Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Game Suggestions and Feedback => Topic started by: Scaredgirl on June 15, 2010, 12:07:34 pm

Title: [Official] Trading and other card aquisition methods
Post by: Scaredgirl on June 15, 2010, 12:07:34 pm
I know Zanz said there wouldn't be 1-on-1 card trading because it would open up many possibilities for hackers and cheaters. Today I was thinking of ways to do card trading without the need for this 1-on-1 connection.

Currently we have a Bazar that lists all the common cards. All those cards have a specific cost. Both the card name and cost is listed somewhere on a database.

Now what if players could add cards to a similar database, and assign a selling price? Here's how it could work:

SELLING CARDS
- I have one extra Eternity I want to sell
- I go to Bazaar and click a "Player Bazaar" (or whatever) tab which lists all the cards other people have put up for sale
- I then click "Sell a Card" and choose Eternity from my cards
- I insert a price of 1,000 electrum and click "Ok"
- my card is now added to the database with a price of 1,000 electrum, and will stay on that database for the next 24 hours, or until someone buys it
- I can only have 3 cards on sale at one time

BUYING CARDS
- I go to Bazaar and click a "Player Bazaar"
- I can list all the cards on sale by element, rarity, etc., and the prize is visible next to the card
- when I find what I like, I simply click it and confirm, and the cards gets transferred to me (just like buying cards in regular Bazar)

COLLECTING MONEY
Option 1:
- my card has been sold
- I go to Bazar and click a "Player Bazar"
- I click a button next to my card that was sold and receive a redeem code
- I will use this code to get my money

Option 2:
- money gets transferred to my account instantly after a purchase (I believe this is not possible though)


Now maybe this kind of system could somehow be exploited, but the way I see it, it works just like the regular Bazaar.

Also I know that this would be a pretty big project, but it could also be something that would benefit Elements a great deal.

That's it. What do you think?
Title: Re: Player Bazar - buy cards from other players
Post by: guy_fawkes on June 15, 2010, 12:34:28 pm
wow, it's an amazing idea!
we just need to think about the possible way of exploiting this system...

for example:

-a player can make an account, sell all the cards, make the first quests then transfer all the money to his main account buying a pillar for 1'000 (this is no good)
-a player can transfer a lot of money to a friend account buying a pillar from him at a huge price (this is not good too)
-an hacking player could flood the market with rare cards at ridicolous prices (example: a nymph at 1 gold) thus unbalancing the market itself

i suppose that a way to solve these problems could be fixing the price of cards server side: for example an upgraded eternity value is 1300, no exceptions.

do you think that a system built like this could be exploited?

Title: Re: Player Bazar - buy cards from other players
Post by: Chemist on June 15, 2010, 12:40:23 pm
Fixed prices sound better since they would prevent electrum transfers between accounts.

However even with fixed prices people could still open alt accounts (or hack) to get nymphs on the market, ruining their rarity.
Title: Re: Player Bazar - buy cards from other players
Post by: killsdazombies on June 15, 2010, 12:42:31 pm
orrrr

cards can be sold for a set range, IE discord can only be put up for a price of 300-500 and a skeleton 40-80 ext ext, the price range would go up and down like if 300 people buy discord for max price, it goes up by 10 or whatever.
Title: Re: Player Bazar - buy cards from other players
Post by: guy_fawkes on June 15, 2010, 12:58:58 pm
Fixed prices sound better since they would prevent electrum transfers between accounts.

However even with fixed prices people could still open alt accounts (or hack) to get nymphs on the market, ruining their rarity.
you can always "flag" some cards as "unsellable", for example nymphs could be bound to the original account.

the question is : do we really think that some cards are so powerful that they cant be sold or traded between players? that a player with a lot of money could become so powerful buying 6x of each nymph?
Title: Re: Player Bazar - buy cards from other players
Post by: Xoned on June 15, 2010, 01:24:27 pm
I'm assuming that it will be a rare market? (Can the cards be upped?)
Not many people would buy common cards.
Title: Re: Player Bazar - buy cards from other players
Post by: Glitch on June 15, 2010, 03:50:36 pm
If it were me, I'd have two accounts.

On one, I'd make an Ai3 farmer.  The other would be brand new.

Logging on to both simultaneously, I'll sell my Ai3 farmer for cheap and by it with my new account.

Armed with an awesome deck, I'd get 500 score easily and a free rare.

I'd then sell this rare back to myself, rinse, wash, and repeat.
Title: Re: Player Bazar - buy cards from other players
Post by: Weiyaoli on June 15, 2010, 06:49:33 pm
I'm assuming that it will be a rare market? (Can the cards be upped?)
Not many people would buy common cards.
If you sell back to the bazzar, you get less than what you paid for it. If you could sell to other players and buy from other players, you could sell for more than what you would get to bazzar and buy for less than what you would need to pay for bazzar.

I think for common cards the limit should be between:
using pillar for ex:
4-6
You pay 6 per pillar and sell 4 per pillar. It means you can't abuse the system this way. Although rares don't work because you can't buy them.... :/
Title: Re: Player Bazar - buy cards from other players
Post by: Ashebrethafe on June 16, 2010, 03:31:31 am
I've suggested this a couple of times before -- in 3 most important things (http://elementscommunity.org/forum/index.php/topic,1431.140.html) (reply 143) and Auction (http://elementscommunity.org/forum/index.php/topic,7724.0.html) (reply 18).

Title: Re: Player Bazar - buy cards from other players
Post by: Retribution on June 16, 2010, 03:35:33 am
Is there any way of preventing selling/trading between accounts with similar computer IP addresses?
Title: Re: Player Bazar - buy cards from other players
Post by: Demagog on June 16, 2010, 04:09:09 am
Ya, pretty much what Glitch said. This is something I've done in other games (it's not frowned upon/against the rules). Put an item on the market, instantly switch over to the other account and find the item just posted for sale, then get it. There is very little chance that someone else would see it.
Title: Re: Player Bazar - buy cards from other players
Post by: DrunkDestroyer on June 16, 2010, 04:29:28 am
If it were me, I'd have two accounts.

On one, I'd make an Ai3 farmer.  The other would be brand new.

Logging on to both simultaneously, I'll sell my Ai3 farmer for cheap and by it with my new account.

