As most of you are already aware, one of the Splinterlands team's major areas of focus for 2024 is building a better overall game experience for both new and existing players. This includes things like simplifying some of the mechanics to make them easier for players to understand, providing more tutorials, help text, and other information throughout the game, and addressing certain areas that lead to perverse incentives or unfair situations for certain players.
The first area of the product that will be updated as part of this initiative is the ranked battle system, which will be getting a significant overhaul starting at the end of the current ranked play season on Thursday, Febrary 29th, 2024. This is something we feel has been sorely needed for quite some time, and we look forward to this update creating a better experience for all players.
There are three goals that we have had in mind when re-thinking the ranked battle system, and all of the changes discussed below are aimed at achieving these goals:
- Simplify the system as much as possible to make it easier for players to navigate and make it easier to identify and address issues and misplaced incentives
- Ensure that it is always in a player's best interest to get more / higher level cards and to achieve higher ratings
- Create a proper rating system that accurately reflects a player's likelihood of winning a match and therefore makes matchmaking more fair
Removing League Limits
First and foremost of the changes is that we will be completely removing all limitations around the different leagues for ranked battles. Going forward, with the exception of Novice league, a player's league will simply be a cosmetic, visual indicator of the rating range that they are currently in.
This will be accomplished with the following changes to Ranked battles:
- There will no longer be leaderboards for any league except Champion
- There will no longer be maximum level limits for cards nor will there be penalties for low level cards
- Players will no longer be able to choose not to advance to a higher league (since leagues will just represent a rating range)
- Matchmaking will no longer be limited by league and will seek to match players with the opponent closest to them in rating
- The SPS reward pool for ranked battles will no longer be divided by league, and will instead be one single reward pool for Modern format and a separate, single reward pool for Wild format
These changes work to address all three of the stated goals. First, the system will be much simpler and easier for players to understand and navigate. They will be able to use any cards they have, at any level, and will not have to worry about keeping their cards under the max level caps or losing out on rewards by using cards that are too low level.
Second, this new system will allow players to benefit from higher level cards at all levels of play, which means it will always be in players' best interest to acquire more cards and we hope to see this increase the overall demand for cards over time.
Third, players will no longer be incentivized, or even able, to stay in specific leagues, and the matchmaking system will no longer be limited by matching people in the same league, which should allow for much fairer matchmaking.
Please note that these changes only affect ranked battles and not tournaments or guild brawls. Those will still work as they have previously with league level caps and other league-based restrictions.
Flat Rating System
Next, we will be getting rid of the current ELO system for ratings and replacing it with a flat system where players will always gain 20 rating points for a win and lose 20 rating points for a loss, regardless of the rating of their opponent.
Please note that win streak rating bonuses will still apply for all leagues except Champion and will give double the rating increase (40 instead of 20) for wins when on a streak.
While ELO works very well for completely skill-based games like Chess, it does not work as well for games like Splinterlands which have a significant luck component. By changing to a flat rating system, we eliminate the situation where a high rated player gets matched with a lower rated player and loses to RNG and then suffers a disproportionate loss to their rating.
We hope that this change will encourage players competing for spots on the Champion leaderboard to play many more battles as well. In the current system, due to using ELO for ratings, players at the top of Champion are incentivized to stop playing once they achieved a high enough rating, but with these changes players at the top should be incentivized to play as much as possible. This should create more match liquidity at the higher rating levels in addition to more energy purchasing at the top pricing tier.
Please note that ratings will be capped at 5000 for the purposes of calculating reward shares for loot chests and SPS winnings. This means that even if a player attains a rating above 5000 (which should be possible after these changes), a rating of 5000 will be used for calculating their reward shares. This will allow players to compete for high ratings while preventing them from taking an inordinate share of the rewards.
Ratings will still be reset as normal at the end of the season.
