You make some really valid points here, especially about the new players. When I first started a couple of months ago I could afford to rent and made it to silver and was ambitious about the game, now I cant progress without throwing external cash at the game constantly...thats not play to earn thats pay to play. I now have lost all ambition with the game and I just do my daily quest and sit in bronze 2 coz whats the point of trying to progress, at least if I could fund myself mostly internally from the game I could slowly progress. The voucher idea was a joke too, great way to put off new players which are what will make or break this game. I wouldnt recommend anyone to start playing the game personally as it is now, its the same as any other game where you pay to play.
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It kills me because so much of what they do is so smart and cutting edge and ambitious but there are these fatal flaws in how the operate that are holding everything back and could irreparably damage the project and its like they just don't see it.
The vouchers piss me off the most because they tried to say it was to give everyone a chance to buy packs which is what they needed but the way they ran it just encouraged whales to buy even more of the packs than they already would have and without adding a dime to the game.
And what was that contest for the 6 biggest buyers for? They need these assets to spread out, not be concentrated amongst a few accounts. This isn't kickstarter. Plus selling out quickly shouldn't be the goal. It's good for them and the game for these to not sell out quickly. This is especially true if it all goes to a few hundred buyers and they are stuck again with a problem of too much inventory in some hands and no access to to cards by everyone else.
Let's lighten this up a bit.
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Yeah it is a shame as it has potential but in its current format its offputting to new players. I bet the actual number of daily players is a fraction of whats shown due to the bots too so they really should be working on retention of the real players.
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