Armed with an awesome deck, I'd get 500 score easily and a free rare.

I'd then sell this rare back to myself, rinse, wash, and repeat.
Although I could see this happening, I doubt it would be especially efficient(because rares are SO hard to get in T50), unless you particularly wanted a certain rare weapon.

I could however see multiple accounts used to get a better chance of getting a nymph, and then trading to a main account.
Title: Re: Player Bazar - buy cards from other players
Post by: Chemist on June 16, 2010, 10:42:44 am
I've suggested this a couple of times before -- in 3 most important things (http://elementscommunity.org/forum/index.php/topic,1431.140.html) (reply 143) and Auction (http://elementscommunity.org/forum/index.php/topic,7724.0.html) (reply 18).

  • Buying cards:
    • the price for each card should be the average of the prices that sellers are asking for it
    • the player-bazaar decides at random which seller to buy the card from (with money from its sales)
    • I need to spend a "rare coin" to buy an ungrindable card
  • Selling cards:
    • I can't ask for less than the computer-bazaar would give me, or more than it would take
    • I get a "rare coin" if I put an ungrindable card up for sale, which I need to give back in order to take that card down
    • this is the only way to get "rare coins"
  • Collecting money:
    • the player-bazaar has decided to buy my card (to sell to another player)
    • I go to bazaar and click "player bazaar"
    • money gets transferred instantly to my account
This system sounds great. It both thwarts electrum transfers and keeps rares just as rare as they were.

The only part I'm not sure about is the "decides at random which seller to buy the card from". I'd weigh it so that the chance to buy from a particular person is negatively correlated to their asking price. Sellers would get their requested amounts and buyers would always pay the average price, while the bazaar itself would neither earn or lose electrum on average. I'd also put a soft cap on the amount of electrum requested for a card, making it so that the bazaar never takes the card from a person asking more than three times the average asking price. A hard cap might also be required to prevent people from artificially inflating card prices with alt accounts (or maybe the average calculation could ignore the extreme values on the high end.)
Title: Re: Player Bazar - buy cards from other players
Post by: tyranim on June 17, 2010, 03:03:55 am
hm.... i dont really see a way it can be abused, and its a way to get rares without having to farm for them. maybe make it to where you cant sell nymphs? zanz doesnt want nymphs aquireable outside the oracle
Title: Re: Player Bazar - buy cards from other players
Post by: Zac33333 on June 26, 2010, 09:45:49 pm
http://elementscommunity.org/forum/index.php/topic,8411.0/topicseen.html


Scared, does this mean its..

COLLABORATION TIME?! Lol. Maybe we can put this together, although the idea of this does sound better than mine :).

Unfortuneatley, I dont like the part about players doing stuff like setting a price of there own. I mean, I think it would just make people put nymphs for sale for like 10k and maybe even do a quick trade, where they put something like an eternity for 1gp, refresh, change accs, and buy it. :|
Title: Re: Player Bazar - buy cards from other players
Post by: tyranim on June 26, 2010, 10:20:08 pm
nymphs shouldnt even be sellable in this player's bazaar. zanz doesnt want nymphs to be aquirable through any means other than oracle
Title: Re: Player Bazar - buy cards from other players
Post by: Ashebrethafe on June 29, 2010, 05:17:56 pm
The only part I'm not sure about is the "decides at random which seller to buy the card from". I'd weigh it so that the chance to buy from a particular person is negatively correlated to their asking price. Sellers would get their requested amounts and buyers would always pay the average price, while the bazaar itself would neither earn or lose electrum on average. I'd also put a soft cap on the amount of electrum requested for a card, making it so that the bazaar never takes the card from a person asking more than three times the average asking price. A hard cap might also be required to prevent people from artificially inflating card prices with alt accounts (or maybe the average calculation could ignore the extreme values on the high end.)
Weights could be factored into the random decision -- the winner of a raffle is still random, even if some people bought more tickets than others. (In this case, buying more tickets = asking a cheaper price.)

By "with money from its sales," I meant that the bazaar would never lose money, or at least limit its losses -- each sale would increase the bazaar's electrum supply by the average price, then decrease it by the chosen seller's price, and it would never choose a seller it couldn't afford to pay. As for not gaining electrum, it could factor its supply of electrum into its calculation of the average prices (subtracting part of it from the total for each card, so that all of it is subtracted from the total for all cards).

Hard ceilings for rares, if included, should probably be 216 plus the quantum cost for grindables, and 1350 plus the quantum cost for ungrindables, to continue the pattern started by the commons: buy price - sell price = (sell price - quantum cost)/2. But I don't think they should be included -- people selling purple nymphs for 10k isn't necessarily a bad thing, if others are willing to pay 10k to turn a nymph purple. (I've already said, on the other hand, that they shouldn't be able to sell eternities for less than the 150 electrum the computer-bazaar offers.)
Title: Re: Player Bazar - buy cards from other players
Post by: Essence on June 29, 2010, 06:57:51 pm
I think I have the solution: an auction.

A player who has a card has the option of adding it to the pile of auctionable cards.  It costs them 20 electrum to do this.

Then, every specific card (i.e. "Eternity (Elite)" has it's own constant auction going, with one copy of that card being sold every hour (or two or four) to the current highest bidder.  As soon as the card is auctioned off, the player who owned that card gets the money and the player who bought it gets the card.  Immediately, the auction for the next card of that type starts and lasts for the next hour (or two or four). 

That way, you don't have control over who gets your card or how much it goes for -- but as a buyer, you do have control over what card you're getting and how much you bid for it.


Are there any abuses possible with this system?

Title: Re: Player Bazar - buy cards from other players
Post by: Glitch on June 29, 2010, 07:13:50 pm
Well, to shoot into the top50, I'd put a stupid card like a skeleton up for bidding, and when the time came, I'd bid wayyy excessive amounts of electrum from an alt.  Then, using this electrum, my main could start grinding with relative ease, and have easy perfect records.
Title: Re: Player Bazar - buy cards from other players
Post by: Anothebrother on June 29, 2010, 07:13:58 pm
orrrr

cards can be sold for a set range, IE discord can only be put up for a price of 300-500 and a skeleton 40-80 ext ext, the price range would go up and down like if 300 people buy discord for max price, it goes up by 10 or whatever.
If implemented like kills said with some sort of max/min i think this could work very well (just dont know how hard it'd be on the game mechanics)...Runescape has a really good system similar to this called the "Grand Exchange"

On the Grand Exchange each item has a min and max trading price (i'm not sure how this is calculated, must be some % lower and higher than the average trading price)...

