A Proposal To Improve Splinterlands New Player Experience

in LeoFinance3 years ago

If you follow any of the stuff I usually talk about, you are probably already aware that I'm a big fan of Splinterlands. To me, it's by far the best game we have on any blockchain right now. It has an extremely deep gameplay, a strong economy, and it even allows you to earn some crypto while playing it. What's not to like? Well, apparently, a lot of new players don't seem to be as excited as I am about the game. I put my ref-link in all articles that mention Splinterlands and by now, I found dozens of referrals that bought a Summoners Spellbook. Sadly, many of these are no longer active and some never even came back after their first day of playing the game.

I always had my theories about what might cause that, but it was not until I've recently on-boarded two of my real live friends that I got a better understanding of the issues at hand. In this article, I'm going to discuss the most glaring issues and provide some proposals of how to fix or at least alleviate them.

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In both cases, I first showed my friends some battles on my Champion level account to get them hooked. They obviously didn't understand a lot of what was going on, but it was fast paced, flashy, and I earned ~0.06$ worth of crypto with every win. That was more than enough to get them interested in joining Splinterlands. We then set up their account, I explained the basic rules and then let them play some matches on their own before starting to give some advise. Both of my friends got frustrated with it rather quickly and incidentally, this only changed after I started to delegate some cards to them.

In my opinion, these are the main issues the new player experience currently is facing:

  • A lot of flees from badly scripted bots
  • A lack of progression
  • Not enough cards to choose from
  • Too soon facing opponents with better/leveled cards

The first point might seem a bit odd, it's a free win after all. The thing is, especially as a new player, you want to play your cards, learn the game. Sitting there, waiting the full 3 minutes for the bot to fail submitting a deck is really annoying. This is amplified by the fact that these games are initially going to be the only wins a new player gets. Truth is, they mostly don't know what they are doing themselves, so they'll loose most of their games against opponents that actually submit a deck. This was especially painful for one of my friends who completed his first daily quest and advanced to Bronze III from wins against fleeing opponents only. I just tried with my banking account and had the exact same result:

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There's a player initiative trying to fix this by introducing more bots to the lowest leagues that actually manage to submit decks and thus give the new players someone to play against. I think this is a great move and I'm grateful to everybody assisting with this project! On top of that, though, I feel additional measures need to be taken. If a player fails to submit a team two times in a row, give a fair warning on screen telling that he will be stopped from being able to play if he fails a third time. After that, if he fails again, prevent him of looking for another battle for an hour. Then if he flees again after that, make it 2 hours, 4 hours, and so on. Basically, anybody trying to set up a bot should do so in practice. If you try to run a non functional bot in ranked, you'd be soft-banned by that. It's important to show the warning in my opinion so you don't accidentally soft-ban new players still trying to figure out what's going on.

The other three issues are more or less connected to each other and I feel like they could and should be adressed together. Basically, if you are a new player you won't earn enough DEC to even buy a single Common after day 1 of playing. At the same time, though, you'll progress far enough to face a lot of players that run cards you don't have access to and, quite possibly, even players with leveled summoners and monsters. This creates a quite frustrating situation where new players will feel forced to spend additional money if they ever want to progress in any meaningful way. Obviously, a lot of players will not be willing to do that at this point and they'll just quit. This sadly is made worse by the beta bots meant to help new players.

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Especially Alric Stormbringer and Malric Inferno are way more powerful than the Untamed summoners. One of my friends had three battles in a row against bots using Malric and was eaten alive by the +1 Attack buff he gives. Hadn't I stepped in and delegated him some cards, that would have been the moment he would have just quit the game, never looking back. Once I had delegated them some cards, things changed a lot. They had a lot more fun playing, asking me for more and more cards until they both pushed to Silver III in a rather short amount of time. At this stage, they were seeing actual progress, earning enough DEC to eventually buy a common or two every day. Both are pretty active up until now and they seem to be really hooked up now. So the question is, what can we do to bridge that initial gap and get players more involved?

