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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg31914#msg31914
« Reply #24 on: March 03, 2010, 03:26:18 pm »
Just to be clear, if a booster pack system were to be implemented, is everyone in favor of taking spins out of T50?  This would solve the problem that Zanz had with the current T50 system not being used as it was intended.

I don't like the idea of not using electrum to purchase boosters though.  I'm in favor of creating more incentive for PVP, but electrum is the currency in elements.  And I think that if you make boosters available only with PVP points then electrum will soon be obsoleted. 

assassim

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg31943#msg31943
« Reply #25 on: March 03, 2010, 04:38:58 pm »
Try using one of these systems for the booster packs

Quote
In collectible card games and collectible miniature wargames, a booster pack is a sealed package of cards or figurines, designed to add to a player's collection.

Booster packs generally contain a relatively small number of items (6–19 for cards; 3–8 for figurines), randomly assorted. Booster packs are the smaller, cheaper counterparts of starter packs, though many expansion sets are sold only in boosters. While booster packs are cheaper than starter packs, the price per item is typically higher.

Booster packs are generally priced to serve as good impulse purchases, with prices comparable to a comic book and somewhat lower than those of most magazines, paperback books, and other such items.

In many games, there is a fixed distribution based on rarity, while others use truly random assortments. When the distribution is based on rarity, booster packs usually contain one or two rares, depending on the game, while the remainder are of lesser rarity.
[edit]
Examples of booster pack sizes of different collectible games
Magic: The Gathering
15 cards per booster: 1 rare, 3 uncommons and 11 commons; Core Set boosters contain a basic land as one of the commons. Starting with the Shards of Alara expansion, boosters will contain 1 basic land, 10 commons, 3 uncommons and 1 card that can be either a rare or a mythic rare.
6 cards booster: 5 random cards which may be common, uncommon, rare, or mythic rare. Includes 1 basic land and either a card containing an explanation of a magic the gathering keyword (ie. first strike, chroma, hybrid mana symbols) or a token creature card.
Call of Cthulhu Collectible Card Game
11 cards per booster: 1 rare, 3 uncommons and 7 commons. Recently, the game switched to non-collectable expansion packs called Asylum Decks.
Lord of the Rings, The
11 cards per booster: 1 rare, 3 uncommons, 7 commons. There is a one in seven chance that a special foil card takes the place of the rare.
Duel Masters
10 cards per booster: guaranteed to contain rare cards, 2 is also possible in a booster. If a booster does contain 2, one will be rare while the other will be very rare, or super rare. In the Japanese version, there is only 5 cards per booster pack and there is no guarantee to have rare cards, however, it is possible to get holographic cards of any type.
Pokémon
Originally 11 cards per booster pack - 1 rare card, 3 uncommons, and 7 commons. With the release of the E-Series, it became 9 cards per booster - 5 commons, 2 uncommons, 1 reverse holo, and 1 rare. Became 10 cards after the release of Diamond and Pearl with 3 uncommons instead of 2.
Sonic X
Originally 11 cards per booster pack - 2 rare card, 3 uncommons, and 7 commons. If wins or loseds to go!
World of Warcraft
15 random cards - 10 commons, 3 uncommons, 1 rare or epic, and 1 hero card or loot card. Booster packs also have one UDE point card redeemable online. Boosters are available for all released card sets. Starting with March of the Legion, Booster packs will contain 19 random cards: 3 extra commons and 1 extra uncommon.
Yu-Gi-Oh!
Normal OCG booster pack: 5 cards per booster, not guaranteed to have rare cards.
Normal TCG booster pack: 9 cards per booster, 1 non-common card (can be rare, super rare, ultra rare, and in some cases, secret rare or ultimate rare) and 8 commons. From The Duelist Genesis onwards, the 100% guaranteed rare had NOT been substituted for a rarer card, rather instead replacing 1 of the common cards. In other words, there are still 9 cards in lucky packs: but with 7 commons, 1 rare, and 1 super, ultra, ultimate or secret rare.
Doctor Who - Battles in Time
Normally 9 cards per pack: 8 commons and 1 rare, with a 1 per 6 packs chance of a super-rare card, a 1 per 24 packs chance of an ultra-rare card, and a 1 per 1000 packs chance of the Golden Ticket.
Chaotic
Normally 9 cards, 2 rares (sometimes 1 super or ultra, then a rare) and an assortment of uncommons and commons.
Implamenting this system would require giving a rariety (1-100? photon being 1 nymph being 100, higher value = more rare) value to each card, but that can be done fairly quickly as well.

