It would have been great if by design, Splinterlands' cards were not levelling up by combining multiple cards, but by playing them in the game (an analogy to your GLG).
I love that idea, that would make the game way more accessible for people like me without much money. No way I'm ever getting to own a max level deck unless something changes drastically for me at age 41. Even then don't see myself paying that much.
I'll have to respectfully disagree on that one my friend, at least in a big part of it. Reward cards are the motor of the game and an incentive for playing. All card games award player's time spent with more cards (even the freemium ones). That's the whole point of the fun. Remember this please, I'll say this many times because it's very important for everyone involved in the game to remember: Splinterlands is NOT A SPS game, it's a Collectible CARD GAME! What the team should do is not replace Reward Cards, but restore Collection Power requirements and divide those in two Categories. Wild CP and Modern CP. Wild CP only benefits Wild Ranked and Tournaments, and Modern CP benefits both. I guess that will not take much development time of the team, since that's already implemented in tournaments. And Wild CP requeriment should increment at every set released! This way, the team guarantees that Modern Players and Wild Players are buying new stuff, and using the rental market as well, because the second one, is good for the overall economy of the game. This creates an incentive for players to OWN CARDs, even the ones that no one uses like Lichen Beast, or Biceratops! Great job as always and keep up the good work!
Like every card game gives away free packs. (Yes, not crypto or even crypto with soulbound.) Why does Splinterlands need to reinvent the wheel? The other card games, people are more likely to be able to afford playing at the top level. Gods unchained excluded. ($600-1k is my guess) for a top level deck. Splinterlands targets the whales. 10k-500k and are surprised they can't get players, and can't get people into the game. Try: max level deck for 600-1000. Attractive tournaments to motivate spending.
@@AfterSoundGaming It does, just like every freemium model. If it works for them, why does it not work for crypto? (Actually, I know of one crypto game that does this - Crazy Defense Heroes. Idk how much crypto is involved, but they have a token on Polygon and some NFTs people can buy and use. (Selling chests that contain cards,,,, kinda like Splinterlands.) Oh, speaking of Soulkeep, THAT'S what it can be. And winnings to tournaments or scores at end of month or something.
I agree with most of the comments that getting rid of reward cards is not smart, even soul bound i think is an issue. You want players to get cards that incentivise buying more cards to support it in that splinter and feel a since of growing their collection.
I like the attempt to think outside the box, but implementing this would devalue the supposed value proposition for land even more. I was actually ademently against giving summoners Tactics, because that was supposed to be the extra feature/advantage that land would add through the use of items and spells. Since its not a sole feature of land anymore now, land will never reach the full height of the intended value proposition (of course this can be fixed later, by just giving land further benefits that only land can unlock, but those concepts first need to be thought up). I feel the team has such low hanging fruit dangling in front of them, by finally creating a monthly Battle Pass like any other mobile game features, that would offer the team a steady monthly recurring income (the Wild Pass isn't exactly what we players had in mind here). The Battle Pass shouldnt be mandatory to play the game, just offer extra benefits on a monthly basis (available in all leagues). No more fighting to stay in the green every 2 year cycle of a card set, with gamers and fans biting their nails whether we'll be able continue to keep this game alive or not. The pass could include so many things: - skins for the cards (possibly adding augmentation to the cards stats and/or abilities) - special avatars for our profiles - titles with lesser benefits than existing titles - custom static profile banner-backgrounds to accompany our profile avatar, with legendary backgrounds being animated (would show up when pulling up a players profile, in battle, and the battle log) - 1 bcx random guaranteed GF of each rarity type per season (the common chest being the first to be opened, and the legendary at the last day of the month) - random items and spells, once those have been introduced to the game Each day the player logs in, he can open up one of the chests of his season pass (not all rewards are unlocked right away, with the more desirable rewards unlocking the closer to the end of the month approaches). Alternatively, the player could unlock the chests by reaching certain milestones in the game, like number of battles won, number of battles played (regardless of outcome), playing a certain number of cards from a specific rarity, etc. This'll keep players engaged daily, to sign in and grab their rewards. This is all going into the proposal I've been working on 😂
No offense, but GLG is not a functional nor good game, so borrowing concepts from it and assuming they are good or will work at scale may be questionable, at best. Managing and paying for consumables in games is usually not seen as a good thing from a user experience perspective. No one ever said “Gee, I’m so happy I bought this one-time use extra energy drink/potion for my card/player!”
