Categories: NewsNFT Games

Bigtime: Economy Q&A

In this Q&A session, host Matt speaks w/ Zach Rice, Khaled, Director of Monetization & Economy at Bigtime, Brian, Head of Product at Bigtime & Michael of Openloot, to answer questions about the economy, NFTs & future changes of Bigtime.

Read our notes below to learn more

Q&A

Q: How do you plan to maintain a reasonable price for the token if the players will be earning & selling?

  • Making sure that the value is stable is not something that we can guarantee completely but it's one of the biggest aspects when designing the economy.
  • The more there are ways to burn the token & less supply of the token, that's exactly how we're doing it.
  • Game token will be mostly used in crafting the cosmetic NFTs & also going to be used in other ways within the game.
  • We’re looking into ways of adding the demand for the token through exclusive portals mechanisms.
  • The more user base we have, the more demand will be for the token.

Q: What is the real argument to implement the Time Crystal?

  • We’re writing an article to clarify everything about time crystals because it's one of these aspects that could be easily understood.
  • We wanted to add a component that is backed by a stable value.

Q: After this change, will NFTs no longer be dropping inside of dungeons?

  • We will have two times of cosmetic NFTs, craftable & non-craftable.
  • Special non-craftable ones will always be droppable in dungeons.

Q: Do we need to have or sell our in-game items to be eligible for the airdrop?

  • We are trying to reward people who are supporting us & the way to do that is we’re only going to look at items that are not for sale within your account.
  • We still need to polish the little details on how we are going to do it & how we are going to look at the data.

Q: Will owning more spaces give more chances at getting cracked hourglasses?

  • The way it works is we generally look at per space & there is a specific spawn rate per space.
  • The more space you have, the more cracked hourglasses you’re going to have.
  • There are no bonuses or multipliers for having multiple spaces.

Q: Will there be ways to get chest drops in game to get a forge armory or time warden chest, or are these only available by purchasing?

  • Common utility NFTs are not found in any of the boxes & will only be gained either through airdrops or drops in-game.

Q: Is renting out spaces still in progress?

  • There is a sequence of events we needed to set the conditions for the guild system & the renting of the space.
  • We did not put out any information on it but it is coming.
  • We’re trying to come up w/ something that the users need.

Q: Will it be possible to re-arrange space & utility NFTs after they’ve been placed or will they be locked?

  • Players will always have the ability to change or shuffle their utility NFTs as long as they are not crafting something.
  • We have a system that is called the set bonus which is related to the utilities that you connect to a particular space.
  • We designed a complete system to encourage shuffling utility NFTs within a space.
  • Space is very customizable.

Q: Will I get an airdrop if I own spaces but don’t have any legendary cosmetic in title?

  • Any NFT from Bigtime is going to contribute to get points.
  • We’re going to look at these number of points then that’s going to make you eligible to a specific airdrop package.

Q: How will players be motivated by burning the NFTs?

  • We wanted to add a burning mechanism for cosmetic NFTs where if the price for a certain line of cosmetic NFTs drops below a certain amount, then, we might add a special vendor that would start to take that cosmetic NFT & turn it into some currency you can use in-game.

Q: Is the cracked hourglass a one-time thing or a recurring event? If it is recurring, how often is it?

  • It is definitely a recurring event.
  • Once we flush out all the values, we’re going to have a very solid answer.

Q: What will be the max token daily supply?

  • We’re not going to put on a hard cap.
  • Max daily supply = current hourglasses in circulation * number of time tokens they would generate on average per day.

Q: Can you explain the upgrading process of NFTs?

  • The default is that it should require 3 identical NFTs of the same line.
  • We might add exceptions if we want to add burning mechanisms.

Q: Are looted & purchased NFTs in early access upgradeable?

  • All non-craftable cosmetics cannot be upgraded but they could be used in some recipes.

Q: Will weapons, armor & titles be rentable in the future?

  • We have discussed it being a key part of renting & sharing but should there be other things that are unique to a guild, it’s certainly up for discussion for whether or not we include it.

Q: Will the time token, that is used for crafting, refining & upgrading, be burned from the circulation or will it just be distributed?

  • It will be burned.

Q: How can common hourglasses ever be obtained?

