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Perfect Team Discover the new amazing online league competition & card collecting mode of OOTP!

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Old 12-15-2018, 01:56 PM   #41
Hrycaj
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I can understand the theory. A lot of the times I go to the auction house, and my first thought is "oh, that seems like a decent enough price for him", and then you see the "last 5 sales", and suddenly it's "hmm, maybe I can get him for cheaper".

Sure, over time, things can go up or down. But, for example, say you have a card that usually sells for around 6k. If the last sale price is around that, I'll probably be willing to pay up to maybe 6.5 for him, maybe 7 if I really like him or he fits the team.

But then say someone puts him up really cheaply, and he sells for 4k. Now his last 5 sales are 6,6,6,6,4, or an average of 5600. Now at that point, maybe I start thinking that I shouldn't spend more than 6k on him.

I do somewhat feel that this is part of the reason why modern cards are so cheap. You look at the last 5 sales for a guy like Story, and it shows it at like 1300. I mean, sure, there are like 7 copies on the auction block, but a lot of times it becomes a race to sell lower to maybe get the extra 100 instead of auto-selling. Would his price be drastically different if we didn't display the average? Maybe not. But I don't think it's helping his sales.

I don't know what the answer is, since I do think we need to display some information. Maybe displaying the median of the last 5 sales would help prevent either a really cheap sale or a crazy overpriced sale from skewing things.
Don't you think some of this may take care of itself next year when tournaments are introduced? Right now there really isn't a reason to have varied collections. Especially, when you have a lot of options for the same types of players.
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Old 12-15-2018, 01:57 PM   #42
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I still don't understand how that corresponds to fun though. Most days I can't check in, so for me information is helpful to see how prices on cards are trending when I go to sell or buy.

It's a guide, but people are going to pay or list what they want. Seems better than the alternative of people listing cards way too high because they don't have any idea what the value is, and theoretically protects them from listing things too low.
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Old 12-15-2018, 02:23 PM   #43
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Don't you think some of this may take care of itself next year when tournaments are introduced? Right now there really isn't a reason to have varied collections. Especially, when you have a lot of options for the same types of players.
Live cards will also change the calculations. I could definitely see some people want to stock up on 4-5 copies of a guy like Story in case he has a monster first half and gets adjusted up. Although some people will want to sell every copy in case he has a bust season.
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Old 12-15-2018, 03:29 PM   #44
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I do somewhat feel that this is part of the reason why modern cards are so cheap. You look at the last 5 sales for a guy like Story, and it shows it at like 1300. I mean, sure, there are like 7 copies on the auction block, but a lot of times it becomes a race to sell lower to maybe get the extra 100 instead of auto-selling. Would his price be drastically different if we didn't display the average? Maybe not. But I don't think it's helping his sales.

Nonsense. It is simple supply and demand, i.e. too much supply for the demand. If the demand were there and the supply were not, someone could start an auction with no BIN at or near the average and the price would be bid up. As it is, there are so many on the block that a buyer can just wait for the lowest BIN price, and won't have to wait long for something just above the auto-sell amount.
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Old 12-15-2018, 04:02 PM   #45
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I only use those guides on rare cards. Anyone should be able to look at the color of the card, the actual quality of said card, and decide what the card is worth based on that.

It's just like anything else in PT. Like OVR. If someone just wants to play casually and not make the mental effort to decipher a real value, there's nothing wrong with that. But if you rely on automated values then you're going to miss out on opportunities that other players will find.

I like this stuff. These types of things are what allow thoughtful players to compete with pp behemoths.

I'm sure there's a thread on this somewhere, but I'm not fond of the idea of tying card value to live player performance at ALL. Devs, I hope you're keeping in mind that a lot of your playerbase is older and might not follow modern baseball. My knowledge of modern players is pretty much based on reading PT cards.

If you want dynamic cards, I'd rather see cards developing, aging, and regenerating as 18 year olds using the OOTP development system. Or some idea of that type. The OOTP development system is something that we all understand as players.

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Old 12-15-2018, 04:25 PM   #46
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I had no desire to do that. The fact that flipping cards seemed to be almost required to get anywhere in that game is eventually what made me quit trying.
Interesting. I never thought of it as a requirement myself. I feel like the main requirement was that you had to grind full time to really get anywhere. The flipping just help speed stuff up a bit.
Well, there is that also. The reason I said flipping seemed required is because, at least at the beginning of the year, the stub returns for actually playing games was so low that it was depressing. Then, when you looked at the cost of Player exchanges and souvenirs and all the things you would need stubs to complete, grinding the stubs out by playing seemed impossible next to simply flipping cards.
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Old 12-15-2018, 05:11 PM   #47
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Well, there is that also. The reason I said flipping seemed required is because, at least at the beginning of the year, the stub returns for actually playing games was so low that it was depressing. Then, when you looked at the cost of Player exchanges and souvenirs and all the things you would need stubs to complete, grinding the stubs out by playing seemed impossible next to simply flipping cards.
Yea that makes a lot of sense.
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Old 12-15-2018, 05:54 PM   #48
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I've earned 2415 points since mondays reset. My cheapest single upgrades are looking at around 7500. Most upgrades are more like 15000.

I should be getting promoted as well. The 1000 from making the playoffs will be 28% or so of my seasons earnings, depending on how much I make between now and midnight. Kinda lame that it will take two weeks to earn the equivalent of $5 and a third week to get any player changes if I continue at this rate.
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Old 12-15-2018, 06:17 PM   #49
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I've earned 2415 points since mondays reset. My cheapest single upgrades are looking at around 7500. Most upgrades are more like 15000.

I should be getting promoted as well. The 1000 from making the playoffs will be 28% or so of my seasons earnings, depending on how much I make between now and midnight. Kinda lame that it will take two weeks to earn the equivalent of $5 and a third week to get any player changes if I continue at this rate.
7500-15,000 for an upgrade sounds pretty steep. Is your team that good that only a big upgrade would help, or have you looked at smaller incremental upgrades?
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Old 12-15-2018, 06:17 PM   #50
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I've earned 2415 points since mondays reset. My cheapest single upgrades are looking at around 7500. Most upgrades are more like 15000.

I should be getting promoted as well. The 1000 from making the playoffs will be 28% or so of my seasons earnings, depending on how much I make between now and midnight. Kinda lame that it will take two weeks to earn the equivalent of $5 and a third week to get any player changes if I continue at this rate.
If you hunger for that upgrade so much, wire the good guys at OOTPD a tenner and you can get two upgrades…!
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Old 12-15-2018, 06:33 PM   #51
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7500-15,000 for an upgrade sounds pretty steep. Is your team that good that only a big upgrade would help, or have you looked at smaller incremental upgrades?

I can still get some cheaper upgrades that will help a bit, but like him, I'm about to the point where the only worthwhile upgrades will cost that much. So right now, I can upgrade my #2 catcher and CF for about 4K. I can also upgrade a RP for about 2K. After these guys, it's going to get expensive.
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Old 12-17-2018, 10:05 AM   #52
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1. Open a few packs
2. Use the bad cards to start the worst team possible
3. Tank. Get relegated. Repeat.
4. Rebuild
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Old 12-17-2018, 12:57 PM   #53
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1. Open a few packs
2. Use the bad cards to start the worst team possible
3. Tank. Get relegated. Repeat.
4. Rebuild
Tanking doesn't have to be that drastic. Try and build experience for players at new positions, just in case. Become a theme team for a little while, especially if the theme is somewhat weak (All Rangers would not be very competitive, even if you owned every Ranger). There are ways to lose enough without the bottom falling out or leaving your team totally wrecked.
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