AFTERLAND
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Investment and Profitability
The different sources of income in Afterland
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I Player profile
A) PVE B) Becoming a Scholar
II Investor or Lobbyist Profile
A) Lobbies, the heart of the business model B) Companion System C) The Scholar's return on investment D) Crafting system and $ELEC production E) Token Staking System $AFL
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I.A) Performance of PVE parties
A) Introduction Above are 3 tables of rewards associated with the different launch pools (Bronze / Silver / Gold) We have made these projections based on 100 players in a game. The number of tokens won depends on the player's position at the end of the game. In each pool the number of winners and losers varies.
Bronze 20% losers, Silver 50% losers, Gold 80% losers.
The more losers there are, the greater the rewards, and if you add to this the X10 or X100 bet, you can expect to win $5000 per game (provided you are in the top 5% of players, bet X100, and take into account the stability of the token)
It is important that the game offers attractive returns, this is what will bring value to the equipment and crafting systems of the game.
Be careful though, the money earned is always recovered from another player, the redistribution will always be balanced.
So, if you play in Bronze you will have to win x4 more games than you lose since you have an 80% chance of winning. If you play Silver you will have to win 1 out of 2 games to be on a balance, knowing that you have a 50% chance of winning.
If you play Gold, you will need to win only 1 out of 4 games to be profitable, but you have an 80% chance of not making it.
So you'll have to be strategic in your pool selection Is it better to play fully equipped and start with bronze x10 or to play directly in gold without equipment and try to make a holdup?
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B ) Stake and PVE yield in Solo players:
Hint on the price of a bet: X1 =7.5$ X10= 75$ X100= 750$
The price of the bet is recovered at 100% in case of victory, The above return is the amount won NET, without any redistribution of the starting bet.
Possible return per day(s) for a player with an average score of 60% in Bronze and Silver and 85% in Gold over 20 games (12 hours of play):
-37$ in Bronze x1 - $72 in Silver x1 - $320 in Gold x1 -370$ in Bronze x10 - $720 in Silver x10 - $3200 in Gold x10 -3700$ Bronze x100 - $7200 Silver x100 - $32000 Gold x100
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All earnings are calculated on a net basis. (The price of the startup stake has been subtracted). Its revenues remain hypothetical, depending on the activity in play and the variable costs associated with the launching of the games.
See details of the tables above
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Bronze pool :
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Silver pool :
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Gold pool :
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Please note that these yield tables are incomplete because they do not take into account the additional rewards.
We have added these additional returns to compensate for the cost of running the games (cost of consumables, potions, keys, ammunition. + the cost of depreciation of the equipment). See detail
Table above Additional reward table :
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Summary of the table: At the end of the game, the player will receive the token reward linked to his ranking + Aditionnal reward
Note that the additional reward does not apply to companions
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I B) Become a scholar
We would like to make becoming an Afterland player a real job, so it is imperative that it is profitable. When a player becomes a scholar, he or she will no longer pay a wagering fee and can be paid on a commission basis (in % of winnings) or on a per-game basis.
Lobby owners will be able to lend equipment to scholars, in order to make it easier for players to get into the game
An average scholar can expect a return if he has an average ranking of 60% out of 20 and 85% in Gold (i.e. 12 hours) by paying out 70% of the income of :
-11 in Bronze x1 - $21 in Silver x1 - $95 in Gold x1 -110 in Bronze x10 - $210 in Silver x10 -$950 in Gold x10 -1100 in Bronze x100 - $2100 in Silver x100 -$9500 in Gold x100
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II. A) Lobbying, the heart of the business model
Obtaining a lobby allows you to obtain several sources of revenue:
  • Return per Scholar: Allows lobby owners to recruit players to play for them, allowing them to earn tokens and multiply their revenues.
  • Companion Revenue: Allows lobby owners to recruit bots (companions) to play for them. Same principle as Scholar except that the return is less important than for a scholar and requires to have a companion NFT.
  • Return by ELEC Generation: Lobby owners have the ability to generate ELEC based on the amount of $AFL deposited in their lobbies. ELEC is the primary resource for all Craft in Afterland. The production of ELEC is boosted according to the size of the lobby (see calculation system below)
  • Yield per crafting: Crafting is at the heart of the Afterland economy. The profitability of the players will depend on the level of their equipment(s) as well as their consumable(s) Knowing that some PVE worlds will require a sufficient level of equipment, players will have to be properly equipped to survive and earn more.