  • We have a common rarity time warden.
  • All rarities of utilities can’t be crafted from their rarity to a lower one.

Q: What would be the exact benefits of owning non-craftable NFTs from early access?

  • We treat cosmetic NFTs all the same.
  • Once we create these exclusive portals, it is going to require certain tags.

Q: Will the skip priority or bonus rolls allow a person to jump from getting a transcendent to unique? How many rolls will be allowed?

  • A jump in rarity from common to uncommon is not a big deal but from transcendent to unique, it is massive.
  • The pool of bonuses is related to the actual recipe that you’re trying to do.
  • The slots bonus are tied to the utility NFT level which is capped by the rarity.

Q: Is there only one unique NFT per season & is it going to be an armor, weapon or random? If it is armor, how is it decided which class it’s going to be?

  • During a season, we might have multiple lines & each line is going to have one unique.
  • We’re going to try to balance it out depending on the classes.

Q: Are fashion tags already in the name of the items or will these items have a new name or tag?

  • For tags, it will be like EAL cosmetics, season 1 or season 2.
  • We might add something related to the art style.
  • We’re going to use these tags using our exclusive portals.

Q: Why did you not choose to take a fee on each time token transactions instead of introducing time crystals into the economy?

  • The way time token works is that whatever is spent should be burned.
  • The big part of the economy relies on the token being stable.
  • We want to embed some economic levers into the hourglass system to make sure we have flexibility if we want to adjust things w/ the token.

Q: Does the process of refining Tier 1 shard require the time token?

  • Yes, refining will cost time tokens.

Q: Can we choose what we want to craft or will it be random?

  • Yes, you can choose what you want to craft.

Q: How many exits will come off from the starter area?

  • You cannot connect any NFTs to it but it will have a connection point where you can connect your space to it.

Q: Why are we reserving some special zones? Doesn’t that make the game pay to play?

  • No, because the loot table will have nothing to do w/ power advantages, it’s only related to time tokens.

Q: What continues to drive the value of a season’s world-dropped NFTs?

  • For those, we need to consider the tags.
  • The portals will always shuffle the tags.

Q: Why did the team decide that early access cosmetics are not upgradeable?

  • The upgrading is derived from having utility NFTs, then the craftable line & non-craftable line.
  • It needs to depend on the way we integrate them into the recipes.
  • We want to make sure they have value beyond purely holding them.
  • We feel they are non-craftables because they can still be used in the crafting economy as inputs & still give them a ton of value.
  • Non-craftables give them a uniqueness because they aren’t upgradeable & they are what they are.
  • One of the things we had discussed w/ Gold, Silver & Jade releases was those items have very low quantity numbers & will never be dropped from in-game ever again.

Q: What is the impact of a free-to-play player in the economy since a MMORPG having a lot of players is critical?

  • If the player doesn’t have an hourglass, the way they could contribute is through cosmetic shots that can only be generated through gameplay.

Q: Are there any plans for Binance mystery boxes & will they count towards the airdrop?

  • I don’t think we’ve necessarily included Binance but we take that under consideration.
  • We’ll follow up & see if that is something we can easily do.

Q: How do you guys intend to keep people that haven’t invested money into the game to be interested?

  • The crafting economy is not the entire game.
  • We are providing the tools to the economy to all of our players.

Q: Will the non-craftable NFTs scale with the craftable ones?

  • For the non-craftable ones, we don’t need to follow a very rigid scale of rarity from common to unique, it could be depending on the line. Some lines might have three types only & some might have more.
  • We’re going to have to see what would be the best balance for the non-craftable ones.

Q: How is the ownership of the item going to work if it’s going to take a bunch of guild members & their resources to craft it?

  • The ownership should be owned by whoever crafted it.
  • We need to gather some info to see what is the need for something to be implemented to handle this case.

Q: Will we be able to have an in-game peer-to-peer trading within a guild or something to prevent the taxes?

  • For trading between family & friends, that is absolutely something we’re looking into.

Q: Are you unable to share hourglasses to other players & earn a crafting fee on them?

  • Those are the most NFTs that would be easier to implement then allocate the percentages of the owner to the renter.
  • They are part of the renting & we are also looking into that.

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