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Old 05-08-2024, 09:05 PM   #1
HRBaker
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Lack of Chemistry rating in Card Shop...

One thing that is definitely missing... if the new chemistry rating is to be an ongoing option in PT, the Card Shop is going to have to list that as a stat. I find myself questioning the pickup of players in the card shop because I don't know how they will contribute in the chemistry calculation.

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Old 05-08-2024, 09:34 PM   #2
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It's not a rating, it's more like a stat and that stat depends on who is on your team. Therefore, it can't be listed on the card shop. To deliver on your request would mean calculating every permutation of every team you could create and would slow down the server so much it would break the game.
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Old 05-08-2024, 10:39 PM   #3
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It's not a rating, it's more like a stat and that stat depends on who is on your team. Therefore, it can't be listed on the card shop. To deliver on your request would mean calculating every permutation of every team you could create and would slow down the server so much it would break the game.

Which then creates a dilemma; Buying a Combinator becomes a real risk. I would think there could be a branch in the programming while in the card shop to ask for a calculation based on your current team(?). Otherwise, your better off just waiting to get them in packs to see if they can help you "after the acquisition"...

The more I see of these things, the more I feel they are great for folks that want to throw money at the wall to see what sticks, and terrible for those trying to play the game on a budget.
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Old 05-09-2024, 12:17 AM   #4
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I am pretty sure that if you remove a card then team chemistry goes down by double that amount. I have two cards on my team that give each other 112 points for teammates 10 years, same team and same decade. If I remove one the other goes to zero. The game cannot possibly know what card you want to replace to give you an accurate number for any card you are thinking about.
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Old 05-09-2024, 01:56 AM   #5
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All so true. There's just no way to build this to match your team, especially if we're not even talking about league but rather tournament rosters. All you can do is research it yourself. Teammates, common years and card types, etc. Very, very tedious unless you already have a theme team in mind...or you can just stick with Mission Editions for now, as they're easily the best set of chemistry boosters even if they're not the absolute best cards for every position.
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Old 05-09-2024, 05:55 AM   #6
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I think theme teamers were primarily what they had in mind in implementing chemistry.
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Old 05-09-2024, 06:19 AM   #7
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Quote:
Originally Posted by HRBaker View Post
One thing that is definitely missing... if the new chemistry rating is to be an ongoing option in PT, the Card Shop is going to have to list that as a stat. I find myself questioning the pickup of players in the card shop because I don't know how they will contribute in the chemistry calculation.

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For consideration, view this feature request and see if it might be what you are looking for. I believe I've experienced the same issue... feeling a lack of lens from the game in to chemistry and relationship links. (chemistry and combinator)

https://forums.ootpdevelopments.com/...d.php?t=355327
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Old 05-09-2024, 07:12 AM   #8
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One of the perks from owning combinators is that you can see all of their chemistry links. The fact that chemistry is basically the foundation of combinator boosting, makes it pretty clear that combinators were the driving force behind chemistry.
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Old 05-09-2024, 07:44 AM   #9
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Call me what you will, but the game is suppose to be "fun". It's not suppose to be a "job". The complexity of PT is becoming competitive with calculus - or so it seems sometimes.

Last year I basically quit any serious time on PT at the end of the baseball season because I had reached a point that my budget didn't allow me to improve any further short of a lucky pull from a pack. This year it might end up being the All-Star game when I return to the base game

PS: That said... I do like the team chemistry concept as a stand-alone idea. It definitely does seem to make a difference in team performance (still testing). My stated problem is the Combinators. Just wanted to make that clear.
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Old 05-09-2024, 10:26 AM   #10
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Call me what you will, but the game is suppose to be "fun". It's not suppose to be a "job".
I agree wholeheartedly. Building the live mission reward team was fun, but now that's done there is literally nothing to do except login every day and collect twitch drops and hope for Combinator Bieber to show up.

Well, I could start a new team every month and roll the twitch drops to the new team and repeat the fun of building the live mission reward team. Having 8 teams increases the chance of Combinator Bieber showing up on one of them.
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Old 05-09-2024, 10:52 AM   #11
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Old 05-09-2024, 11:12 AM   #12
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But, I'm serious!
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Old 05-10-2024, 10:46 PM   #13
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But, I'm serious!
I'm looking at busting out my #2 team, which is still running a roster full of live bronze cards in Rookie league. Has about 60 packs and 95,000 PP to spend, since I haven't opened anything and have only spent a few points to keep them competitive (better live bronzes than I started with). They actually won their division last two weeks but got knocked out in the playoffs. Still looks a bit early, though. I'm waiting for all of the new cards to crash down to normal prices.
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Old 05-11-2024, 02:49 PM   #14
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I'm looking at busting out my #2 team, which is still running a roster full of live bronze cards in Rookie league. Has about 60 packs and 95,000 PP to spend, since I haven't opened anything and have only spent a few points to keep them competitive (better live bronzes than I started with). They actually won their division last two weeks but got knocked out in the playoffs. Still looks a bit early, though. I'm waiting for all of the new cards to crash down to normal prices.
When you get 26 live cards on a team, do you get a lot of chemistry points for it? I see in my league players using a few live cards, but they only get 1 point for chemistry instead of the 10 I get from mission reward cards.
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Old 05-11-2024, 10:07 PM   #15
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When you get 26 live cards on a team, do you get a lot of chemistry points for it? I see in my league players using a few live cards, but they only get 1 point for chemistry instead of the 10 I get from mission reward cards.
Live cards give only a 3-point boost to other live cards for Live and same decade. You also get 10 points for same team. So, if you had everyone from the same team then the chemistry would be quite good (each player worth 325 points minimum, plus any multi-year teammate bonuses). As is, my biggest chemistry point card is Kyle Gibson at 205, and I have 2910 chemistry points for an overall 26% Team Chemistry.

Since you mentioned this, I might try buying up the Dodgers live roster and running them out there. Lux, Betts, Muncy, and Taylor in the lineup and Buehler, Graterol, and Vesia on the mound are long-term Dodger teammates. Smith, Freeman, and Outman would also be three-plus teammates.Would be an interesting if expensive experiment, and I could check off the Dodgers for Live Series.
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