Then when you go to the Grand Exchange you have 3 slots (might be more for paid members idk, i didnt pay).  In each slot you can buy or sell an item.  When you sell an item you can sell "X" amount of the item at "X" coins (within item price range) per item.  Similarly, when you buy you set it to buy "X" amount of an item and then you set your max price for that item and it will buy any items available in the market at the time at your max price or below (you always pay lowest possible price from available items)...

A few other points:
-No one sees what items are in the "exchange" (market) at the time, so you can just put an order in and wait for it to fill or cancel it
-when you put an item for sale or put in an order for an item, you must provide the item/money up front and then it goes into the exchange and you can only get it out if you cancel your order

this way, as opposed to having some set value would ensure that you wouldnt be selling pillars for like 1000 but would allow for ultra-rare cards (like nymphs and marks) to attain really high prices if they kept getting traded at max price...
Title: Re: Player Bazar - buy cards from other players
Post by: thekillergame on June 29, 2010, 08:13:07 pm
On the Grand Exchange each item has a min and max trading price (i'm not sure how this is calculated, must be some % lower and higher than the average
if more poeple want the item than people who are selling the item, the price increase and turned around
Title: Re: Player Bazar - buy cards from other players
Post by: Ashebrethafe on June 30, 2010, 01:48:31 am
Well, to shoot into the top50, I'd put a stupid card like a skeleton up for bidding, and when the time came, I'd bid wayyy excessive amounts of electrum from an alt.  Then, using this electrum, my main could start grinding with relative ease, and have easy perfect records.
Two alts, if it was a proxy auction (the type used on eBay). Which means you'd need two accounts with excessive amounts of electrum. Would that still be easier than getting into the top50 without using such a trick?

If implemented like kills said with some sort of max/min i think this could work very well (just dont know how hard it'd be on the game mechanics)...Runescape has a really good system similar to this called the "Grand Exchange"

On the Grand Exchange each item has a min and max trading price (i'm not sure how this is calculated, must be some % lower and higher than the average trading price)...

Then when you go to the Grand Exchange you have 3 slots (might be more for paid members idk, i didnt pay).  In each slot you can buy or sell an item.  When you sell an item you can sell "X" amount of the item at "X" coins (within item price range) per item.  Similarly, when you buy you set it to buy "X" amount of an item and then you set your max price for that item and it will buy any items available in the market at the time at your max price or below (you always pay lowest possible price from available items)...

A few other points:
-No one sees what items are in the "exchange" (market) at the time, so you can just put an order in and wait for it to fill or cancel it
-when you put an item for sale or put in an order for an item, you must provide the item/money up front and then it goes into the exchange and you can only get it out if you cancel your order

this way, as opposed to having some set value would ensure that you wouldnt be selling pillars for like 1000 but would allow for ultra-rare cards (like nymphs and marks) to attain really high prices if they kept getting traded at max price...
Hmm... maybe we wouldn't need to give players direct control over prices. Instead, the bazaar could adjust cards' ranks, based on the proportion of buyers to sellers. (The proportion would be doubled for rares, since they'd otherwise max out at 50% buyers -- every copy sold by one player is bought by another -- rather than 100% buyers.) So if players were selling Purify, but nobody was buying it, then the bazaar would start buying Purify for 10 electrum and selling it for 15; if it still didn't sell, it would become as cheap as a skeleton. On the other hand, if nobody wanted to sell an Otyugh for 40 electrum, the bazaar would start offering 53 and charging 78; if that still wasn't enough, it would offer 68 and charge 100.
Title: Re: Player Bazar - buy cards from other players
Post by: teffy on June 30, 2010, 02:22:24 am
What´s the point of trading common cards between players ? Fixed prices have an advantage, compared to variable prices.



See, that the number of players which desires Purify becomes small, compared to the number of players, which get Purify in their spins. (If a constant, or slightly increasing number of new gamers enters the game.) -> decreasing prices.

If 2 different markets existed for Purify, the difference of the prices would get close to 0, because of arbitrage transactions.(-> Almost useless to have 2 markets)

If only a player market exists, the prices go to the allowed minimum- fast or slow. (->Noone has an advantage of this kind of market, people probably sell more cards, than buying them.)

In addition, the game would become unfair, if only a player market for common cards  existed, because you could get new common cards only this way and the price would be very high, when the card is introduced.

Conclusion: player market useless for common cards, we could discuss this for rares, but I´m against it.

P.S.

No complicated market mechanism please, this is not an economical game. Our trading system is simple and effective now and makes no problems, when new cards are introduced.
Title: Re: Player Bazar - buy cards from other players
Post by: Ashebrethafe on July 02, 2010, 10:04:02 pm
See, that the number of players which desires Purify becomes small, compared to the number of players, which get Purify in their spins. (If a constant, or slightly increasing number of new gamers enters the game.) -> decreasing prices.
But would this decrease the demand for Purify more than for other cards?
If 2 different markets existed for Purify, the difference of the prices would get close to 0, because of arbitrage transactions.(-> Almost useless to have 2 markets)
I'm not saying there should be 2 markets for Purify. I'm saying that if nobody wants to buy Purify, the bazaar we have now should charge less for it (and if nobody wants to sell a particular common card, the bazaar should charge more). Buy and sell prices would change together, so that buy price minus quantum cost remains 50% higher than sell price minus quantum cost (this is true of the current prices).
If only a player market exists, the prices go to the allowed minimum- fast or slow. (->Noone has an advantage of this kind of market, people probably sell more cards, than buying them.)

In addition, the game would become unfair, if only a player market for common cards  existed, because you could get new common cards only this way and the price would be very high, when the card is introduced.
I was never saying that only a player market should exist, and was trying to avoid a system that would cause such price wars (hence sellers being selected at random). There is no reason new commons would need to be expensive, under my last system -- they would quickly become prime candidates for a price increase, but they could start at a base price of zero (buy/sell price both equal to quantum cost) to compensate for this.
Conclusion: player market useless for common cards, we could discuss this for rares, but I´m against it.

P.S.

