Suggested Giveaway System Redesign

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55
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6
The current system for giveaways incentivizes several problematic behaviors.

First, the IndieGala Giveaway Points calculator simply doesn't have a good formula for coming up with good values for games, and even if adjusted, it would still create undesirable incentives upon behaviors.

This is problematic partly because the values of games are wildly volatile to the point where a game like Deponia, for example, was worth 40 IC (4000 giveaway points) just a couple weeks ago, while its sequel was worth 1 IC (<100 giveaway points). Now, just a couple weeks later, Deponia is worth 4 IC. This is seemingly caused by a value upon "popularity" of a game as measured by keys redeemed/purchases that doesn't take into account when a game is being given away for free en masse or in popular bundles, making games instantly more valuable as a giveaway item the more saturated the market is with that game, regardless of actual demand for that game. Meanwhile, games that are older seem to default to a value of 50 giveaway points, making them virtually useless as a giveaway, even if they SHOULD be more desirable than the spammed games that are just free keys being instantly recycled into giveaways.

Second, the "giver level" system directly encourages players to giveaway as many games as possible, with an incentive given for crap games you can get for free. Why give away something valuable to gain the perceived value of a user level, when you could give away free games for more giveaway points? They are, after all, more "popular" due to key giveaways suddenly causing an influx of key redemptions, which therefore makes those free games more valuable in the giveaway system's eyes than games worth money.

Third, user levels supposedly exist as a method of encouraging users to add their own giveaways. A nice concept in theory, but there's nothing in this system to preserve a balance. If a new user sees several level 1 games they want, they might be encouraged to give some games away to reach level 1. Hypothetically, once there, they might see level 2 games they want, and give more games away to reach level 2... But what happens when you have a new user see that there's nothing but either level 0 games, and level 10 games that require they give away a million giveaway points to reach? This system creates a "Can't Catch Up" problem even before we start talking about the fact that the giveaway community is made up of an underclass of level 0, 1, and 2 users that legitimately give away games they own versus a class of users that farm free games to spam and get themselves and dozens of sockpuppets up to level 12. As months go on, the greater these disparities will grow, and the more hopeless it will seem to any new user who sees nothing but level 20 users all over the place. A level 0 user can at least see what it takes to get to level 1, but getting to level 4, much less a level 10 giveaway is hopelessly far and takes an amount of effort so great that they would almost invariably be better off just spending that time on another job to buy the games they want outright.

Finally, the entire purpose of IndieCoins is to create some sot of sense of opportunity cost, that they only have 240 IC per day to spend on games, so one shouldn't frivolously spend blindly on every game they see... Except the system has no method of auto-balancing out the value of games to the number of games a user might want to enter contest for. Currently, I blindly enter basically every contest that doesn't have a game I'd be embarassed to own, and which I don't already own, and I still frequently fail to spend all my IC. I don't even bother looking up new games, there's no point, since the IC I spend upon them is literally worthless and there is no opportunity I'm missing out on by spending blindly on anything I see with the slightest shred of novelty.




Because of these problems, I suggest a rethink in the way that IC are used, and the entire giveaway system is created:

Have users spend as many IC as they want on any given game. Each IC they spend is a "ticket" to win in that contest for that one game. This way, the "market decides" how many IC any given game is worth, rather than trying to create some algorithm to postulate the theoretical value in a manner that will almost certainly be inaccurate.

Likewise, do away with giver levels, and instead let users who give away games get "bonus indiecoins" that are a fraction of the total IC spent upon their contest. This would still reward givers with something to help them win the games they actually want, but give little incentive to spam free games nobody wants, since people would have little reason to bid on such games. Setting up a new contest/giving away a new game could also cost an arbitrary number of IC (let's say, 10 IC) so that severely unpopular or vastly oversaturated games are not worth putting on the market.

The "hourly" IC could still exist, but just be in a different pool as the "bonus" IC one gets from giving away games. This could let people save up large reserves of bonus IC they could use to outbid everyone else in those few contests they really, truly want to win. (Which would also help redistribute the bonus IC, since the giver of a really popular game that has lots of bonus IC spent on it gets more bonus IC, themselves.)

The only problem still outstanding from the current system, then, would be the problem of sockpuppets, but with giver levels gone, there would be no reason to use sockpuppets but for the hourly IC. So far as this goes, I'd suggest using other methods of weeding out sockpuppets: Users with records as users could be generally considered not a sockpuppet, but new users might be asked to do some sort of simple browser tasks (possibly just captchas, but basically anything that would be hard for a script to do for a sockpuppet account) to renew hourly IC until a certain threshold of non-giveaway activities have been accomplished. You could even make it a silly browser game where you get a number of IC per day based upon skill at a browser game. Regardless, the idea would be just enough involvement that a legit new user isn't entirely put off, but where it's too much trouble to farm out sockpuppets just for their hourly IC.
 