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32109#msg32109
« Reply #26 on: March 03, 2010, 07:54:58 pm »
+1 Karma to jmizzle for the awesome PvP reward booster pack idea :)

If Zanz can code it, then I'm in support of it. We could even tie in a few competitions to go with the launch of the system: Design a [Balanced] Booster Pack Expansion (that would be determining the cards that a certain booster can contain and their rarities), Design a Theme Deck (maybe we could make some complete unupgraded decks that could be sold for PvP points), and Random Theme Deck Tournaments (tournament organizers randomly assign a theme deck to each player for the round).

The booster pack sizes should be relatively small (5 cards, maybe?) so that the prices of a pack can be relatively low (obtainable after a few PvP matches). If the booster can be bought after just a few PvP matches, then rares would not be guaranteed in each pack, but if the booster needs a decent number of matches won to get, then having a guaranteed rare would be nice.

Having said that, it would be a lot of work to code and would also necessitate a tiered PvP system (separated by score), but it would do a lot of good for the future of the game (it would encourage more deck variety in PvP other than control-based Rainbows, for one).
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Offline cokeandaspirin

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32124#msg32124
« Reply #27 on: March 03, 2010, 08:38:32 pm »
i always said that i dont like the t50 farms cuz it takes away somehting from the game
i really enojoyed getting my rares from the different level of ai, and i did great, so i was against farms for some time.

but someone makes me realize, that pvp gets more interesting and competitive along the players hav the weapons. and PvPing i think is the most interesting part of the game. i just love it.

Also what zanz said in that post, is that the rare cards wont give an advantage on the guy who hav em but yes, modify the actual game mechanics, i think weapons are really an advantage in the deck u hav to know well which r u going to use.

Also , i would love to hav rares in the game again :( i nearly hav no reasons to keep farming mindlessly other from score, i cant expect to a nice card to appear that i dont hav:O

thats it

see u guys

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ScytherLoL

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32129#msg32129
« Reply #28 on: March 03, 2010, 08:49:16 pm »
Ok so I'm sorry for being a communist... lol

Maybe my idea doesn;t work at all and no T50 would want to be a part of it. I can understand that.

So how about rare farms then, personally I like the booster idea that has been put forward. This could be tied into a quest idea where you challenge T50 and get points for each win. You can then trade in those points for various boosters the number of points dictating the level of cards you could possibly get in your booster.

ie:
 500 points you get 4 cards likelyhood of a rare is 5%
 1000 points you get 4 cards likelyhood of a rare is 15%
 1500 points you get 4 cards likelyhood of a rare is 25%
 2000 points you get 4 cards likelyhood of a rare is 33%

with 2000 being the most you can trade in.

To do this you would have to get points per win on a T50 and they would be the same as your score you get.

Or something like this maybe.

No offence to T50 meant by my earlier post.

Thanks

Scyther

Wisemage

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32132#msg32132
« Reply #29 on: March 03, 2010, 08:57:23 pm »
I see you are trying to help but that just doesnt work.

The top 50a re just to easy, the points for packs would have to come from PvP only, but not until pvp servers worked right.

TheMadEvil

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32133#msg32133
« Reply #30 on: March 03, 2010, 08:59:12 pm »
I like the idea of having every card available to everyone, I've always been in favor of that. However, collectors still want their fix, so why not go the way many other CCGs have gone: Holos, Alt-Art, etc. The same cards Joe Blow can get by farming T50 or FGs, but when you win PvP Tourneys or special quests (rewarded only to a select few) or whatnot, you get a special version of an existing card. Not sure how hard this would be to code, but Alt-Art seems the most likely route, but also could be Alt-Names or even giving the card a 'Gold Star'.

