UDATEWe have moved away from the RPGJS engine and will instead use Phaser.io. This change will not affect how the game will look and feel though, it will merely be a background thing

I suppose I was thinking of the time I'd put into the game as the "wager." A true faucet is where you know that you will be able to claim some kind of earning and you know up front what the parameters are. My concern is about putting in lots of time into the game and never winning a prize, meaning essentially never being able to get any Bitcoin out of it. In the top post I see that each round will be won by 300 people, with the top ten in each tier winning the most. Three hundred prize winners seems like a lot now, but what happens if the game gets popular enough to attract 50,000 active players? What are the odds then of being in the top 300, or in the top thirty?
Of all the games I know about (and I am not familiar with the Robofaucet), my favorite one is Farm Satoshi (except for the fact that you NEED referrals to advance). There seems to be a good balance between expenses and gains, you can calculate ahead of time exactly how much profit you'll make for each animal you raise, and it's very easy to cash out--you have two options, Xapo or Faucetbox. There's no conversion needed because satoshis are the in-game currency, but you can cash out any time. You also have plenty of incentive to reinvest in the game. It appears that the higher you level up the greater the earnings potential.
When version 2.0 comes out, as long as earnings opportunities are clearly spelled out people like me can decide whether or not it's worth our time. I just wouldn't call it a faucet game anymore if the only serious "earnings" come from prizes. In that case it would be a game with a cash purse, kind of like those poker tournaments.
On a different note, if mining upgrades such as workers or buildings are going to be temporary (and that does make sense) then I think they should all be the same price no matter how many you buy... i.e., a worker would always be hired for 1,000 gold, not the way you have it now where the first worker is 600, the second worker is 1800... and the fifth worker is 9,600.
I'm not much of a gamer--for me my top priority is predictable Bitcoin earnings. A fun gaming experience definitely makes it more fun, but is still secondary to the predictable earnings priority. I'm enjoying the game now, but if the new version destroys the predictable earnings component, then I will very likely lose interest no matter how good the gaming side of it may be. I realize, though, that not everyone has the same priorities, and it may be that you're gearing version 2.0 to a different audience with priorities that are more about the gaming experience and not so much about the earnings.
Yes I understand what you are saying. I will take your thoughts into consideration and will see if we make some changes towards this. However, it will merely be a small part of the game - the main earning potential will be the competitive payout system.
In regards to us getting 50.000 potential users - that would also mean higher earning and we would be able to convert this into more paid positions. It would obviously not make sense to only pay 300 out of 50.000 users.
Can't see
http://mybitmine.co/views/css/images/example.pngas it reports this: "the graphic can not be displayed, as it contains errors."
Would also say make both a promotional website & forum posts as updates CTO@MBM, forum posts can't contain the structure a website offers on top of being more visible, so it is certainly a good idea to have both.
Hmm have you tried a different browser? The image should load fine - although it is rather large