Episode 151: A Keeegs Conversation


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Episode 151: A Keeegs Conversation


The People's Guild: A Splinterlands Podcast


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Welcome back to The People’s Guild.

This week, we’re joined by our good friend @keeegs — one of the great minds in the Splinterlands community and a constant force behind the scenes of DAO discussions, proposal systems and game design feedback.

We dive deep into the upcoming Land Card allocations, land card strategy and the evolving Splinterlands economy, from cinder requirements and print runs to market accessibility and card fairness. It’s a thoughtful, grounded conversation that looks both at where we are and where we’re headed.

Enjoy the show!

Land Card Allocation System Overview

The team discussed the new Land Card system, where allocation will be based on players' base PP percentage of the total pool, with a snapshot taken between November 4–5 and the next month. Keegs explained that for a 30-day window, players can purchase cards in the allocation phase, with specific quantities available: 100,000 commons, 18,000 rares, 6,000 epics, and 1,000 legendaries.

Card Resource Allocation Challenges

The group discussed card allocation and resource requirements for a new card set. Jimmy expressed concern about meeting the resource demands, particularly for rare cards, which require significant amounts of wood and cinder. Keeegs offered to help Jimmy analyze his resource allocation and showed him the estimated costs for different card types. They also discussed the bloodline synergy system, which provides bonuses when units with the same bloodline are placed on the same plot. The conversation highlighted the challenges some players might face in obtaining higher-tier cards due to resource constraints.

Land Card Probability and Allocation

The group discussed the probabilities and values associated with land cards, including the chances of obtaining rare and epic totems, as well as the limitations of certain cards like Labor's Luck, which is only available on max cards. They also explored the resource allocation needed for certain cards and the challenges of acquiring enough resources, with FatJimmy considering turning off SPS plots temporarily to focus on stacking resources. Additionally, they discussed the print run details for the cards, including the maximum number of copies available and the introduction of foil versions, with a clarification that these foils are minted separately from regular allocations.

Labor’s Luck Feature Discussion

The group discussed the new laborer’s luck feature and its impact on gameplay. Keeegs shared that he has around 150 plots with most cards having high PP, while FatJimmy noted the high costs of some cards, such as Legendaries. They explored strategies for optimizing plot usage and resource allocation, considering factors like DEC requirements, power cores, and dark discounts. FatJimmy mentioned his recent success in silver tournaments and his approach to substituting cards for lower-level play. The conversation concluded with a discussion on the potential benefits and limitations of the new feature, with Keeegs expressing caution about the limited availability of high-value cards.

Card Distribution and System Fairness

The group discussed concerns about the distribution of new cards, with FatJimmy expressing worry that the system would consolidate power in the hands of a few top players, particularly with foil cards. They explored ideas for making the system more accessible to smaller players, including introducing small chances for common cards to win and adjusting the bonus system for max cards. The group also discussed the upcoming snapshot event, which is scheduled to take place between November 4th and the official launch in early December, with a 3-day window for players to claim their allocations. Bjangles inquired about the expected number of cards leaving circulation, and Keeegs estimated between 25,000 to 35,000 max cards, assuming most players will try to burn max cards for the extra bonus.

Chaos Legion Card Market Analysis

FatJimmy and Keeegs discussed the recent changes in the card market, particularly the rise in prices for Chaos Legion cards. They analyzed the current market values for different card types, noting that legendaries and epics were becoming more expensive. FatJimmy suggested that buying packs at lower prices was a good strategy, and they discussed the potential benefits of putting DC cards on land for future use. Bjangles shared his experience with tournament play and collecting wildcards, expressing his enjoyment of the game.

Card Market Trends and Strategies

The group discussed the current state of card prices, with FatJimmy and Bjangles noting that many cards are now more affordable compared to previous years. They talked about the potential for more game modes and the increased utility value of older cards, which could attract more players. Bjangles mentioned the availability of Max Rennyn cards for under $100, and the group discussed the benefits of using bots and energy for playing in Wild and Modern formats. They also talked about the recent changes to loot chests and jackpot cards, with Bjangles sharing his experience of pulling more jackpots in the past month than in the previous two years.

Resource Balancing and Strategic Changes

The team discussed recent changes to card draws and loot chests, noting that the team has become more proactive in addressing issues quickly. They observed that Glint and other resources are becoming scarcer, leading to more careful decision-making about spending. The group also discussed the need for fair resource allocation and the impact of increased potion requirements for card draws. They agreed that while the new system may be challenging, it represents a positive change towards balancing resources and encouraging strategic decision-making.

Team Discusses Feedback and Promos

The team discussed the positive impact of recent changes, with Bjangles expressing satisfaction about the improved feedback loop and swift reactions. They also talked about potential nicknames for Dave, with FatJimmy planning to reveal them during an upcoming conversation. The group explored the idea of creating a "Greasy Dave Rusty Android" promo card and discussed the need for an escrow account system to reduce risks in card trades, with FatJimmy suggesting a nominal fee structure.

Trade Hub and Project Updates

The team discussed the development priorities, with the Trade Hub being identified as an important but not immediately top-priority project. They explored the possibility of outsourcing development to a third party or using DAO funds but decided against it. Bjangles shared updates on the Avatar project and PainForge gameplay stream, mentioning that Blaze is working on it and potentially dropping it before year-end. The team acknowledged the significant progress made in the past nine months, with Gator being praised for his behind-the-scenes contributions.

Dune Movies and Work Updates

The group discussed their recent experiences with the new Dune movies, which they found surprisingly good compared to the original. They also shared anecdotes about flying first class, with Bjangles recounting a lucky upgrade to first class from a canceled flight. The conversation then shifted to work-related matters, where Keeegs mentioned that Dave requested a list of desired internal stats to make it happen, and the group agreed to compile this list for Paul Gator to work on.

Card Trading and Comedy Discussion

The group discussed various topics including comedy shows, famous actors, and a humorous segment from John Oliver's show about President Lyndon B. Johnson. They also talked about trading and collecting cards for a game called Splinterlands, with FatJimmy expressing frustration about not being able to obtain certain cards despite having extra copies of others. The conversation touched on the challenges of balancing card collections and the introduction of new features like scrolls in the game.

Card Distribution and Tournament Planning

The group discussed the challenges of card distribution in their game, with FatJimmy expressing frustration about the imbalance in obtaining certain cards. They explored the idea of setting up a Ghost Card Wild Tournament for the 150th TPG event, with Bjangles suggesting a rotating rule set system similar to their current splinter format. The team agreed this would be an exciting way to showcase different card combinations and player skills. They also touched on the need for improvements in the game's filter system, with Bjangles planning to submit a request for better functionality. The conversation ended with plans to organize future tournaments and potentially involve FatJimmy in a Battle Royale event, which could serve as the first episode of his upcoming show.



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We love hearing the stories that make this community special.

Whether you're a seasoned vet or just getting started, if you've got insights, feedback, epic battles, or just want to say hey, don’t hesitate to reach out.

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I was a little taken aback by the cost of these cards, especially the common and rare. I get it that they are a sink for resources and that we want to keep a floor under card values, but seeing as these cards have no place in battles (and an unlikely/limited role impact on conflicts), I think the bar was set too high for resource costs.

I want a max common, so that is 8 million grain I need. I have a smallholding, with 26 common, , 14 rare plots and about 5 of them magical. It was a struggle to get the Research to buy the Aura Permits in the first place, and even though I have been stockpiling resources in the Liquidity pools, I thought a buffer of 2 million grain would be safe.

I get it, decisions have to be made, however it does look like the way things are set out for land that all the goodies will accrue to the biggest players in a disproportionate manner.

Not wanting to grumble without offering an idea, how about a modifier to the allocation system ( lol !, my base PP gets me 0.035% allocation according to Beakers site). Turn it on its head for the first three days.

Reverse the ratio of allocation to base PP first with a 3 day window, not exactly a straight flip of the % but you get the idea, smart math ppl can figure the math out, then allow the remaining cards be released on the current weighted allocation for the next three days, then the free for all

Giving smaller players a good shot will help them build up land while increasing the desire to burn all those resources need to craft the cards ($$ really, smaller holders won't have the capacity to produce what they need). Larger players will then be able to burn off what are likely just idle surplus resources to mint their share.

As it stands, I'm really in two minds, and here is the nub of the issue, looking back on how much I have spent on this game since 2021, how much longer will I continue to spend at the same level? Asking me for $200 for a land card (common), that I really should be in a better place to craft from my resources without going too crazy with adding new money is feeding into a growing feeling that I am running too fast to stay still, I am missing the feeling that there is actually a snowball effect.

Don't want to come across as too negative, still a daily player, still play modern manually ( do bot wild), love the Frontier idea, new cards are awesome, but I feel the land cards are like the voucher cards and conflicts access just too expensive and it feels like access to the good stuff is not aligned well enough with the level of $ input into the game, what I mean is that threshold is too high, it's very much all or nothing ( that's how it feels to me at least) until you get to a level of asset ownership that is really not for most.

I understand the fear of making something accessible to all too easily, it gets abused, but hey! we are learning well how to circumvent the bot farms

I dunno, thinking out loud here and was reluctant to write it down as I can see the other side too, a bigger investment in the game deserves a bigger reward, that's fair.

Just felt disappointed by many of the "bonus offerings" recently, honest gut reaction, but said with a smile :-)

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I think this is really thoughtful feedback and it’s a fair concern to raise. Think it's fair to say that the resource costs caught all of us by surprise.

That said, I’m hopeful the team has really crunched the numbers here. The way the system is structured, it feels like there’s room for this to work out well both for those going all-in on maxing cards and for players taking a more measured approach.

Not everyone needs to hit max immediately to benefit & if the economy & sinks are tuned the way they appear to be, even partial progress should hold meaningful value over time.

We'll soon see! Cheers for the thoughtful comment, tarab!

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Great show, gents! 👏
The land discussion was really fun to listen to, trying to simplify and explain something that’s pretty complex is no small task, and you definitely did a great job! 💪

Also, I love the idea of the labor luck being gradual. I think they intentionally designed it that way so everyone feels encouraged to chase the max. Definitely not within reach for me (with my eligible allocation), but we’ll see what ends up on the general market! 😄

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Haha thanks Beaker! You know it’s serious when TPG goes full land mode!

Appreciate you tuning in as always, my friend - wouldn’t be a proper land conversation without you in the mix!

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Excellent episode for the splinterlands community, thank you.

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Glad to hear ya enjoyed it, Joan! Thanks for swingin by to drop a comment, too :)

Cheers man!

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