RE: Splinterlands | Still Worth The Investment ? (4 Months Later...)

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It seems like the devs didn't over estimate demand but try to perfectly meet it. That's a mistake when it comes to assets that are supposed to have some scarcity but CL packs lasting 6 months to a year I think was well in the plans. Also they were asked recently if they'd consider cutting the rewards card run and they said no because they'd just have to make new ones if they did.

I wish their goals were different in these releases but I think they nailed them as far as what they wanted to happen.

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Yes, the market really got overheated with the supply being so low which wasn't that healthy. It remains a difficult task to manage the supply of cards in the game. I do think they are a bit too trigger-happy on the printer button. We'll see how long the CL Packs last and I guess there might be a new hype cycle the moment they sell out.

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I have a different perspective. I don't think its a difficult task to manage supply in the game. I only think it's difficult if they release in bulk the way they do while running on a system that seeks to incentivize massive buys by a few individuals and for those individuals then to be the new suppliers of the cards at their own whim.

It becomes very difficult to gauge demand then because some accounts are sitting on more cards than the market could ever handle if they ever liquidated and meanwhile there are not enough cards in the actual market. That was the situation before CL. There was a huge abundance of cards from past releases but they were all sitting in accounts that were once incentivized to buy thousands of packs and hold. If they changed the printing and distribution paradigm to smaller prints more often while incentivizing scarcity rather than kickstarter like rewards for buying too much it would become very easy.

Thinking small scattered releases. Like just release the water cards and do a whole lore thing with it. Then 3 or 4 months later they release the new dark cards with more lore. They could get years of releases out of the same number of characters this way.

Cards should be high enough prints that it's fairly easy for most people to grab a lvl 1 common card but trying to max a card to lvl 10 is going to be a challenge and if several people try, prices are going to move. $10 packs, 4 cards per pack. 1 million packs maximum per splinter. If you get 100 wins the month prior to release and have 200 SPS staked you automatically get one voucher for the pack release.

There's no way there should be thousands of cards maxing out on release day. No one should be able to have a live event where they open 250k packs like they did a few days ago.

As it is, any new hype cycle would just be met with yet another card dump by the devs. If they don't change their ideas there will never be scarcity in this game because they are always there to meet demand. That's a huge mistake in a game that promotes the idea of scarcity.

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