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Bag.winBag.winby0x17D833f10cC192CB57fc12e4cE3691b22ECF9da00x17D8…9da0

Fidelity rewards: Incentivize upward mobility

Voting ended almost 4 years agoSucceeded

Background:

An ecosystem can best thrive when its players and investors can trust the project and enjoy the game. Unfortunately we have players in the system that have no interest in supporting the growth of the project. Those who prefer to cash out their daily rewards have had a direct impact on the project and its investors. It’s important we take the time to recognize and reward those who have done the opposite and contributed their efforts towards upward mobility.

Proposal: First, Incentivize owners who engage more with the ecosystem by creating a new multiplier on the daily ice rewards calculations after the initial split between delegate and delegator (A wearable owner must not be held to players actions)

With the formula below, each user will have their own metric, that metric will build up a leaderboard similar to the chips leaderboard grouped by percentages.

*It is necessary however to trust and give discretion to the team to adjust any variable as needed for a period of at least 3 months in the case that a rebalance is needed. This formula can be revisited in the future to include incentives for xDG holding as well.

ICE Balance + ICE spent on the ecosystem * 1.25 + wearables held * 15000 ...................................................................................................................................... ICE earned

(Re-explanation do to styling, formula is: (ICE balance + ICE spent on the ecosystem * 1.25 + wearables held * 15000) Divided by ICE earned

The leaderboard multipliers would look like this:

0-5% - x1.1 5-10% - x1.1 10-15% - x1.05 15-20% - x1.05 20-25% - x1 25-30% - x1 30-35% - x0.95 35-40% - x0.95 40-45% - x0.90 45-50% - x0.90 50-55% - x0.90 55-60% - x0.90 60-65% - x0.85 65-70% - x0.85 70-75% - x0.85 75-80% - x0.85 80-85% - x0.80 85-90% - x0.80 90-95% - x0.75 95-100% - x0.7

Second, encourage delegates to not only hold ice but also push towards ownership by applying a separate multiplier on balance claimed for a delegated player.

For example: Player A earns 200 ice/day- (claims after 1 day) = .25x multiplier on balance = 50 ice/day Player B earns 200 ice/day - (claims after 7 days) = .50x multiplier on balance = 100 ice/day Player C earns 200 ice/day - (claims after 14 days) = .75x multiplier on balance = 150 ice/day Player D earns 200 ice /day - (claims after 30 days) = 1x multiplier on balance = 200 ice/day Player E earns 200 ice /day - (claims after 50 days) = 1.05x multiplier on balance = 210 ice/day

Delegates would then be highly incentivized to push towards ownership under the expectation that consistent play for 1-3 months would have earned a player enough to invest in their own wearable.

Rationale:

While a player who comes in and holds his ICE should have higher rewards than one who cashes out on a daily basis, a user invested into the project should also be rewarded higher. This enables upwards mobility, a vision in place since day 1 in which a delegated player can become a wearable owner and then ultimately a guild owner.

Even though the team has been hard at work banning a lot of the chip dumping groups, this will further disincentivize these chip dumping groups from being able to abuse the system to just cash out. Ice being held for longer periods can also give the team time to hold these bad actors accountable for their actions.

The heart of our ice poker economy is out of rhythm and a shock back into a normal rhythm as a collective effort from investors, players, owners and DG Team members would restore function and sustainable growth as quickly as possible.

Off-Chain Vote

Yes
18.13M xDG97%
No
555.38K xDG3%
Quorum:187%
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Timeline

Apr 15, 2022Proposal created
Apr 15, 2022Proposal vote started
Apr 19, 2022Proposal vote ended
Oct 26, 2023Proposal updated