Regardless of the outcome, it still feels like we are going in circles.
Running the game has too high of a cost -> short runway makes sales priority -> card supply further gets inflated -> Players see in-game asset values go down -> fewer reasons for spending money on the game -> more sales/dao money needed to keep going -> asset prices go down more -> ...
I don't see how any of it will get new players into the ecosystem which after making sure things keep running should be the main priority. Oversupply in cards is one of the big issues. I hope there will be a requirement to burn a similar type card to unlock Soulbound reward cards so at least the supply doesn't inflate further with those. Bringing back some kind of collection power requirements at least in Wild would also help the demand toward cards.
This is correct, and that's the exact situation I came in to address in September. The first step was to significantly decrease expenses, which was done, and which significantly increased the runway and made us much less dependent on sales. This allowed us to give half of all Rebellion revenue to the DAO and to forego selling an additional mini-set on top of it. Instead, we should be fine just doing a few promo card sales, which is massively less asset inflation than we have had to do in the past before these changes.
Maybe you don't listen to the town halls, but getting new players into the ecosystem is literally our main priority for this year. It does take time though, and it costs money, which I am trying my best to get with as little asset dilution as possible.