I know SplinterForge is pretty stagnant, but they put in a survival mode about a year ago, I liked the idea and I think it was fairly well executed in their ecosystem. You select 30 Splinterlands cards from your collection to use fighting a series or 10 or 12 progressively more difficult mini bosses and you can earn weekly leaderboard points and a couple of soulbound type rewards. If a monster dies, it's dead until you reset, if it gets hurt, it stays hurt until your next reset, they also had a limited out of battle resurrect option which is cool. I'd be interested to see Splinterlands do something similar, prizes would be an issue and I'm not sure you would see a real big economic boon from it, almost any setup is going to be dominated by the existing whales that already have everything and any significant prizes won't reach the smaller players that you would be hoping buy more cards to compete.
When a monster died, it will have a cooldown for this mode. This mechanic puts pressure to tanks and taunts, almost making them unusable throughout the Hardcore mode gameplay, since on a match there's an average of 6 deaths for both sides (tanks & taunts die first). My solution for this issue would be to apply the cooldown only when the player lose the match. Basically, if you lose, all the monsters you used will go on cooldown.
Here's hoping it's ultimately somewhat close to this, as the benefits we described in the video would be real and realizable and have an immediate impact
Yup. Another reason why the team and DAO should come together in this moment to align rewards and make incentives + new game modes like this happen. The ripple effect at the start of a bull market could be a game changer, literally
I like this idea a lot! But I think it would be important to not make the summoners be the bottle neck that blocks players from playing this mode. I would prefer to see players buy 5 maxed diemondsharks, rather than one more maxed Kelya. Maybe give different exhaustion rates for summoners? Like a summoner can play 5 battles before he gets exhausted, while a monster can only do one battle within the time period.
Scaling for Summoners might indeed be something to be considered. QA/testing of such a theoretical game mode would definitely need to take place and data would need to be analyzed. All part of tuning! There could be an unintended premium on market pricing of Summoners if such a game mode wasn't properly balanced. It will be interesting to see what the actual Splinterlands Hardcore mode turns out to be
If survival mode is similar to splinterforge mine run you would have to burn tokens (sps or Dec) to play You pick a couple summoners and a team of 25 monsters Each battle you pick a summoner and 5 monsters and battle a mini boss. When a monster takes damage that damage carries overto the next fight. When a monster dies you can use it again You slowly lose your heroes (summoners) and monsters If you make it to the end you win a rare token only available by playing this mode They could add packs, sps , whatever they come up with
This new mode won't incentivise buying because the rewards will be less than the investment, as usual. The only time SPS ever pumped properly was when it went to $1 because the rewards for investing (in DEC mainly) were so superior / +EV to do, that if you understand math, it was a no-brainer. I sold all my alts for DEC and made a fortune, then sold. I have had zero reason to put my money back into the game until something +EV appears. But it won't. Because "it's a drain on the game's economy" to do so, or so they say. Reality is, offering +EV opportunities is the games way of making an investment and will draw fresh players, eyes, and investment to the game initially to extract value but then gets converted as a player (if the game/future is bright enough)
Such a theoretical mode would encourage more card ownership and/or more card rentals, which would be good for the overall Splinterlands ecosystem. Not everyone could compete at the highest levels and it may not interest all players, but all players would benefit from the success of such a theoretical game mode's implementation.
@TalesfromtheCryptMancer on the paper, I totally agree it s a good idea. But as a player, I wont buy more or rent for this. And whales wont need to rent or buy more since they already have few summoner for each splinter.. but lets see what happen :)
I suggested this mode with card pack rewards like 2 years ago. It's nice to see it's finally happening.
I'm all for more modes of play in Splinterlands. I'm looking forward to the details on Hardcore Mode when it comes out.
Thankyou for your TA sir
I know SplinterForge is pretty stagnant, but they put in a survival mode about a year ago, I liked the idea and I think it was fairly well executed in their ecosystem.
