The Ultimate of (3,3) @virtuals_io's Genesis Launch

As the process began, due to various Genesis Launch performances feeling like a "free fall ride", I pressed the sell button.

🌟 Selling will result in a penalty, only within the timeline

I sold the distributed tokens one day after the launch, two days later, and three days later, and all faced the penalty mechanism, entering the "prison".

After the last post, a friend mentioned that as long as the project's lock is still a green progress bar, it cannot be sold, and can only be sold when it turns yellow.

I haven't tested this, so I don't know if it's correct; let's assume it is, after all, it has been proved wrong that selling is possible one day after a successful launch.

So, selling is not allowed, but buying is permitted, then the net sell amount should be less than 0.

🌟 Our love is like a free fall ride

Looking ahead at projects, there aren't many successful launches, so you could say the sample size is small, but actually, it's quite a lot.

Basically, the trend is that successful launches peak first and then head south, with most not even bouncing back midway, just moving south, while some better ones slowly head south like an ECG, a very few move north first and then turn back south.

So basically, if you don't sell on the first day, you probably won't sell at the peak;

Similarly, if you buy on the first day, you probably buy at the peak;

🌟 Diamond Hands Reward Points

The diamond hands reward points are basically the highest "proportion", especially in newly launched Genesis Launches, the requirement is that you have a net buy amount greater than 0 within 24 hours of the launch, the more you buy, the more rewards you get.

Moreover, the newer the better, you need to keep buying; if you don't buy for a day, your diamond hands reward will plummet.

And by continuously buying, the "free fall ride" effect mentioned above will occur, essentially using money to exchange for points.

🌟 Points or Money, the Prisoner's Dilemma Achieved

Here it basically comes down to whether to want points or to earn $; this is a question.

Basically, the first day is always the peak:

1. You choose to sell and take the $, thus you get banned and enter the "prison" for a cooling-off period, and you won't receive high "diamond hands rewards", but you might earn the most money at this stage;

2. You choose to buy, then you get the "diamond hands reward", and after waiting for the diamond hands reward to plummet, you choose to sell, thus earning a good number of points, but you won't get the "most $" at this stage, and you also enter the "prison" for a cooling-off period;

3. You choose to buy, then continue to hold; your "diamond hands reward" continues to decline, you don’t sell, and you keep getting sellouts without "penalty". At this point, you find you've earned the most points but received the least "$", and you might even incur losses;

4. You choose not to operate, just hold on, and your "diamond hands reward" will be there, but because you haven’t bought, it won’t be very much, but your final loss probability is relatively low, because breakouts are rare;

Basically, this summarizes everything, so many people will start selling when they feel the $ begins to decrease, because points can exist in a "tangible" form, with a ratio of 1 point between 0.02-0.035u.

🌟 The Ultimate of (3,3), key to see @virtuals_io

So here comes a more interesting action, which is pledging ve-virtual, earning points and also airdrops.

But here we have to see how high the APR can go, and this (3,3) ultimate not only feeds on the price of $VIRTUAL but also on the quality or quantity of the project.

After all, quality is not enough, quantity must make up for it.

My next choice is to accumulate points for half a month, then put them out and see 👀, and then sell as soon as it opens, and just collect a salary.