James13 said: I don't see why I or anyone else "has" to get more. We don't even have crafting yet, so I'm reserving any comments till then. Having perfect collections of all mythics is not good for the game generally, IMO.
Why would collecting all of the cards be not good for the game? I have heard this sentiment before but I don't understand. If the fear is dominant strategies then the issue is card balance. And unlike in paper where they have to ban certain cards, MTGPQ can just nerf or buff cards at their leisure.
I personally think it sucks that I will never get to play with any of the MP swords, Startled Awake, and many other awesome cards that look like a ton of fun. Why create content where only 10% of the player base will ever get to use them?
I also think it would be a lot of fun to be able to share deck ideas and talk deck tech with other forum users. There is very little of this compared to other MTG games because we can't acquire the cards to build the deck.
As an aside, I think they should increase the deck size as you tier up in rank/color mastery. I really don't understand why we only have 10 card decks throughout the game.
Anyway, I can appreciate your stance but would love for you to elaborate on why collectability would be bad for the game. Thanks!
babar3355 said:The community has already recommended dozens of fresh and fun game modes that would keep players engaged.
The community has already recommended dozens of fresh and fun game modes that would keep players engaged.
babar3355 said: James13 said: I don't see why I or anyone else "has" to get more. We don't even have crafting yet, so I'm reserving any comments till then. Having perfect collections of all mythics is not good for the game generally, IMO. Why would collecting all of the cards be not good for the game? I have heard this sentiment before but I don't understand. If the fear is dominant strategies then the issue is card balance. And unlike in paper where they have to ban certain cards, MTGPQ can just nerf or buff cards at their leisure.I personally think it sucks that I will never get to play with any of the MP swords, Startled Awake, and many other awesome cards that look like a ton of fun. Why create content where only 10% of the player base will ever get to use them?I also think it would be a lot of fun to be able to share deck ideas and talk deck tech with other forum users. There is very little of this compared to other MTG games because we can't acquire the cards to build the deck.As an aside, I think they should increase the deck size as you tier up in rank/color mastery. I really don't understand why we only have 10 card decks throughout the game.Anyway, I can appreciate your stance but would love for you to elaborate on why collectability would be bad for the game. Thanks!
Sarahschmara said: Ohboy said: Sarahschmara said: MADAFAKA said: Nice post and thank you for reposting.But I'm in favor of nerfing top 10 coalition prices (no mythics) I disagree. After all, I still have my collection. They just made it more difficult for others to catch up. A rising tide lifts all boats or something. Edit: I got most of my mythics from the guaranteed rare PLUS (what happened to the chance, however slight, of a better card?!?) top 25 reward which was typically achievable with 12-14 “all in” players. I’ve only started playing top ten because of lack of interest with my vast team of skilled slackers. I’d much rather go back to my casual team. So, yeah, if you can outscore me, you can have my spot in a top ten team. It’s not that difficult to be “elite.” If only the point wasn't to decrease the pull the top and bottom closer, this would be the case.But like you said, you already have your collection and headstart, so it's necessary to pull the bottom at a higher rate than the top. Oof. It seems as if you completely misunderstood my point. They actually reduced prizes for everyone, not just the top. They made it harder for new players to collect cards and catch up. It’s misleading to imply otherwise.
Ohboy said: Sarahschmara said: MADAFAKA said: Nice post and thank you for reposting.But I'm in favor of nerfing top 10 coalition prices (no mythics) I disagree. After all, I still have my collection. They just made it more difficult for others to catch up. A rising tide lifts all boats or something. Edit: I got most of my mythics from the guaranteed rare PLUS (what happened to the chance, however slight, of a better card?!?) top 25 reward which was typically achievable with 12-14 “all in” players. I’ve only started playing top ten because of lack of interest with my vast team of skilled slackers. I’d much rather go back to my casual team. So, yeah, if you can outscore me, you can have my spot in a top ten team. It’s not that difficult to be “elite.” If only the point wasn't to decrease the pull the top and bottom closer, this would be the case.But like you said, you already have your collection and headstart, so it's necessary to pull the bottom at a higher rate than the top.
Sarahschmara said: MADAFAKA said: Nice post and thank you for reposting.But I'm in favor of nerfing top 10 coalition prices (no mythics) I disagree. After all, I still have my collection. They just made it more difficult for others to catch up. A rising tide lifts all boats or something. Edit: I got most of my mythics from the guaranteed rare PLUS (what happened to the chance, however slight, of a better card?!?) top 25 reward which was typically achievable with 12-14 “all in” players. I’ve only started playing top ten because of lack of interest with my vast team of skilled slackers. I’d much rather go back to my casual team. So, yeah, if you can outscore me, you can have my spot in a top ten team. It’s not that difficult to be “elite.”
MADAFAKA said: Nice post and thank you for reposting.But I'm in favor of nerfing top 10 coalition prices (no mythics)
babar3355 said:Anyway, I can appreciate your stance but would love for you to elaborate on why collectability would be bad for the game. Thanks!
@ohboy and @james13 I think you both have fair points. Chasing cards does add to the fun. And perhaps most players would never reach full completion on any given set. But perhaps 5-25% of players who are willing to put in the effort and/or money can reach the completion point. Some players like the chase, some like to complete the set. By no means am I saying they should just give away all the cards immediately or that it should be easy/cheap to collect the whole set. Just not 100% impossible.
Again, MTG is unique in that there is always a new set on the horizon and the card synergies are fun to explore which means most players enjoy tinkering with decks rather than downloading the most recent pro-tour winning deck and buying all of the pieces.
But unless they really make booster crafting target specific cards, it will be rare for players to complete sets even if they bolstered prizes substantially and tripled drop rates of mythics/Mps.
As an example, I was in the #1 coalition during the KLD/AER block. (About half the time we had mythic prizes). I had multiple top 5 individual finishes, bought 2 of the cards, spent $100 on crystals to buy packs with, and won all 5 of the exclusive mythics. Yet I currently own just 23 of the 40 mythics and 1 of the 20 MPs from that block. Not even 60% of the mythics and 5% of the MPs. I wonder what the average player experienced? Is it not hard to imagine that we might have a lot of attrition from newer players when they realize they won't be able to play with but a handful of the best cards from each block?
In other words, even if they don't want to make the game collectible by most players they should still massively increase drop rates or decrease elite pack costs to make the game more approachable by newer players.
TomB said: I think that if you want newer players to be more competitive right out of the box the starting decks you get with new PW's should be better. The garbage most of them come with make early story mode tough enough as it is, but playing in events against other people's decks with them is downright painful.
bken1234 said: TomB said: I think that if you want newer players to be more competitive right out of the box the starting decks you get with new PW's should be better. The garbage most of them come with make early story mode tough enough as it is, but playing in events against other people's decks with them is downright painful. I agree with this -- it's well past time for the original 5 to be buffed.
Kinesia said: bken1234 said: TomB said: I think that if you want newer players to be more competitive right out of the box the starting decks you get with new PW's should be better. The garbage most of them come with make early story mode tough enough as it is, but playing in events against other people's decks with them is downright painful. I agree with this -- it's well past time for the original 5 to be buffed. And I agree with this way of doing it... Buff their decks to work with their abilities, to be good _usable_ examples. Mostly their abilities don't really need changing, but their starter decks should give people a better idea of how to play them.
bken1234 said: Kinesia said: bken1234 said: TomB said: I think that if you want newer players to be more competitive right out of the box the starting decks you get with new PW's should be better. The garbage most of them come with make early story mode tough enough as it is, but playing in events against other people's decks with them is downright painful. I agree with this -- it's well past time for the original 5 to be buffed. And I agree with this way of doing it... Buff their decks to work with their abilities, to be good _usable_ examples. Mostly their abilities don't really need changing, but their starter decks should give people a better idea of how to play them. Their mana gains could use some buffing too -- it's very hard to be competitive against bosses in PVE with huge mana gains when you can't get anything out.
Mainloop25 said: How could you run out of cards to chase when new sets come out regularly? As long as the carrot isn't dangled too low, I don't see that being a big problem.
Ohboy said: TomB said: I think that if you want newer players to be more competitive right out of the box the starting decks you get with new PW's should be better. The garbage most of them come with make early story mode tough enough as it is, but playing in events against other people's decks with them is downright painful. Story mode is beautifully designed and paced for the beginner starting out. This possible because progression is slow and gradual.If you take that player and ask him to play events, he's definitely going to have a hard time. But then if you give him the firepower to play competitively in events, he doesn't get to enjoy the challenge that story mode provides.I think a lot of people make this mistake, thinking they should start out at the deep end. Pvp should start when chapter 3 of story mode is completed.
Ohboy said: Deja vu I have been here before, But when or how I cannot tell: I know the grass beyond the door, The sweet, keen smell, The sighing sound, the lights around the shore.
That's actually quite beautiful. Original?
Anyway, I have a question that I would appreciate a straight answer to @ohboy.
Do you think the distribution of mythic and better cards is at the perfect long term profit maximization point? And why did you come to that conclusion?
Ultimately we both want this game to succeed even though we clearly don't see eye to eye. I am laying out my case for why I think the distribution rate is far too low to maximize profits. Perhaps you think the distribution rate is still too high. The hardest argument to make would be that the current rate is the perfect rate. That would scream of anchoring bias, inertia bias, etc unless you had some really strong evidence.
D3 would like us to spend as much for chasing cards and at the same time complete collection is not good for the game. This a serious dichotomy Of complete collection is really that bad,it makes sense all players not to spend another dime.Why do we spend a dime in the first place?
Of complete collection is really that bad,it makes sense all players not to spend another dime.Why do we spend a dime in the first place?
Ohboy said: A complete collection is bad, because people don't spend money anymore. People spend money to try to approach(but ideally almost never reach) that goal. Again, there's no contradiction here. If anything, you've strengthened the argument that no one should have complete collections.
A complete collection is bad, because people don't spend money anymore. People spend money to try to approach(but ideally almost never reach) that goal. Again, there's no contradiction here. If anything, you've strengthened the argument that no one should have complete collections.
babar3355 said: That's actually quite beautiful. Original?
Matthew said: Ohboy said: A complete collection is bad, because people don't spend money anymore. People spend money to try to approach(but ideally almost never reach) that goal. Again, there's no contradiction here. If anything, you've strengthened the argument that no one should have complete collections. Part of what you're overlooking here, or maybe just misunderstanding, is that those of us who are arguing for a realistic possibility to collect all of the cards are not saying it needs to happen all at once. I don't think it even needs to happen in the 3-month space where a set of cards is the newest in rotation. It merely needs to be a realistic possibility to collect everything over a time frame of several months rather than one that stretches into a double-digit count of years.People are going to spend the most money on cards in the current rotation. The nature of MTG's continuous flow of new content dictates this. Furthermore, I have no problem with D3 trying to maximize their profit margins from the current set. It makes the most sense for them to do it this way, because those cards have historically been needed to participate fully in events, and thus people are more likely to spend money to try to get them.However, upping drop rates for older sets that are on the tail-end of Standard, or which are no longer considered Standard, is something that should happen. Legacy event rewards at this point are paltry. I just can't see how it could hurt them to open the gates a bit more on the flow of cards from those older sets, given the fact that the bulk of the game's income almost certainly stems from the new cards.