The situation of the game is so ridiculous that yesterday, a guild member was trying to buy a bot, but there was another bot covering any price he set to buy the bot. A bot not allowing a player to buy another bot. This is insane. (theory of dead internet). Nobody will play a game that they lose all time. I don't know if my enemy is a human, a bot or a battle helper. The game needs a total reboot. The reason the game is dying is so simple, but "the culprit are the bad decisions made by the community". Man, this z generation is sick.
"Official" botting services is so silly. Bots should be banned, and if they exist, it should be in the black market. This game is propped up by like ten whales that spend 500k because they think that can become millions. Or more likely, a "whale" that spent 1k, and is trying to milk it for even more, now that 1k is worth 500k.
The difference is that not everyone has the new reward cards because they can't be bought. If we had the ability to buy them we would have. It doesn't seem worth it anymore because by the time they're unlockable, they will phase out in maybe 6 months. It might have been a different story if they had made them unlockable a few months after they were released and didn't kick the can for almost a year.
First of all, thank you for keep making videos. I love watching your content and chill. i had an idea for a while; maybe it is a stupid one, but I have been thinking that reward cards should be only exclusive to wild format and the sps pool from wild should be added to modern. In this way, people who invest more in new sets will earn more, and there will also be a scarcity of reward cards that will make their price in a good range, so wild players will make a decent amount of money selling them, plus the marketing would be better if showing a big earning in modern format. and regarding the bots farming reward cards, i think they should be banned simple as that without worrying about decentralization. Just an idea. Thank you for taking the time to read it.
I would argue reward cards are moreso a design issue than anything. Reward cards should be powerful in niche rulesets but otherwise generally weak. The current system allows a player to buy cheap cards and resell them after they earn powerful enough reward cards, which is devastating to overall value of any assets. The oversupply is still largely a botfarm extraction issue, and the human player experience has been cheapened and it is too bad.
There is a flaw with your argument when you say "the team is paying to create core set cards and reward cards but is only benefiting from one". The fact that you can play and earn those cards generates excitement and makes people want to buy/rent the other cards so they can earn these new cards. That doesn't mean that there aren't flaws in this plan. However, if you remove these reward cards, it doesn't translate directly into people buying many more core set cards because they need them. Some people might do that, others might not and others might buy less or even leave the game because those reward cards were part of the reason they were playing.
I would say get rid of the reward cards. The absolutely undermine what they're trying to do with their income on the cards. Instead give out SPS dec or any other type of reward that they will spend in the game thus burning dec SPS. When you make cars that are better than the cards that they want you to buy what do they think was going to happen
But who in their right mind wants to play the game with only reward cards? That has to be a bot thing. A human TCG player/fan would want more cards at his/her disposal. The mindset for reward cards is good if you would be dealing with humans only
It would have been great if by design, Splinterlands' cards were not levelling up by combining multiple cards, but by playing them in the game (an analogy to your GLG).
cards gain exp per battle. That would have been a great gameplay mechanic
Or both combined and played to level up
@@eternalpaw lot cheaper too!
I love that idea, that would make the game way more accessible for people like me without much money. No way I'm ever getting to own a max level deck unless something changes drastically for me at age 41. Even then don't see myself paying that much.
I would LOVE that! I have an idea for a promo card to do that.
