So we don’t really own our soulbound cards, they are rewards but then we have to basically buy them? What is the point of them being soulbound at all then? Then we have to do it in a mad rush? Seems like a dumb idea to me….
If I have 9 BCX of a soulbound legendary reward card and want to buy 2 more to max it out, will I be able to combine the 2 unbound BCX with my 9 soulbound BCX? And if I do, will the 2 unbound BCX become soulbound again? Or how will that work?
@@robertwagner1090 The ones you've unlocked will supposedly remain unlocked, even when you combine them with cards that are still locked. So you won't have to pay the unlock cost again for the already unlocked bcx, in case you unlock the other ones at a later point as well.
Matt's narrative for why pack prices need to be this high make me really mad. High pack prices are in no way a path to maintain high card prices as you have seen with CL, RW and Reb. Only limited supply does that. If he really cared for the players and the growth of his game he'd consider a lower supply and lower entry price. Just think of U/D which sold out quickly (low supply) being offered at low pack prices. Later in the cycle, they soared in resale prices for quite some time due to scarcity and utility. I know he is no marketing genius but the new marketing guy he wants to hire should really think about pricing and supply if he wants to achieve a growth in card values. (theoretically) Unlimited supply and high pack prices lead to few interest in the game, no scarcity of assets and high entry barriers. Combine this with low earning potential of the game at the moment and you have a very toxic mix.
I agree that we definitely need to reprice lower, mainly to lower the barrier to entry. I also believe that they would ultimately sell more packs, if they're priced at $2 for instance, resulting in more revenue. As the pack sales ultimately go to the DAO nowadays though, I don't see why a proposal can't be made, to reprice the next set at $2 or $3, long before the next set is actually released. I feel it's in our own hands to change this narrative, if the community believes lower pack prices would be better.
They need to undestand that value does not come from pricing high, that is just market manipulation which will eventually sink if no demand is created, but seems like CL, RB and RW and all those promo sales were not enough lessons to learn after most of the supply had to be burned.
woohoo
So we don’t really own our soulbound cards, they are rewards but then we have to basically buy them? What is the point of them being soulbound at all then? Then we have to do it in a mad rush? Seems like a dumb idea to me….
If I have 9 BCX of a soulbound legendary reward card and want to buy 2 more to max it out, will I be able to combine the 2 unbound BCX with my 9 soulbound BCX? And if I do, will the 2 unbound BCX become soulbound again? Or how will that work?
@@robertwagner1090 The ones you've unlocked will supposedly remain unlocked, even when you combine them with cards that are still locked. So you won't have to pay the unlock cost again for the already unlocked bcx, in case you unlock the other ones at a later point as well.
Additonal Anti bot measures are always welcomed! Play and have fun but don't suck it dry!
i love the Tofu
Matt's narrative for why pack prices need to be this high make me really mad. High pack prices are in no way a path to maintain high card prices as you have seen with CL, RW and Reb. Only limited supply does that. If he really cared for the players and the growth of his game he'd consider a lower supply and lower entry price. Just think of U/D which sold out quickly (low supply) being offered at low pack prices. Later in the cycle, they soared in resale prices for quite some time due to scarcity and utility.
I know he is no marketing genius but the new marketing guy he wants to hire should really think about pricing and supply if he wants to achieve a growth in card values. (theoretically) Unlimited supply and high pack prices lead to few interest in the game, no scarcity of assets and high entry barriers.
Combine this with low earning potential of the game at the moment and you have a very toxic mix.
I agree that we definitely need to reprice lower, mainly to lower the barrier to entry. I also believe that they would ultimately sell more packs, if they're priced at $2 for instance, resulting in more revenue.
As the pack sales ultimately go to the DAO nowadays though, I don't see why a proposal can't be made, to reprice the next set at $2 or $3, long before the next set is actually released. I feel it's in our own hands to change this narrative, if the community believes lower pack prices would be better.
They need to undestand that value does not come from pricing high, that is just market manipulation which will eventually sink if no demand is created, but seems like CL, RB and RW and all those promo sales were not enough lessons to learn after most of the supply had to be burned.
Why does the DAO need to create a token that Splinterlands Company released?
because they have no money.
@@philosopher976 5-6 Operating no money from a token that they created and went -99%?