Splinterlands | Exploring The Idea Of Tradable Energy...

The Main Problem in Splinterlands !!!
Many would say that the main issue of Splinterlands is that there are not enough new players. However there is a reason for this and I see 2 main things that drive new players to the game which right now simply aren't there.
High Earning Potential: This only really possibly with ponzinomics at an early stage of a game while everyone is overly optimistic but with all games this is just a temporary thing as the number of new players that needs to come in becomes exponential and once those aren't able to keep up, the positive spiral turns into a negative one. In the end, not everyone can make money with these Play2Earn games. The only way this potentially could come back temporary is if there would be another retail irrational bull market and the only ones this would be good for is those that actually dump all their assets near the highs.
Fun Accessible Gameplay: While an argument could be made that this is there, in reality though this only counts for a very small minority and for the average casual player who wants to have some fun, Splinterlands is way too complicated, super expensive, insanely time intensive, extreme Pay2Win. This is the part that they have been trying to fix but it simply hasn't been good enough to attract new players.
One of the key problems nobody really is talking about remains the fact that the only real way to be a splinterlands players is to kind of make it your full time job. The number of matches that need to be played daily to keep up is insane to the point that it quickly takes over an hour daily without exceptions. Each time you don't play you miss out and the only solution now really is to run a bot which also comes with a cost. Most earnings can be made still by blogging and assets (cards / sps / vouchers / potions / land stuff / energy / ...) are still printed like there is no tomorrow.
This Time Requirement problem for me is what needs to be fixed in order to get new players in as nobody has time to play each and every day. Right now it's almost impossible to come in at times that you want and enjoy Splinterlands without major Financial damage. This along with the Card Price Gap between old and new cards and the printng of assets as I showed in one of my older posts.
The Idea of Tradable Energy!
The idea of Tradable Energy Tokens was brought to me by @pompe72 in a comment replu on one of the @aftersound Youtibe videos.
The Idea: If Energy was made tradable token and distributed based on card ownership, you could sell it if you don't have time to play and it gives value back to all cards.
While it sounds nice at first thought, there also are many implications that need to be addressed.
Energy is worth more to higher Level Players: If there is just 1 kind of energy, for new players that come it it will have way less value compared to the top ranked players who would be able to just buy it all up for more than lower level players can earn so there would be no reasons for lower level play.
It would need to be limited in time: If Energy was a tradable asset, it could cause a problem if it was saved up to later in time create way more battles making earnings way less stable.
Race To The Bottom?: I assume right now, a lot of energy is left unused and if it was tradable it would become another min-max calcuation game all about earnings where the price would go just a little below what actually can be expected to earn. This would mean another race to the bottom in value.
It Makes things More Compicated: Right now players have to buy a spellbook, buy or rent Cards, Buy or Rent SPS, Possibly get 5 Land Plots, face a steep learning curve, get hit by a pay2win wall at some point, ... If also the factor of tradable energy comes in, it might make all of this even worse.
The Real Solution !!!
This actually starts by the understanding of the problem since it doesn't really seem to be on the mind of the devs whatsoever right now. In Splinterlands, it needs to be possible to come in with very limited funds, limited knowledge while having the possibility to have fun with this game at times when the players actually wants and can play instead of forcing massive investment, compicated rentals, and most of all an insane time requirement upon everyone.
Campaign Mode isn't fixing this as it's just a boring experience, the Foundation cards in Modern don't give a fun competitive experience, Practice is overwhelming for new players, Renting is a hassle, buying packs or cards gets you nowhere even with quite some money, ...
I stick with the idea of a New Game Mode like Draft Mode where to enter it just requires an entry fee to have 20 to 60 Minutes of fun with the ability to earn some rewards. Cards (only max level) are provided by owners in a 1-click delegation way who in return get part of the entry fees as passive rental earnings. Everyone is playing at a level playing field and at max level which is most fun this way fully removing the Pay2Win. The choices in this game mode are also limited so players aren't overwhelmed and it's managable. Those who own assets and don't have time to play also have an easy way to put them to work pleasing the investors also.
Conclusion!
While I like the concept behind making Energy a tradable asset, as it addresses one of the major flaws in Splinterlands, which is that players are forced to make this game their full-time job. It all starts by the devs actually understanding this is the main issue on why no new players are coming in and many are leaving.
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I like the idea of making energy tradable, though I don't think it will be enough to bring new players into the Splinterlands. Also, I just realized that we have around 700 players in Modern total with most of them in Bronze league and about 300 in Mid Gold to Max Champion. My post from today is about that: https://ecency.com/hive-13323/@seattlea/how-many-splinterlands-players-are
indeed
While all the talk has been about bringing in new players, I haven't seen anything yet that really would make new people come into the game. The barrier of entry to have some fun and the way the game limits the target audience to those who are able to make it a full-time job which costs them money over time is insanity.
I don't think it actually costs money, but profitability is very minimal, to the point of the capital being better invested passively into HBD savings at 15%. The hardcore players that are still here like me are definitely not for the current return.
Wait until Rebellion gets dumped into Wild. I don't think that right now there is a way to come in with the eye on the long term to hold onto cards and come out of top by buying packs.
Really great point. There needs to be like blitz chess, you come in and play a few games. This campaign mode is a serious bore a thon! Just something for the Devs to do, to churn income.
Indeed, it needs to be cheap fan and fast for new players instead of what there is right now which is fully aimed at players who are full time into it. The problem is that they don't seem to understand it and likely another failed marketing campaign is needed where they are puzzled why no new players come in to hopefully realise it. The most frustrating thing remains that 95% of the work is done and the potential is still there.
At this stage, the it's just finding something to do for the Devs to keep churning income.
I agree that energy should be a tradable asset
!BBH
Thanks for sharing! - @clove71
