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Post by Rider on Jun 13, 2008 20:20:16 GMT -5
[glow=red,2,300]Because apparently there's no such thing as a foolproof plan.
OK, so trying to set up the TCG shop has been like wrestling with a three-legged coyote. So, we put this up to an impromptu poll with no actual... poll. here's hoping that the lack of a poll generates the discussion that we ironically oughtn't have time for.
So, the options:
The big question is: Should booster packs be sold to add the element of randomness, or should cards be sold individually by rarity?
Question number 2: if we use booster packs, should they be organized by element or should they come in a medley? (Hmm, still makes it sound like a salad.)
No matter how we do it, forumer cards will be sold individually, at a higher price-per-unit than booster pack cards. I know I'd go mad if I couldn't find my power-up in any boosters. XD
No matter how we do it, the first 30 Common cards to make a starter deck are free. [/glow]
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Post by Strife on Jun 13, 2008 21:03:41 GMT -5
If we use booster packs, the cards inside could be determined by a roll of the dice. Basically, we can assign each booster card a specific ID number, and depending on the result of the dice roll, the customer gets different cards. Uncommon and rare cards would obviously be a harder catch, but i'm not sure how we could decrease the odds of getting one of them... Hmm...
But regardless, I think that the player should have a choice between buying a specific card for their deck or leaving things up to chance and buying a booster pack. Of course, buying individual cards should be more expensive than boosters, as the player will have a 100% chance of getting the card they want this way.
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Post by Jina on Jun 13, 2008 21:14:48 GMT -5
For Q1, I think that only very very VERY good rare cards (and of course forumers) should be sold individually (or even better auctioned), and the rest of the cards stuck in booster packs.
And for Q2, I think that it shouldn't be done by element, because then it is not too easy to make a powerful deck.
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Post by Omni on Jun 13, 2008 23:44:37 GMT -5
About what Strife said about booster packs by diceroll: Maybe each card could be put in a number of times, depending on how common they are in that pack? For example, commons could be put in four times, commons twice, rares once. Or you could do it like Pokémon cards. I think they have six common, three uncommon, and one rare, or something. I agree with Strife. I think they should be available (at least some of them), but more expensive than booster packs. I think booster packs could potentially be used if, say, you want a certain kind of card, but not a specific card. (You get more to choose from that way, anyway). Not sure about 'by element'. You could possibly not have it strictly one element, but cards that are generally related to that element, in some way or another. I'd suggest whatever allows to have a fairly even number (and strength) of possible cards in each pack. They should at least have a common 'theme'. Maybe when we get a wider variety, we can have packs based off of the guilds.
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Post by Killix on Jun 14, 2008 10:52:09 GMT -5
I'm all for Booster Packs. Adds the element of randomness. But that doesn't mean that some cards can't also be sold in a shop. (maybe at a higher price than the booster packs? So you have the choice of playing your luck or securing the card you want at a higher price.)
In real life, booster packs for card games there usually have random common/uncommon cards, and a low chance in each one for a rare.
As far as element booster packs, yes there are themed boosters. "this booster pack is fire themed" or "this booster pack has dinosaurs" for card games in real life, but that doesn't mean there will not also be random cards in them.
For example, I once got a Meowth card in a booster pack that was electricity themed.
For booster packs and rolling dice... You could roll twice for each card you place. First you roll to see if the card is common, uncommon or rare. (one rare per booster pack should be the limit) then you roll again, and whatever number you get is the card you get.
You can go by the card numbers and just re-roll if you get the wrong rarity... or we number them by rarity and use that. (which would be easier)
Or... uhh... I dunno.
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Post by Jina on Jun 14, 2008 17:47:29 GMT -5
For the rolling dice, why not just do this:
Roll a number to see which card you get.
If the card is uncommon or rare, roll another dice. If it is uncommon, you only get the card if the reslut is even. If it is rare, you only get the card if the result is 6.
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Post by Omni on Jun 14, 2008 17:56:29 GMT -5
One idea I came up with for getting the right rarity, if there's to be a set amount of each rarity in each booster pack, is for each booster pack, make a list of cards for each rarity. Then the person buying a booster can just roll for each rarity separately.
Or, if there's not to a be set amount of each rarity, maybe there could be a few different combinations of rarities, and they can roll to see how many of each thy get? I just think rolling for each rarity could make things simpler.
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Post by Strife on Jun 15, 2008 15:41:55 GMT -5
After thinking carefully for a while, I have another idea how it could be done.
Let's say a booster pack has 5 cards in it. Upon purchase, the shopkeeper rolls five dice with 4, 5, 6, 7, and 8 sides respectively. Depending on the number rolled, a different type of card is awarded:
1 = Common creature 2 = Common event card 3 = Energy card 4 = Common forumer 5 = Uncommon event card 6 = Uncommon creature or forumer 7 = Rare event card 8 = Rare creature or forumer
Take this situation, for example:
[dice=4][dice=5][dice=6][dice=7][dice=8]
According to this dice roll, the booster pack contains one common event card, one common forumer, two energy cards, and one uncommon event card.