Tradable sellable reward cards worked fine. Just don’t give them Dec burn value
That’s an interesting approach
I'll have to respectfully disagree on that one my friend, at least in a big part of it. Reward cards are the motor of the game and an incentive for playing. All card games award player's time spent with more cards (even the freemium ones). That's the whole point of the fun.
Remember this please, I'll say this many times because it's very important for everyone involved in the game to remember: Splinterlands is NOT A SPS game, it's a Collectible CARD GAME! What the team should do is not replace Reward Cards, but restore Collection Power requirements and divide those in two Categories. Wild CP and Modern CP. Wild CP only benefits Wild Ranked and Tournaments, and Modern CP benefits both. I guess that will not take much development time of the team, since that's already implemented in tournaments.
And Wild CP requeriment should increment at every set released! This way, the team guarantees that Modern Players and Wild Players are buying new stuff, and using the rental market as well, because the second one, is good for the overall economy of the game. This creates an incentive for players to OWN CARDs, even the ones that no one uses like Lichen Beast, or Biceratops!
Great job as always and keep up the good work!
Like every card game gives away free packs. (Yes, not crypto or even crypto with soulbound.) Why does Splinterlands need to reinvent the wheel? The other card games, people are more likely to be able to afford playing at the top level. Gods unchained excluded. ($600-1k is my guess) for a top level deck. Splinterlands targets the whales. 10k-500k and are surprised they can't get players, and can't get people into the game.
Try: max level deck for 600-1000. Attractive tournaments to motivate spending.
Giving away packs competes with the store though
@@AfterSoundGaming It does, just like every freemium model. If it works for them, why does it not work for crypto? (Actually, I know of one crypto game that does this - Crazy Defense Heroes. Idk how much crypto is involved, but they have a token on Polygon and some NFTs people can buy and use. (Selling chests that contain cards,,,, kinda like Splinterlands.)
Oh, speaking of Soulkeep, THAT'S what it can be. And winnings to tournaments or scores at end of month or something.
I agree with most of the comments that getting rid of reward cards is not smart, even soul bound i think is an issue. You want players to get cards that incentivise buying more cards to support it in that splinter and feel a since of growing their collection.
I like the attempt to think outside the box, but implementing this would devalue the supposed value proposition for land even more.
I was actually ademently against giving summoners Tactics, because that was supposed to be the extra feature/advantage that land would add through the use of items and spells.
Since its not a sole feature of land anymore now, land will never reach the full height of the intended value proposition (of course this can be fixed later, by just giving land further benefits that only land can unlock, but those concepts first need to be thought up).
I feel the team has such low hanging fruit dangling in front of them, by finally creating a monthly Battle Pass like any other mobile game features, that would offer the team a steady monthly recurring income (the Wild Pass isn't exactly what we players had in mind here). The Battle Pass shouldnt be mandatory to play the game, just offer extra benefits on a monthly basis (available in all leagues).
No more fighting to stay in the green every 2 year cycle of a card set, with gamers and fans biting their nails whether we'll be able continue to keep this game alive or not.
The pass could include so many things:
- skins for the cards (possibly adding augmentation to the cards stats and/or abilities)
- special avatars for our profiles
- titles with lesser benefits than existing titles
- custom static profile banner-backgrounds to accompany our profile avatar, with legendary backgrounds being animated (would show up when pulling up a players profile, in battle, and the battle log)
- 1 bcx random guaranteed GF of each rarity type per season (the common chest being the first to be opened, and the legendary at the last day of the month)
- random items and spells, once those have been introduced to the game
Each day the player logs in, he can open up one of the chests of his season pass (not all rewards are unlocked right away, with the more desirable rewards unlocking the closer to the end of the month approaches). Alternatively, the player could unlock the chests by reaching certain milestones in the game, like number of battles won, number of battles played (regardless of outcome), playing a certain number of cards from a specific rarity, etc. This'll keep players engaged daily, to sign in and grab their rewards.
