If you don't have time to watch the video, here is the summary;
-
@stonewatch_rh became successful because of genuine intentions to build a good and fun game without any KOL marketing or supply-controlled games.
- The biggest reason that
$SW price went down faster than we expected was because of the economy design flaws. Production power should have produced "gold" not
$SW tokens directly, and gold should be converted to
$SW with a percentage every day. Even though we introduced countless burn and deflationary mechanisms, since players were producing basically unlimited amounts of tokens, nothing worked.
- We analyzed wallet by wallet how much players won or lost. Compared to other games, thanks to bots and some big influencers losing big amounts, our real players are in really good profit in total. And losses are very minimal generally.
- In stock markets, if you win, someone loses; if you lose, someone wins. A liquidity pool is not exactly like that but very similar. Stonewatch team only made money from a small percentage of total volume, not from anyone's win or loss.
- We made a plan to make you whole if you are in lose even though we have zero responsibility to do that. We will give you a starter package in our new game according to your loss amount and it will make you recoup your loss amount in 10 days at max.
- Our new game
@RaidLords is coming soon. Like Clash of Clans in WEB3. So detailed, so much strategy can be done. Tens of soldier types, tens of buildings; each unit is modelled in 3d. Wars will be epic.
- We are sunsetting the rewards on Stonewatch - the reward pool dried out more than a week ago; we are manually buying from the market and manually filling up the vault. But it is not possible to continue forever, and it will not help you at this market cap.
- We are not sunsetting the game yet, so you can continue to play if you are enjoying it.