Offline Chemist

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32139#msg32139
« Reply #31 on: March 03, 2010, 09:07:21 pm »
Yeah booster packs sound great! The top50 AI reward could then be changed to electrum only (increased amount), and we'd have a new alternate way of getting rares.

Now I don't think the game currently has enough different cards to make several booster pack series, though we could make them come in different sizes. Smaller ones could cost a few hundred electrum (purchasable after only a few battles), whereas bigger ones (~2k electrum) would require saving up (plus pvp points?), yet would be guaranteed to contain either an upgraded card of a certain element or a rare card of any element.

Nymphs (and Mark cards) can't be made available through boosters if they are to keep their current rarity status - if they were in there (just very rare) then that'd only make people grind more. The very idea behind the Nymphs' rarity was to prevent further grinding by *not* being obtainable in such a manner.

assassim

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32145#msg32145
« Reply #32 on: March 03, 2010, 09:30:08 pm »
Someone should start a seperate booster pack thread (Looking at you jmizz, your idea :P)

PhuzzY LogiK

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32160#msg32160
« Reply #33 on: March 03, 2010, 10:13:33 pm »
I see you are trying to help but that just doesnt work.

The top 50a re just to easy, the points for packs would have to come from PvP only, but not until pvp servers worked right.
This is easy to say in your position.  You already have the rares. 

I don't think some of you remember being a new player.  After the quests, you have one rare weapon and one upgraded card.  And you're saying you should have to PvP far more advanced decks just to get boosters?  That's not going to work, the skill and deck power gap is too great.  And if PvP is the only way to get boosters, the gap between older and newer players will just grow larger.  I know that everyone has worked hard for their cards, but I also know that before the AI was tweaked and the Sundials were nerfed, the FGs essentially functioned as rare farms for older players.  Sure, T50 is easy for you...but if you think it's too easy for everyone, I dare you to reset your account.

I'm a casual player, i.e, I play maybe 1-2 hours/day a few days a week.  I can expect to upgrade a card for about 2 hours of gameplay.  That means I upgrade about 3 cards a week, and I think I'm pretty typical.  I'm not asking for it to be made easier.  But if it's made so that a player like myself can't even acquire a rare or two every month, then I will not be playing this game, and you guys can have fun PvPing the same 30 people over and over.

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32186#msg32186
« Reply #34 on: March 03, 2010, 10:42:54 pm »
I see you are trying to help but that just doesnt work.

The top 50a re just to easy, the points for packs would have to come from PvP only, but not until pvp servers worked right.
This is easy to say in your position.  You already have the rares. 

I don't think some of you remember being a new player.  After the quests, you have one rare weapon and one upgraded card.  And you're saying you should have to PvP far more advanced decks just to get boosters?  That's not going to work, the skill and deck power gap is too great.  And if PvP is the only way to get boosters, the gap between older and newer players will just grow larger.  I know that everyone has worked hard for their cards, but I also know that before the AI was tweaked and the Sundials were nerfed, the FGs essentially functioned as rare farms for older players.  Sure, T50 is easy for you...but if you think it's too easy for everyone, I dare you to reset your account.

I'm a casual player, i.e, I play maybe 1-2 hours/day a few days a week.  I can expect to upgrade a card for about 2 hours of gameplay.  That means I upgrade about 3 cards a week, and I think I'm pretty typical.  I'm not asking for it to be made easier.  But if it's made so that a player like myself can't even acquire a rare or two every month, then I will not be playing this game, and you guys can have fun PvPing the same 30 people over and over.
That's exactly why I think you need to be able to purchase boosters with electrum...

assassim

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Re: The Morality of Rare Farms in Top50 https://elementscommunity.org/forum/index.php?topic=3549.msg32254#msg32254
« Reply #35 on: March 04, 2010, 12:05:47 am »
I agree, there's too much of a gap in pvp, and you have to remember that some people purposely wait out th 60 sec so they face the AI instead of the actual player. Just stick with electrum, it's nice and simple and wouldn't require another type of currency

 

anything
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