matters to me is that it remains TLRPG, the 100 million supply is protected, and there is a clear path to Web3.

Steam

Steam is important, but we need to be very clear about what its rules actually are.

Steam currently bans applications built on blockchain technology that issue or allow the exchange of cryptocurrencies or NFTs.

So you cannot simply put the existing Web3 version of TokenLords on Steam and turn a couple of features off.

I think the answer is to build a Steam-specific non-blockchain version whose purpose is player acquisition and advertising for the TokenLords brand.

But it needs to be a REAL game, not an advertisement pretending to be a game, because Steam also does not accept advertising-based applications.

I would create something like - TokenLords: Prologue

Let players experience the real TokenLords world through perhaps level 5. Same artwork. Same combat. Same monsters. Same items. Same progression. Same quality. Make it good enough that somebody playing it says, "I want more of this."

No crypto.
No NFT trading.
No withdrawable TLRPG.
No blockchain functionality.

It should stand on its own as an actual free game experience on Steam.

Its strategic purpose, however, is obvious: put the TokenLords name in front of Steam's enormous gaming audience and make people interested in the larger TokenLords universe.

I would not make it a formal Steam "demo" unless the full qualifying game is also on Steam, because Steam demos are tied to a base Steam game. Make it a standalone Prologue or similar product instead.

The Steam store page, developer branding, community presence and Steam's permitted website/social fields can build awareness of TokenLords beyond that small Steam experience.

The goal is advertising. The product itself cannot just be an ad.

And I would not put it on Steam until those first five levels are excellent. Bad Steam reviews could hurt TokenLords more than simply waiting another few months.

Pi

Pi is the biggest opportunity we have.

If making purchased TLRPG non-withdrawable is what allows TokenLords to get accepted into the Pi ecosystem, I absolutely think that trade is worth considering.

Pi potentially puts the game in front of hundreds of thousands of people who already understand digital currencies and digital ownership.

Pi itself is moving further toward gaming and ecosystem tokens. Their SLICE Launchpad test connected to a third-party game attracted more than 242,000 participants.

What is much more important for TLRPG is what Pi says this testing is leading toward: real Mainnet ecosystem tokens. Pi says projects will eventually be able to issue tokens that can be used for payments, rewards, access, governance, and other app functionality, with liquidity pools against Pi.

They are literally building infrastructure for other tokens within the Pi ecosystem.

That potentially changes the TLRPG/Pi strategy quite a bit. It raises the possibility that TLRPG might eventually exist as an actual Pi ecosystem token rather than having to become merely a fake/non-crypto in-game currency.

The 100 Million TLRPG

My bigger concern isn't whether I can withdraw my purchases tomorrow.

My concern is protecting what TLRPG could become.

There are only 100 million TLRPG.

If TokenLords someday has:

100,000 players = 1,000 TLRPG per player mathematically

1,000,000 players = 100 TLRPG per player

5,000,000 players = 20 TLRPG per player

10,000,000 players = 10 TLRPG per player

And that's assuming the entire 100 million supply was distributed evenly among players, which obviously it will not be.

That scarcity could become one of TLRPG's greatest strengths if TokenLords succeeds.

I am buying and holding because I want to be here when Web3 arrives.

If temporarily locking purchased TLRPG lets us get onto Steam and Pi and potentially bring hundreds of thousands or eventually millions of new players into TokenLords, I think that is worth doing.

Use the vaults we already have. (I would boost the vaults, this would give early players a % of their vaults value as a reward)
Protect the 100 million supply. TLRPG needs to stay TLRPG with pricing always shown.
Make the Steam version incredible.
Use Steam as a giant marketing funnel.
Take advantage of Pi's audience.
Then open up the full Web3 economy when the time is right.

This is the way!!

Open to any other thoughts.

Bilbo The Rogue Baggins ·

For me personally, I'm holding until Web3. I haven't bought TLRPG with the intention of cashing out before then, so making purchased TLRPG non-withdrawable temporarily wouldn't really change how I see it.

I've put quite a lot of time into this game already and I'm planning to see the project through to the end. Obviously I like having the option to withdraw, but I'm not here to cash out every time I get something. I want to see what TokenLords actually becomes when Web3 is live.

If changing this helps get the game in front of a much bigger player base through Steam/Pi, then I'm okay with it. For me the bigger picture matters more than being able to withdraw purchased TLRPG right now.

Severian of the Light Eternal ·

I'm holding in anticipation of Web3. I have cashed out small amounts twice only to demonstrate the process live to viewers, and the only reason I would withdraw some $TLRPG again would be if I needed to repeat the demonstration, or to show the integration of Pi, etc.

That being said, I am happy to have my $TLRPG locked till Web3, of course with the proviso that I can continue to spend it in-game (be it earned $TLRPG or TLRPG LITE) in order to improve and consolidate my position.

I think Pickenchox, Sui, and Wyssen have given wonderfully considered views, and I would take direction from Sui and Wyssen regarding what to consider in relation to Steam.

For me, the grand prize is Pi integration, with the massive audience and potential influx of players that this brings.

I am therefore very much in favour of complying with Pi Network's conditions for acceptance into the Pi ecosystem, even if this means that withdrawal of $TLRPG will be suspended for a while.

Evo ·

My plan was to cash out something when token price reached 0.25. Now, with recent burn modification, this may not be anywhere soon or before web3, who knows. But i wasnt planning to sell all my tlrpg portofolio, only 60/70 % (dependin on how much i was still attracted in the game at that moment) and holding the rest for the future or in game purchase. I actually don't understand why completely change the game should help it being known more. You said that with ads there was a lot of new player come. If the game can become more balanced and give more deep feature like gear having a sense, resources being balanced and everything on the correct path, i think that the referral system and all the rest could do the thing.

"We" don't need to get to 1 million player soon, as this is beta and having million just now could end up on losing that million forever since they may not like the game or the fact that every week things changes (casual usually don't like this as they have to learn lot of things from scratch and it's more time consuming than playing the game)