No complicated market mechanism please, this is not an economical game. Our trading system is simple and effective now and makes no problems, when new cards are introduced.
The power level of a card doesn't stay constant as new cards are introduced-- it increases with each new card that supports it, and decreases with each new card that counters it. Unchanging prices restrict the selection of new cards, which need to put each old card into the tier indicated by its price, or to keep it there.

For that matter, we don't really need the tiers at all -- and some of the complication of my mechanism was due to my trying to maintain them. The price changes could be minimal, and subtraction could replace division: the common card for which net purchases (purchases minus sales) was highest would cost 3 more electrum to buy and bring 2 more when sold; the common card for which it was lowest would cost 3 less and bring 2 less, unless its buy and sell prices were equal. (Or if you don't want to keep track of a variable with no maximum or minimum value, reset it to zero and raise the prices by 3 and 2 whenever it hits some value X, and reset it and lower the prices by 3 and 2 whenever it hits -X -- although that removes the limit on how fast a card's price can rise or fall.)

The same system could be used for the rares -- except that it would take fewer purchases to raise the price, since they can't have more purchases than sales.
Title: Re: Player Bazar - buy cards from other players
Post by: Lluis83 on July 02, 2010, 11:21:27 pm
Well, to shoot into the top50, I'd put a stupid card like a skeleton up for bidding, and when the time came, I'd bid wayyy excessive amounts of electrum from an alt.  Then, using this electrum, my main could start grinding with relative ease, and have easy perfect records.


I don't think it will work to have two accounts, because the hard times in the game are when you start  playing, on the other side  when you have a fully upgraded deck is easy to grind, but not with another account, and if a player gains electrum in one account to buy cards from other, the time he has spent to have this electrum, also can be spent on the original account. The only problem is people  leaving the game and don't mind about his cards and wants to give all to a friend, like happened in another games like Hattrick, when one let the game and buy a friend's player for a value out of market prizes.


Edited: grammar


Title: Re: Player Bazar - buy cards from other players
Post by: tinkady on July 02, 2010, 11:57:07 pm
i think something like the Runescape grand exchange would be good, where people can offer cards at prices within a certain range. (i think its plus or minus 5% of the market price, could be different for elements).
selling at a low price means it'll be more likely to sell quickly, high means you get more profit if somebody cant buy it low and goes high. a bunch of transactions at a low price means that the card's market price goes down, one at a high price means it goes up. the thing is there'd have to be very strict limits to how high or low certain cards could go.
for example:
no more than 150 or less than 10 for an unupped non-rare, no less than 2 or more than 15 for an unupped pillar, no less than 100 or more than 1000 for an unupped rare, plus 1500 for the ranges of upped cards.  then cards would be valued on how often they were used, not values given by Zanz.
Title: Re: Player Bazar - buy cards from other players
Post by: teffy on July 03, 2010, 01:12:28 am
@Ashebrethafe
My big point against Player markets is:

Every player needs max 12 cards of one kind (e.g. 12 Purifys)
The time will come, when most people have the Purifys (or other cards), they need
-> useless player market for common cards, because almost noone wants to buy cards, and everyone wants to sell the common cards they get in spins.
Title: Re: Player Bazar - buy cards from other players
Post by: Anothebrother on July 03, 2010, 01:30:05 am
does this actually have a chance of happening SG or are you just teasing us?
Title: Re: Player Bazar - buy cards from other players
Post by: Zac33333 on July 03, 2010, 01:54:01 am
Maybe -- I posted a link to my suggestion. If she is teasing us, im not :)
Title: Re: Player Bazar - buy cards from other players
Post by: Anothebrother on July 04, 2010, 08:45:20 pm
Maybe -- I posted a link to my suggestion. If she is teasing us, im not :)
zanz doesnt read suggestions...and you have no pull... so, that's why i'm asking SG, not you ;)
Title: Re: Player Bazar - buy cards from other players
Post by: shinyarceus4 on October 31, 2010, 09:36:41 pm
Sounds like a really good idea. The only problem is real-world trading, which is very bad and can make Elements lose money. Either way, it sound like a good idea!   :light :entropy :fire :gravity :earth :time :life :aether :air :water :death :darkness
Title: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: OdinVanguard on June 12, 2012, 08:16:22 pm
Card trading will probably never be seen in elements.
-Its too hard to prevent abuse
-The general consensus seems to be that the majority community doesn't want it
-Zanz has flat out said no (probably several times)

After selling off an excess Owl's Eye (for about the twentieth time now) obtained from my daily grinding of level 3 AI, I thought:
It would be nice to have a way to recycle massive overflowing numbers of the same rare card for something more useful.
To that end my idea is this:
-Put in an option (or daily quest series) that allows a player to take a set of six excess rares or relics and exchange them for one random new rare card.
E.g. if you have 6 relics or 12 or more of a given rare card, you can exchange 6 of that card type to get a spin for a new rare card.
To keep rares "rare" this should probably be limited to once or maybe a few times per day, or even week.
This will give players who have already bought all the upgrades they need, something more useful to do with their rares rather than just sell them for extra electrum.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Silver on June 12, 2012, 11:43:18 pm
I think the relic discussion is pretty much closed, but would be cool to sacrifice rares to the oracle, though.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 13, 2012, 12:26:13 am
with once per day limit i like this idea. without it just means to people with 6 of a rare trade farm forevor to produce all of the rares.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: OdinVanguard on June 13, 2012, 02:30:41 am
with once per day limit i like this idea. without it just means to people with 6 of a rare trade farm forevor to produce all of the rares.
Thats what I was thinking too. Once a day would be good though, I think. I like Silver's idea of having it be like making an offering or sacrifice to the Oracle.
At a cost of six rares per spin, I would imagine that the average player wouldn't amass more rares than could be sacrificed in a day. Unless they were doing a LOT of grinding or got particularly lucky.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 13, 2012, 02:32:37 am
i was more talking about farming abuse with this idea. once a day limit stops players from doing this 100 times by farming the same rare off an alt account.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Aneninen on June 13, 2012, 07:46:40 am
It seems to be a good idea; one exchange per day is okay.

Did you suggest that in an exchange a random rare card was won but, with a 100% winning rate? Because, noone would appreciate an opportunity where one loses 6 rares for a chance of winning, I suppose.