Updated Energy Costs, League Ratings, & Resets
As part of this update we will also be adjusting the costs for purchasing additional Energy for battles. The cost will now increase at each tier within each league and not just at each league level like before. This should make the cost of Energy more consistent relative to the rewards as players move up in rating and will lessen the incentive to stay at lower leagues in order to take advantage of cheaper Energy. Also, Energy will now also be purchasable with Voucher tokens at the rate of 100 DEC per Voucher.
Finally, we will be adjusting the rating ranges for Novice and Bronze league which we believe will help with the new player onboarding experience, and we will be adjusting the end of season resets for the other leagues to ensure they are all multiples of 20 to work with the new flat rating system. The new ranges are shown in the table below:
The updated Energy costs, rating ranges, and resets for each league and tier are shown in the following table:
League/Tier | Energy Cost (DEC) | Rating Range | EoS Reset |
---|---|---|---|
Novice | N/A | 0 - 259 | N/A |
Bronze III | 2 | 260 - 399 | 260 |
Bronze II | 5 | 400 - 699 | 300 |
Bronze I | 10 | 700 - 999 | 500 |
Silver III | 20 | 1000 - 1299 | 600 |
Silver II | 40 | 1300 - 1599 | 800 |
Silver I | 70 | 1600 - 1899 | 1100 |
Gold III | 100 | 1900 - 2199 | 1400 |
Gold II | 130 | 2200 - 2499 | 1700 |
Gold I | 175 | 2500 - 2799 | 2000 |
Diamond III | 250 | 2800 - 3099 | 2300 |
Diamond II | 325 | 3100 - 3399 | 2600 |
Diamond I | 400 | 3400 - 3699 | 2900 |
Champion III | 500 | 3700 - 3999 | 3200 |
Champion II | 500 | 4000 - 4299 | 3500 |
Champion I | 500 | 4300+ | 3800 |
With these changes, new players will have a little more time in Novice league practicing against the Novice bots before moving into Bronze, and once in Bronze the rewards will be higher right out of the gate since rewards are based primarily on rating and Bronze will start at 260 rating instead of 100. For reference, a player at 100 rating will receive around 1 RP per win, whereas a player at 260 rating will receive around 17 RP per win.
Future Changes
The items listed above are just the first set of changes that are planned to go out as part of our overall focus on improving the player experience. In the near future we are also planning to release a completely revamped reward system for ranked battles that will replace the current loot chest system, one-click set rentals to allow new players to easily obtain a decent deck that will allow them to compete in the lower leagues, and an amazing new onboarding experience aimed at teaching new players about all of the different aspects of Splinterlands in a fun and engaging way.
Comments
With such a major change to the system, it is going to take some time for things to settle in after the launch next Thursday, and we expect that things may be a bit chaotic at first. Player's ratings do not accurately reflect what they are supposed to at the moment, and it will take some time once the changes are put in place for the ratings to be adjusted. This means that, at first, some players will have many easy wins and will quickly move up to an appropriate rating and some players will have many losses until they move down to the appropriate rating.
After a season or two, we expect that players will all mostly have settled in to the ratings ranges that accurately reflect their ability to win a match against a similarly rated opponent. Once achieved, we expect it will make for a much better and fairer matchmaking system that always encourages players to get more and higher level cards in order to continue to move up and earn more rewards.
Additionally, we don't expect that this will be perfect out of the gate. There will likely be some things that don't go exactly as we planned or situations that we didn't consider. As with most changes, we will be keeping a close watch on how things go once the changes take effect, listen to community feedback, and make any additional tweaks that we - and the community - feel are necessary. We also feel that by simplifying the system it will make it easier to identify and address any issues that do arise.
All in all, we feel that these changes will significantly improve the player experience across the board, and that they are an absolutely necessary step towards our goal of significantly growing the player base over the coming years. We are extremely excited to kick off the first release in this major initiative alongside all of you and we appreciate all your support, ideas, and feedback along the way!
Stay tuned for more updates from the Splinterlands!
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NOTE: All rewards from this post will be sent to @sps.dao
I think this is the most significant change to the game since SPS was introduced. Great job SPL team.
The impact on cards and SPS will be much much higher than most are imaging. But MOST important is anyone can now win. Whether its great skill or simply better cards, the gameplay will attract and retain new players. THIS IS HUGE!
This is a major change and I am willing to give it a try.
Cautiously optimistic here. My usual style:)
I agree this is a huge change in the game, and it will most certainly shake things up a bit, if nothing else. It will change a lot of things for me, at least, as I kept all of my cards at gold level and now I have a good reason to level them up even more.
I'm just a bit sceptical about the points given out for wins/losses, as @jacekw said, it will end up in many ties in the leaderboard. But let's see for couple of seasons how things pan out, then we can make rational conclusions.
Anyways, very exciting times ahead!
I also think this would increase the price of cards, the summoners most likely. Since it's now more efficient to buy high level summoners so regardless of cards you use, you can use its maximum potential.
On the other hand, that's also twice the disappointment when they rotate and Chaos Legions will not be usable in Modern. At that point, I might completely shift to Wild (which is still okay.).
500 battles played, 70% win rate = 350 wins = 3800 + 350 * 20 - 150 * 20 = 7800
200 battles played, 95% win rate = 190 wins = 3800 + 190 * 20 - 10 * 20 = 7400
Playing more battles will be more important than having good win rate.
Sounds like an incentive to burn more DEC/VOUCHER for energy to get those extra battles! Of course win rate is important for the efficiency of earning ranked rewards, but it is now not the only important metric.
Although I understand that those who don't spend on the extra battles will get left behind a bit, now there is an incentive in place for people to actively purchase energy to get as high as they can. Provided that Modern remains bot-free (with honorable people not using battle helpers), then this is another positive change that encourages people to spend more to earn more. People with high win rates will still prosper in tournaments and brawls, but this ranked change is still a net positive for me regardless if people can spend more energy to win more battles.
Seems there are quite a few without honor.
Yes indeed, but we lack the technology to deal with it. So at this point, we just need to resort to name-calling and social shaming!
But the extra energy is a complete rip off and offer negative expected value when considering the value of chests and SPS rewards. Around 17 cents for one energy in gold 1, just to get rshares that contribute to a chest which probably has merits, potions or soulbound cards in it. 17 cents! .7 cents would be a fair price!
Hate to break it to everyone but people aren't winning 70-95%. Even the best on average is only going to win 60% of the time because of how much "luck" is in this game. With the removal of league caps you're going to find yourself constantly matched up against players who have better/more cards than you and therefore expect to lose more games and settle around a 50% win rate that will keep you even once you hit a point where they want you to buy more cards to have a “better chance” of winning. But as they stated this game has a "significant amount of luck". It would be dumb to invest another couple grand to max multiple cards when that is only going to get you an additional 10% win rate, at best. For example it would cost about $12k to max all the cards in modern format at diamond. Silver would cost $3k. I don’t see someone wanting to drop $9k to max at modern diamond to win 10% more of the time. Imaging buying extra energy at 500dec a pop. You buy 10. That’s $5 and you only win 5 of those games. Did you make $1 off each of those wins? With Sps at $.027 you need 18 Sps to get just half that back and then hope you get extra value in chests.
Doesnt seem worth it. But hey that’s just me.
This is a bit inaccurate. You didn't include the win streaks which means in higher win rate, you get 40 per win rather than 20.
So assuming in 10 games, at 70% win rate, you lose every 3 games, then you get +20, +20, +40, -20, +20, +20, +40, -20, +20, -20 = 120 rating every 10 games OR at best
+20, +20, +40, +40, +40, +40, +40, -20, -20, -20 = 180 rating every 10 games.
While on 95% rating,
+20, +20, +40, +40, +40, +40, +40, +40, +40 -20 = 320 rating every 10 games.
So, to get 5000 rating from 0 rating,
at 75% win rate, you need 278 games.
at 95% win rate, you need 156 games (still higher since this is calculated at 90% based on the example above)
TLDR: Higher win rate is still better than more battles.
There won't be winstreaks in champion league.
Just to clarify, the computation I did was applicable from ratings 0-3999, technically except champion, that's why I said it was inaccurate. Your example above is also the same... Unless you're specifically talking about champion league.
No win streaks in Champion doesn't really affect me - since I'd need to win more than two games in a row and that is rare :D
REMOVING THE BOTS, AIDS, IS THE ONLY WAY, THE REST IS JUST CIRCUMVENTING THE PROBLEM
YES YES YES YES. You must be the guy who DM'd me about something similar relating to golem overlord on discord are you
Modern Format is for player to player
There are still hundreds of botted accounts in Modern. They are simple to verify, but action is taken only if sufficient perspective evidence is provided by the active player. If you're not good enough to play on equal terms and need a machine or cash to win, well this is the game for you.
Is there actually a way to report bots in modern?
So from what I understand, the split in the reward pool will mean that even more rewards will go toward Modern League while Wild gets completely nerfed due to all the bots that are there.
A solution could be to bring back collection power requirements in Wild so this mainly affects the bots that try to milk rewards with minimum card investment or just the reward cards. Older cards losing value week after week after week is a major issue that needs to be addressed.
Really? So basically they've just booted everyone in the face who has invested thousands before but doesn't want to spend thousands on new cards every time a new set is release? Gotcha.
I am a player and I believe that these changes will add some possibilities to regular players.
Peace
Actully excited to see these changes as I feel like I'm going to be able to play the game again. I've been stuck in bronze for like a year with a maxed out deck or near maxed out but can't use the dang cards to their full potential. With this change I finally can!
This is also good for brawl players, now that I realized it. I can finally use my level 4 rare summoners from the soulbounds instead of being capped by level 2 in bronze.
I hope this will have a significant impact on the player experience and card market, along with the upcoming changes.
This is one of the most courageous change that the team will be making since I have joined splinterlands
Big wave of changes are coming!
This is one small step for man...one giant leap for mankind. Thank you for starting to get the ball rolling for game improvements.
Great news. Looking forward to this.
Sounds like a good floor for vouchers 👍
This is close to 3X higher price for VOUCHERs than what we are seeing on the market. It is best to HODL some VOCUHERs at this point.
!PIZZA
This is another great move for ranked, thanks!
Fantastic !, I can't wait.
Anticipating these changes has already prompted me to buy some CL cards, looking forward to playing in Modern for the first time in months. After getting stuck in Bronze and being unable to claw out I just gave up after a few seasons of disappointment.
I think these changes will work well and foster play and card levelling
I'm guessing that is because human calculators that are scholaring for whales use their profits to make multiple accounts and then they camp out in the lower leagues. When I was stuck in bronze I saw accounts with the same name with different numbers at the end and I kept losing to them. I finally got out of bronze and I am currently bouncing between silver 2 and 1.
The best way to understand all of this is to experience it. I've had so much fun playing this game already, now it's about to get more fun.
I am down with this. Nice change I believe.
I'm not going to lie. I did enjoy some victories over opponents that were ranked higher than me. Those are the most memorable wins.
I have a few questions.
I just want to know what to expect.
I think there will be no penalty for using Cards of a lower Level and it is possible for a lower League player to encounter Max Level Cards. This would lead to the stronger player move into higher Leagues faster. I have been in situations where I couldn't use the best Cards I had because of the limitations that kept me in lower Leagues for a longer time.
Another good thing to come out of this change is that a completely new player that buy or rent few Max Level Cards can easily climb up the ranks very fast. There will be no reason for them to limit themselves to low Level Cards. Prices for Cards should improve after the change.
I agree on everything you said. I expect an increase in rentals for everything. I just hope they don't go overboard with it. I still remember the level 4 CL summoners at 40+ DEC per day. Made me stop renting completely once I realized how much I was spending in all of my cards per week. (And I never owned them coz it's renting.)
I could probably buy at least a max level legendary for CL if I saved all those DEC.
Overall, this is such a good change. People might experience hardships for a season or two at first though battling against the max leveled cards. But overall, this would be good in the long run.
17 cents for one energy at Gold 1, are you kidding me? For a chance to earn an amount of reward shares insufficient to get even 1 chest, which contain untradable potions, cards and merits, all worth 0, and with a chance of about a penny's worth of SPS, but only if you've already staked SPS and bought or rented loads of cards
Do you have any idea how preposterously bad this sounds to anyone who isn't already in the game?. The ranked reward changes sound good, but the cost of energy is absurd. Sort the anon multi accounters out so we cam remove these energy purchases being necessary, when players have often already invested thousands into cards and SPS.
removing things is not really a renewal, let alone a development. it's too obviously designed for people at the top to shoot a lot of energy and suck the pool dry, so the bots were given free rein again. because who can best burn dec quickly to shoot energy. exactly bots 24/7. good night splinterlands, you're so screwed!
I'm not sure there's any point in anyone, bot accounts included, burning DEC or vouchers for energy, because the energy costs are laughably expensive anyway, so there is surely negative expected value in any energy purchase of energy. But yeah, the game is screwed. It sounds like they just kicked all wild players in the teeth if I'm not mistaken by further nerfing the rewards (mentioned in another comment above somewhere) because of their insistence on not dealing with the bot aids
TLDR: These are not good changes for the game.
Keep the ELO and don’t build a game, as the own devs of Splinterlands put it, “which have a significant luck component”. Who wants to play a “competitive game” with a “significant” amount of luck? The point is to build a skilled game that attracts players who take the time to learn and develop their skills. Not to lose or win on luck. That is either frustrating or not satisfying. Especially when you’re asking people to “invest” in a game. You don’t invest in luck. If you do, buy lotto tickets. You might get lucky.
If that’s how Splinterlands want to be seen, as a luck game, then fine. Go a head with the changes and keep building a bad game a losing support of the players but if you want to be taken seriously. REDUCE THE AMOUNT OF LUCK IN THE GAME.
If these changes go into effect I’m definitely take a break from the game or just play the min each day. It is going to severely impact the quality. It would be beneficial to play less. You’ll probably have a higher win percentage as you won’t be as high up on the ladder. Which is counter intuitive to get people to buy energy. Logically you’ll see more people playing the minimum 24 games a day to avoid getting too far up the ladder and running into stiffer competition.
Here is an example of 24 games a day in a 14 day season. That’s 336 games. Let’s assume you win 2/3 of your games and no streak bonuses. That nets you +112 wins at +2240 rating. You’re going to fly up to gold and champion in 2 seasons at that rate. Most people aren’t invested that much to have their cards lvled up for that tier. That means you’re probably really going to see a closer 50-55% win rate. Thats ~185 wins to ~151 loses; netting ~34 wins a season and ~+680. That will put you right around where you need to stay put in your league after resets. Playing more games at the same win percentage would raise your level causing you to get hit with stiffer competition and most likely lose more games. Which would make buying more energy pointless. Who wants to buy energy and then see it wasted on losses that came because of bad luck 50% of the time? That instantly doubles the cost of my energy as buying 10 energy really only nets me 5 wins and isn’t worth it. So not only is this change bad for players it is also bad for business.
Bad, half baked, ideas once again.
Who the hell is buying energy at those prices anyway? It costs way more than anyone earns in SPS per battle, and chests are mostly full of worthless stuff. Energy is literally about 100x more expensive than it should be. I mean sure if people love the game so much that they are happy spending $5 a day to play like 30 extra battles in gold one without getting more than about 10% of that back, then they can do that. Alternatively the team could finally sort the damn bot problem out. Do they think we're all suckers who will keep buying thousands of dollars worth of cards every year to ensure we can be competitive in modern, when we all know that as soon as each set gets rotated out of modern, the card values will get destroyed and we'll all be racing to the bottom to get them off our hands? Someone needs to make a fork of this game without all the scammy BS because it's a great game.
I couldn't agree more. There is no point to buy extra energy at that rate which is counter intuitive to what you would want as a developer. You're actively penalizing people for play more. They even jack up the energy costs 50% after each time you buy 25. It's dumb and yes someone needs to fork this game and actually do good by it!
Let me start by saying these changes seem good from a theory POV (As long as we are rewarded reward shares based on ranking only and the terrible SPS change is abolished).
I invested in cards, not pockets of SPS. Removing CP for SPS was the worst move SPL made. With CP I rented and had cards rented from me, after it changed to SPS my rentals went from 100 to 200 DEC a day to 10 to 20 DEC a day, and forced me to drop from low diamond/high gold to silver as my reward shares per win dropped to nothing at the higher levels.
Now that we can't control our league, lets hope we are rewarded per win at higher ranks to acquire a decent amount of rewards now.
https://reddit.com/r/playtoearngames/comments/1ay648v/wow_splinterlands_going_to_change_ranked_battle/
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I want to know if the new reward system would be a shop to buy reward cards directly or just chests like now, and the chances to get something.
Isnt this kind of walking back a lot of changes added over years that had a purpose to fix bigger or smaller problems?
Why do you think those issues wont be reintroduced back into the game with a change like this?
Or do you think that improving the overall experience is simply more important at this point in time.
Yes, it is removing a lot of things that were put in over the years to address certain problems, but the game has changed significantly since many of these changes were put in place which has made many of the changes no longer necessary or even some having the opposite effect than originally intended. Also, some of the changes were more like band-aids that tried to cover over a problem rather than addressing the underlying cause, and those often cause other problems.
So since there were so many little changes over so many years, and it is very hard to separate out the effects of each one, I felt what was needed was to rip everything out and go back to a simpler system designed with the above stated goals in mind. From there, as mentioned in the post, it should be easier to see what, if any, problems arise and it should be easier to pinpoint the cause and an appropriate way to handle them.
Yeah, that approach makes a lot of sense. I cant even recall how many little Band-Aids were dropped over the years. So many that even the problems they might have fixed didnt even need fixing after bandaid 3,7,15.
And theres also the player mentality shift that exists as the game matures. The investors understanding their role in the preservation of the game. Not something visible in code but still affecting the game.
All very well but you still haven't sorted anon bots out. PSE gaming of any description cannot survive long term with anonymous multi accounting, and hey if you've nerfed the rewards in wild even more (is that true) expecting us to keep buying new sets every year even though their values will get destroyed once they're rotated out of modern, well you're going to lose even the most habitual players like me who've played almost daily for several years. Fix the botting in wild and give us fair rewards for the thousands we've invested. Sure, a little more in modern to incentivise purchases is understandable, but not a gulf like this.
Exactly, at first, the problem used to be that it was possible to reach higher leagues and higher rewards with lower collections. I remember playing champion with Level 3 Summoners way back. This was before SPS was released and all cards were tradable. Different Leagues were introduced along with collection power to prevent this.
I would say this made the game more fun as it removed at least partially the extreme Pay2Win factor since you can build a silver/gold deck and be competitive in most matches.
Collection Power was then switched to SPS which pretty much moved value from Cards which have ever since gone down in value week after week to help maintain the SPS Price.
So the current changes feel mostly like a way to push more value to new cards and allow new players to buy their way to the top = potentially more pack sales and revenue at the cost of fun gameplay and older card values.
Same here. Playing Champ 3 with a gold level deck. Beating the crap out massively higher lvl cards due to a smart setup. Shame that I got worse at the game over the years so I wont be able to do that again. 😂
Indeed, new cards, but if you have old cards (including CL if you fast forward to the end of this year) then screw your card values.
