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Old 07-07-2020, 06:43 PM   #61
professor ape
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Thats what I used too. But again, I know not everyone can be piddling away on their phones every 30 minutes and it wasnt really fun while I was doing it. it was playing because I felt I "had to" not that I wanted to
For me this is purely a COVID distraction while working from home. Once we get back to some level of normalcy, then I’ll be doing a lot less tournaments.
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Old 07-08-2020, 09:51 AM   #62
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when I was working at home due to the pandemic, I was spamming tournaments all over the place. Rewards were tangible. Across 3 teams I was able to earn enough packs and pp to stay engaged.

Going back to work it was tough. I was checking it in the Early AM, before I left for work, lunch, when I got home, and a few times in the evening, and before bed. I found the rewards start to wane a bit because I couldnt babysit the tournaments.

I find myself overtime with less rewards to drift away a bit, only checking in the AM, when I get home from work, and maybe before bed. Always try to go for TWIPT and a few others (I like the Saturday Iron Weekly, Sporer's, etc)... I do think if the app has tournament-entry capabilities, I will probably be a lot more engaged.

I do really like the idea someone had of the punchlist of tournaments and attempting to complete a whole list, even in an unofficial capacity. Would be cool if OOTP could write that in their software and give achievement trophies or bonus pp or something for people who accomplish certain feats on completing different tourneys.
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Old 07-08-2020, 10:06 AM   #63
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Agree. It would be nice to see something that encourages you to play in different ways. Either through tournaments or even better regular play. I'm envisioning a list of possible achievements for hitting a certain number of homeruns with 1980s players, stealing bases with white sox, etc. A second type of mission, call it "Achievement Missions". Can even have groups like Collections do that if you complete them all of them you get a nice SE. The game gets stale once you are sending out the same team season after season so having a reason not to will keep it fresh. It also just feels bad to have 3000 cards in my collection that were locked in for a mission and now sit there with no value. I can hear those guys screaming put me in coach!

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Old 07-08-2020, 11:30 AM   #64
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It also just feels bad to have 3000 cards in my collection that were locked in for a mission and now sit there with no value. I can hear those guys screaming put me in coach!
I think what they should do with the Live cards is allow you to sell them back, not auction them, after a certain amount of time has passed. If you've completed all of the Live missions (as many of us have), you should be able to sell the Live cards back for the standard amount of points (or maybe even 75%) two months after you've completed the last mission. At least it would give your team a PP injection and encourage players who might have gotten stuck after taking their Live Mission SE cards as far as they could.
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Old 07-08-2020, 11:38 AM   #65
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to clarify I am working in office. there is technology that allows you to remote into your PC from your phone
if you dont mind me asking.... what app/tech?
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Old 07-08-2020, 11:50 AM   #66
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chrome remote desktop has worked well for me
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Old 07-08-2020, 02:17 PM   #67
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just started a Cardpulls team only. gonna try & see how far I can climb without the SE cards or any use of the AH after both dominating & hitting a wall with both my other teams. F2P.

most fun I've had with a team yet.
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Old 07-08-2020, 10:35 PM   #68
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just started a Cardpulls team only. gonna try & see how far I can climb without the SE cards or any use of the AH after both dominating & hitting a wall with both my other teams. F2P.

most fun I've had with a team yet.
Its hard to climb..but on my side I use SE cards when I unlocked it..to date have 4 live teams completed with only packs.
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Old 07-08-2020, 11:10 PM   #69
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At this point, I don't want to see another Live card! But, 95% of the cards I pull are Live. That's a problem.
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Old 07-09-2020, 10:02 AM   #70
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At this point, I don't want to see another Live card! But, 95% of the cards I pull are Live. That's a problem.
Perhaps, you would like the ability to exchange 10 unopened regular packs for 1 historical pack?
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Old 07-09-2020, 10:17 AM   #71
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Exchanges/Crafting would be an interesting and exciting wrinkle.

Exchange:

10 Live Irons for a Historical Iron
10 Live Irons for a Live Bronze
10 Live Bronzes for a Historical Bronze
...and so on with so many possibilities. Could even cross over and upgrade Silvers to Golds and so-on.

The side effect would be a possible cutting of supply of those cards in the auction house. In theory it might work out though because less supply = higher prices and maybe some people may want to sell 10 Iron Cards for 250pp instead of exchange them
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Old 07-09-2020, 10:36 AM   #72
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Exchanges/Crafting would be an interesting and exciting wrinkle.

Exchange:

10 Live Irons for a Historical Iron
10 Live Irons for a Live Bronze
10 Live Bronzes for a Historical Bronze
...and so on with so many possibilities. Could even cross over and upgrade Silvers to Golds and so-on.

The side effect would be a possible cutting of supply of those cards in the auction house. In theory it might work out though because less supply = higher prices and maybe some people may want to sell 10 Iron Cards for 250pp instead of exchange them

This is a great idea! I would add one wrinkle. In order to be able to combine cards, we would need to complete all of the live missions to obtain the Horadric Cube.
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Old 07-09-2020, 11:51 AM   #73
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Its hard to climb..but on my side I use SE cards when I unlocked it..to date have 4 live teams completed with only packs.

yep. I will use them if unlocked organically. as a rule, I only sell duplicates. hope to get there sooner rather than later (close to Saberhagen, which I never used before). Even built a decent Iron team from the pulls so that should help.

have also been pretty lucky so far. Strawberry was my first Gold pull, then Bobby Murcer, next Earl Averill. Giolito came a little later.

