RISING STAR.

The Gold Standard for Chain Gaming
View of games.
Well, I doubt we could afford to buy the game. My opinion that is dropping 1 Million Sterling to drop in to Jux pocket tax free. If we can do that we should buy the game.
If I could do that I would and keep Jux as the main voice of the game. I have no issues with the game. Just the economics of any game on the chain. The game itself and gameplay has developed to give a wide range of activity to help grow players card decks. Integrated expansion's, that have been developed can be a nuisance to players as they get integrated. Over all though I would say the majority of players agree. Things which have been done have shown to benefit the game.
My view has been the same since games came to the chain. People opening hot water faucets with no plug in the sink. Just about every project going back even before Hive, done the same thing. Put something forward that has the benefit to a few pockets with no thought for an investor. This money grab mentality was seen most clearly with Splinterlands. Though Yabapmatt has done some things for correction on that to my knowledge.
The limitations other games hold, is not there with Rising Star. Maybe that is just because of the music involved and the expansions that offers. Compared to other games. Rising Star offers extra's in the music to take away from the game.

Rising Star Economy.
This is all seen from one small corner of the room and only one perspective. The person beside me does not have the same view.
Here is my opinion.
We are held hostage to a previous investor. We play now to make an early investor who took risk wealthy. This is the STARPRO. The value is inflated and the game seems to revolve around keeping that value high. *Remember this is all just an opinion.
STARBITS not withdrawn from the game to the market is the better option. STARPRO the game cannot hold such a high cost for when there is so much needed with progressions. The down pressure needs to be placed on one token. Too much farting about to combat two tokens. It will also only lead to people profiteering from manipulations they can bring to markets with bots.
Consider all STARBITS need to be spent in game. This would mean the only way to gain value for STARBITS earned in game, would be to buy cards from packs or to place the STARBITS on the music promotor for STARPRO. This would consume all STARBITS the game releases.
Players still maintain the same value for their token essentially. What it could have purchased value wise, still remains. The only difference the value gained from time playing is given by an NFT card or the STARPRO token.
Maybe even as low as 20% of the STARBITS earned and spent each day is day is released to the market. This release value would be set by the game and then at different levels. The first 5 Million at base price. Then the next 5 Million at a higher value.
Example.
1st 5 Million. Cost 5 HIVE.
2nd 5 Million. Cost 5.5 HIVE
3rd 5 Million. Cost 6 HIVE.
And so on.
These numbers are thrown out there randomly. Not considering market values. For visual reference only.
The reason for the gap is cost of 0.5 HIVE is to allow players also to have the ability to trade and not be undercut by the game. If a player chose. They could buy all the first level STARBITS up and the value increases. If the market jumps 3 points of 0.5 each time. They could resell and gain profit. There is no goal to control the markets.
To also maintain the best value for the game. Taking each rise in value of 0.5 and allocating 1 point to it. Each time sales reach 10 points. The lowest release value is removed. This would mean the game release value would have increased by 0.5 HIVE. The lowest release on the market would be 5.5 HIVE for 5 Million STARBITS.
If again the market jumped 10 points. The release value from the game would increase by 0.5 HIVE and the lowest release value would be 6 HIVE for 5 Million STARBITS.
Players or holders of game NFT's also have the opportunity to sell their cards on the markets for additional STARBITS. Players may choose to deposit those tokens or trade them cheaper than the game release value.
My thoughts are the game has tried to maintain the value of STARPRO at a cost to the game. Increasing the cost to STARPRO to combat the drop in STARBITS, does not seem to work. The cost to STARPRO became too much early on with the pumping of the value that has since been the focus to maintain.
The increase to the cost of cards was desperately needed. Though I do feel there should be some way we can have that linked to a FIAT value some way. Maybe we could develop the RS Exchange. Something that could cover the withdrawal cost of HBD from the exchanges to the game account. If we can do that, everything else fits with a smooth finish.
Part of the problem is in costs. From a personal view. I do not put much hive from outside of the game in to the game these days. Though I have pulled a few hundred of my own stake over the past couple of months to help with getting things going the way I would like. Generally I try to make the game pay for what is needed to progress.
The wrong equation to make here. HA!
The cost of packs have doubled. Should the cost of STARPRO halve?
One thing is not directly related to the other and only through manipulation do their values correspond. But if STARPRO was cheaper. Would that increase the competition to get it.
The rising cost to the STARPRO in relation to the cost of STARBITS does not match up right. Unless the cost to the facilities in the game also decrease in STARPRO cost when STARPRO rises in value. Saying that, we should all be aware. that would open the door to too many manipulations.
Well thats my 50 cents worth and ye ain't getting a dollar outta me.

*Opinions are not facts. They are simply a theory or philosophy held. Not right or wrong. Something to take the best of from. Or utilisation of something within that might be of benefit.
How the club works.
Some measures are employed to ensure the club is fair to all members. We do not end with a wealthy player taking all of the cards at a reduced cost.
Starting at 10%. Working on method to increase this to 25% or 30%.
Players can only reserve cards they do not have.
Guaranteed.
700K of STARBITS each week for the purchase of packs.
Cards.
Rare and Common cards are referred to as fodder cards. These are available to members at a reduced cost.
Members can reserve Luck cards to improve their skill rewards from lessons. Reservations of 1K in Luck is a maximum to ensure all members can gain additional Luck.
Epic cards can also be reserved. Reservation of Epic or other non fodder cards are reserved only if a member does not have that card.
Event.
Event Crafted cards will be supplied by "thehive".
Event Mission will be available if we can get to them.
Records.
Looking at the options of buying a record at 1 HBD each.
These records would then be made available to members at a reduced cost.
Legend Cards.
Legends, we have options on. Some will come from packs. Others we have the option to purchase and hold.
Enrolment and fee's.
50 HBD. Only applies to the first year.
Yearly fee. 5 HBD. (Not applied to enrolment year).
Enrolment and yearly fee's are set at when membership begins. You keep the yearly fee you start with.
These costs will increase year on year for new members. The yearly fee will grow each year. While members retain their original fee at time of taking membership.

Credits.
Card images provided by "Risingstargame".
Art work provided by @thehive using 3d Paint and Opera AI.
Rising Star.
The Game.
Discord.
https://www.risingstargame.com/
https://discord.gg/dbB6Jc7
Club.
Twitch Stream.
Discord.
https://discord.gg/YAzNAPbUkT
Members.
https://peakd.com/@Yonyonsson
https://peakd.com/@Ecoinstant
https://peakd.com/@TrentunLundy1
https://peakd.com/@Ichheilee
https://peakd.com/@