Point System
Last updated
Last updated
This section describes the generalistic formulas to allocate Seashells (Points) to individual users of TideFlow participating in free games and wager games. Seashells will later be converted into $TIDE tokens.
Participation in free and wager games is tracked separately
Silver Seashells
Awarded for free games
Reward currency for social tasks
Gold Seashells
Exclusively earned for playing wager games
This ensures an effective airdrop allocation to players. Players of wager games will be adequately rewarded, preventing dilution by free-to-play users.
Initially we have to define the total number of seashells available for distribution in a single multiplayer game.
At its simplest, the total number of seashells within a single lobby is calculated as such:
General Boost: Note that the “General Boost” is set at 100% across all community sizes. This is in order to give two Seashells/player as a base rate.
Community Boost: Scale with the number of players that join one single game to incentivize larger communities.
Wager Boost (only in wager games): Scales with the wager each participant in a game bets by that incentivizing communities or games with larger wagers.
This simplified logic can further be expressed in the following way.
Let:
In a simplified example where only a base boost as well as a community boost is applied is shown in the following table:
N
Base Boost
Large Game Boost
SHTotal
1
100%
0%
2
10
100%
0%
20
25
100%
0%
50
50
100%
0%
100
100
100%
100%
300
150
100%
100%
450
200
100%
100%
600
250
100%
200%
1’000
500
100%
200%
2’000
1000
100%
500%
7’000
Or visually:
Further expanding the above formula with a wager boost lead to a slightly more complicated table:
N
Base Boost
Large Game Boost
Wager
Wager Boost
1
100%
0%
1
0%
10
100%
0%
10
0%
25
100%
0%
25
0%
50
100%
0%
50
0%
100
100%
100%
100
100%
150
100%
100%
150
100%
200
100%
100%
200
100%
250
100%
200%
250
200%
500
100%
200%
500
200%
1000
100%
500%
1000
500%
This again leads to a two dimensional grid of total seashells to be distributed in a single game:
N / Wager
1
10
25
50
100
150
200
250
500
1000
1
2
2
2
2
3
3
3
4
4
7
10
20
20
20
20
30
30
30
40
40
70
25
50
50
50
50
75
75
75
100
100
175
50
100
100
100
100
150
150
150
200
200
350
100
300
300
300
300
400
400
400
500
500
800
150
450
450
450
450
600
600
600
750
750
1’200
200
600
600
600
600
800
800
800
1’000
1’000
1’600
250
1’000
1’000
1’000
1’000
1’250
1’250
1’250
1’500
1’500
2’250
500
2’000
2’000
2’000
2’000
2’500
2’500
2’500
3’000
3’000
4’500
1000
7’000
7’000
7’000
7’000
8’000
8’000
8’000
9’000
9’000
12’000
We can put the above also into a graphical representation:
Now that the total amount of seashells available for distribution per game has been defined, we can break it down to a single player.
Let:
Therefore:
To determine the number of seashells distributed to an individual single player we need to rank the player's performance against the other players.
Let:
The ranking has to be based on a metric which we will call:KPIi = Performance of an individual player i among all other players in the game
Where KPI may be based on a Success Score or Return Measure (ROI) suitable for ranking the players individual performance.
Each player is then ranked based on the KPI relative to all other participants in the match. The following illustrates such a distribution:
The individual performance will then be rewarded by boosting seashells available for distribution for players that scored in the top percentiles while the majority (the belly of the distribution) will get a small reward and the bottom tail may or may not receive a marginal reward.
This increase is currently set to always incentivize players to compete in order to climb as far up the P&L ladder as possible. An idle playstyle, where aiming for the middle of the leaderboard is rendered inefficient from an economic and pointnomic perspective
Taking above into consideration one can easily draft a rewards table assuming a game with
Comment
Percentile
Seashell Allocation
Seashells
Maximum
100%
30%
300
95%
25%
250
90%
20%
200
75%
10%
100
Median
50%
5%
50
25%
4%
40
10%
3%
30
5%
2%
20
Minimum
0%
1%
10
Or visually:
The number of seashells available for distribution in a specific percentile then needs to be shared among all players that scored in the same percentile.
Furthermore, if there should be no player scoring in a particular percentile the seashells allocated to that percentile are held in an overflow. This overflow is eventually proportionally distributed relative to the base seashell allocation, to the percentiles with players. By doing so one ensures that players in higher percentiles always receive more than those in lower percentiles.
One can now easily define the generalistic formula for the individual user.
Let:
Therefore, the Seashells allocated to an individual player i scoring in percentile p is: