Also have a bunch of common dragon , earth death magic for sale and 3 occupied plots looking to just go into grain and produce the thing all resources need for Dec my goal is keep shit as liquid as possible with the most cash flow. I think the grain might be one of the best ways to go especially when grain production gets cut bc many plots won’t produce grain and grain plots will be much more scarce as resources get added.
Nidhoggr is a dragon in Norse mythology. Interesting take on the character as the dragon in Splinterlands is going to be different then the one of mythology, as far as storyline type character goes.
Cant wait to see how much SB cards will be on market on friday. All “dont want cheap cards” mantra is pure manipulation. Person that unlock card for 10x and sell it for lets say 11x will earn just 0,4x of card value due to market tax. Only one that will earn is company. Pure decievers.
No you had your chance I contacted you NATEAGUILA on three different occasions and was ignored I don't have time for that so i converted my channel and it's been doing much better with analytics and my fitness content find another sucker to promote your project for free I copped that already for two years with no benefit always setbacks a majority of the community is toxic that's why I didn't even bother on your discord kind regards
I know this is not the place to request changes, but a simple one for me would be to include Guild chat as a permanent side bar in game, always visible on all screens. I am not a discord fan, don't like having to switch windows all the time. Feel the community side could be improved in game, I know it is what keeps me playing older web games that I joined back in 2009, and they have zero rewards.
Minnows will see the cost of spellbook and never come back. There is no clear path they can see to make that purchase cost effective. It works great at deterring bots, but that's not all its deterring. Find a way for players to earn the spellbook through play, with a quicker purchase option available. Especially now we are supposedly bot proof.
So we don’t really own our soulbound cards, they are rewards but then we have to basically buy them? What is the point of them being soulbound at all then? Then we have to do it in a mad rush? Seems like a dumb idea to me….
If I have 9 BCX of a soulbound legendary reward card and want to buy 2 more to max it out, will I be able to combine the 2 unbound BCX with my 9 soulbound BCX? And if I do, will the 2 unbound BCX become soulbound again? Or how will that work?
@@robertwagner1090 The ones you've unlocked will supposedly remain unlocked, even when you combine them with cards that are still locked. So you won't have to pay the unlock cost again for the already unlocked bcx, in case you unlock the other ones at a later point as well.
Matt's narrative for why pack prices need to be this high make me really mad. High pack prices are in no way a path to maintain high card prices as you have seen with CL, RW and Reb. Only limited supply does that. If he really cared for the players and the growth of his game he'd consider a lower supply and lower entry price. Just think of U/D which sold out quickly (low supply) being offered at low pack prices. Later in the cycle, they soared in resale prices for quite some time due to scarcity and utility. I know he is no marketing genius but the new marketing guy he wants to hire should really think about pricing and supply if he wants to achieve a growth in card values. (theoretically) Unlimited supply and high pack prices lead to few interest in the game, no scarcity of assets and high entry barriers. Combine this with low earning potential of the game at the moment and you have a very toxic mix.
I agree that we definitely need to reprice lower, mainly to lower the barrier to entry. I also believe that they would ultimately sell more packs, if they're priced at $2 for instance, resulting in more revenue. As the pack sales ultimately go to the DAO nowadays though, I don't see why a proposal can't be made, to reprice the next set at $2 or $3, long before the next set is actually released. I feel it's in our own hands to change this narrative, if the community believes lower pack prices would be better.
They need to undestand that value does not come from pricing high, that is just market manipulation which will eventually sink if no demand is created, but seems like CL, RB and RW and all those promo sales were not enough lessons to learn after most of the supply had to be burned.
Lots of moving goalposts and revisionist history here that should be noted: The strength of Splinterlands is the game and not the tokenomics? (Matt’s Hive post on this topic from last year would seem to state otherwise) The SPS DAO has always been responsible for building Nodes? (Never been documented, mentioned, or actioned previously to my knowledge but is a logical pivot given the current financial state of the company). The funds in the DAO are there to build out/pay for nodes? (The SPS whitepaper suggests one of the main uses for the funds in the DAO is to pay rewards to players after the SPS token distribution ends) Vouchers were a mistake and need to go? (Matt’s not wrong as Vouchers are problematic for getting to the flywheel, but just a few months ago, Matt was vowing to make vouchers great again. Which is another pretty large pivot). These adjustments to strategy are not bad, but they also have not been the status quo either, so should really be messaged as shifts in the team’s strategy and approach. I do believe Splinterlands is heading in the right direction. Circumstances are not ideal for sure, but the decisions being made recently are geared toward the game’s long-term sustainability and trying to right the ship
I completely agree with Matt. Vouchers are a giant issue and we should do away with them. Quit printing them and just give basic utility for people to use the rest of them up, like on the Wild pass
"Play to earn" while Splinterlands let bot farms and team members milk the kitty. "Pay to play" when Splinterlands runs out of ways to siphon money away and the coffers are empty 😢😢😢
I'm excited for next year for us, Splinter-heads. It does indeed feel much like 2020 rn. If things blow up next year, like in 2021, I believe, Splinterlands, definitely makes it long-term. Because I know this time, resources will be used to actually finish the game and not into some GLG or SoulKeep nonsense. We need land with item and spells, validators, and Runi completely fleshed out. I believe it will happen. I have faith in you guys. Lfg!
The issue I have with answers questions regularly is you miss out on them on town hall so you have to go hunt them down. Maybe you could cover some of the big ones in town halls
"no one did anything wrong" Matt said. Wow so basically imo he is saying: we encourage team members to run bot farms and extract ,extract , extract Go Team !
@@Sorryismurf One team member had massive amounts of glint earned with his bot farm. Then hit all of it at the exact right time and broke the new reward system by getting most of the jackpot rewards.
They did do nothing wrong imho. It's the way the system was designed. They also didn't HAVE to give ANYTHING back, but they did. The team realized that this is possible and adjusted the requirements because of it. It was a learning opportunity and they made the necessary modifications to prevent it from happening again.
@@thepsilence the team should be actively looking to "break the game" and for exploits before other people realise them. This is a good thing and 100% needed. From a moral perspective I don't think they could keep the assets, but that is just my opinion.
Nate just take the win and make the skins. Don't complicate it with special perks or whatever when no one asked for it. Skins are a social flex. They don't need to be anything more than that. If we make them more than that, suddenly people will only value them if there's more perk. Just let us enjoy the thing without worrying about the perk that comes with them.