I've been playing Splinterlands since the early days of the game, during Steem's period, before SPS and DEC.
I've always understood and agreed with the changes in the Splinterlands team, more or less. But now for the first time, I am really questionning in which direction we are going? (Soulbound rewards, increasingly difficult access for new players, very low retention)
Here is a non-exhaustive list of ideas that could potentially improve the game, and which are not difficult to implement (I'd love to hear your opinions in comments & potentially some sharing to hopefully reach the ears of SPL decision makers).
Why not. But don't touch our rewards cards.
Yes there are too many copies of each rewards card in circulation, but your lvl up system is well designed. For example the Venari Heatsmith with the existing system :
Source : Venari Heatsmith @Splintershare
The high peaks are due to the end of the seasons, and are relatively well absorbed. (This is even more true with rare cards, but they are not as advanced in the print rate. Example: Exploding Rats)
The problem is that the average level of this card is lvl 2 (the others are worse). Reaching lvl 3 would mean a supply circulation divided by almost 3!
Suggestion : introduce achievements in the game, for example:
For each unlocked achievement, the player earns xx tokens (linked to the account like merits) and this is where soulbound cards come into effect, with the new tokens it is possible to buy packs which include soulbound cards (Maybe also special potions?, Skin?)
Advantage :
Advantage : Reduction of voucher inflation, an additional motivation to maxx cards and secondarily flex during fights.
As for the bots problem, it is very easy for you to block the fighting APIs to external or non-white listed developers, you can also choose to put fees if the fights are not launched from the game. With the fees you could fill the DAO, and make a vote to, for example, buy DEC and thus make its price tend towards the PEG.
Limit new player features at the beginning, when starting a game we need concrete goals (Achievements would be a solution), various features could be unlocked as key achievements are completed -> Goal, refocus new player goals. (Tournaments, guilds to be unlocked via achievements)
If achievements + token are implemented, adding a payout of this token via a daily login bonus, this could help retain players.
Reward cards: Make reward cards for each of the 4 seasons of the year. The rewards would be available only the 3 months of their seasons. As a result, the price and rarity would be maintained, this would break the routine & boost the market. Here is a simulation of what the price and supply curve of a Winter seasonal reward card would look like.