Wohlers locking down the pen. currently sitting in 1st & it's been a lot of fun, but I love opening packs.
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Old 07-11-2020, 03:20 AM   #74
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SE cards absolutely killed the game this year. They were overpowered when they came out, almost free, and they precluded the use of 98% of the cards. Then they have to make more powerful cards because they have to have something better than the o.p. reward cards they already gave away. Then we get gems like 100 DEF Barry Bonds and 113 DEF Robin Yount. Game feels cash grabby and stupid.
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Old 07-11-2020, 06:12 AM   #75
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...and they precluded the use of 98% of the cards..
This is the kicker for me. I was looking forward to playing a slow building game with PT this year. But I let myself get drawn into the 'arms race' of being promoted to diamond and trying to improve on the live rewards.

I don't hate the position my teams are in, but I am finding it tough seeing a bunch of the 7.5-15k cards I had intended to be collecting now selling for 30-100k. I'm frustrated at myself for being so easily 'persuaded' away from the methods that I'd planned.
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Old 07-11-2020, 10:09 AM   #76
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This is the kicker for me. I was looking forward to playing a slow building game with PT this year. But I let myself get drawn into the 'arms race' of being promoted to diamond and trying to improve on the live rewards.
A slow building game IS doing the live missions and working from there. Are you telling me you would have preferred to start with crappy cards? I think the problem is that after the live missions, subsequent missions were a lot less attractive, but drove up prices of useable, regular cards or made cards scarce because of hoarding or speculation.

Perhaps, collections should be more like the Negro League collection--50 completely new cards, leading to a great reward. Instead, collections use existing cards leading to hoarding and speculation. If they really wanted to avoid being predictable they should avoid using existing cards. So, a live missions reward set AND a historical missions reward set should be available on day 1. What enormous fun that would be! Then each week thereafter, 30-50 brand new cards that make up its own collection. Some new collections could include day 1 cards on the theory that these should have been locked up already. (Like the "Daniel" collection which uses "live" cards only).

Not having every card on day 1 part of a collection is what is hampering the game economy right now as people are hoarding in anticipation of a windfall when that card is part of a collection.
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Old 07-12-2020, 07:27 AM   #77
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A slow building game IS doing the live missions and working from there. Are you telling me you would have preferred to start with crappy cards?
Completing the live missions inside the first 3-4 weeks was a fast track to diamond, whether you played them, upgraded or went sideways.

With hindsight, I would have preferred to play with worse cards for longer, yes.

If your team isn't good enough to compete for a PL championship, it doesn't really matter what level you're playing at - apart from earning more PP at lower levels.

Having 'crappy' cards gives more scope for improvements, which is fun. It gets you using more of the pool of players, which is also fun. And as you're working through collections, it makes some of the locked cards at least a temporary upgrade, rather than just dead weight, which is definitely more enjoyable.

I'm not trying to play the game perfectly, I'm trying to figure out what makes PT most enjoyable for myself.
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Old 07-12-2020, 09:17 PM   #78
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Completing the live missions inside the first 3-4 weeks was a fast track to diamond, whether you played them, upgraded or went sideways.

With hindsight, I would have preferred to play with worse cards for longer, yes.

If your team isn't good enough to compete for a PL championship, it doesn't really matter what level you're playing at - apart from earning more PP at lower levels.

Having 'crappy' cards gives more scope for improvements, which is fun. It gets you using more of the pool of players, which is also fun. And as you're working through collections, it makes some of the locked cards at least a temporary upgrade, rather than just dead weight, which is definitely more enjoyable.

I'm not trying to play the game perfectly, I'm trying to figure out what makes PT most enjoyable for myself.

I also found I would have liked to stay lower longer, but will always try & win now. I started a packpull only team for that reason. only sell duplicates, will use SE if naturally achieve them.

I went F2P & hit the live missions hard & fast with another team. will soon be back to every lineup looking the same. playing back in rookie this week has been a ton of fun & pack only really made the opening a lot more exciting because I'm hoping for starters (luck hasn't been too bad) instead of pieces to quick sell. one of the reason I LOVE OOTP is playing with guys I've never heard of & learning about them. some guy named Earl Averell* (??) joined my team mid-year & was an absolute MONSTER. that stuff doesn't happen anymore in the higher leagues.

* tried to confirm name but can't sync with server at the moment.
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Old 07-12-2020, 09:26 PM   #79
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This is the kicker for me. I was looking forward to playing a slow building game with PT this year. But I let myself get drawn into the 'arms race' of being promoted to diamond and trying to improve on the live rewards.

I don't hate the position my teams are in, but I am finding it tough seeing a bunch of the 7.5-15k cards I had intended to be collecting now selling for 30-100k. I'm frustrated at myself for being so easily 'persuaded' away from the methods that I'd planned.

the want to slow play & the urge to win now is a killer conundrum. battled it all week long.
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Old 07-13-2020, 12:10 AM   #80
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I'm not trying to play the game perfectly, I'm trying to figure out what makes PT most enjoyable for myself.
That's a big problem. I find the game less and less enjoyable with each passing day. Collections are mostly too costly for too little, tournaments are a grind, and improving my team is like 300K+ per player.
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