Flat system with +20/-20 would cause more ties, especially on the leaderboard. Imagine 50 players being #1, each of them having top prize.
Agreed that everyone going up and down by increments of 20 points will lead to lots and lots of ties. Could just as easily make all wins and losses worth only one point and shrink the ratings by a factor of 20, but that would mess with the league levels that have been in place for 5 years. Despite the ties, I'm still very excited about these positive changes.
The rewards system for the leaderboards will all be removed since the leaderboards will be just cosmetics. "Maybe" they would pour it all on the champion and make it like they share a big pot.
OR
it's also possible that they would still count the top AFTER the 5000 rating but use the 5000 rating as max for the rewards earned per battles, focus point, etc.
There will be leaderboard in champion league (and only there) anyway.
5000 rating is cap for reward calculation. But players will be able to reach higher ratings.
awesome!! i can't wait!!
$PIZZA slices delivered:
@speedtuning(9/10) tipped @splinterlands
vimukthi tipped michealb
very nice news..
thanks
!PIZZA
Maybe I did not read properly - i thought changes include no DEC fpr ranking and no SPS in chests, what is the alternative? @davemccoy
SPS in chests will be added to the ranked play distribution when that change goes live. I don't know what exactly will fill the new chests, I do know we will get soulbound points and maybe other things though.
But players will still get the total amount of SPS distributed, it will just be all in battle rewards now.
Thanks Dave!
So to be clear, we are getting literally zero monetary value in wild chests?
right now the chests are the same, they have SPS in them. I don't know what will be in the new chests for sure, since they are still working on them.
I do know they plan to come out with reward points to buy the reward chests for soulbound cards in the next few months, but I don't know if they plan on adding anything else.
So all we know is they are shifting the SPS that was in the chests and adding it to the ranked play distribution when that change happens, so the SPS will be gone in that release (but added to the ranked play totals).
thanks for the info
Looks interesting overall, less is more and this seems to be a lot more straight forward.
This should be interesting :D
i like it, addressed this a while back, glad to see this system. excited to see new reward shop also!
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.These are great moves but it kind of (not exactly but in aggregate) transfers the current problem to the upper leagues and this is a temporary to midterm fix or alleviation depending on how many new players we get into the game in the near future.
Don't get me wrong, it is very helpful, but it does not address the real problems that has now replaced the bot farming problem that we voted to ban in modern format and now speaks to the underlying flaw of the ranked battle system.
Ranked is a 1V1 math contest (strategy is a form of math). People that are math geniuses (especially those in the developing worlds where incomes are low) are going to flawk to this game and scholar for whales and then use those profits to create multiple accounts to camp the lower leagues and make this their side hustle or their main hustle.
This is what is happening now. They were camping in the lower leagues to make that guaranteed income, that is their living money, this is not their fun game time or their after work thing it is serious for them.
Now with these changes they will consolidate and push upwards in the leagues. I know many of you will say that this is a good thing and they need to stake SPS, buy or rent more cards, etc.. But where did all that crypto come from? They do not represent new fiat and new players coming into the game, instead it is a closed circular extraction loop.
It is another flavor of farming except they are humans. Instead, after this consolidation phase they will re-math their situations and figure out how to continue extracting and multi-accounting and thus creating insurmountable walls of difficulty at every league level.
Suggestions:
Why are vouchers not on the secondary game market? New players are supposed to use the convoluted HIVE engine to get vouchers?
Damn right on 3. Unfortunately, people who think it "violates a free market" or is "too hard to implement" can't seem to get their heads around the fact that there won't be much of a game left if this isn't done, and that expecting long term success of any game that has financial rewards on the table yet stupidly (incredibly incredibly incredibly stupidly) allows anyone to make unlimited number of anon accounts is beyond naive.
This will bring back players that have given up.. it is a good idea