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RE: Splinterlands Development Update - September 2019

Good points @tcpolymath I especially like the last idea of the bankroll building challenge that would be a blast. One thing from your people getting frustrated comment earlier on is that with growth in the game not all cards are going to be meant to be owned. A year from now I certainly would hope that I own a lesser percentage of the cards ever made and if the game continues to grow the more new cards will add excitement and liquidity income to the game developers in the process. We have gotten conditioned that we all must own every single card as highly leveled as possible. That is not going to remain viable over time unless people start massive leasing accounts which would be good for everyone. The psychological effect of not owning virtually every single card is a "you problem," not a "game problem." Besides as these cards start hitting zero new production the older cards that this person is carrying in their (say for example) in their silver level accounts are going to carry a massive premium over time due to the difficulty of obtaining, that is if the game keeps growing. The days of us all being able to carry all 5 splinters fairly well stocked along with much if not all the dragon cards, promos, rewards, and betas pretty much all maxed are going to come to slow down if not an end at some point if the game keeps growing. In the end the growth of the game shown in increasing values is just about the best possible anecdotal PR spread for the game as just about anything. People want to hear far more about the "Blockchain game that has trading cards that tripled (+) in value," versus "the blockchain game that has cards that own within the game." Both are nice, but the first one is makes the ear burn a little more at minimum.