Product Report Card, 9/2021

jonathanpberger
RCRDSHP
Published in
4 min readOct 5, 2021

Happy New Month! My name is JPB, and I’m the executive in charge of product management over at RCRDSHP.

Obie posted a product roadmap last month, and in the interest of transparency and accountability, he asked me to report to the community on we did in meeting our goals.

Results

Without further ado, here’s the roadmap he outlined, along with my take on our results in meeting expectations:

Mid-to-late September

🕷 Flush out remaining significant bugs related to blockchain syncing that currently keep some collectibles from being listed in the marketplace.

🕷 Flush out remaining significant bugs related to authentication and marketplace purchases using email address different than primary account.

📧 Ability for support team to properly merge accounts for players with multiple email addresses in use.

Check! Check! Check!

Significant progress has been made on all these fronts, and as a result most old support tickets are closed and few new ones on this topic are coming through. If you have problems with any of these things (or anything else), contact our awesome Support team for help.

Warning the user when using more than one email is used to access RCRDSHP from within the same browser, so that players are less likely to “lose” their collectibles or not receive them at all.

We haven’t addressed this with software, but other measures seemed to have helped. Will probably put this particular feature on ice for now, since there are plenty of other higher priority initiatives.

📊 Significant new analytical capabilities related to card definitions added for certain players.

🛑 Formal closing of several GENESIS sets.

Too bad September ended on a Thursday; expect new analytics features to ship in the first full week of October. Also, we went ahead and closed the Music Over Matter (Early Years) set, and are planning to still announce more before the week is over.

💩 WFU pack delivered (Deadline: September 17, 2021)

Check! And these packs have become some of the most valuable on the secondary market.

Stress test featuring up to 50,000 packs priced at one dollar each.

Oh yeah! Check. And even though it took us a few days, we did follow through on promises and burn the unsold inventory, over 20 thousand packs.

Ability to put cards in your hand and activate their in-game utility.

Putting cards in your hand is Another feature that is ready, but hasn’t found its way into a production deployment yet because of other factors taking priority. Expect this to ship in early October and be a total game-changer.

📦 Drop 4 will be announced along with information about how many packs will be sold and a summary of what they will contain. Plus full randomization, meaning equal chance for low serial number collectibles no matter the serial number of the pack.

The randomization plan is evolving, but the pack dropped so let’s declare this one mostly victorious.

By the way, we’re still deciding whether or not to invest additional resources into full randomization, especially since it would eliminate the main rationale for having serial numbers on packs at all.

Everyone seemed to agree that full randomization of fulfillment was a great thing. I’m talking about the fact that players had an equal chance at low serial number packs no matter whether they bought packs in the first or last minute of the drop before it sold out.

So what’s the final count?

Out of ten promised items, we shipped six, obviated one, and expect to ship the final two in the first week of October. Let’s call that 70%; a passing grade, but by no means exceptional. That said, it looks like we only missed by a few days, so I’m gonna call this one “pretty good, and looking to do better next time”.

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