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It is not my primary language.
I just try to know what you say. Maybe I didn't get what you say.
Sorry for my post. Hope you can forgive me.
And thanks for your reply
 
Messages
55
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6
I don't quite follow everything you're writing, but I don't think you're getting what I said, either...

The thing about giveaways of games that were themselves given away for free is that they usually are given away for free for a reason. Games like LawBreakers are free because they are temporary alpha tester keys, and aren't the real game. Other games are gien away free because they are terrible games nobody will pay actual money for, so they are given to giveaway sites.

Regardless, if someone DID want those games, the system I'm suggesting would still value them exactly as much as people trying to enter their giveaways would value them, so that's not an issue. The point of the suggested system is that it is reactive to the actual "market demand" of the userbase.

As for what bonus IC does for you, the point is that it's a vastly greater chance of winning. Rather than 0.5%, you'd have 5.0% or even a 50.0% chance to win if you outbid everyone else by an insane enough margin, although doing so would likely consume every IC you own. The point is that I'm talking about completely changing how IC are spent so that you can never have enough IC.
 

szuny.zoli99

New member
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I have one problem with this system idea; the fact that you could use more than one ticket per giveaway. The way I see it, they made the system like this to balance the chances. If the system would be like this, giveaways would look like the gleam.io (or whatever the site's name is) giveaways. Now, imagine this; there's a user who saved up lots of bonus points for one giveaway. The giveaway is a legit GTA V key (basically impossible scenario, but whatever). So this user could use his bonus pionts to buy tickets with each one, meaning they could have hundreads of tickets for one giveaway. While the chances in the current system are 1 to the number of participants, your system would mean that the new users, or users who haven't given away keys still had that chance, while the users who have given avay hundreads of keys could potentially have a 100 to the number of participants. This isn't really fair. But the sockpuppet accounts would dissapear, since they would be useless.

One more thing is with the "free" games that are constantly being given away. One type of this is when users get keys from the developers themselves, so they can give away a hundread copies of the same game. The best example is probably EvilMaze; the developer uses Google translate, because his first language isn't english, and he can't form grammatically correct senteces. His game was met with horrible reviews, and he gives away free keys to anyone who asks nicely enough. Anyone could set up tem email addresses, and spam the guy for keys, if they wanted. And this is probably the worst thing that they could do. These types of giveaways shouldn't be removed completely though; I'd much rather win a giveaway here than beg the developer for keys. Maybe, they could set up a system, where only a certain amount of giveaways can be active at any given time for these games.

The other type of these games are the ones that are being given away on other sites, or on Indiegala's mass giveaways. Games like Enforcer (that was given away for free on another site last week), or Ampu-Tea (wich is being given away now on Indiegala) can be seen too much on the giveaway page. These games should be banned from the giveaway section, at least temporarily.

That's all I wanted to say. Hopefully, this wall of text makes sense too.
 
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Interesting concept, I like it.

The option to spend a certain amount of ticket on giveaways could be implemented on the current system already and the exp reward for the giver could be based on the entries. Having a level cap at level 5 for example would stop the currently infinite race to higher levels as well, people could still level up to show off but a level 5 giveaway should be the highest that can be created. Tickets spend in a higher level giveaway level wcould be worth more exp to compensate for less people that can enter those levels.
I would still like a limit on the coins you can have and/or a maximum of coins you can spend per giveaway so it is impossible to completely outbit others.
 
Messages
55
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6
Originally posted by: szuny.zoli99 said:
I have one problem with this system idea; the fact that you could use more than one ticket per giveaway. The way I see it, they made the system like this to balance the chances. If the system would be like this, giveaways would look like the gleam.io (or whatever the site's name is) giveaways. Now, imagine this; there's a user who saved up lots of bonus points for one giveaway. The giveaway is a legit GTA V key (basically impossible scenario, but whatever). So this user could use his bonus pionts to buy tickets with each one, meaning they could have hundreads of tickets for one giveaway. While the chances in the current system are 1 to the number of participants, your system would mean that the new users, or users who haven't given away keys still had that chance, while the users who have given avay hundreads of keys could potentially have a 100 to the number of participants. This isn't really fair. But the sockpuppet accounts would dissapear, since they would be useless.

One more thing is with the "free" games that are constantly being given away. One type of this is when users get keys from the developers themselves, so they can give away a hundread copies of the same game. The best example is probably EvilMaze; the developer uses Google translate, because his first language isn't english, and he can't form grammatically correct senteces. His game was met with horrible reviews, and he gives away free keys to anyone who asks nicely enough. Anyone could set up tem email addresses, and spam the guy for keys, if they wanted. And this is probably the worst thing that they could do. These types of giveaways shouldn't be removed completely though; I'd much rather win a giveaway here than beg the developer for keys. Maybe, they could set up a system, where only a certain amount of giveaways can be active at any given time for these games.

