New Rewards System - My Analysis - New Changes Taken Into Consideration

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Hello everyone! I have been wanting to write about this for a while but I wanted to wait for at least a full season, under the new rewards. This allowed me time to think about everything and cool down a bit from possibly too much excitement or too much negativity. I think this is a good approach for anything in life that isn't too urgent.

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As I was finishing writing this post, I saw the discord notification about new changes so I decided to wait and include my thoughts about those. I'll leave what I've written intact and just add my thoughts at the end.

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The positive

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People are getting more rewards. More is good, right? Not necessarily, but, in this case, I think it worked out very well. We can't forget that Splinterlands is a game. A game should be fun and people should want to play. The last thing we need is players having thoughts like "I have time to play Splinterlands and I do feel like playing the game but what's the point of playing a bunch of games for a few DEC that are worth almost nothing?". Players want to play but they also want to be rewarded. Even games that are not play to earn do this with equipment, level up, skills, cosmetics, etc. Now there is a point in playing more than just getting the 5 wins for the quest of the day. It's more fun to open 5, 10, or even 15 loots every day, than just 1 or 2. This makes players want to play more and be more excited to play.

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It got rid of the end of season rent prices. They are much more stable, which is good for everyone. There is no pressure to cancel rents and put them at higher prices, there is no stress in coming up with enough power to finish where you want to finish and it creates a much better experience for everyone.

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It made gold cards have an extra utility. This also applies to any card that also gave rewards bonus like Alpha and Beta but I think it's even more important for gold cards. What do gold cards do for the player, besides being shiny and rarer? They provide a 10% bonus in DEC rewards, give more collection power, provide more airdrop points for SPS (because they have higher collection power) and they are the only way to participate in some Guild Brawl frays and some tournaments.

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Of course it's always better to open a gold card than a regular card. Even without looking at these benefits, they come at a higher level than regular cards. However, some of these benefits are going away or becoming less relevant. In about one month, there won't be SPS airdrops anymore. DEC rewards are much lower and DEC is worth much less than it used to. You're left with extra collection power and a few tournaments and frays exclusive for gold cards. I'm not a big fan of tournaments that are exclusive for gold cards. Having a few is ok but I wouldn't be happy if they tried to make gold cards better by simply having more of those tournaments. Having a few frays for gold cards is fine. It just makes guilds search for a few players willing to go gold.

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This means that, if I'm going to buy a card and it's cheaper to buy a regular card of the same level as the gold one, there's no longer much reason to buy the more expensive gold card, unless I plan to buy a lot of them and use them in tournaments and guild brawls. Even when buying purely for power, not every gold card has a better cost/CP ratio when compared to the regular version. Currently, that ratio is the highest in the game for a regular Venari Seedsmith, followed by several other regular rewards cards:

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You can check this information and much more on https://peakmonsters.com which is a great site. Applying the DEC bonus from gold cards to the rewards points was an excellent idea that gave gold cards a new utility, without restricting access to anything else for regular cards. This was a very smart decision and I have to congratulate the team for coming up with it.

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There is no more confusion about having enough power to be in a certain league but the adjusted power being lower and you end up getting fewer rewards than expected from the daily quest. This is a big one for me. There was no way to know the adjusted power at any point and there was no clear rule on how it worked. To me, this was always unfair and not very transparent. I have lost over 10 rewards during my time playing because of this situation. It was not fun. Thankfully, this new system takes care of that problem and there is no longer an invisible and mysterious adjusted power to worry about.

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The new rewards cards are also a good thing, although, not necessarily related to the new system. We could have had one without the other and I think both were good things, individually. However, we have been getting the same rewards cards over and over again for many months. With more chests, having new cards allows for more diversity in rewards.

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Speaking of reward cards, it has been a good feeling getting new ones. I especially like the 2 epics Revealer and Tide Biter. The first one has Stun at level 1 and only one other card does that: Pit Ogre. The second one is a cheap monster with reach, which has access to Reflection Shield on Silver level.

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The negative

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The game is "forcing" players to play just one splinter for the whole day. I understand I'm not actually forced to play just one splinter. However, you really need to be playing at least 80% of the games on that splinter. The only exception is on the first few days when you're still climbing the rankings, where it's more important to win as much as possible to reach the top rating of the league you desire, in order to maximize the whole season's earnings. In the old system, more experienced players used to recommend others to not force the quest. They used to say: "play to win games and when given a good chance to play for the quest, do it". Now, when every win counts, that is not the best strategy.