Should the possible rares include Nymphs and Marks too (with a really low chance of course)? - If not, perhaps there should be a chance for winning an upgraded rare (even if you exchanged unupgraded cards). Alternatively, only exchanging upgraded rares give you a chance for Nymphs and Marks? Other opinions about this?

Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Pineapple on June 13, 2012, 08:00:34 am
It seems to be a good idea; one exchange per day is okay.

Did you suggest that in an exchange a random rare card was won but, with a 100% winning rate? Because, noone would appreciate an opportunity where one loses 6 rares for a chance of winning, I suppose.

Should the possible rares include Nymphs and Marks too (with a really low chance of course)? - If not, perhaps there should be a chance for winning an upgraded rare (even if you exchanged unupgraded cards). Alternatively, only exchanging upgraded rares give you a chance for Nymphs and Marks? Other opinions about this?



No one wants to lose 6 rares for only 800 electrum either :/

About nymphs/marks, ultra-rares should stay ultra-rare.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: OdinVanguard on June 13, 2012, 05:16:50 pm
It seems to be a good idea; one exchange per day is okay.

Did you suggest that in an exchange a random rare card was won but, with a 100% winning rate? Because, noone would appreciate an opportunity where one loses 6 rares for a chance of winning, I suppose.

Should the possible rares include Nymphs and Marks too (with a really low chance of course)? - If not, perhaps there should be a chance for winning an upgraded rare (even if you exchanged unupgraded cards). Alternatively, only exchanging upgraded rares give you a chance for Nymphs and Marks? Other opinions about this?



No one wants to lose 6 rares for only 800 electrum either :/

About nymphs/marks, ultra-rares should stay ultra-rare.
Yes, obviously it should be a guaranteed win rate for a new rare.
I also agree, the level of rarity on various rares should be maintained.
Its ultimately up to Zanz, but I think that at the very least you should only be able to get an ultra-rare if you sacrifice ultra-rares. E.g. to get a new nymph you would have to sacrifice 6 nymphs... or just leave nymphs and marks out altogether. (There should be some incentive to visit oracle daily and play in tournaments after all)
I mainly just want a way to, for instance, to trade in the bunch of owl's eyes I seem to get ad-nauseum for say, a chance at a new pulverizer, or maybe even a shard.
As for getting upgraded cards, I would think that if you sacrifice 6 upped cards your spin should give an upped rare. If you sacrifice unupped cards, you get an unupped rare.
A feature like this will be more important as more rares get added to the game.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 13, 2012, 05:45:57 pm
as almost always i agree with odin. who has 6 nymphs of a kind anyway? if this was added, i would totally sac 6 of my 20 sods.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Keovar on June 19, 2012, 04:26:29 am
What about starting off with one of each weapon in a pool, and a player trades two rares into the pool in order to get one random rare out?  For example, if you had a 13th Pharaoh and 13th Druidic Staff, you could drop those in and randomly pull out a Discord.  Later another player might drop in an Owl's Eye and Miracle, and pull out the Pharaoh. 
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: ZephyrPhantom on June 19, 2012, 04:37:54 am
What about starting off with one of each weapon in a pool, and a player trades two rares into the pool in order to get one random rare out?  For example, if you had a 13th Pharaoh and 13th Druidic Staff, you could drop those in and randomly pull out a Discord.  Later another player might drop in an Owl's Eye and Miracle, and pull out the Pharaoh.
This is actually a nice way to subvert the exploit of alt accounting, assuming enough people drop rares in. I like it. :)
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 19, 2012, 07:02:53 am
but that means that half the time you would trade in 2 not rare rares and get out the same one. the pool would never give you the cards you want because chances are those are the ones everyone wants.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Annele on June 19, 2012, 09:13:30 am
I like the idea of trading a set of 6 for a special spin. One idea: set of upgraded gives you upgraded spin. I also don't mind the idea of nymphs (but not marks) being on the spin, but with oracle chances (ie if a nymph is picked, there is a 50% chance it is rechosen).
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 19, 2012, 05:23:56 pm
no nymphs on spin. ultra rares stay ultra rare.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: rickerd on June 20, 2012, 03:39:37 pm
I don't think people who got 12 of one rare card really are gonna do this and have a big chance to get another card they allready have

I just sell anything i got more than 6 of
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Annele on June 20, 2012, 07:26:05 pm
I don't think people who got 12 of one rare card really are gonna do this and have a big chance to get another card they allready have

I just sell anything i got more than 6 of

That's why I suggest putting nymphs on the spin. Bad odds, but the chance still there. Maybe only once a week as well?
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: rickerd on June 21, 2012, 06:37:15 am
I don't think people who got 12 of one rare card really are gonna do this and have a big chance to get another card they allready have

I just sell anything i got more than 6 of

That's why I suggest putting nymphs on the spin. Bad odds, but the chance still there. Maybe only once a week as well?
You know, I think it would be more fun to just be able to get them from oracle only
I know there will be much players who got like 50 copies of each rares (it would make getting a nymph more easily)
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Annele on June 21, 2012, 06:45:11 am
I mean have it as a Special Spin, the spins you get after winning some games in a row in the arena. This way you have a small chance of having a nymph on the first reel, a smaller chance of having the same nymph on the second, and a VERY small chance of having the same nymph on the third. And then you have to actually spin three.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: esran on June 21, 2012, 03:06:55 pm
no. i want this idea to happen, and it has to not include nymphs.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: ZephyrPhantom on June 21, 2012, 06:58:31 pm
no. i want this idea to happen, and it has to not include nymphs.
Very few players would even drop nymphs into in the pool in the first place, given how hard it is to get 6> copies of any Nymph.
Title: Re: Rare Card Overflow Recycling - Alternative To Card Trading
Post by: Aroodwen on June 23, 2012, 06:32:20 am
I like this idea I am constintly selling away pharos and artic squids while trying to get the other rares.
Title: Trading?
Post by: furballdn on August 22, 2012, 01:26:59 am
(http://sadpanda.us/images/1163435-KDR3C0H.jpg)

Basics:
Nymphs cannot be traded.
Marks cannot be traded.

Meant to act as an upped trade with upped field. Allows for more cooperativeness TCG feel as well as help cut down a bit on grinding (Got 7 SNs? Trade one of them for some card you don't have!). Splurged 45k on a bad deck? Trade some cards away and don't lose much!

