My somewhat controversial opinion on what's coming in Splinterlands!

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I have taken the time to read the new post, which is very interesting here I bring you: https://hive.blog/spsproposal/@splinterlands/sps-governance-proposal-hire-splinterlands-to-develop-the-next-major-card-set-conclave-arcana in this post I have taken my opinions on undoubtedly many good things but somewhat controversial.

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My take on Arcane Conclave Packs is that, while they seem like an exciting and varied addition to the game at first glance, they reinforce a monetization structure that deepens inequalities between players. Not only does this approach foster an environment where those willing to spend large amounts of DEC or credits gain clear advantages, but it also undermines accessibility and fairness in the long run, something that should be of concern to both developers and the community.

Let’s start with Legendary Packs, which guarantee at least one legendary rarity card for 24,000 DEC. This creates a dynamic where those players who can afford to spend a significant amount of resources are assured an advantage. On the other hand, those who buy standard packs for 4,000 DEC are not guaranteed to get high-rarity cards. It’s true that potions offer the possibility of improving the odds, but the imbalance is still noticeable. This type of pack design encourages a pay-to-win system, where the chances of success and progression within the game depend more on the player's spending capacity than on their skill or time invested in the game.

Alchemist Packs, which guarantee a Gold Foil card for 12,000 DEC, further reinforce this disparity. Having a Gold Foil card is not only aesthetically pleasing, but in many cases, significantly improves the card's value and performance in the game. Again, this type of offering puts players with less investment capacity at a disadvantage, creating a gap that could become unbridgeable over time.

Now, Starter Packs seem, at first glance, to be a measure to ease the entry of new players into the game. However, the reality is that these packs only contain common and rare cards, which significantly limits their competitive impact. There is no chance to obtain Legendary or Gold Foil cards in these packs, and no potions can be used to improve the odds of obtaining better cards. This means that while Starter Packs can help new players get started, it leaves them in a position where, sooner or later, they will be forced to spend more if they want to stay competitive in the higher leagues of the game. The result is a false sense of initial progress that eventually leads to new players facing a monetary barrier if they wish to advance.

An additional point to note is the policy of burning unsold packs during the pre-sale and general sale. While this strategy could be seen as a way to create scarcity and increase the perceived value of the packs, it could actually backfire. By burning unsold packs, it further limits access to certain players, especially those who were unable to participate in the early phases of the sale. This creates a dynamic of pressure in the community, forcing players to buy more quickly for fear of running out of available packs. While this type of tactic can be effective at generating revenue in the short term, it could erode player trust in the long term if they feel the game is too focused on creating artificial scarcity and exclusivity rather than an equitable experience for all.

Additionally, the idea of ​​Starter Packs remaining indefinitely in the store until the release of the next set might seem like a positive move, as it ensures a more affordable option for new players. However, in practice, these packs could create a false impression of accessibility, when the reality is that they only contain lower-value cards and more advanced players won’t even consider them a viable option. This could lead to new players being stuck with a limited collection and without the real possibility of competing in higher leagues without additional expenditure.

Ultimately, what these Conclave Arcana Packs seem to do is reinforce an economic hierarchy within the game. Players willing to spend more early on will see their efforts rewarded with better cards and more strategic options, while more casual players or those with fewer resources will be stuck in a cycle of slow or stagnant progression. This type of structure could drive away new players rather than attract them, and while in the short term the game might generate revenue, in the long term, it risks alienating a significant portion of its community.



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