There is one upside here, especially for people renting cards. You can get your daily focus, rent several good cards for it and you know you'll always be able to play that splinter. This greatly reduces the chances of renting good expensive cards and barely getting the right rule sets and restrictions to play them. I still think this is one thing that needs some work. Either allowing 2 or 3 splinters to be part of the daily focus or maybe even getting rid of any restrictions at all, for the daily rewards. Restrictions worked well when it was 5 wins per day. It made you explore alternatives but without forcing the majority of your daily matches. I believe it doesn't work that well in this new system.

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24 hours daily focus instead of 23 hours of getting a new daily quest. My problem here is that, eventually, you're going to have to pass the focus to the next day. 24 hours means that, even if you are at your PC, at the time it happens, you're still delaying the start of the new focus by a few seconds, probably a minute or 2. A bit more if you want to get a new focus. However, people have a life outside Splinterlands. No one's going to always be at their computer waiting for the quest to reset. Eventually, it's going to pass onto the following day. To me, the solution is simple, make the daily focus last 23 hours. That way, even when you have to delay it a few hours, you can recover those hours in the following days. Also, when it ends during downtime, you're forced to start the new focus later than you would otherwise. It would also be nice to claim your focus before the time is up, when you know you won't be playing anymore during that day. But this one is not a big deal, it would just be nice to have.

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A few other considerations

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My experience, playing on Silver 1 and getting Silver rewards, is that it is impossible to get the full rewards on both the daily focus and on the season rewards, by playing normally. What do I mean, you ask? It means staying in the same league and playing enough every day that the ECR doesn't go too low, you're never gonna reach the max possible chests, even with a very high win rate. I'm not saying this is a bad thing. I think it might be intentional. The max possible rewards are high to cover for exceptions. If a player knows they won't be able to play for a few days, they might want to run their ECR very low and get as many rewards as possible before taking that little break from the game. A player buying/renting a lot of cards that puts them in a higher league, will much more easily reach a higher number of chests. In the following season, they will be back to earning fewer chests but from a higher league. I don't know if they want to tweak the numbers, but I believe they are the way they are to allow for these exceptions to work better. Players have to keep in mind that the max possible rewards are just not intended to be possible, especially day after day and season after season. If you look at the max 30 per day and max 150 per season and expect to come close to those, all the time, you're gonna be disappointed.

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I also think that the Modern/Wild split is perfect for this new rewards system. I'm sad that it is taking a bit longer to implement but, when it comes, it will allow newer players to not play against some cards that are too expensive to buy or even rent and also have a more manageable number of cards to know and plan for.

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Conclusion

I am very happy with these changes and I can personally say that the game is more fun now than before. The 2 things that I believe need change, shouldn't be too complicated to do and the team has acknowledged the possibility of not just having one Splinter per day.

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New Changes Just Announced

It's bad timing on my part, or maybe it is good, to write this as they announce changes but I'll comment on those, as well.

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Daily Focus Chests Based on Current League

I believe this is a good change. There's not much point to putting players in a higher/lower league for the daily focus, than the one they currently are in. I had not thought about this but it makes perfect sense.

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Starter Card RShares Reduction Formula Change

Makes card ownership even better, although, I would personally prefer if they allowed the first starter card used to have a lower penalty. As a player who joined the game after Untamed was sold out, I can't really justify buying those cards, not when I can work on my Chaos Legion cards for a fraction of the cost. But it shouldn't impact me too often.

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New Daily Focuses

This one I'll have to actually try out for a while to see what's available and how it works. At first glance, it doesn't seem too necessary and it just makes getting the desired Daily Focus less likely.

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Daily Focus Mechanic Update

This is a very good one. Instead of giving us multiple options for the Daily Focus, it's about every battle counting, with the Focus giving a bonus. I did not think about this solution but I do believe it's a smart one. Let's see if this does end up being implemented because the team says they are considering this change.

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Season Rentals

This doesn't have much to do with the rewards system and, ironically, I believe it would have been more important to implement during the old system, however, it's nice to have the option to rent for a whole season, without cancelation, and people have been asking for that, for a long time.

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Conclusion 2

I see these as overall good changes. The ones I'm not sure about, it's because I'll need to try them out to see if it's better or not. I am still hoping for a change of the 24 hours rule to 23 hours.

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Thank you for reading and have a nice day!

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(Edited)

i think you are looking at the 24 hour focus with the wrong eyes, because you can now skip several days the dayli without making losses, you just must not let regneration come to 100% ;)

but yes a bit annoying anyway, I think you should decouple the loot from the dayli start, so to speak, that the new dayli starts automatically without that I have to have looted first for it,
as it is also with the season reward, the season also starts without that I must have lootet

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