After the contents have been determined, the shopkeeper can randomly select what each card is with some other system. Once that's done, the buyer receives their cards.
Does it seem plausible? ^_^[rand=173731177502521762021572871306840450013213087306674068892407835911]
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Post by Stal on Jun 15, 2008 16:17:49 GMT -5
My question to you all is (and I've not been keeping up with it), but why can't you do a regular system of commons, uncommons, and rares in a booster pack?
Say a set has 50 commons, 30 uncommons, and 20 rares (for the sake of argument and simplicity) and like 5 types of energy cards. Say a booster pack has 11 cards: 1 energy, 6 common, 3 uncommon, 1 rare.
Person rolls
1x5-sided die for their kind of energy 6x50-sided dice for their commons 3x30-sided dice for their uncommons 1x20-sided die for their rare
Each number corresponds with a specific card from that portion of the set. Very simple to do really.
As a pretty big TCG collector and player, I can pretty much assure that's representative of a regular booster pack from your average TCG.
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Post by Killix on Jun 15, 2008 16:18:28 GMT -5
I like Strife's suggestion. =D EDIT: my post was made seconds after Stal's. XD I like Stal's suggestion even more. XD
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Post by Strife on Jun 15, 2008 21:30:24 GMT -5
I like Strife's suggestion. =D EDIT: my post was made seconds after Stal's. XD I like Stal's suggestion even more. XD D= T____T ... I like his suggestion too. xD
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Post by Jina on Jun 15, 2008 23:24:05 GMT -5
I like Stal's idea, but I'm not sure if the number of card at higher levels we have might allow it to be possible. If it is possible though, it's certainly the best idea had yet.
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Post by Stal on Jun 16, 2008 14:53:32 GMT -5
I like Stal's idea, but I'm not sure if the number of card at higher levels we have might allow it to be possible. If it is possible though, it's certainly the best idea had yet. What would keep it from being viable? All you have to do is roll the number listed for any given rarity level...
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Post by Jina on Jun 16, 2008 20:09:22 GMT -5
I like Stal's idea, but I'm not sure if the number of card at higher levels we have might allow it to be possible. If it is possible though, it's certainly the best idea had yet. What would keep it from being viable? All you have to do is roll the number listed for any given rarity level... It's just that there are lots of rares and uncommons, which might make it hard to have the rigt ratio of them in the booster pack. But that can be fixed, I'm sure.
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Post by Stal on Jun 17, 2008 0:37:38 GMT -5
What would keep it from being viable? All you have to do is roll the number listed for any given rarity level... It's just that there are lots of rares and uncommons, which might make it hard to have the rigt ratio of them in the booster pack. But that can be fixed, I'm sure. Let me give you some figures from various expansion packs within my experience with TCGs Star Wars CCG, Cloud City: 180 card set (90 Light, 90 dark). 50 commons, 50 uncommons, 80 rares.
Pokemon TCG, Fossil: 62 card set. 16 commons, 16 uncommons, 30 rares (15 foil, 15 non-foil exact duplicates)
Lord of the Rings, Mount Doom: 122 card set. 40 commons, 40 uncommons, 40 rares, 2 premium (1 in each of the two starter decks)
Lord of the Rings, Reflections: 52 card set. 26 rare, 26 rare plus (special note about Reflections: all but one of the cards were a completely random assortment from previous sets with no bearing on rarity. You got one special Reflections set card per pack)
.hack//Enemy, Contagion 130 card set. 36 common, 36 uncommon, 36 rare, 10 starter deck premiums, 8 extra rare (1 in 8 packs might have an extra rare in place of the common, I believe. May've been in place of the other rare, though)
.hack//Enemy, Breakout 100 card set. 30 common, 30 uncommon, 30 rare, 10 extra-rare
Magic: The Gathering, Lorwyn 301 card set. 121 commons, 80 uncommons, 80 rares, 20 lands (like energy).
Magic: The Gathering, 10th Edition 383 (playable) card set. 121 commons, 121 uncommons, 121 rares, 20 lands.
World of Warcraft, Dark Portal 319 (playable) card set. 120 commons, 103 uncommons, 96 rares.
I could go on, but those are fairly representative samples of what any one card set looks like out there today. Basically, what you really want is to have. Option 1) Commons = Uncomons = Rares Option 2) Commons + Uncommons > Rares AND Commons > Uncommons Regarding actual booster pack ratios, just aim for a simple formula: 1 energy per pack 1 rare per pack X Commons per pack (1/2 of X) Uncommons per pack 11Or slightly less... and always round down. I know this sounds more difficult than it is, but once you start looking at it, it's not too bad. The numbers I threw out earlier were just so people could follow what I was indicating easily.
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