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| Perfect Team Discover the new amazing online league competition & card collecting mode of OOTP! |
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#1 |
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Minors (Triple A)
Join Date: Jan 2017
Posts: 277
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el_gringo's Guide to Maximizing a F2P Approach to PT
Hi all,
There have been a lot of threads about questions and concerns about monetization/the general game design. I've been among the skeptics, am not sold on all of it, and will probably keep pestering Markus and his team to be as generous with the fanbase as the financial reality of his company allows until the day he gets so sick of me he kicks me off the forums, late some night after a long day of coding and one post too many from my meddling ass . If you're looking for perfectly non-coercive monetization, you've got to go back to Valve's ecosystem (or a few other select, small ones that only monetize cosmetics or other non-gameplay-related items). Long Live TF2.That all being said, I've worked at my share of game companies, areas of expertise are econ/psych/data related, and PT is pretty excellent IMO. So, in the interest of helping some people prevent the perfect from being the enemy of the good (and likely to improve over time), I humbly present: el_gringo's Guide (in progress) to Maximizing a F2P Approach to PT
I'm sure I'll think of more in due time, but that's a start. Let's Play Ball! Last edited by el_gringo; 11-04-2018 at 03:42 PM. |
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#2 |
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All Star Reserve
Join Date: Mar 2016
Posts: 590
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good stuff
some of this I have learned in the first day, some of it is new to me (editing ballparks factor is something I had not considered!) |
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#3 |
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Hall Of Famer
Join Date: Aug 2010
Location: Indiana
Posts: 9,883
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Great guide, gringo! I particularly like your "Moneyball" list of players. It is a smart long-term play to put together a cheap team to play early while auctioning off your glamorous but perhaps over-rated golds.
My two cents worth: - don't forget the auction fee when pricing your cards (you lose 2 points selling a bronze at auction for 25PP, price at 30 instead - it will still sell) - if you find an overlooked auction bargain, don't hesitate to pick it up and flip it for a profit - check relievers to see if they have three pitches and good stamina; just like position players they may have been "playing out of position" in MLB this year |
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#4 |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 251
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Great post! I've been thinking similar things in my open beta experience, but nothing so well thought out!
As far as bargains I suggest: Nick Markakis (69) makes him an expensive Bronze, but his vR splits are fantastic and he's a solid fielder. Austin Hedges (63) has fantastic Catcher Ability and has decent enough vR splits. Carlos Santana (66) makes for a decent 3B (not good enough for a fielding-heavy build) with strong vR splits. Vern Stephens (65) is a solid all around infielder who hits righties enough but has nice pop against lefties. No pressure obviously, this is your post, but these are all players that I've used to hold down positions while I sold off higher-rated players at their positions. |
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#5 |
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Major Leagues
Join Date: Aug 2016
Posts: 355
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I am confused by your retraining comments here and elsewhere. Do cards actually gain experience at the positions you play them?
IMO this seems wrong and should be disabled. Unless we're going to get some kind of full-fledged card leveling system or something. |
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#6 |
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Hall Of Famer
Join Date: Aug 2010
Location: Indiana
Posts: 9,883
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#7 | |
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Minors (Triple A)
Join Date: Jan 2017
Posts: 277
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Quote:
Player development is generally disabled (except for Live cards updating during the season in OOTP 20 and going forward), except for positional proficiency. Their raw defense doesn't get any better, but a particular card can learn a new position. To enforce this, you need to use the 'force start' options and/or setting your rosters to ensure they get playing time, or else players with existing experience will be played there instead by the AI. Also, I believe at present these gained proficiencies are wiped if you move the card off of you active/reserve roster (i.e. disable, auction, etc.). Unsure if that will be the case in future versions or not. Last edited by el_gringo; 11-04-2018 at 04:03 PM. |
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#8 | |
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Major Leagues
Join Date: Aug 2016
Posts: 355
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Quote:
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#9 |
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Hall Of Famer
Join Date: Aug 2010
Location: Indiana
Posts: 9,883
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In one of the beta versions, I pulled two good shortstops from my starter packs and a third baseman that was really weak. I played one of the shortstops, Travis Jackson, at third. He actually played some third in real life so it was realistic and made my team a lot better.
