🔥💥Wool Party exploits chain games, but Pixel decides to completely tackle this stubborn issue with RORS!
This seal plays not many games 🎮, let alone chain games. My expensive Xbox One and Switch have been gathering dust for a long time. But this doesn't hinder my interest in the business model of chain games. I found that most players, when they come in, first thing they do is calculate how much reward they can exploit, and then big accounts and small accounts fly together, technology and hard work dance together. The result? The project party issues tokens daily, players run away after earning, and the ecosystem collapses directly.
The Pixel white paper proposes RORS (Return on Reward Spend), intending to transform rewards from a 'black hole of expenditure' into real investments. When this seal saw this indicator, they felt that this is the true understanding of sustainable design.
Let's clarify what 'issued token rewards' actually are. Why issue rewards for playing games? Because traditional chain games need to use tokens to attract players to farm, explore, and create, stimulating activity and economic circulation. But if you only give out rewards without any returns, the rewards become pure costs, and once inflation kicks in, the ecosystem is doomed. The Pixel team treats rewards as 'investments', only issuing them for actions that truly contribute to the ecosystem, like Speck land upgrades, task completions, guild collaborations, etc.
The calculation logic of RORS is simple and direct: the total amount of issued reward tokens divided by the actual amount recovered through protocols via fees, transactions, etc. Currently, RORS is about 0.8, with the official goal being to break through 1.0. Once it surpasses 1.0, it means that for every reward issued, the ecosystem can recover more than one token's value, forming a positive return loop. The white paper refers to this as 'return rate', directly linking player rewards with ecosystem health.
@Pixels team considers RORS as a core indicator in the white paper, with #pixel all reward distributions optimized around it. $PIXEL , as a high-level token, has its usage scenarios tightly bound to RORS, ensuring that every issuance serves long-term growth rather than short-term exploitation. See Figure 1 for RORS calculations and target path.
🦭 ༄༄The decisive dividing line༄༄ 🦭
This seal can't help but bang the table while writing this: this design is so damn pragmatic! Traditional projects died because they didn't have RORS, but Pixel uses data to turn rewards into assets, allowing casual players to farm every day with a real sense of value. From now on, if anyone says Pixel is just a pixel farm, this seal will be the first to disagree.
This seal plays not many games 🎮, let alone chain games. My expensive Xbox One and Switch have been gathering dust for a long time. But this doesn't hinder my interest in the business model of chain games. I found that most players, when they come in, first thing they do is calculate how much reward they can exploit, and then big accounts and small accounts fly together, technology and hard work dance together. The result? The project party issues tokens daily, players run away after earning, and the ecosystem collapses directly.
The Pixel white paper proposes RORS (Return on Reward Spend), intending to transform rewards from a 'black hole of expenditure' into real investments. When this seal saw this indicator, they felt that this is the true understanding of sustainable design.
Let's clarify what 'issued token rewards' actually are. Why issue rewards for playing games? Because traditional chain games need to use tokens to attract players to farm, explore, and create, stimulating activity and economic circulation. But if you only give out rewards without any returns, the rewards become pure costs, and once inflation kicks in, the ecosystem is doomed. The Pixel team treats rewards as 'investments', only issuing them for actions that truly contribute to the ecosystem, like Speck land upgrades, task completions, guild collaborations, etc.
The calculation logic of RORS is simple and direct: the total amount of issued reward tokens divided by the actual amount recovered through protocols via fees, transactions, etc. Currently, RORS is about 0.8, with the official goal being to break through 1.0. Once it surpasses 1.0, it means that for every reward issued, the ecosystem can recover more than one token's value, forming a positive return loop. The white paper refers to this as 'return rate', directly linking player rewards with ecosystem health.
@Pixels team considers RORS as a core indicator in the white paper, with #pixel all reward distributions optimized around it. $PIXEL , as a high-level token, has its usage scenarios tightly bound to RORS, ensuring that every issuance serves long-term growth rather than short-term exploitation. See Figure 1 for RORS calculations and target path.
🦭 ༄༄The decisive dividing line༄༄ 🦭
This seal can't help but bang the table while writing this: this design is so damn pragmatic! Traditional projects died because they didn't have RORS, but Pixel uses data to turn rewards into assets, allowing casual players to farm every day with a real sense of value. From now on, if anyone says Pixel is just a pixel farm, this seal will be the first to disagree.
