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Old 05-09-2024, 06:47 AM   #5
gustoes
Minors (Double A)
 
Join Date: Mar 2023
Location: East of Toronto ON
Posts: 139
Quote:
Originally Posted by dishnet34 View Post
If you have any suggestions for how to improve Combinator Cards, please let us know!

Rob: Thanks for the explanation! What if I have more questions?
OOTPD: You can ask them in this thread, and one of us will give an answer!
These are some ideas mentioned in discord.

(While some players jumped in early but other were cautious or learning the combinator system
While some players had the resources via pp budget or early big card hit
While some had TIME to explore hard to discover relationship links...
and may now be excelling at combinator teams and snowballing
These were just some thoughts on how to make it easier for others to participate easier. market dynamics/cost etc.
May or may not be possible or desired by OOTP or all players, just food for thought from discord)

--lower min sell value / or allow quick sale (you addressed above)

--new feature for "crafting" CC's. undesirable CC's can be speculated and you can convert aka "craft" say 3,4 or 5 or 10? iron CC's for a guaranteed spin in to a crafted bronce CC. (creates demand)

--create a better way to explore relationship links on unowned cards
(suggestion posted to feature request)

--make lv1 or 2 slightly more attainable? (not just the curve)

--boosting appears to be expensive for most of player base. maybe create a new special ootp pt card type:
A combinator food card of different values. could be pulled in packs, choice packs, etc. or the pack itself can be a FOOD pack with odds of different food value hits

--possibly bump boost point value of lower end CC as combine food
currently 100 food value for a 5001 value iron where as you can often find a 200pp silver card that gives you more than that
(creates demand, ensure hitting a red card on a pack pull still feels like you got a good hit. sometimes you feel like you'd rather pull a non combinator gold than a undesired iron combinator as at least you can quick sell for 1k.. mostly just relevant to lower pp generating players that need to scrape pp)

--introduce tournaments with combinator caps so player that have not snowballed and are still learning the combinator system have somewhere to compete, generate a bit of pp and try to catch up. (currently, early adopters or resourceful players might dominate all formats and prizes... leaving not much left for new/casual/time limited players to find a home to play and grind a bit of pp)

--removing the chemistry boost between combinators has been suggested.. so that players with less resources who might try to dabble with combinators can try to put something together without having to go full 26 man combinator roster just to compete with the "same card type" chemistry.

Combinators are fun.... I think they would have been amazing with limit of 5 or 6 per team... then everyone would have decision to make and possibly be able to afford it as well. With limits you could decide to combinate a string of players your favorite team (with actual chemistry, not same card type) or defensive specialists or maybe top of your rotation.

Combinators have been interesting... maybe just need some tweaks for better relationship visibility, market / food value adjustments and something to balance out tournament landscape so more of the playerbase can dabble with them.
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Last edited by gustoes; 05-09-2024 at 06:58 AM.
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