Rising Star Game. Limits.

in #risingstargameyesterday

Bless ye cotton socks if you read this. lol

Limits.

Well I tried to bring this up in the Discord server for the game. As usual, I am the prick for thinking about a game that I do not own.

I do wonder.

Why people have an opinion on what another says, take it to an alternative context. Then just rabibit out nonsense about something that was never approached.

So this post. Maybe a brain cell out there can decifer and translate.


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Some limits are already in place. These limits are on the quantity of a card released. This can help provide a value for cards. The less cards of one kind released can provide some value. Mostly here though I think the limits on many cards are way too low. Especially with the early bird cards.
Other means are also needed to grant value to cards.

There is no limit on potential earnings.
Daily earnings are not limited and how could that even be done. Should it be something like. Once you reach 1 Million Starbits a day you can earn no more.
Something like this would have a negative impact on the game, in my opinion.

Limiting the cards a person can have would have a negative impact too. Is there a place between both that could work.

In theory limit the potential earnings. This limit on earnings. Not one player in the game has reached yet. Any long term player would still need to keep reinvesting to the game to reach this point.

So how could this work.

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Right now. Holding 161.5K cards providing 8.5 Million fans. I can make 1 million Starbits a day. Half of which goes to gain Starpro for music lessons. This stat remains the same a bit under 50% of earnings needs to go back to the game or the game becomes not viable to play. For myself anyway I do not earn from the game. New cards and Starpro take all earnings.

But what if that was 10 million a day earned or more. This would leave me 5 million after lesson costs. Would I still put all of that back to the game or would start to filter out some. Then as I sell more and more Starbits the value of the token drops. Unless there are people needing the s=Starbits for reasons. The devaluing of the token is coming.

So how can my earning be limited to an extent and increase the value of cards. This would be an increased value to Legend Epic and possibly rare cards.

Note: Reducing the fan count on new cards going forward by a % might also benefit the game.

So what is this limit.

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Limit the number of cards that can be used in a deck. This would include all cards fans music or other.

This would not restrict the number of cards someone can own.
People can invest to a card and not even play the game. They could just watch the markets for a good price, buy it and relist higher.

For many this might be a pain in the ass to do because of the amount of cards held.

The addition of a click box to select cards to use in game seems to be the easiest option.

The game itself will have to decide on the number of cards.
Holding 161K cards. If there was a limit on cards I could use in game. The limit placed on cards got set at 100K cards. I would need to use some of those cards for music lessons.

I am not saying to limit the cards to 100K cards. That is just a number thrown out because I have more cards than that number.

This would also mean. People would prefer to have the cards with a higher number of fans and a higher number on skill.

Once a player reached the max limit of game cards. The game itself encourages the purchase of higher game value cards. Those, starting with least value Rare then Epic then Legend.

This could open the market back up for the higher value cards. Value being the fans and skill.

@bigjammin All the nonsense you spewed instead of asking a question.

Sort:  

Some ideas seems stupid or unacceptable at first, then get accepted.

My sincere suggestion: You've done your part; now let them sleep on it.

Used or not, I do not mind.

Newenx understood the post and it seems you did too.
I posted the link at Wagginston's request. So I figure he will understand too.
Jux normally reads post on the game so I think he will understand what I was trying to say in the chat better now.

Between Jux and Wagginston, I am sure they can figure out more accurate numbers to be used.

Thank you for the suggestion.

I'm not sure I entirely understand the idea so forgive me if i understood balls haha. If I'm understanding correctly, you saying there should be a limit on how many fans you can have based on a limit of how many cards you can use on your chosen deck, thus limiting the earnings? So this would mean that those who have the better cards would all have basically the same amount of fans and earnings because of holding the same deck, right??

I think you got it.

The limit on fans would be determined by the amount of fans you have depending on the cards you have. If you had all Legend cards, You would have more fans thn you would with a mixed deck of Legend Epic and rare.

The suggestion is to limit the amount of cards than can be used. Even Clove won't have 100K legend cards.
If two players have 100K cards. and both players have all legend cards. Then yes they would earn the same roughly. Different Legend cards have varying fans.
The same for skill needed to combat ego.

If a player reached that amount of cards all Legend. It is worth their while to sell any future legends gained from packs.

But I think it works good for the long term prospects.

This game is supposed to be a sort of model of the music business. Are there limits on what Taylor Swift can earn? I am not sure if it makes sense to have them in the game, but then it already has various sinks to make you spend. You will have to do lessons to avoid too much ego eating into your earnings.

I don't have that many cards compared to some, but I rank highly by having lots of uniques. So I spend on lessons and swap/buy STARPRO to do seasonal missions and fan club to get more new cards. I was having to use funds from elsewhere to support that habit as I could only earn enough from missions to buy 10 packs and run a lesson each day. I was not really making a profit. I also bought a lot of music there.

We have seen the game evolve to introduce these sinks and control inflation to some extent. No doubt that will continue when the game comes back.

I see nothing wrong with debating such things, but the discussion on Discord seemed to get a bit heated. Maybe some players were making a few dollars per day, but most will make much less. That could change if $HIVE ever goes up again, but I think it needs to be fun to keep people playing. For me that is collecting cards.

BTW I stopped on Splinterlands as it became too much about money. Selling my cards there has supported my RS habit :)

I hope the game comes back soon and continues to be fun.

lol. Anytime I say soething in the discord, I get heated replies. Thus, I do not say much anymore. But you seem to have read the discord. and nothing jammy was saying relates to what is said here. What I said is something to consider for the future survival of the game. what Jammy was saying is about making money from the game. And telling me what my thoughts were. This post shows he was talking from not the mouth hole.

I do not think it creates a lesser earning for players.
Let me expand a bit.
What I suggest only limits eventually, on the starbit earnings. I would say that limit is there by the amount of Legend cards used in a deck. Aquiring a high number of Legend cards is going to take a long time for any player.

This does not have to impact on the card daily rewards for unique and quantity of cards. The holding of more than the set amount of cards for the HIVE rewards gained in the ranking does not have to change. In fact, NOT changing that side of the game would then add strategic gameplay too. All cards can be used in ranking system without impacting a limited number of cards used for missions.
This limit is only suggested to have an eventual limit on Mission rewards.

With the eventual, limit to daily STARBITS rewards for missions. This encourages the sale of higher ranking cards as people reach that limit.
The sugestion of 100K cards might be too small.

For profit from the game I was always doubtful. But I was in agreement with Jux on the strategy to provide a long term support for the game. Similar to what I said Hive support is needed. Making an environment of money in to combat the money that is guaranteed to flow out.

My profit strategy has always been with, a successful game will provide the market to sell cards later. People can profit from the sale of cards and the game tokens keep going back to the game.

Myself, the gameplay has pretty much mirrored your own game, Having to use resources from other places to keep going. especially when I was doing a daily fanclub mission. Doing those actually had a cost I could not keep up with.

I am no expert on game economics, but having people earning lots of the coin could be an issue unless they also burn them within the game. I thought it was working okay, but I expect @wagginston and others will consider this.