Should unupped cards be allowed?
If unupped cards are allowed, the unupped rare weapons should be banned from trading (prevents level 7 abuse quest). Not sure about upped weapons or squid/miracle/pharaoh

Are shards allowed to be traded?
I'd say yes. For shards, you have to at least sort of work for them. You can't pick them out of a quest or from the oracle.
Title: Re: Trading?
Post by: AnonymousRevival on August 22, 2012, 01:37:15 am
Perhaps you could trade multiple cards for one. Say some commons for a shard or weapon.

Also, you can type in the amount of :electrum you want to trade for that card.
Title: Re: Trading?
Post by: furballdn on August 22, 2012, 01:40:45 am
When thinking of this concept I tried to make it so that it can't really be abused.

Trading multiple cards: One person can just spin a bunch of free cards from oracle on alts, then trade all of those cards for a single random pillar.

Type in :electrum: Good idea, worried about this being abused, but I can't really think how it can be abused too badly, sort of like This (http://elementscommunity.org/forum/index.php/topic,42454.0.html)

It'd be nice if both concepts can be implemented without much abuse though.
Title: Re: Trading?
Post by: blahs15 on August 22, 2012, 01:42:53 am
But I've already worked so hard for all my upped cards :'(

I feel that if rares were ever tradable, it could still be abused a lot because it's not very hard to give the rares to someone else so that they have a set of 6, then let that person farm for even more of the rares.  Same with shards.

I might like the idea of trading upped non-rares for other upped non-rares.
And no buying cards from others for :electrum.  It has to be 1 upped card for another.
buying cards for :electrum would just fill up the chats will spammers trying to get a good deal.

Chat crowding is definitely something to consider.

Edit: I just thought of another problem/comment.  Most people tend to upgrade the same cards, like Supernova.  So having 7 SNs from FGs would usually still make the player just sell the 7th card.  So it wouldn't be very good for the completionist who is only trying to get the upped cards he can't already win.  Nobody is really going to have a 7th say... antlion.. if i wanted one. ('cept i have 6 already, and they're awesome)
Title: Re: Trading?
Post by: AnonymousRevival on August 22, 2012, 01:44:25 am
When thinking of this concept I tried to make it so that it can't really be abused.

Trading multiple cards: One person can just spin a bunch of free cards from oracle on alts, then trade all of those cards for a single random pillar.

Type in :electrum: Good idea, worried about this being abused, but I can't really think how it can be abused too badly, sort of like This (http://elementscommunity.org/forum/index.php/topic,42454.0.html)

It'd be nice if both concepts can be implemented without much abuse though.

So like you give the person a code to give them electrum instead of trading it with them directly?
Title: Re: Trading?
Post by: Devas on August 22, 2012, 01:45:08 am
I'd rather have Zanz&co spend their time on other things.
This system has too many limits to be fun, the only way I see myself benefit is trading out the usual worthless upped AI4/FG/Arena reward for something I could use, but most people (I think?) already have all the cards they need for their decks.

That said, I wouldn't mind seeing this implemented  ;D

also this:
http://elementscommunity.org/forum/index.php/topic,52.0.html
Title: Re: Trading?
Post by: furballdn on August 22, 2012, 01:46:16 am
But I've already worked so hard for all my upped cards :'(
lol yeah well. I shouldn't have sold all my spare supernovas :P
I feel that if rares were ever tradable, it could still be abused a lot because it's not very hard to give the rares to someone else so that they have a set of 6, then let that person farm for even more of the rares.  Same with shards.
It's better than just straight up letting them farm rares off of you though. I know what you're saying, but I feel that a trade (+1,-1) is still better than farming (+1,-0)
I might like the idea of trading upped non-rares for other upped non-rares.What I intended for it to be
And no buying cards from others for electrum.  It has to be 1 upped card for another.
buying cards for electrum would just fill up the chats will spammers trying to get a good deal.

Chat crowding is definitely something to consider.
Having a lobby or open chat (whether it be a seperate room in EtG forums chat or one of those kong chats) would make more excitement. I personally think it'd add to the fun and encourage more players if there were auctions for cards or things.
Title: Re: Trading?
Post by: blahs15 on August 22, 2012, 01:50:08 am
Chat crowding is definitely something to consider.
Having a lobby or open chat (whether it be a seperate room in EtG forums chat or one of those kong chats) would make more excitement. I personally think it'd add to the fun and encourage more players if there were auctions for cards or things.

Oh, actually, having a separate chat would be really great.  Since a lot of people don't chat at all, it encourages more participation.
Title: Re: Trading?
Post by: dragonsdemesne on August 22, 2012, 01:53:04 am
I'd love to be able to trade, but I've never been able to come up with a way to trade that I couldn't abuse, so I've never suggested a method.  Your way is hard (but not impossible) to abuse, although that is in large part because you've limited most of the things people want to trade for.  I mean, I'd love to be able to trade a player starting out a dozen or two upped cards and 10k electrum to get them started for that nymph they just spun, but if that's possible, then so is creating 1000 alts and trading all the nymphs to your main account.

Of course, that's not at all what you've suggested; your trades are 1:1 and exclude the more difficult to obtain cards.  The most abusive thing you can do with your method is to trade upped cards you have extra of and would normally sell for ~1100 electrum to get ones you would need to spend 1500 electrum to upgrade.  Unfortunately, that's also the only thing you can really do with it.

