Splinterlands | How To Fix Survival Mode!

in Splinterlands3 days ago (edited)

Survival mode which is the upcoming new game mode for Splinterlands has yet to be released but is obviously full of flaws which I believe can be fixed by doing these things...


How Survival Mode Will Be Broken...

So While I like the idea of having cards that go in a cooldown mode when a match is lost, that's pretty much the only thing that really makes sense for the upcoming Survival Mode in Splinterlands. These are what I see as obvious Flaws...

  • No New Gameplay: It's a lazy new game mode where not that much really changes aside from the fact that there is a card cooldown instead of energy. As someone who has been playing Splinterlands for nearly 7 years now it very quickly will get old and more a way to potentially earn reward instead of a game that I really want to play.

  • Bot Farm instead of Real Players: This issues has been addressed by the active community in that it's another game mode where not only players who bot their account dominate but where bot farms again can run wild farming almost unlimited battles at lower levels especially with so many soulbound cards out there.

  • No New Players: Survival mode mainly is a mode for existing players who see their chaos legion cards move out of modern and those who have been sitting on the sidelines with cards that are unusable in the game as the rental market is totally dead.

  • Time Investment Requirement: It's once again a mode where you either run a bot and don't care or where you have to put even more time in daily that nobody really has.

  • Increased SPS Inflation: Basically all efforts to lower the SPS inflation will be undone by just increasing what is now given out in Modern and Wild by 50%

  • Boring Pay2Win Garbage: Splinterlands already is the most pay2win game ever and this game mode increases more on this as it wants players to hold multiple max level cards to get as high as possible. Even more than Wild and Modern, for most players this will be frustrating once they hit a wall.


How To Improve Survival Mode!

While it would take quite a bit more work to develop, I believe this setup would he way better for Survival mode in so many different aspects:

Players pay a fixed entry fee to enter a round of Survival mode, for that entry fee they get a set of random Max Level Monsters and Summoners they can use in Survival mode. With those cards they need to make decks based on the game rules and face opponents with a similar win-rate. Each time they lose a battle they lose all the cards and they can continue to the point where they no longer are able to field a team or to a max number of wins. The cards that they play with are supplied by players who own the cards by locking them on land and in return they get part of the entry fee as 1-click passive rental earnings. After each round players get some rewards based on how they performed and at the end of the Day / Week / Season there is a leaderboard to give extra rewards in a fair way.

This is just the basic idea and lots of tweaks can be made to possibly improve upon it.


How This is Better!

  • New Player Friendly: What Splinterlands needs the most is new players and a game mode done this way allows new players to come in with a very low entry requirement while they can experience the game at max level which is most fun. There is no complicated procedure of having to buy or rent cards, get SPS,... Instead they just pay an entry fee, can play and learn the game while earnings some rewards.

  • Level Playing Field: What Splinterlands needs from a new game mode is a way to put players on a level playing field. This way to do survival mode does this while adding randomness to the mix. Anyone can get lucky or unlucky by the card draw which is something that evens out over time. Having players face off against opponents with a simular win rate also helps to make it harder for the good players and softer for the players with not as much skill.

  • Human Players Ony!: Bots and Battle helpers should be void in this game mode making it human players only. Splinterlands in the first place is a game and it's most fun to play against other players instead of having it as a defi yield platforms where bots just play against bots.

  • Easy Passive Rental Income!: Right now one of the reasons why the rental market is dead is because it's way too much of a hassle to manage all of it while. If it was easy and there was demand, everyone with spare cards would simply put them on the rental market. This clearly is not the case now and I also don't think that Survival Mode now will do much about that.

  • Reasons to Level Up Cards: The survival mode now likely will be more optimal to play with 400 common single cards instead of having 1 max level common cards which has 400 copies combined. So far combining cards has always been something of a capital destruction since single can be sold for more. Having Survival Mode only played with Max Level cards gives a nice incentive for players to combine their cards.

  • Give Old Cards Use Case & Value: The way the passive earnings should be distributed is that cards that have a lower print rate should earn more and there is no real discrimination as all cards are useful.