The other type of these games are the ones that are being given away on other sites, or on Indiegala's mass giveaways. Games like Enforcer (that was given away for free on another site last week), or Ampu-Tea (wich is being given away now on Indiegala) can be seen too much on the giveaway page. These games should be banned from the giveaway section, at least temporarily.

That's all I wanted to say. Hopefully, this wall of text makes sense too.

The thing is, the current system already has a system for blocking new users out of giveaways of good games - the level system - and already lets invested users gain an unfair number of extra chances to win - sockpuppet accounts. What this system does is even the playing field for those willing to play by the intent of the system, and give them extra dozens of chances to win, as well, IF they have been saving up to that point.

Keep in mind that the big giveaways are already impossible to win. Games like GTA IV and Doom close with 15,000 entries. If everyone bids 100 IC, that just means the pot is up to 1,500,000, and even someone with hundreds of entries is going to have little chance of winning overall.

Besides which, you're only considering the big pots, the smaller pots are the ones that are more important. If users want to save up hundreds or even thousands of IC to enter into those extremely popular contests, that means they aren't entering the smaller contests, and it gives the new users a better chance to win those smaller contests. Compare that to now, where new users probably win nothing, and it's likely better for anyone but those who are using sockpuppets to give themselves unfair advantages...

As for what you're talking about with banning certain games, however, the problem is, that's both manually intensive (meaning you're taking staff away from fixing real coding problems with the website to instead babysit what games are allowed or not,) and you're also still letting the first few fast exploiters of free games to set up their cheesy giveaways of free things, thus still rewarding the cheesy while leaving the honest users in the dust. Again, there are people who have a dozen sockpuppet accounts up to level 5, already, but most legitimate users are still level 1 or maybe 2. The current system is a system that encourages abuse.

The system I'm proposing, meanwhile, doesn't need to ban games, because it simply relies upon "market valuation" through the forces of supply and demand in the giveaway marketspace - if someone posts the 100th copy of a free game, nobody is going to bother bidding on it, and they will therefore get no value out of giving it away, and it will therefore not be worth the effort of trying to scam their way into giving that game away, anymore. (Alpha testing games that are temporary keys will still need a special warning flag, but let's not let the perfect be the enemy of the good.) So long as there is an IC cost to posting a giveaway, (I suggest 10 IC,) then if there isn't enough bidding to overcome the costs of posting that giveaway, then there is no reason to post it at all, and people stop posting those games on their own.

Originally posted by: druffzilla said:
I would still like a limit on the coins you can have and/or a maximum of coins you can spend per giveaway so it is impossible to completely outbit others.

That doesn't happen, since you can never completely outbid someone.

To go back to Nightwind's 0.5% chance for a second, that functionally means that you're bidding against 200 other IC on a given game...

To have a 5% chance to win, you need to bid 11 IC.
To have a 50% chance to win, you need to bid 200 IC.
To have a 75% chance to win, you need to bid 600 IC.
To have a 90% chance to win, you need to bid 1800 IC.
To have a 99% chance to win, you need to bid 19,800 IC, then slap yourself for wasting a gobsmacking amount of giveaway's worth of bonus IC on something nobody else is seriously contesting, anyway.

You never attain 100% unless literally nobody else bids.

The system automatically enforces a diminishing rate of return upon investment since every IC you bid functionally competes against every other IC you have already bid, as well as your actual competitors.

Again, keep in mind that this means saving up all your IC just to blow it all on that one game you really want... which means you can't be out there idly spending coins on the games you don't really want.

Take, for example, all these hidden picture games out in the giveaways section. These are games generally played by adult women, and not the sort of broke teenaged boys or college guys that are probably the primary demographic on this site. People enter to win those games just because they're there and they don't have them yet, but would never pay for them outright, since they're not games made with them as the target audience in mind. If you give people an incentive to save up their IC, instead of drip-feeding them out on every random game they don't already have just because they lose IC if they don't use their IC, then the people who actually want the niche games are going to find a LOT less competition for themselves, and I suspect a fairer proportion of users will be able to actually win something, if not necessarily the GTA V giveaway.
 

SilverWailPoisonous

New member
Messages
18
Points
1
I think it would help if theres a active steam account link to the profile, like you go to the page press the profile link and you get link to he's steam profile, sometimes there's allot of things you can see on someone profile, now we have to copy the name; put it in search bar, then find no one with that name.
Most make a fake steam profile then link and delete after, but as steam profile is linked in IG case it stays active on IG.

Also the other problem is the feedback when a troll gives you a negative feedback there's no option to let it change as long as the troll doesn't send a mail to support,a good way is a mediate that checks a giveaway before it actually go trough, like check if the game is activated, check the reputation of the receiver, ...

It will take allot of time, but as long as the automatic is not working it's beter for the users, as i still didn't get a automatic positive feedback on my account.
 
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