I think your system would work a lot better if we had more rarities of cards besides 'bazaar buyable', 'rare', and 'nymph/mark', especially rarities that took considerable skill to obtain, rather than 'oh look, the fat man was nice to me today'.  For instance, with that trials project Zanz had been talking about, if you won certain cards obtainable only in that manner, a skilled player could obtain those and trade them away to others who are either too lazy to get them, too unskilled to earn them, or weren't able to get the ones they wanted.  (the equivalent of winning 10 morning glories and all the other rares in the reels but no titans when you really want to play gravity, for instance)
Title: Re: Trading?
Post by: furballdn on August 22, 2012, 02:02:31 am
I'd love to be able to trade, but I've never been able to come up with a way to trade that I couldn't abuse, so I've never suggested a method.  Your way is hard (but not impossible) to abuse, although that is in large part because you've limited most of the things people want to trade for.  I mean, I'd love to be able to trade a player starting out a dozen or two upped cards and 10k electrum to get them started for that nymph they just spun, but if that's possible, then so is creating 1000 alts and trading all the nymphs to your main account.
What you stated above is great, and if possible, I'd love to see it happen as well. Problem is, like you said, too easily abused
Of course, that's not at all what you've suggested; your trades are 1:1 and exclude the more difficult to obtain cards.  The most abusive thing you can do with your method is to trade upped cards you have extra of and would normally sell for ~1100 electrum to get ones you would need to spend 1500 electrum to upgrade.  Unfortunately, that's also the only thing you can really do with it.
Yeah, to try and mitigate abuses, I had to stick with something like that. Is it much? Not really, merely around a 400 electrum profit, but it's more of the feeling of "MMO" that it gives because it allows for more actions between players
I think your system would work a lot better if we had more rarities of cards besides 'bazaar buyable', 'rare', and 'nymph/mark', especially rarities that took considerable skill to obtain, rather than 'oh look, the fat man was nice to me today'.  For instance, with that trials project Zanz had been talking about, if you won certain cards obtainable only in that manner, a skilled player could obtain those and trade them away to others who are either too lazy to get them, too unskilled to earn them, or weren't able to get the ones they wanted.  (the equivalent of winning 10 morning glories and all the other rares in the reels but no titans when you really want to play gravity, for instance)
Of course. There's really not much point in trading when there are only "You can buy this" "You can't buy this" "You are super lucky" as rarity levels. Perhaps with a bigger card base, more rarity levels, booster packs, or unique cards the system would be much better.
Title: Re: Trading?
Post by: Devas on August 22, 2012, 02:03:48 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.
Title: Re: Trading?
Post by: AnonymousRevival on August 22, 2012, 02:05:40 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.
Title: Re: Trading?
Post by: Devas on August 22, 2012, 02:07:16 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.
Was I really that bad at getting my point across? :(

I meant being able to trade a nymph for a nymph, a rare weapon for a rare weapon...
Title: Re: Trading?
Post by: CuCN on August 22, 2012, 02:08:04 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.

No, because you would have to give a nymph to your alt in exchange.
Title: Re: Trading?
Post by: AnonymousRevival on August 22, 2012, 02:10:32 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

O sorry.....'an other' and 'another' make a huge difference in this context. Apologies for that. Well, I guess that could work.
Title: Re: Trading?
Post by: furballdn on August 22, 2012, 02:12:29 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.
Was I really that bad at getting my point across? :(

I meant being able to trade a nymph for a nymph, a rare weapon for a rare weapon...
That's actually a pretty good idea. Only slight problem I see with it is that not all nymphs are created equal and some are better than others (You'd much rather 6 nymphs of one element rather than 6 scattered nymphs), but I think it can solve the problem quite nicely.
Title: Re: Trading?
Post by: BumbleSting on August 22, 2012, 02:14:27 am
I think it would definitely work much better with the nymph for a nymph idea. And about how people will want to collect all of one element's nymph instead of scattered nymphs, isn't that what the trading would be for?
Title: Re: Trading?
Post by: AnonymousRevival on August 22, 2012, 02:16:34 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.
Was I really that bad at getting my point across? :(

I meant being able to trade a nymph for a nymph, a rare weapon for a rare weapon...
That's actually a pretty good idea. Only slight problem I see with it is that not all nymphs are created equal and some are better than others (You'd much rather 6 nymphs of one element rather than 6 scattered nymphs), but I think it can solve the problem quite nicely.

Actually, since the only reason why I wanted to play in the arena was to get new cards, I'd prefer scattered nymphs.
Title: Re: Trading?
Post by: OldTrees on August 22, 2012, 02:24:42 am
Trading keeps being suggested and keeps being proved subpar or counter to the game philosophy.

It cannot render rares common.
It cannot generate infinite  :electrum.
The bazaar is superior to the remains.
Title: Re: Trading?
Post by: furballdn on August 22, 2012, 02:29:39 am
Trading keeps being suggested and keeps being proved subpar or counter to the game philosophy.
What is the game's philosophy exactly? In a CCG, shouldn't playing with others be one half of the game and collecting/trading be the other half?

It cannot render rares common.
Make it so that only rares can be traded for rares. Still the same number of rares in circulation.
It cannot generate infinite  :electrum.
I cannot really see a way to generate infinite electrum if it is just the 1 card <-> 1 card model.
The bazaar is superior to the remains.
The bazaar cannot produce rares/upgraded cards. If someone upped a card they regret, they can only keep it or sell it for a -500 :electrum penalty. By trading it for another upped card they want, it helps mitigate that loss.

Here is also a great suggestion:
Have some cards labeled "not tradable". They will be identical to all other cards in terms of gameplay, but you cannot trade them. What is "not tradeable"? All the cards of the starter deck. The rare weapon received for finishing all the quests. Anything received from the oracle.
Title: Re: Trading?
Post by: OldTrees on August 22, 2012, 02:42:40 am
Trading keeps being suggested and keeps being proved subpar or counter to the game philosophy.
What is the game's philosophy exactly? In a CCG, shouldn't playing with others be one half of the game and collecting/trading be the other half?

It cannot render rares common.
Make it so that only rares can be traded for rares. Still the same number of rares in circulation.
It cannot generate infinite  :electrum.
I cannot really see a way to generate infinite electrum if it is just the 1 card <-> 1 card model.
The bazaar is superior to the remains.
The bazaar cannot produce rares/upgraded cards. If someone upped a card they regret, they can only keep it or sell it for a -500 :electrum penalty. By trading it for another upped card they want, it helps mitigate that loss.
The philosophy comment was in reference to the making rares common. (PS: trading is part of TCGs not inherently part of CCGs)
The infinite  :electrum was not in reference to this specific example but rather for completeness.
There needs to be a point to have more than 1 deck's worth of upgrades. Trading upgraded cards would subvert this.

Trading rares for rares might be beneficial but would not need two person trading. (You could add trading rares with the bazaar)
Title: Re: Trading?
Post by: blahs15 on August 22, 2012, 03:07:31 am
Suggestion to improve your idea: being able to trade a nymph for an other, the same goes for weapons and mark cards.

