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#221 |
Hall Of Famer
Join Date: Apr 2010
Posts: 2,367
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Auction House = "...but the cupboards were bare..."
It is weird. Every time I go to the AH to look for a player I can afford, the only ones that show up on the first half-dozen pages are the ones I already have.
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#222 | |
Minors (Rookie Ball)
Join Date: Jul 2004
Posts: 41
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Quote:
In any event, diamond+ historical cards are very rare to begin with (as a group, rarer than diamond+ live cards -- and so many more individual cards.) So it's not "hoarding" or anything sinister -- it's a limited supply + cards being locked for missions. Of course, there's one group of cards whose market value isn't inflated by collecting for missions, and isn't subject to locking: cards that aren't in missions to begin with. If you're not motivated by finishing missions, you can probably improve your team by selling your mission-critical cards and buying up non-mission cards. The trouble there, of course, is that almost all cards are now part of some mission, or will be in the next month or two -- the main exceptions being SE cards and live cards. (Of course, live cards do have missions, but most managers aren't using the live cards to fill the missions, unless they were intending to keep them anyway. Still, most of the higher-rated live cards tend to have lower ratings than comparably valued historical cards, so that's not perfect either...) In any event, I do think increasing the ratio of historical to live cards would offset this to an extent. Alternately: maybe unlock cards submitted for missions after a certain amount of time? A month, for example, would prevent players from cycling through all the missions in succession, but allow those cards to eventually get back into circulation. This would also give players an incentive to move on/update their rosters, adding the choice between keeping your proven veterans who you've already cashed in for rewards, and selling them to afford new players who can complete missions. (This would also soften the conflict of missions whose reward is a better version of the same player you submitted to complete the mission...) Last edited by The Otter; 07-31-2020 at 09:52 AM. |
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#223 |
All Star Reserve
Join Date: Nov 2013
Posts: 854
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How about this: If you sell the card that was the reward for a mission, you can unlock cards used to obtain it... but you can never complete that mission again with that team.
For cards that were part of a mission where the reward was packs, the unlock price per card is the retail cost of the packs in the reward... so a 1 pack reward would be cards unlockable for 1k each. 3 gold packs was the reward? 9k unlock price. Again, once a card is unlocked from a mission, that mission may never be completed by that account again. There can also be a max # of cards unlocked from a specific mission, but a card used in multiple missions unlocks from all those missions. You'd need to pay the cost for all missions from which it unlocks. I could also see a cooldown timer being used.. unlock 1 card every 7 days or so.
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When you let your 10 year old name the team ![]() Last edited by Torgonius; 07-31-2020 at 11:38 AM. |
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#224 |
Hall Of Famer
Join Date: Apr 2010
Posts: 2,152
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There will never be unlocking cards from missions. Then collections are just "free stuff" and throws off the balance of the economy.
The solution is to relax the requirements so that a specific diamond historical is never mandatory. |
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#225 |
All Star Starter
Join Date: Nov 2019
Posts: 1,939
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Yeah, I would say locking cards is a pretty crucial part of the dynamics! Wouldn't being able to switch a locked card for an unlocked one maybe be a good/reasonable option to have, though?
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#226 |
Minors (Triple A)
Join Date: Mar 2020
Posts: 252
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FOTF made PT not fun anymore for me personally. Went from spending > $800+ on this game and playing it daily, to just having no interest anymore. Mainly because if I can see a game get skewed this much so quickly, I've lost confidence in the direction and decisions the development team is making.
Just my two cents. I hope others are still enjoying.
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#227 |
Minors (Rookie Ball)
Join Date: Mar 2020
Posts: 43
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The gist of the problem is supply and demand. Historical cards make up about 75% of the card population, but 30% of the drops, and these ratios only get worse as you climb rarities. Two possible solutions are increasing historical drop rates, which I do not see happening, or making more different historical packs. An idea I had would make it so there are different kinds of historical packs, from standard historical packs that only guarantee a bronze through to diamond historical packs. There could be a rotation in the shop, where there is always the standard pack, a version of the historical pack, and a non standard live pack.
Also, as a side note, I preferred the eras version, with cards at the end. It felt more personalized by team. |
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#228 | |
Minors (Single A)
Join Date: Jun 2020
Location: San Pedro, CA
Posts: 84
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Quote:
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Primary team: ![]() Secondary team, with heavy restrictions on using the auction house: ![]() Tertiary team is AFK... I'm not allowing myself to make any changes to the team except during the offseason: ![]() |
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#229 | |
All Star Reserve
Join Date: Jul 2019
Location: UK
Posts: 541
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Quote:
Also on my Free to play teams I have tended to have a theme. But on all of them I have completed all of the live missions and sold those to fund the theme, this is no longer possible. Previously a Maddux would buy you several low diamonds now you can barely afford 1 or 2. Even with the prices of SEs pushing up somewhat due to price fixing efforts their sell price falls way short of making a reasonably good team in the current environment
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#230 | |
Hall Of Famer
Join Date: Apr 2012
Location: Germany
Posts: 13,431
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Quote:
The specifics of such packs however are hard to formulate for me, and if you lot were ever in my dynasty thread you'd know that I don't lack for creativity... I thought of randomly dropping historical packs on a player through various means, none of which sound great, like: - 10% of all standard packs you buy randomly are a historical pack of some variant instead (akin to the quoted post, either a historical pack as is in the game now, or one that f.e. gives all historical silvers) - packs from challenge mode might randomly be a historical pack like above (but the game's purpose can't be to sim the 1927 Yankees twice a week) - flash sales of special packs, say, there's 1k historical silver packs dropped onto the game, for 3k PP each, but you can only buy three per team (this invariably will disadvantage one part of the player population or the other, depending on time zones and a hundred other things) I got nothing.
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Portland Raccoons, 91 years of excell-.... of baseball: Furballs here! 1983 * 1989 * 1991 * 1992 * 1993 * 1995 * 1996 * 2010 * 2017 * 2018 * 2019 * 2026 * 2028 * 2035 * 2037 * 2044 * 2045 * 2046 * 2047 * 2048 * 2051 * 2054 * 2055 * 2061 1 OSANAI : 2 POWELL : 7 NOMURA | RAMOS : 8 REECE : 10 BROWN : 15 HALL : 27 FERNANDEZ : 28 CASAS : 31 CARMONA : 32 WEST : 39 TONER : 46 SAITO Resident Mets Cynic - The Mets from 1962 onwards, here. |
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#231 |
All Star Reserve
Join Date: Apr 2011
Posts: 805
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The more I think about it, I think it would help to have 2 PT universes, one FTP and the second for anyone who has bought PP. By default every team gets placed in the FTP universe - and if you spend money then next Monday your team gets moved to the paid universe stone level. There should probably be certain missions/tournaments/cards that are in the paid universe only, to give some incentive for spending and playing over there.
IMO the spectrum between the whales and the FTP is so massive it's causing a lot of people to lose interest in the seasons mode. The upside of this idea is it should really renew that interest ... the downside is that people would be less likely a minor amount of money on PP because they know it's impossible to hang with the whales. But since many people run multiple teams it might not be as bad as you think. |
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