You select 30 Splinterlands cards from your collection to use fighting a series or 10 or 12 progressively more difficult mini bosses and you can earn weekly leaderboard points and a couple of soulbound type rewards.
If a monster dies, it's dead until you reset, if it gets hurt, it stays hurt until your next reset, they also had a limited out of battle resurrect option which is cool.
I'd be interested to see Splinterlands do something similar, prizes would be an issue and I'm not sure you would see a real big economic boon from it, almost any setup is going to be dominated by the existing whales that already have everything and any significant prizes won't reach the smaller players that you would be hoping buy more cards to compete.
Always Enjoy your Videos Tales !
Appreciate ya Stokjockey!
Sounds like you need to get Blaze on your channel and take that pin out!
When a monster died, it will have a cooldown for this mode. This mechanic puts pressure to tanks and taunts, almost making them unusable throughout the Hardcore mode gameplay, since on a match there's an average of 6 deaths for both sides (tanks & taunts die first).
My solution for this issue would be to apply the cooldown only when the player lose the match.
Basically, if you lose, all the monsters you used will go on cooldown.
Good point and suggestion!
This is a great guess!
Here's hoping it's ultimately somewhat close to this, as the benefits we described in the video would be real and realizable and have an immediate impact
Thankyou for this Video. Got the 🧠 tingling
Oh man that could be really fun
I could imagine some epic livestreams on Twitch or TH-cam featuring this game mode and some of your favorite Splinterlands Content Creators 😀
getting 10x is also a catalyst to another 10x 😂 so I really hope the team makes the right decisions
Yup. Another reason why the team and DAO should come together in this moment to align rewards and make incentives + new game modes like this happen. The ripple effect at the start of a bull market could be a game changer, literally
Good suggestions!
Can you tell me what summoners did you get in preparation for Survival mode ,Tales?
I like this idea a lot! But I think it would be important to not make the summoners be the bottle neck that blocks players from playing this mode. I would prefer to see players buy 5 maxed diemondsharks, rather than one more maxed Kelya. Maybe give different exhaustion rates for summoners? Like a summoner can play 5 battles before he gets exhausted, while a monster can only do one battle within the time period.
Scaling for Summoners might indeed be something to be considered. QA/testing of such a theoretical game mode would definitely need to take place and data would need to be analyzed. All part of tuning! There could be an unintended premium on market pricing of Summoners if such a game mode wasn't properly balanced. It will be interesting to see what the actual Splinterlands Hardcore mode turns out to be
If survival mode is similar to splinterforge mine run you would have to burn tokens (sps or Dec) to play
You pick a couple summoners and a team of 25 monsters
Each battle you pick a summoner and 5 monsters and battle a mini boss. When a monster takes damage that damage carries overto the next fight. When a monster dies you can use it again
You slowly lose your heroes (summoners) and monsters
If you make it to the end you win a rare token only available by playing this mode
They could add packs, sps , whatever they come up with
This new mode won't incentivise buying because the rewards will be less than the investment, as usual. The only time SPS ever pumped properly was when it went to $1 because the rewards for investing (in DEC mainly) were so superior / +EV to do, that if you understand math, it was a no-brainer. I sold all my alts for DEC and made a fortune, then sold. I have had zero reason to put my money back into the game until something +EV appears. But it won't. Because "it's a drain on the game's economy" to do so, or so they say. Reality is, offering +EV opportunities is the games way of making an investment and will draw fresh players, eyes, and investment to the game initially to extract value but then gets converted as a player (if the game/future is bright enough)
Not really for this, it another gamemode for whales. As soulkeep.😢
Such a theoretical mode would encourage more card ownership and/or more card rentals, which would be good for the overall Splinterlands ecosystem. Not everyone could compete at the highest levels and it may not interest all players, but all players would benefit from the success of such a theoretical game mode's implementation.
@TalesfromtheCryptMancer on the paper, I totally agree it s a good idea. But as a player, I wont buy more or rent for this. And whales wont need to rent or buy more since they already have few summoner for each splinter.. but lets see what happen :)
Nope