The following will be my idea of changing the new player experience. Please note that this is just one idea to make things better. My most important point is not that we should do it exactly as I say. The most important takeaway should be that there are real issues right now and that they need to be addressed if we want to improve new player retention. I'd happily discuss different options and if we come up with a completely different solution in the end, I'd be more than happy with that!

From my point of view, we need to give players a sense of progression, something to aim for. I'll give a brief list of proposals before explaining everything in more detail:

  • Make Novice League into a real 3 tier League like the rest of the leagues
  • Add ghost-cards as rewards for progressing through the tiers
  • Make quest reward chests in Novice always contain a ghost-card
  • Add Minting-Potions to the chest loot table in Bronze and above

The idea is to give new players more time facing only level 1 cards while at the same time providing them with a sense of progression. Since the rating system in Splinterlands doesn't use real ELO, moving everything starting from Bronze III higher in terms of required rating wouldn't be an issue. This would allow to introduce 3 tiers of Novice League. I'd set them up like that:

0-499 -> Novice III
500-999 -> Novice II
1000-1499 - Novice I

Afterwards, the usual leagues with their 300 rating steps would follow. This would give players enough time to battle through the three tiers before they advance to Bronze III. New players would start at Novice III with ghost-copies of all Untamed commons and rares, just like it is handled at the moment. Once they hit Novice II, they'd receive a ghost-copy of all Beta commons and once they hit Novice I, they'd get all Beta-rares, once again as ghost cards. This system could also be used with future sets, so you always start with the current set and then earn ghost-cards from the previous set as you move up the ladder.

Additionally, all quest chests would always contain a random common or rare ghost-card randomly taken from all in-print reward cards. I'd even go ahead and add an algorithm that makes sure that the player gets a ghost-version of a card he doesn't already own. At the same time, I'd completely remove DEC earning from the Novice league as the amounts you get are more or less negligible anyways. Consequentially, the Summoner Spellbook wouldn't be needed until you want to advance to Bronze III so I wouldn't even sell it before players get to that level. In a way, we'd introduce a prolonged, completely free to play experience that still allowed for real progression that way.

Buying the Summoner Spellbook would introduce the following advantages:

  • Enable earning of DEC
  • Allow players to advance to Bronze III and beyond
  • Enable Minting-Potions as rewards

As their name suggests, minting potions would allow you to convert one of your ghost-cards to a real NFT. The exact drop rate as well as the amount needed to convert the different cards to a NFT would need to be discussed, but it could look like that:

Untamed Common -> 1 Minting-Potion
Beta Common -> 3 Minting-Potions
Untamed Rare -> 9 Minting-Potions
Beta Rare -> 27 Minting-Potions

Obviously, getting enough potions to mint all your ghost-cards from your time in Novice would take months if not years that way. This is intentional as it would give new players a long term goal while at the same time this should limit the impact on card value. It could also be debated if players are guaranteed 1 Minting-Potion per completed quest or if it should just be added to the loot-table. Either way, this would give new players something to show for once they progress into "the real game". Because of that, I'd also disallow players to move back down to Novice once they hit Bronze III. There needs to be a clear disclaimer about that but I don't think it would be an issue.

We'd need to set up enough bots to accommodate new players in Novice until we have enough real players active there, but I don't think that would be an issue, especially since the accounts down there would be completely free.

All things considered, I think this solution should fix all the major problems we are facing right now. New players would fight on even terms longer while still having that sense of progression. At the same time, players interested in the game could test it longer before they'd have to actually spend money. Yes, this might reduce the percentage of people buying a Summoners Spellbook a bit, but I think it would be more than compensated by those actually buying it being way more involved with the game already.

On top of that, I don't think these changes would be too taxing on the value of cards. Yes we'd introduce more copies of common and rare cards, but at a rather low rate and many cards given out would most likely stay ghost-cards forever. We could also decide to not allow for the minting of Beta cards if people are afraid that this would reduce the value of these cards too much. What ever route we take in the end, I hope we can get a discussion started and ultimately fix the new player experience to get more players involved with this amazing game!

If you made it this far and are still reading - thank you very much for taking the time to go through all of this! Please let me know what you think about the whole proposal. What would work, what is a stupid idea? Is there a better solution I did not think of? Once more, thank you all for reading and see you next time!