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Lobby yield summary:
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Note that we have chosen to illustrate average returns in bronze X1 betting in order to be as close as possible to the real result.
The castle is not purchasable via Mint, it can be obtained by upgrading a manor. It is mainly dedicated to guilds or/and professionals. It is necessary to have one to organize community events: the "tournaments" and "guild creation" features will be available for castle owners.
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II.B) Companion system performance
Lobbies have a different number of companion slots depending on their size.
-Small lobby: 1 Companion -Medium lobby: 2 Companions -Manor: 8 Companions -Castles: 16 Companions
To be equipped with a companion, a lobby must have 1 NFT of companions.
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A) Explanation of Companion Output:
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With an average investment (50% of the players) a companion owner will be able to get an average gross return of 56$ with 1 companion
56 - (30% tax returned to PVE players) = $39 That is $39 net in stakes X1 in liabilities
It's important to understand that the level of investment in a lobby benefits all companions ("Lobby Score") so the more companions a lobby can get, the more diluted the investment in the lobby is in the companions' return
(Hypothetical returns depending on market conditions inside and outside the Afterland game)
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II.C) Scholarship return
The scholarship is only available to players who own a lobby The number of active scholars depends on the size of the lobby
-Lobby Small: 2 -Lobby Medium: 4 -Lobby Manor: 8 -Lobby Castle: 16
All additional resources over and above the scholar's wager (gems, boss resources and miscellaneous items) are returned to the lobby holders.
A) Potential return for a Scholar manager:
If the scholar has an average ranking of: -60% in Bronze -60% in Silver -85% in Gold
For : -20 games ( 12h / 1 day ) -20% of redistribution
Potential return :
-29.6$ in Bronze x1 -$57.6$ in Silver x1 - 256$ in Gold x1 -296$ in Bronze x10 -$576 in Silver x10 - $2560 in Gold x10 -2960$ in Bronze x100 -$5760 Silver x100 - $25600 Gold x100
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II. D) ELEC production and Crafting A) $ELEC Production :
The lobbies allow the owners to generate all the resources in Afterland in order to manufacture all the objects necessary to the functioning of the game
The primary production resource is the $ELEC token This one is generated by Staking reward of the $AFL token from the lobby
Depending on the size of the lobbies, it offers a Staking bonus -Small lobby : +0 -Medium Lobby : +50 -Manor lobby: +150
Example of return calculation for a medium lobby :
- $AFL deposited: 1000 - Bonus : +50%
That is to say a " Weight $ELEC " of 1500
The " Weight $ELEC " determines the share that the players will receive in Tokens according to the total weight of the players in the pool staking $ELEC. The return will be evolving each day according to the consumption of the $ELEC token. (Same system for the staking of $AFL)
Regulation of the token $ELEC :
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Table summary: In order to avoid a devaluation of the resources and the economy of the game, we wanted to have a stable system that self-regulates according to the demand (consumption) Thus the number of generated $ELEC tokens is adjusted each day according to the consumption of the previous day.
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B) Crafting :
The value of crafting is difficult to speculate because the values of an object remain subjective, only the contraction between supply and demand will determine the right price.
Craftable Asset Class:
-Resources -Consumables -Equipment cards -Machines -Decorative items -Skins and Emotes -Fusion and Burn Machines
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Crafting board :
The performance of the machines is still under development, we are working on it for the end of year beta.
Lobbies produce resources and manufacture objects through machines The more slots a lobby has, the more production capacity it has and the higher its output.
Most resources in the game are destroyed during their use (consumables, equipment, resources etc.). Crafting is therefore an obligation for players who want to maintain a yield in the game.
The price of Craft will be correlated to the value generated. For this reason we have added a system of staking in X10 and X100 which will considerably increase the value of the equipment and participate in the economic development of the lobbies.
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II.E) Staking system of the $ALF token:
Players who deposit AFL in Afterland get $AFL token liability returns according to the amount of $AFL token deposited.
Lobby holders get an additional return bonus depending on the lobby's Staking Bonus
-No Lobby: + 0% -Small Lobby: +10% -Medium Lobby: +20% -Manor Lobby: +40% -Castle Lobby: +80%
Example of calculation for a medium lobby :
-Token $AFL deposit: 1000 -Medium lobby bonus: +20%
That is a weight of 1200
Staking Return = (Weight (1200) / Total weight of all investors) * (Number of $AFL tokens issued)
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