This is all going into the proposal I've been working on 😂
Great ideas here. Regarding tactics, I don’t think it will take away from land as long as they make spells and items awesome.
No offense, but GLG is not a functional nor good game, so borrowing concepts from it and assuming they are good or will work at scale may be questionable, at best. Managing and paying for consumables in games is usually not seen as a good thing from a user experience perspective. No one ever said “Gee, I’m so happy I bought this one-time use extra energy drink/potion for my card/player!”
Questionable does mean it may be good but who cares if its from glg. Its idea that needs to be viewed on its own merit,hete
Perfect point!
Fair point on GLG, but if you separate the core concept out I think it still works.
Why the fck not make reward cards wild only and so modern only from new paid cards? And make earning in wild different than sps even maybe
I would love more separation between modern and wild
The situation of the game is so ridiculous that yesterday, a guild member was trying to buy a bot, but there was another bot covering any price he set to buy the bot. A bot not allowing a player to buy another bot. This is insane. (theory of dead internet). Nobody will play a game that they lose all time. I don't know if my enemy is a human, a bot or a battle helper. The game needs a total reboot. The reason the game is dying is so simple, but "the culprit are the bad decisions made by the community". Man, this z generation is sick.
you can change anything you want...the main reason the game is dying is so simple..
"Official" botting services is so silly. Bots should be banned, and if they exist, it should be in the black market. This game is propped up by like ten whales that spend 500k because they think that can become millions. Or more likely, a "whale" that spent 1k, and is trying to milk it for even more, now that 1k is worth 500k.
Maybe a Peps McGregor promo card would boost everything to the moon?
If you say so!
The difference is that not everyone has the new reward cards because they can't be bought. If we had the ability to buy them we would have. It doesn't seem worth it anymore because by the time they're unlockable, they will phase out in maybe 6 months. It might have been a different story if they had made them unlockable a few months after they were released and didn't kick the can for almost a year.
First of all, thank you for keep making videos. I love watching your content and chill.
i had an idea for a while; maybe it is a stupid one, but I have been thinking that reward cards should be only exclusive to wild format and the sps pool from wild should be added to modern. In this way, people who invest more in new sets will earn more, and there will also be a scarcity of reward cards that will make their price in a good range, so wild players will make a decent amount of money selling them, plus the marketing would be better if showing a big earning in modern format. and regarding the bots farming reward cards, i think they should be banned simple as that without worrying about decentralization. Just an idea. Thank you for taking the time to read it.
I would argue reward cards are moreso a design issue than anything. Reward cards should be powerful in niche rulesets but otherwise generally weak. The current system allows a player to buy cheap cards and resell them after they earn powerful enough reward cards, which is devastating to overall value of any assets. The oversupply is still largely a botfarm extraction issue, and the human player experience has been cheapened and it is too bad.
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🙏🏼🙏🏼
There is a flaw with your argument when you say "the team is paying to create core set cards and reward cards but is only benefiting from one". The fact that you can play and earn those cards generates excitement and makes people want to buy/rent the other cards so they can earn these new cards. That doesn't mean that there aren't flaws in this plan. However, if you remove these reward cards, it doesn't translate directly into people buying many more core set cards because they need them. Some people might do that, others might not and others might buy less or even leave the game because those reward cards were part of the reason they were playing.
Fair point. The direct revenue benefit only applies to one.
I would say get rid of the reward cards. The absolutely undermine what they're trying to do with their income on the cards. Instead give out SPS dec or any other type of reward that they will spend in the game thus burning dec SPS. When you make cars that are better than the cards that they want you to buy what do they think was going to happen
It’s not gonna happen because we’re too late in the game, but having another asset available for rewards would have been ideal.
But who in their right mind wants to play the game with only reward cards? That has to be a bot thing. A human TCG player/fan would want more cards at his/her disposal. The mindset for reward cards is good if you would be dealing with humans only
Good point but remember bots are part of the ecosystem whether we like it or not.