Why do Web3 projects need to be tested repeatedly?
Because new products inevitably have some bugs that the project team cannot predict. Only through low-cost testing can we see how players react to the economic mechanisms of the product, identify issues with the product's values, and locate bugs. A complete test is needed to make corrections and optimizations.
For example, during this testing of Oneness, after one day, it basically turned into a PVP between a small number of OG players, KOLs, and multi-account guilds, with no involvement from regular players at all.
A small number of OG players, KOLs, and multi-account guilds can obtain Class A test codes issued by the project team. Each Class A test account can issue 50 Class B invitation codes to invite new players. After each new player is invited, the Class A test account receives a reward of 25 $test test tokens (a referral reward).
Regular players receive a Class B test code, and after completing all tasks, can only earn a little over 300 $test test tokens, which is still far from being able to buy a test NFT fragment (the minimum price for testing NFTs at this time is 1068 $test test tokens).
So today's new players, after being invited and completing tasks, end up just visiting without being able to do anything else. The remaining few with Class A test accounts, helping to bring in more players, are left to have their own little fun.
With such testing situations, it's likely that the Oneness project team did not anticipate this. How should they respond? What new measures need to be introduced to ensure that new players have something to do and a reason to stay?
This comment is certainly not a criticism of the Oneness team, as it is only the first day of testing, and there are still many test contents to be released later.
It’s a great learning process to faithfully document and share the progress of the chain game projects I have participated in, and I welcome discussions.
@Oneness_Labs