  • Everyone Can Enjoy All Existing Cards!: Right now, most players never will get the excitement and fun of playing with the most powerful cards let alone at max level. This wile there are many cards that nobody ever plays. With a game mode like this all cards actually get a proper use case in the actual card game that everyone get to enjoy for the same entry price.

  • Fun To Watch!: One of the issues of Splinterlands right now is that it isn't really fun to watch. A game mode like this would get way more streamable. First, there is the excitement to see what cards players get in their set, afterward there are a limited number of games where every match counts and once done there are the rewards to open and the leaderboard.

  • Gives Land Use Case!: A survival mode done this way would give land instant and easy use case. No crazy requirements, just the owners of max level cards who lock them on a land plot (with a revenue share for the land owner)

  • No Soulbound Card Problem!: Survival mode done this way would give no issue with Soulbound cards and the only way for them to be provided is if they actually are unlocked. It would give more reasons to unlock cards and possibly also an extra DEC burn if it allowed gladius cards to be unlocked.

  • Play When You Want To Play!: last season I started playing Modern League again on my alt account on a day where I really felt like playing. This was plenty of fun but now near the end of the season it became a real task again as I want to use my energy and cards not letting them go to waste. This is a massive issue for Splinterlands nobody is really talking about. To get adoption, players should be able to play and have fun with the game at a time they want to without losing out on anything. Doing Survival mode like this would unlock this! Players who just want to play for half an hour can do so while players who want to play 8 hours in a row also can do this without exponential higher cost.

  • Actual New Gameplay: The fact that you get assigned a card set also gives new gameplay since you are forced to strategies around those exact cards. Right now, when playing Modern or Wild, you pretty much play similar decks over and over again and I fear that the Survival Mode won't change much about this.

  • Entry Fee Indirect Way to Buy Packs / Rewards: Instead of just realsing a bunch more SPS as rewards, The entry fee for each round of Survival mode can be an indirect way to buy Packs / SPS / Glints / or other rewards that come from it. It should be done in a way that for good players it's slightly profitable and for weaker players it comes as a small negative.

  • Counters Power Creep: One of the main issues in Collectible Card Games is that there is not only an incentive to print more cards but also to make them more powerful. The ultimate showcase of this is the current Heloise The Hollow auction. A game mode like this would counter this power creep and make it more a luck RNG factor since everyone has equal odds to get good or bad cards. As you face off against opponents who have similar win-loss ratio during their run you either will face players without or with the powerful cards leveling it out.

  • More Conclave Arcana Sales: As the new set is released, the new cards from the start could get implemented into this game mode. This means that there is a bigger incentive for players to buy packs as fewer of these cards will be in circulation so the entry fee cut for them will be higher. This also goes for existing Soulbound cards which have a high premium to unlock, there would be a proper incentive to do so.

  • Always Fresh Gameplay: Right now, players have the cards that they own or rent and are pretty much stuck with those. Most of the time it are also just the meta cards that are played which gives repetitive gameplay. With a game mode like this everyone would constantly discover new cards since there are already so many different ones in the game which will keep it fresh for longer time.

  • ...

Conclusion

I strongly believe that Survival Mode can be done in a much better way than wat it is set out to be right now. Many of the negatives currently can be turned into positives in such an easy way making it a real new game mode that new and existing real players can enjoy to the fullest. I just can't see why it would be too hard to do it this way or reasons why the current Survival Mode would be better. Special Shoutout to @yabapmatt / @aftersound / @bulldog1205 / @synist3r


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I just had to shake my head when I read the new game mode is for bots. Here was a good chance to start to revamp the game and bring back some more gameplay and usecases for older cards that interest the community, but alas I fear it will just be another farming episode.


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Yeah, it all just feels like a quick fix in an attempt to give Chaos Legion some use case as it gets dumped into wild otherwise. They really need to switch their mindset and focus on making the game fun again for real players instead of looking at economic incentives and try to come up with something to just benefit those.

You've correctly identified the issues and come up with a good solution for what you think would make it fun. Excellent job and I think you figured it out properly.

As I state on my post though,

I like that idea and think it would be fun. The issue is your idea has a different objective than the one they're releasing. They are targeting whales and large bot farmers/services with their approach in an attempt to create a lot of demand for assets. Your idea would be a good mode for the average person to play, and that's a future objective - just not this one.