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Hi there, thanks for an elaborate post about improving the game. I personally really appreciate that. I think the solutions you put forward could def be a step in the right direction. The only issue that I see is that beta cards are out of print, so minting one would not be possible unless they would make new beta cards, which defeats the whole purpose of limited editions. I like the idea of minting potions, but the issue here is that most likely people will mint the highest value card and then maybe sell it to buy other cards, don't really know how to solve that. Again, great that you try to come up with improvements.

Thank you for your feedback!

I think most (older) players would agree with you on the Beta cards, so maybe they shouldn't be mintable after all, instead only giving them out as ghost-cards. Don't think that would hurt too much, as you'd still have to buy from the limited supply if you ever wanted to get past level 1 for any of the cards.

I'm quite sure a lot of players would aim to mint the most valuable one and flip it for some other cards. I don't think that's an issue, though, as that would just help to increase the value of other cards and slightly reduce the value of that card. If it becomes an issue the amount of needed potions could be linked to the current market value of any given card, like make the cost 1 potion + 1 potion for each 0.1$ the card is currently traded for.

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I like a lot of you points and have too been working on solutions for the same problems. I'm waiting to get a few more pieces put together, but it would fit in with your general concept. As soon as I get it put together, I will also contact you and get your thoughts. I like your way of thinking and agree we need to come together to find solutions! Thanks for bringing attention to the big issues!

Thanks for your great feedback!
I'd love to help as soon as you've put together your ideas :-)

I will definitely do that! Coming soon! :)

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The game for new players is broken, we are just in a shithole without any chance to escape if you don't spend hundreds. We already paid $12 for the spellbook, you can find AAA games on Steam's sales by that price.

  • DEC rewards are pretty low and if I only win 15% of the battles then it will take an eternity for me to buy a card.
  • Did I mention I only win 15%? That's frustrating.
  • Is impossible to complete daily quest because above issue without spending 8 hours playing the game.
  • And everything you mentioned.

Right now, how I play the game is:

  1. Reach BRONZE III.
  2. Wait 15 days.
  3. Open 5 chests and pray for anything rewarding.
  4. Go to step 1.

Thanks for giving some visibility to this issue @khazrakh, new players are always important for any game and I would say much more for NFT based games.

I will copy and paste this comment in Publish0x and spam the link to your post in all Chris Robert's articles.

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Thanks for your feedback, although I'd like to ask you not to spam the link to this article anywhere. The purpose of this whole thing is to bring some attention to the issues but also to ultimately help fix them. I don't want to annoy people with it :-)

What's your account name btw? I'll see if I can delegate you some cards to make it a little more fun to you!

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Haha don't worry, I don't mean spam literally.

My account for SL is @jmsansan0. Thanks for your help, I will tell you!

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Well put, I feel your pain, good to write about this existing problem. Believe me that Splinterlands was warned about this situation even before kicking in this era of game rules, but they do not want to fix it.

And work out on improving your teams making. View other battles and learn strategies. And if you are running Splinterlands bot, look for better one. I know my friend had far higher win rate when starting to play with basic untamed cards and without booster packs.

I generally like the ideas here, especially about expanding the set of ghost cards to also include some beta cards and improving the bots. It may also be worthwhile to introduce a tournament specifically for those who haven't bought the summoner's spellbook yet, as a teaser?

Although minting new beta/untamed cards can be awkward for the in-game economy, I suppose awarding reward cards, packs or dice might come quite a long way as well in helping players to mature their decks?

Lastly, for sure the requirement to buy the Summoner's Spellbook comes too early. You'd really want people to be a bit more engaged with the game before asking for that.

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Thank you for your feedback, I really like the idea of having a specific tournament for new players as well! It could just award ghost-card Epics so it would be really interesting to new users without being abusable as there wouldn't be any "real" value to be gained for established players.

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The Collection-power-era is negative for getting large number of human players and only being source of frustration. It was written about it and explained in plenty before this era kicked in, and Splinterlands is only playing having deaf ears. The problem with bots is also falling on Splinterlands deaf ears.

@Khazrakh if you have 2 friends new to a game, you can encourage them sending challenge to each other. That way they will fast get experience about the cards they have for a battle.

Cheers!

To be honest here, I wasn't a fan of collection power either, actually, I was really frustrated at first. That said, it was much needed and even if it's not the most elaborate solution, it's serving an important purpose for the economy. So instead of revising that, I'd prefer to alleviate it's negative impact for new players :-)

I like the idea of matching my two friends against each other, would help them to gain some experience - I could even have them fight for card delegations that way :D

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You see how idea is moving things nicely. You even improved it.

For the record,
I wrote about solving real problem for Splinterlands. They said bots were making problems. My idea is that they make two separate set of Leagues and one would be only for human players, that way bot problems solved. Also, this era is made for humans with deep pockets to reach Champions Leagues and get decent USD return, and bots to destroy the lowest leagues and collect all leaderboard rewards. My mission is to deny them rewards.

Great feedback. Thanks for sharing these ideas.

Rewarding more soulbound cards to the player is an interesting concept. I'm conflicted on whether those additional cards should be from previous (out of print) sets. But expanding the new player's collection in some way sounds like a reasonable next step.

It's possible we introduce a "core" set of of cards at some point that provides the new user with a solid foundation of playability. Unfortunately, we just haven't gotten around to all the planning, design, and implementation that the new functionality would entail.

I'm curious...what would you guess is the approximate dollar or "power" value of the cards you need to delegate before you feel a player is going to "stick" with the game? In other words, how wide is the chasm that needs to be crossed in order to turn new players into loyal converts?

Thank you for your great response!

Going for Beta cards was mostly because there simply wouldn't be enough other cards available. I like the idea of going with a core set, though, a bit like what MTG does with their "XXth Edition" core sets. These could even be (functional) reprints of older cards, but with the difference that they could never be leveled/traded, so they wouldn't take away from the value of the "normal" cards.

It's a bit hard to tell on the required value honestly. One of my friends is @holbein, he's currently having a lot of fun fighting in Silver II. I delegated him roughly 40.000 collection power, which certainly is a lot more than what would be needed to get him started. Realistically, I'd say all Untamed Epics, some more summoners to choose from and some key reward/promo/beta cards should be more than enough to make things way more enjoyable. So maybe 10.000 collection power to really get things started?

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This is a great post man and it addresses a real problem. I have been trying to get new referrals to the game for quite some time and I even built an online course to explain the basics. All my referrals have stopped playing after trying the game a couple of days.

In my opinion, the gap between a total beginner and somebody who has developed summoners is simply too big, especially in financial terms. If new players learn the game well they maybe can get to bronze I but they will be stuck there for a very long time and it's where they most of the time drop the game. It's almost impossible to organicaly take this step.

The income at bronze level is still not interesting at all and they can't improve anymore because they are confronted with developped summoners and also their points are not enough to go further.

I really like this concept of ghost cards and also the minting mechanisme. It offers a perspective to actually get some real cards without buying them and to grow organically. They can still invest in the game to increase the speed of the progression.

This would be much better than what we have now.

Thanks for your feedback :-)
Fingers crossed we'll see some of it eventually.

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I think most everything in here is great! The one thing I take issue with is allowing minting of cards that come from packs. I think allowing players to 'mint' their ghost reward cards is great. But the pack cards should only be obtainable from packs/market IMO.

Thanks for the feedback! Another idea would be to have a set of 7 cards (1 for each Splinter + neutral) that are exclusive to minting. Ultimately, the goal is to give players something to work towards, even after they progressed to Bronze III and beyond.

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Great analysis and some important feedback for @aggroed.
It is so valuable having committed players like you provide constructive suggestions for improving the game for new players.

100% agree, the initial user experience just isn't good enough to get new players to a certain hook point (unless they get a lot of extra cards leased from the start). There is so much that can easily be done to improve this without it coming at a cost of the game economy (that painfully boring tutorial wasn't one of them.)

