Modeling a typical web3 game with a normal distribution in user growth and a 50% reward rate to players, it could take many months before buy pressure overtake the sell pressure from a premint. This is why so few web3 games survive. But there are solutions.
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The most obvious would be to avoid the premint altogether, but this is only possible for small teams that can keep the development costs low by investing their own time. The blue line show buy pressure for a project with no premint.
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