I think Whales would like it as their rare expensive cards would get a bigger cut of the entry fees and Farmers by default are a negative for the game since they only really aim to extract value. This likely will be a problem again once survival mode goes live.

I actually added 4 more reasons

Everyone Can Enjoy All Existing Cards!: Right now, most players never will get the excitement and fun of playing with the most powerful cards let alone at max level. This while there are many cards that nobody ever plays. With in a game mode like this, all cards actually get a proper use case in the actual card game that everyone gets to enjoy for the same entry price.

Counters Power Creep: One of the main issues in Collectible Card Games is that there is not only an incentive to print more cards but also to make them more powerful. The ultimate showcase of this is the current Heloise The Hollow auction. A game mode like this would counter this power creep and make it more a luck RNG factor since everyone has equal odds to get good or bad cards. As you face off against opponents who have similar win-loss ratio during their run you either will face players without or with the powerful cards leveling it out.

More Conclave Arcana Sales: As the new set is released, the new cards from the start could get implemented into this game mode. This means that there is a bigger incentive for players to buy packs and get the cards to max level as fewer of these cards will be in circulation compared to existing sets. So the entry fee cut for them will be higher. This also goes for existing Soulbound cards which have a high premium to unlock, there would be a proper incentive to do so.

Always Fresh Gameplay: Right now, players have the cards that they own or rent and are pretty much stuck with those. Most of the time it are also just the meta cards that are played which gives repetitive gameplay. With a game mode like this everyone would constantly discover new cards since there are already so many different ones in the game which will keep it fresh for longer time.

Well, sh*t. I can't find a flaw in this proposal. It sounds like a ton of fun with so much diverse win-win potential. I like the idea of the current Survival (which is directed towards long term players, and it's good like that). Your proposal does include everyone, long term player make bank through land (so, double), and new players can have a lot of fun. Was this ever discussed? Am I just drunk and can't see the downsides?

Well the downside is that it would take more effort to develop and it takes away from the devs to sell the revival potions. Aside from this I would say it's not sure how fun this actually will be wile getting rather random cards that might not have the best synergy. So it's possible to much improve on it with additional layers to the draw.

Thanks for the comment!

Having to create working teams out of random cards is a big challenge - I'd see that as part of the fun :-D

I actually also think this would be the case, in a way synergized decks with freedom is something that cal be done in Wild and Modern. I also like the idea of excitement when seeing what cards you get and also the fact that it allows everyone to actually experience all cards. Now, I (and most players especially new ones) never really will experience playing with Kitty or all the Rebellion Summoners let alone at max level as it's simply not affordable or convenient.

A way to use only cards that are locked on land, that would be cool indeed. A a land owners death tournament of some sorts.

I think I would do it separately, either choose to play the land game (which includes the DEC stake, taxes, power cores, and all the other nonsense) or just plain 1-click stake max level cards on land and get passive rental returns based on the individual card.

This would give a double use-case for Land allowing players to choose based on their preference or the assets that they own. It's clear that many players who are invested don't have the time or will to play the game but there is no valid alternative to just botting right now. I still don't understand how this time requirement problem is not addressed more widely. Survival mode in a way makes this worse instead of better.

I do not like it even a bit. I need my cards to not be blocked.

It would make it so that players need to choose and that fewer will be left farming land resources which will make them a lot scarcer. In the end, choices have to be made and I guess the more options there are that players want, the more valuable the individual assets could become.

A good proposal, I hope the team is listening. Most important don't let any bots in again to farm rewards please.

I doubt they are listening to be honest. The bot farming issue with the new game mode will be so obvious once it is released. If anything the game really needs to encourage players to level up cards while the current survival mode would make it even more capital destruction the way I see it now.

I love the idea of a draft-based mode. I'm a newer player so definitely not really looking into Survival mode for the time being

Exactly, Splinterlands needs something that is super friendly to new players. The current way of doing Survival mode isn't really going to bring anyone new in.

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Well you've tagged the people that mattered. If for anything there needs to be creative ways to make splinterlands fun again. At least some good FOMO heading into the bull run.

Indeed, then need to start making choices based on making the game fun instead of always starting from concepts that make the economy better which take away from the fun and make the game not as good as it could be.