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Recently, testing net points feel a bit like a gym trial class: you’re supposed to practice the moves, but everyone ends up staring at “sign-up and get cashback.” Once you have that expectation in your head, it’s all too easy to treat time, Gas, and even mainnet funds as sunk costs and keep dumping more in—until it turns into “I’ve run so many scripts already; just a little more should get me to the line”… In other words, stop-loss isn’t just about not losing money—losing attention counts too.
My blunt rule right now is: set a “budget ceiling” for each testing net project (time/interactions count/wallet count), and stop when the limit is reached—even if the group is still grinding tasks. And the moment the gameplay starts getting competitive in a way that feels like a secondary market rushing to grab liquidity, you should be even more ready to pull out. The same goes for NFT royalties: supporting creators is one thing, but when secondary liquidity gets stuck, the “vision” you talk about and the actions you actually take instantly split. Points are the same—once the narrative heats up, it’s easy for everything to go off track.
Next time, I might write my exit conditions even earlier, or just—without even considering it—treat it as if there’s no airdrop expectation and do it accordingly. How do you usually set stop-loss rules for “practice”?