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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg600#msg600
« on: December 15, 2009, 10:09:29 pm »

first thread said:
Quote
all starter deck cards should be made untradeable, as should the first rare that you get at 500 points
If it's like that this would be no problem.

Offline ffun

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg601#msg601
« Reply #1 on: December 15, 2009, 10:09:29 pm »

One problem I see from this is people creating multiple accounts, playing until the 500 rare quest and trading the rares gained to their main account - it would take a while, but it would be an "easy" way to have 6x lobos, tridents, etc. If trade is implemented one day, make the rares won in that quest untradable.

JTWood

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg602#msg602
« Reply #2 on: December 15, 2009, 10:09:29 pm »

I think the lack of trading is what makes this game good, and trading in any manner would be exploited to the end of the game.

Klingzog

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg603#msg603
« Reply #3 on: December 15, 2009, 10:09:29 pm »

Perhaps to prevent abuse, the receiving player must pay half of the card's cost? That way it makes it viable to trade cards, because they're not paying full price, but it also stops people trading lots of rares for skeletons.

Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg604#msg604
« Reply #4 on: December 15, 2009, 10:09:29 pm »

Perhaps to prevent abuse, the receiving player must pay half of the card's cost? That way it makes it viable to trade cards, because they're not paying full price, but it also stops people trading lots of rares for skeletons.
How about what they do for [whisper] pokemon [/pokemon] -- you put up a card for trade with a list of card(s) that you would be willing to have in return. When one of those cards come up for trade, it either automatically trades, or notifies you ang lets you know what card you would get if you accepted.

swuster

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg605#msg605
« Reply #5 on: December 15, 2009, 10:09:29 pm »

I know this would be difficult to implement but I would love to have a trading feature between players.  I'd love to unload some of my rares and improve my deck at the same time.

To prevent abuse, though, if this ever goes through, all starter deck cards should be made untradeable, as should the first rare that you get at 500 points, so that players cant just build a super-deck by trading with themselves and selling/using the cards.

Lesp

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg773#msg773
« Reply #6 on: December 15, 2009, 10:09:30 pm »

You could still abuse the starting deck somewhat by selling some of its contents, buying different stuff, and trading that away for less than its value. You'd have to go a step further and prohibit the trade of cards that have been purchased in general. You'd probably also have to prohibit trading money for anything, so you can't sell from your starting deck, trade the money for a pillar and restart. (Unless you want to keep two seperate pools of money.)

oaky180

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg774#msg774
« Reply #7 on: December 15, 2009, 10:09:30 pm »

Keep it like it is for now, there is already almost no individualism in this game, why make it worse? We need more cards, not the ability to trade the few we got.

Pugmeister

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg775#msg775
« Reply #8 on: December 15, 2009, 10:09:30 pm »

Quote
Hadn't thought about that.  Perhaps we should only allow trades within a certain type?  I.E. Pillars can only be traded for pillars, basic cards for other basic cards, rares/upgraded cards for other rares/upgraded.  Could still be abused somewhat by trading, say, a Dragonfly for a Phase Dragon, but helps a little.
This is a good start, maybe add an one-trade-per-day feature and the exploit will dicrease.

swuster

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg776#msg776
« Reply #9 on: December 15, 2009, 10:09:30 pm »

Hadn't thought about that.  Perhaps we should only allow trades within a certain type?  I.E. Pillars can only be traded for pillars, basic cards for other basic cards, rares/upgraded cards for other rares/upgraded.  Could still be abused somewhat by trading, say, a Dragonfly for a Phase Dragon, but helps a little.

Optimally, we could track the money received by selling starter cards/rares and not allow cards purchased with THAT money to be traded, but that seems a little excessive and probably a headache to implement, not to mention explain to people.

swuster

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Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg777#msg777
« Reply #10 on: December 15, 2009, 10:09:30 pm »

I think the lack of trading is what makes this game good, and trading in any manner would be exploited to the end of the game.
How so?  The game is based of the typical TCGs anyway, so why not involve the trade factor?

I can't think of a way to abuse the system as long as the starting cards and starting rare are made untradable.

InkFox

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Re: Trade Cards https://elementscommunity.org/forum/index.php?topic=52.msg14406#msg14406
« Reply #11 on: December 26, 2009, 08:21:18 pm »
The InkFox presents: an Alternative! X)

okay, enable trading, but restrict it to one card for one card, and of the same type. Meaning an upgraded card can only be traded for an upgraded card, a rare for a rare and maybe separate the regulars into a 'common' and 'uncommon' based on price to split up the 100 costs and the 50 costs (maybe a third section for the really cheap ones and another for pillars. then again who would trade pillars? honestly?).

anyway, like the idea? dislike? and why.

 

blarg: