Ohboy said: I'm concerned about the no duplicates in crafting bit ending up being too generous. Would be disastrous if history repeated itself and they ended up cutting back later and triggering another round of austerity measures.Hope they were thoroughly briefed on the mistakes of the past.
Ohboy said: I'll remind you we don't just get Commons everyday.We get events that give us currency to buy packs. We get rares from those events. We get jewels to buy mythics.Maybe I'm misreading your intent, but isn't it asking for a less steep conversion? Seeing as a steeper conversion is directly correlated with an increase in difficulty to complete a collection.
Ohboy said: You think paper Mtg wouldn't be dead a long time ago if they gave out free cards to every player on a daily basis AND made it possible to collect every card this way?
James13 said: In paper, you can pay real money to get a full collection of cards. Since the in-game currency is completely free to earn, and you get cards for logging in and participating in events for free, using just crystals and cards here as a point of comparison isn't really an apples-to-apples point of comparison.
wereotter said: James13 said: In paper, you can pay real money to get a full collection of cards. Since the in-game currency is completely free to earn, and you get cards for logging in and participating in events for free, using just crystals and cards here as a point of comparison isn't really an apples-to-apples point of comparison. This is true, but if you're collecting a full set of cards in paper magic, you're unlikely to spend the money to get it by opening packs and instead maybe buy a few packs and then just buy whatever you're missing from the secondary market from other players who didn't want it or got duplicates, or from vendors who exist solely to open packs and sell off the singles.My comparison was only made as this game verses Wizards specifically. But if you could trade off singles, I would fully expect that people would potentially sell their digital duplicates online, and that people would start up accounts just to get cards to sell, which would make it little different from the paper game.
Dropspot said: I really think one of the great problems of this game is surviving through the start of the game. This game is really difficult for new players.New players that doesn't have any link to MTG or is part of an alliance will have a lot of difficult to win and will probably uninstall this game pretty soon.They need to sort out a way to make this starting path a lot easier. This is the only way this game can survive.
span_argoman said: wereotter said: James13 said: In paper, you can pay real money to get a full collection of cards. Since the in-game currency is completely free to earn, and you get cards for logging in and participating in events for free, using just crystals and cards here as a point of comparison isn't really an apples-to-apples point of comparison. This is true, but if you're collecting a full set of cards in paper magic, you're unlikely to spend the money to get it by opening packs and instead maybe buy a few packs and then just buy whatever you're missing from the secondary market from other players who didn't want it or got duplicates, or from vendors who exist solely to open packs and sell off the singles.My comparison was only made as this game verses Wizards specifically. But if you could trade off singles, I would fully expect that people would potentially sell their digital duplicates online, and that people would start up accounts just to get cards to sell, which would make it little different from the paper game. You do realise that those second-hand cards you bought off the secondary market were at one point cards which the seller (or someone they in turn bought the card from) bought directly from Wizards of the Coast right?Every. Single. Paper MTG card. Earns Wizards of the Coast money because someone had to buy it from them first.Whether you as a single Magic player bought it off someone else and for whatever price (if you didn't buy directly from Wizards) is irrelevant to Wizards. They've already made their money selling the cards to the firsthand buyers.On the other hand, MtGPQ has a whole bunch of cards in which the developers have earned no cash from at all.Like cards from the Free Boosters. Cards opened from Daily Rewards, Event Progression and Reward Packs and/or Guaranteed Rares. Cards opened using Crystals and Jewels earned from Events, Story and Daily Rewards.Paper MTG's model is a model where every player has to chip in some money just in order to play. So the costs are spread over a wider base and hence become cheaper per player.On the other hand, MtGPQ competes in an environment where the users are accustomed to having an array of free games to play on their mobile phone. That forces their hand in having to make the basic game experience free just to be able to attract a decent player base.We can't just cry out at MtGPQ for not following paper MTG on one aspect without factoring how different the two actually are.