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#10 |
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Major Leagues
Join Date: Jun 2018
Posts: 332
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Great post, but I do have one question:
Why is everyone referring to high overall cards as being expensive? I feel like people are going to be buying cards in the auction house based on ratings and not overall, I don't see how a high overall makes them more expensive. |
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#11 | |
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Minors (Triple A)
Join Date: Jan 2017
Posts: 277
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Quote:
. It's a combination of rarity and ratings. Cards that are diamond/perfect (in addition to having generally higher ratings, though not always, than Gold and lower), particularly the historical/non-Live ones, will be so rare that people will pay a lot for them even if they have a nearly comparable player just for the exclusivity, so the market prices will still remain pretty high. The less desirable diamond/perfect cards will of course sell for relatively less than the ones with the absolute best rankings of course, and there might even be overlap between the high and low ends of adjacent rarity tiers. Supply and Demand.
Last edited by el_gringo; 11-04-2018 at 05:17 PM. |
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#12 | |
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Major Leagues
Join Date: Aug 2016
Posts: 355
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Quote:
Does the experience they gain carry over from season to season or is it isolated to the current season? edit to add: I think OOTP needs to be a little more lenient about where people play. Either by giving people higher ratings at positions, or by not penalizing people so much. We're seeing players play multiple positions a lot in MLB and the penalty doesn't seem nearly as drastic as what OOTP simulates. Last edited by drhay53; 11-04-2018 at 05:22 PM. |
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#13 |
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Hall Of Famer
Join Date: Aug 2010
Location: Indiana
Posts: 9,883
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#14 |
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Major Leagues
Join Date: Jun 2018
Posts: 332
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Yeah, I feel like the cards should come with 200 experience at every position, that way you don't have to train them. But I see why they have it the way it is now too.
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#15 |
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Major Leagues
Join Date: Aug 2016
Posts: 355
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#16 |
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Minors (Double A)
Join Date: Oct 2018
Posts: 195
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I have Rendon and Beltre, transitioned Beltre to first base and that makes sense cause a man old
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#17 |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 251
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In keeping with gringo's theories is the value of reinvestment.
A pack costs 1000. You should expect: 2.98 Common Cards, sellable for 7-ish PP apiece, worth 21 PP 2.25 Bronze Cards, sellable for 120-ish PP apiece, worth 270 PP 0.625 Silver Cards, sellable for 1000-ish PP apiece, worth 625 PP 0.125 Gold Cards, sellable for 3000-ish PP apiece, worth 375 PP 0.02 Diamond Cards, sellable for 10000-ish PP apiece, worth 100 PP 0.002 Perfect Cards, sellable for . . . honestly no idea. Well, add that up and you're looking at auction yields of 1391 per pack, 1252 after the rake. So you buy a pack and turn around and sell it. Then you take that money and re-invest it in more packs. After five turnarounds (a week?) you're at about 3076 PP in value from that first pack. And that keeps going the more you do it. Now obviously I can't say that the economy is going to keep valuing cards the same; I'd guess that bronzes will dry up in value while golds+ will increase as more PP flows into the system. But the point is, as long as the cards you draw don't get fed into your team they keep multiplying in value. When they go onto your team they do yield some value, sure, but I can't imagine a circumstance where an average pack, put on your active roster, yields more than 2000 PP in a week that you wouldn't have gotten otherwise. This is a long theorycrafting way of saying, the longer you put off putting your value onto your roster, the more total PP you gain. It's sort of like tanking to rebuild. Gringo's strategy above is basically a way of trying to get you as many wins/achievements as possible while investing only the minimum in your roster, leaving the rest to multiply for future value. |
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#18 |
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Bat Boy
Join Date: Nov 2018
Posts: 15
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If you're averaging 1000PP from your silver cards, or 120 from your bronze, I dunno how you're doing that. Certainly there are some like that but not that many.
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#19 | |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 251
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Quote:
And it varies a lot on where they are on the spectrum. A 70 point silver might only sell for 600-700, but a 79 point silver is usually a 1500+ value. |
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#20 |
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Bat Boy
Join Date: Nov 2018
Posts: 15
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Are there like different regions or something? from what I've seen on the market anyone paying 600-700 for a 70 (at least before you look at the stats, there may be some real beasts rated 70 due to weird stat distribution) is making a strange choice, unless it's maybe a SP or something.
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