Rebellion Should Not Focus on Discounts | A Different Era of @splinterlands Sales

I have seen some of the best innovations in blockchain gaming and NFT sales coming from @splinterlands team. Even if they were not the ones to invest each of these methods, I'm proud of being part of a project that handled most things better than the biggest projects in GameFi. As an investor, I felt that I was being treated well being a part of the community and I eventually managed to become a Maverick. Being ahead the curve is not sufficient; we must maintain the gap and keep doing better.

We will have more details released in a few days with the next Town Hall. I'm generally happy about plans for Rebellion. SPS DAO will earn millions if we vote to fund Rebellion with a small investment of $250,000. I don't think Steem Monsters Corp. can afford to wait for another bull market. Keep in mind that a mere start of a bull market won't fix everything. I don't personally like seeing Rebellion launch this early because I don't have enough funds to invest in it. If Rebellion takes too long to launch, there won't be much left to invest in.

What Discounts Accomplish

More people buy more packs due to discounts. Airdrops can be considered as something similar to a discount when an investor purchase a large enough bulk to qualify for guaranteed Card. If added revenue is more than what was lost in discounts, we have a success at hand. After a certain point, discounts will hurt more than it will help.

Take a look at the most traded Tokens on HIVE-Engine. Six of them are directly related to @splinterlands and two of them are sold directly by the company. Yet their prices have dropped to a fraction of the original price they were sold for. Chaos Legion was completely sold out. Yet there isn't enough demand to make the price go up.

Pack Stats from @peakmonsters

Transparency is extremely high among blockchain games compared to the traditional Activision Blizzard, Ubisoft, EA products. Most of the data is public. Anyone can visit this link and explore the average value of each Booster Pack for different editions. When you look at the numbers above, $1 is a very good price for Chaos Legion Booster Packs. Same goes for Riftwatchers at $3.12. Most packs are valued higher than the average value of the Cards that can be gained through them. The problem is with the price of the Cards.

Play around the tool and you will realize that Chaos Legion and Riftwatchers are the only two editions that are facing this problem. Alpha Packs have volume problem on HIVE-Engine, but the value of the Cards contained is very high.

Those who desire buy Cards or Packs can focus on the older editions and if they want to invest. It is Steem Monsters Corp. that loose revenue because of this. Revenue is the exact thing the company need to survive and expand. When DEC reached an All Time High that was 16.5X of what it was supposed to be worth, @splinterlands received a great deal of attention and we reached half a million users. We now have 1/10th of that and servers cost $50K per month.

A Slow Sale Can Be Good

Think about what has historically happened during previous Presales. Bulk purchases are eligible for receiving extra Packs in exchange for VOUCHERs (current price $0.027). If an investor manage to get a 15% effective discount on price and sell the Packs at a 10% discount, they have a golden goose for a short period of time. They are going to receive Airdrops. This makes them bold enough to approach razor thin profit margins. Everybody wins except Steem Monsters Corp.

In addition to all the things I mentioned, there are the massive Pack openings that lead to some players to sell their low value Cards in the market in order to Level Up the Cards they use. Some of them are simply looking to get some of dry powder for their portfolio after blowing up everything on the Presale. This is rational free market activity that can have a negative effect on the prices of the Cards.

@splinterlands Do not Need All The Money at Once

What developers require is a steady stream of income. As long as we can sell (15 million) Packs in one year, there is no need to front load the sale.

  • Discounts reduce revenue
  • Discounts increase buyers
  • Bulk discounts create arbitrage trades for whales
  • Pack burning brings zero revenue
  • Utility + hype + speculation generate demand for Cards
  • Higher average Card values make Pack price go up

More Players Could Matter More Than Whales

Presale hype generally attract Whales. At least it benefit Whales the most. This is a great strategy for Ethereum. It is a playground for Whales that is inaccessible for most of the world who are living in the still developing parts of the world. If we can have more players telling their friends, making content and enjoying @splinterlands, we can have a steady and sustainable growth.

@splinterlands is already a game that can enter Top 25. Most of the MMO players are probably not even aware of our existence. Many of these games have a strong social media presence. Building demand through player base with a slow and steady revenue of Pack sales is a combination worth pursuing.

Happy Gaming!

Posted Using LeoFinance Alpha



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Building demand through player base with a slow and steady revenue of Pack sales is a combination worth pursuing.

But not by punishing players (reducing the rewards for the percentage of starter cards used in battles), and apparently trying to force them buying cards and card packs. This is only pushing active players away, and making the game pay-to-win. Encouraging players would be much better.

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