Splinterlands: The New Reward System; No Holds Barred?
The Slingerlands's reward system is back and refurbished, However, I guess it'll take time to say it's better. Overall, I think it's good for the game and this is because more people would seek to spend money as well as more playing time to get the value of the money they've spent.
In the past, what felt lucrative, to people & bot owners with depth in resources was renting out cards to real users who played the game then make some money, come back a few days to the ending of the season, and played to go up through the ranks in a bid to fight for bigger and better season's reward.
Now, when I say the game has been refurbished, it's been revamped to take care of prevalent issues. One of the first I think is bringing people to play the game again. Now, let's take a look at the real reason for daily quest.
The Purpose Of Revamping The Reward System
The main reasons were to give players a playing focus and get them to interact with the game while earning DEC for ranked battles. I loved the concept of the daily quest, but I feel that for some heavily vested users, the wins from the daily quest might not just be lucrative enough for them.
The daily quests were notorious for having, VENARIs and potions, probably 50% of the time, and having decent rewards for 50% of the remaining times. So the incentivizes to keep playing was the end of the season's reward and the SPS airdrops from holding other assets and also the money from the rentals.
For regular players without deep pockets, it's more of getting traction, experience, and knowledge and hoping they can climb the ranks.
Money & The Mindset
We can agree that the surge we saw in prices over a year ago on splinterlands has opened the eyes of many to some of the most stupendous money they'd ever made in their lives, so many users saw their account grow to over $500k, so it's difficult for some of these people to get used to getting a Venari that's worth $0.03 as daily quests reward when they've seen what it feels like to own real money.
Sometimes, the depreciation of assets doesn't rearrange the mindset to shift to the new market reality to understand that the economy has experienced a massive decline.
This is why the inclination to make money is higher than playing the game. If you Check games that are yet to launch like psyberx you'll see that people are inclined to invest in it because of the antecedent of splinterlands, this might have not been the case if psyberx was launching at the same time as splinterlands.
The Stupendous Rise In Asset's Value
I feel that this rise in the price of splinterlands set huge standards, making the intention to play for the fun a mirage. This is why refurbishing the game in this fashion makes it easier to make people play.
While this means that lower league players can earn for their efforts, they'll need to own more assets to win. It's in two ways, they can rent cards to get them resources to win, or rent these cards to up their level and unlock the next league.
However it is, they're going to have to spend to play, which in turn helps them to earn more. So we cannot exactly say the new system is great, even if it's generally healthy for the ecosystem.
The "Focus" On A Daily
However, let's take a look at it this way; The daily quest has now become daily focus, meaning the higher wins you get, in the element you're given, determines the chest or loot you'll get, nevertheless, I somehow believe that the quality or each loot will always be determined by the League one plays in inadvertently making it favor the big leaguers just a little bit.
However, this is determinant of how much a little leaguer is willing to throw into the rentals.
So how sustainable will this new system be? I think it might probably make the competition tough. Recently, I've been beaten to stupor by some of these expensive cards and I'm used to losing, it'll take me a few weeks to understand and decipher how to win with my tight budget.
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