Create alts, gets nymphs, trade it with your main account for some pillar.
Was I really that bad at getting my point across? :(

I meant being able to trade a nymph for a nymph, a rare weapon for a rare weapon...
That's actually a pretty good idea. Only slight problem I see with it is that not all nymphs are created equal and some are better than others (You'd much rather 6 nymphs of one element rather than 6 scattered nymphs), but I think it can solve the problem quite nicely.

Another problem with this is that since I already have 18 nymphs, I could still make tons and tons of alts to get the nymphs I want.  Then when I want to switch to another nymph, I just track down the accounts with that nymph, and switch it again temporarily.  It may take time, and a lot of account tracking and oracle getting.  But for people who have everything else already... It's probably worth it.
Title: Re: Trading?
Post by: OdinVanguard on August 22, 2012, 05:39:50 pm
I really like the idea of adding in :electrum , but there needs to some limit / regulation / safeguard to prevent abuse.

The problem with putting in electrum trading (particularly if no upped card to card is required as well) is that people can abuse it to sell electrum for real money. That can open up a really big Can 'O Worms.
(see comment I made in http://elementscommunity.org/forum/index.php/topic,42454.0.html ). 

As for trading upped cards for upped cards. That shouldn't be a problem.

What would be interesting, is to allow it to extend to shards and nymphs, but only allow them to be traded for other shards / nymphs.
E.g. shard for shard and nymph for nymph.

Along the same vein, this should probably extend to all rares. I.e. a rare card can only be traded for another rare card of the same "rarity"
-Levels:
0) Commons - buyable in Bazar
1) Grindables - Weapons, Miracle, Pharaoh, etc. (can be won off of elders and HB)
2a) Nymphs
2b) Shards
3) Foils (if any more get put in)

Trading of rares could even be extended to non-upped... not sure if thats good idea or not though.

That way, rare cards could be traded, but would stay rare (in terms of number in circulation)
Title: Re: Trading?
Post by: teffy on August 22, 2012, 08:40:43 pm
I see suggestions, how trading could work and reasons why trading seems to be bad. I also don´t like trading in Elements.
 A question I still have is : "Why should we have trading? What would be the benefits for the community ?"

I try to guess:

Nymphs: When you are allowed to trade nymphs, you need to own less nymphs to be able to build all decks with nymphs. With "perfect trading", you would need the maximum of nymphs needed in a deck, which is probably around 6 (although I built some with more) .

From my understanding of the game: There shall be decks which player X will NEVER build and the nymphs you own shall make your account unique, and the decks you can create. Then it´s harder to copy-paste decks.

[...] My goal is to have people actually creating their very own deck instead of everyone playing with the very same deck. That means that there is a price to pay: the chance that you will never get to have a specific card -ever- because it simply is too rare.[...]


Similar for rares : Why own them, when rares are handed around ? Ideally, you need around 9 rares (guessed number) to build all decks.
 You also get a full collection of rares much easier (around 40% faster from arena special spins) . Some numbers:

1.000.000 tests each.
Full set of 6 unupped weapons:Now:
average 126 tries
Variance: 746
Trading
72 tries
43% less
Full set of 6 unupped non-shardsNow:
average 164 tries
Variance: 890
Trading
90 tries
45% less.
Full set of 6 unupped raresNow:
321
Variance: 2944
Trading:
162
49,5% less.
Full set of 12 raresNow:
528 tries
Variance: 4901
Trading:
324
38,6% less
12 nymphsNow:
37 tries (or 37 oracle spins to win them all).
Variance: 206
Trading:
12
67,6% less



Trading Upgrades: Well, you also need less upgrades to be able to build decks. My opinion is, that you should think about your upgrades and not be able to change them without penalty.
Title: Re: Trading?
Post by: OdinVanguard on August 23, 2012, 11:01:33 pm
Teffy has some good points,
1)there is a good reason to ensure that each account can be "unique". E.g. by what ultra rares it manages to acrue.
-Note though, that trading would not necessarily negate this. If a particular card is sufficiently rare, it will take much more work to find others who have the one you are looking for. In fact, trading would help keep rare cards rare since it would alleviate some of the need for farm decks.
Also, since a player is "trading" they get a new card, but they also loose one in the process. So if, for instance, nymphs can only trade for other nymphs, accounts should stay relatively unique. The number of nymphs they own would not change.
Lastly, this would promote more player to player interaction, since in order to trade for a card you need, you have to find someone that has one. More social interaction would be good in my opinion.

From my understanding of the game: There shall be decks which player X will NEVER build and the nymphs you own shall make your account unique, and the decks you can create. Then it´s harder to copy-paste decks.

[...] My goal is to have people actually creating their very own deck instead of everyone playing with the very same deck. That means that there is a price to pay: the chance that you will never get to have a specific card -ever- because it simply is too rare.[...]
The best way to keep a very rare card very rare is to make it so players have a very small chance to see it. If a card is extremely rare, then it will be very hard to find another player that has one, just as it is very hard to find one to begin with. Moreover, to get ahold of said card, you would need to offer something of equal value in exchange... another "very rare" card.


2)A player should not be able to change upgraded cards without penalty.
-I agree with this... I think a solution here would be to have a "trade tax" on upgraded cards (maybe a few hundred :electrum ). For that matter, a smaller tax could be put on unupped rares if those can be traded as well. This would help with point number 1 as well.

3) Last but not least
A question I still have is : "Why should we have trading? What would be the benefits for the community ?"
If trading were put in place, the probability for winning shards in arenas could be brought down and they could be set to relics for pvp matches. This would help make them become "rare" once again and would also be another solution to the farm deck problem. It would cut out using farm decks for shards but would do it in a manner that would not leave players screaming about not being able to get to try out cool cards.
If implemented well, the goal of trading would be to help players get a few cards they need to make a really awesome deck, in exchange for a few they have that just don't fit. Trading would allow a player to flesh out a deck strategy. As long as the frequency of rare cards in the total card pool is fairly even, this should avoid the problems of every player making one or two highly popular decks since the cards to compose them would also be in high demand, and thus difficult to trade for.
Lastly, trading rewards players for interacting with other players. It would give players a reason to join pvp and actually TALK to the other player and not just leave when they realize they haven't found a farm deck... and who knows, maybe those of us who click pvp to play against a human opponent will get to do so.
blarg: