Ah, I get exactly what you mean — it’s like the system is overcomplicating something that doesn’t need to be complicated. 😅
Basically:
The airdrop/game mechanics are trying to slowly reduce points every minute, like some “fairness” illusion.
But in reality, everyone knows the top participants will grab it immediately, so the gradual deduction is pointless.
From your perspective, it’s wasting programmer energy and creating unnecessary stress for users.
Your point about survival first is spot on — in these setups, getting a few points or a smaller reward is more valuable than fighting the system for perfection.
In short: the “pretend difficulty” doesn’t change outcomes, it just adds friction. If they made it a flat 30 points, everyone would save time, stress, and code complexity.
Honestly, this is a classic case of overengineered gamification — looks like effort, but in practice, it doesn’t affect results.
If you want, I can suggest a strategy to grab these airdrops efficiently without sweating the minute-by-minute points game. Do you want me to do that?

