What actually happened with Hamster Kombat?
Hamster Kombat needs no introduction, they onboarded over 250 million people into the airdrop space, building on the sucess of the $NOT project. After the launch of the $HMSTER token and the allocation of airdop points, many people were disappointed with the project and the airdop they received, and in a post I made a few days ago, I predicted that this would happen, and how was I able to do so?
The pre-market price of the token. Premarket prices and total coin supply are excellent indicators of the price range at which a project may launch, particularly when estimating the project's market capitalization.
Many airdrop farmers are inexperienced with these calculations, which is why it is critical to understand the concept of tokenomics. Many airdop projects, including Rocky Rabbit, are scams due to the way they are run.
They asked people to pay a $3 eligibility fee for the airdop, but their total supply was 21 trillion, putting their listing price at 0.00006$. Based on these parameters, I knew people would not get anything meaningful, so I refused and asked others not to pay either.
After lunch, more than 80% received $2 in airdop while losing $1 in net investment, and when screen time and effort were taken into account, many people were net negative.
Why Hamster Kombat Failed
For Hamster, they were simply over-farmed and over-adopted, so they used that numbers to their advantage. People were overconfident because they had overfarmed the community. They made people watch YouTube videos before introducing more third-party games with ridiculous advertisements.
They also led people to believe that active participation in the game was the best way to achieve the best airdop.
They added a lot of tasks to the game. To be actively participating, an average user must spend 20 to 22 hours per day, and this has reinforced the belief that the more effort, the greater the reward. Unfortunately, even in real life, efforts do not always result in rewards, but no one remembered this, and they simply promised to be the biggest airdop in history.
Do not get me wrong, they did the largest airdop in history, but only in terms of volume, and it was not worthwhile for the individual farmer. Why? They airdropped 131 million eligible wallets, crashing exchanges such as Binance and Bybit. Exchanges ate well, and the numbers achieved on Binance were extraordinary.
It became diabolical when they repeatedly asked people to refer more people. They once stated that they wanted one billion users, but this was only because they wanted to increase revenue from their YouTube channel and other social media platforms.
They now understand that they cannot provide people with the airdop they deserve after 4 to 6 months of constant farming, but they have decided to postpone their TGE, which was scheduled for July, until late September. The team behind the game could have farmed their players until December, but the players' constant outrage forced them to launch.
HK Revenue
To be fair, they raised about $2 million from their one billion YouTube views; we do not know how much they earned from Telegram, YouTube, and Facebook, but they also made a lot of money from third-party applications. If I had to guess how much they earned, I would say $5 to $10 million, but I could be wrong.
Now, while I applaud them for successfully allocating Airdrops to 131 million wallets, the project is likely to fail due to unequal distribution.
The Diabolic Part
All along, the game was about how many people you could refer. YouTubers and influencers earned $500 to $20,000 over six months, while average users earned $2 to $10. These influencers never played the game; all they did was refer active farmers and earn 100 to 1000% more than regular players, which was very diabolical.
However, I understand.
They believe that YouTubers and influencers provided them with massive numbers that significantly increased their YouTube earnings. I mean, that is how life usually works. People remember an influential person who gave them $500 to start a business, but it is more difficult to remember someone who fed them every day or supported them for years when they had nothing.
It was like deciding whether to marry a potentially wealthy partner or a poor partner who had made significant sacrifices for them over the years.
In conclusion.
Hamster Kombat proved to be the most devious airdop in history, and I began to suspect them after they devised an uncountable number of ways to exploit the community. They let their greed take over, and they knew from the start that it would be difficult to balance reward and effort, but they continued to onboard due to their YouTube channel.
I earned about 16 dollars after 4 to 5 months of farming, and I suspected that the DEVS dumped on players after they first launched at 0.001. Is this the end of Telegram airdrop farming? Probably not, but this airdop will bring people back to Web 2.
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Well, Hamster was overhyped, and many people rushed it and I think that was why I had to just distribute a little to everyone to reduce the talk reduce. Well, I love your presumption, it was based on a premarket number.
Every project mostly launches close to their premarket price.
Yeah, you are correct.
In the end, it always comes down to what fundamentally backs the value of the token or if there are enough people who believe it will go up which brings more buyers than sellers. Still crazy to see the HMSTR tokens still has a 674 Million Dollar Market Cap Fully Diluted while everyone who earned it dumped or is looking to dump.
Should be interesting to see how this one moves forward.
Basically I think it also comes back to trust. They betrayed over 50 million people and lied to them. Hamster could have been one of the best projects out there if they had told the truth. Now I doubt they'll survival and their lies was the Achilles heel.
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I can think of so many projects that popped off and then couldn't survive the weight of their success. That actually makes me appreciate great projects like Splinterlands even more as they endured.
Exactly, the weight of success can actually be too heavy for time project to sustain, and this is what happened with this one. I appreciate splinterlands a lot, as how they've managed to keep the game going all these years.
Your analysis makes sense, I suspected a thing like this would happen when they kept on tying rewards to referrals, not to talk of the numerous games they introduced.
I can only wonder what the season 2 would look like and what it has in store.
The hype was just too much and the disappointment massive.
Exactly, they kept on pushing referral because I think it got them a lot of YouTube views and all that. Apart from the hype, they failed, I personally won't play season 2
I was in doubt if to jump into Hamster Kombat or any other Telegram games. Luckily enough I thought that my team is more precious than what an airdrop might bring. And on this one it seems that I was right...
Greed was their driving motive, even at the cost of everyone else. Sad to see that stuff in crypto but it's happening more and more these days. You invest a lot of time only to get almost no reward.
Exactly, greed was. People invest six months to earn 10$ but the creators are smiling to the bank. I was shocked myself I thought this would raise 300$ to 500$ for each players at the beginning
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The real crazy part about this is I'm sure the creators of the game made off with bank! Both from TON fees and upgrades in the game and also all of that youtube ad revenue. What a complete waste of time for people this project was and honestly I wouldn't be shocked now if all other games like this saw a major decrease in players.
You're right, I think in many ways, the creators made money off many things that people aren't even aware of. Sure, it's probably another waste of time for regular players. The decrease in players will be massive. This was the biggest joke of the century
It sounds like a crazy airdrop. I am sure the developers made off with a bunch of the gains when they got the chance to dump. It's kind of crazy to see how much work goes in for such low rewards and how they misled everyone.
They made a lot of gains with the project and allocated over 50% in my opinion to the influencers and YouTubers
Wow! 20-22 hours a day? That's crazy! Did anyone actually spent so much time on HK tasks? That's worse than slavery!
Yes, it's worse that slavery, but they promised some really good airdops at the beginning and people went for all the promises and all that. That amount of time on Hive would have paid even better.