What a great post again—awesome to see you back in the saddle! 🙌
We were all wondering what was going on with the Stone anomaly, but as expected, the market did its thing, and just like that… the anomaly vanished. Still not entirely sure why it happened, but hey—it is what it is.
As for the current low prices, I personally think it’s mostly a demand issue, not just about supply. There's a clear lack of strong incentives and benefits for landholders—and I don’t just mean monetary ones. Long-term utility and meaningful engagement are what will drive value.
Price the items higher in land resources, much higher.
I’m not so sure about this one. Raising prices too much could backfire by pushing away smaller players or making it harder for new landowners to get started. We need to be careful not to create too steep of a barrier to entry.
That said, I do think the team has bigger plans—avatars were mentioned in the past, mostly in the context of Glint, but what if we had craftable avatar items too? Imagine something simple like crafting a basic outfit with Grain, then leveling it up to look cooler or unlock small bonuses. It would be a fun, ongoing reason to use resources beyond just hoarding or dumping them.
Land cards are nice but will probably only be a short amount of time a boost to land demand, depending on how they implement it.
In general, we need a steady flow of use cases, not just raising prices. The current items we can craft are very situational and often only needed for short periods. Adding more diverse and long-term utility would/could do a lot to keep the economy rolling—and keep players engaged.
Just some thoughts, hope the team, and not only cryptomancer can get this back on track
RE: Land Resource Prices and Other Musing