I like the ideas you propose with the initial league that only allows level 1 cards giving players a sense of progression by earning ghost cards. New players need to be guided in a fun way that feels rewarding toward being able to enter the real game. Some kind of objectives checklist that unlocks certain rewards or even just extra cards that are being leased for completing them could help. Creating a unique card that can only be received after buying the summoner's spellbook and playing ~500 matches with progression bars that fill up over time to get it. There are so many cards being created for airdrop purposes to those that buy packs, why not for those that are new to the game and buy the summoner's spellbook. I do notice players that get referred by me who get a lot of extra cards leased do quite well on making it through the initial stages sticking to the game.

All that being said, Splinterlands is indeed one of the best Blockchain crypto games around and it has so much potential. I also noticed facing a lot fewer really weak players this season which is a good thing making it more enjoyable again.

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I like the progress bar idea, would be something else to keep players occupied and providing a clear progression. As you mentioned, there are so many things that could be done, I hope we'll see at least some of it implemented given time...

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You're pretty much spot on with the issues I've been having. I spent around 30$ on the spellbook and some packs but still I'm being destroyed by everyone once I got into Bronze league. The couple of wins I managed to get was due to the badly scripted bots you mentioned. Every now and then I would perhaps beat a player.

It would take around 50 games to get 5 wins for the daily quest and I felt like the only way to progress and get some wins would be to buy more packs. It just felt like it was pay 2 win in the early game and I gave it up.

I check back in every now and then and play some matches but I always get burned out after 15-20 minutes. Either I forget I'm playing because I'm waiting for the match to start and get a free win or I get destroyed. It's just not fun. Feels bad after spending 30$ on it, but oh well.

Let's hope the early staged will be improved upon!

Thanks for your feedback and really sorry to hear you are struggling. The game gets amazing once you manage to get more cards and advance a bit. We just need to help players like yourself to actually get there!

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I check back after every season to collect my chests. One day I’ll break the barrier.

Great points and some good ideas as well! I know it took a few tries and buying a bunch of cards before I got hooked. I probably wouldn't have stuck with the game if I didn't keep seeing your posts about it!

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Happy to hear that, thank you for your feedback :-)

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I think that the key isn't minting cards for newbies, that would probably hurt the old collections of alpha and beta, the idea of having a special edition only for newbies with ghost cards isn't bad but Imo another way of solving this would be to give the newbies some special credits to rent cards, that way the new player could rent important cards for his collections and renters would be paid from the game to cover those credits.

This could be positive for the newbies and for the rental market which is extremely cheap right now, in most cases your gold leveled cards don't value more than 0.006 Hive.

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I'm not opposed to the renting idea in general, but I wouldn't use it early on, for two reasons:

  • New People wouldn't know what to rent
  • New People would need to learn another concept

I think it could be added to the Summoners Spellbook as an additional boon. Like when you buy the Summoners Spellbook, you gain 1000 renting credits (1$) to do with as you please. That could be a cool way to give a little extra with the Summoners Spellbook, help the rental market, and introduce new players to another cool concept of Splinterlands.

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Yeah, I mean with the spellbook hasn't sense imho to give rental credits to people that don't want to pay at least the spellbook. If is a significant amount like idk 10 $ in renting credits would allow to the new player to compete if they choose well what to rent.

Should be a rental market from SL, maybe some kind of guide with suggestions, an introduction to the game and some strategies incorporated. That would definitely improve the initial game experience.

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as a total newbie, i'll add my voice. first off, i approach a lot of these collectible card games from a mostly free-to-play perspective. i bought the summoner's spellbook expecting to get some cards out of it....

i don't really mind having less powerful cards, i just want more to choose from. give me access to a "core set" to start out with that has 15-20 cards in each color and i'd feel much better about grinding it out.

i don't mind losing to people with different/better cards than me, i'll take up that challenge, but having only 15 cards to choose from to build a team? that's rough.

and a daily quest that says we need to WIN 5 GAMES!? not newbie friendly.

--Defeat 25 enemy units
--Deal 50 damage with (Color/Melee/Ranged/Magic) units

stuff like this would encourage play AND experimentation.

anyway, thanks for thinking of us little guys!

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