You make the points well, and I for one can relate to the sentiment.
While the utility for land resources is good and needed, the chase cards are a good idea, the incentive to build a deck is laudable, the thinking and execution is just joined up badly.
Maybe there is some "golden metric" round which the costings in materials are based, a metric that may be somehow pinned to a desired value for a "base case card", but heaping resource costs into game mechanics with no "fun element" seems a bit forced , and to be honest a bit lazy.
I appreciate that this is early stage development, and in some ways the numbers were skewed by having base resources in production for far too long before they had a use, but heaping large input costs into game mechanics to soak up resource supply is always going to hurt those at the bottom of the pile.
It is precisely the bottom of the pile we are trying to grow. Players like yourself, myself and the many above us in the various rich lists will wince, but those below will be shocked and dismayed, they don't have 4+yrs of engagement with the game to shore up their frustration, neither do they have the investment in time, money and energy that has taken us here.
Shift the lens downwards to the bottom of the pile and focus the effort on preventing exploitation by bots rather than gating the game experience behind too big a paywall in an attempt to discourage the RoI bots
I was not prepared for 800 CP per chance , I was prepared for a hike up from Reb, but the magnitude of the hike tells me someone didn't think things through sufficiently.
I was not prepared for a $5 bill for every airdrop I "won" due to my previous investment in Reb and CA
RE: Conclave Arcana Conflicts - Why has the team dropped the ball on them...