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Bag.winBag.winby0x3779a1a19705Df1FDF54D108ec3cfE03b9f8Ab8Evirtualeconomist.eth

Update to Challenges

Voting ended almost 4 years agoSucceeded

Background

Players earn ICE & XP by completing challenges which are broken into types: Easy, Medium, and Hard. The Hard challenge typically takes the longest and is most luck-based (e.g. 'Get a Flush'). Each player gets one challenge of each type each day and the difficulty of the challenge is the same regardless of the level and count of wearables worn.

For completeness, here is the full list of challenges by Type:

Easy earns 1 XP & 25 ICE:

-- See Flop 20x -- See Turn 15x -- See River 10x

Medium earns 2 XP & 100 ICE

-- Win the Hand 10x -- Get a Pair 15x -- Get Two Pair 7x

Hard earns 3 XP & 200 ICE

-- Get 3oak 3x -- Get a Straight 2x -- Get a Flush -- Get a Full House

Proposal

Replace the Hard Challenges with "Win N Hands," and vary the number of hands required by the level of the lowest level wearable worn: [18, 16, 14, 12, 10] hands won for level [1, 2, 3, 4, 5] . Also, to prevent redundancy, remove the "Win 10 Hands" Medium Challenge.

Rationale

With Assigned Seating live, we can generally move from more luck-based challenges to more skill-based challenges. We also expect this to increase the quality of gameplay overall. We've heard complaints that the gameplay is thrown off by the fact that people 'chase' straights & flushes that they otherwise wouldn't because the ROI on that play is artificially high (to complete the challenge).

While the 1,250 item metaverse ICE mints are paused and before tournament mode is live, upgrades are by far our biggest ICE sink; reducing the time-based component via challenge difficulty for higher level wearables further incentivizes upgrade.

Off-Chain Vote

YES
12.42M xDG99.7%
NO
35.87K xDG0.3%
Quorum:125%
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Timeline

Apr 29, 2022Proposal created
Apr 29, 2022Proposal vote started
May 03, 2022Proposal vote ended
Oct 26, 2023Proposal updated