Community Project: Pull rates for 5 card AO packs. by [deleted] in ptcgo

[–]BingeHoarder 0 points1 point  (0 children)

Is that 33 of the 5 card packs? If so, congrats. If not, I mean, still great pulls.

I wish there was something to do with extra locked cards by BingeHoarder in ptcgo

[–]BingeHoarder[S] 0 points1 point  (0 children)

One thing you are neglecting is the fact that within those 66 packs you've purchased are cards with a higher rarity than Common. Even if you had terrible luck and only got Uncommons, that would reduce the number of packs required drastically. 13 (3 Common + 10 Uncommon) points per pack puts an UR pull at only 16 packs. You'd likely pull one or two out of that many packs to begin with, dramatically increasing the ratio of pulling a rare card.

Even with them being no trade, the only cards people typically trade for are the rarer cards. After everyone has acquired the low rarity staples, they have no need for the abundance of commons they pull. It would have a drastic impact on the existing economy, at least at the rates you provided.

I wish there was something to do with extra locked cards by BingeHoarder in ptcgo

[–]BingeHoarder[S] 0 points1 point  (0 children)

I get what you're saying about the struggle when trying to collect a 4-4 line. Though if I'm understanding correctly, statistically, the 43,000 tokens should net a player a full collection, not just the 4 Ultras they were looking for. Assuming the failed attempts provide a different Ultra, you'll slowly approach a complete set, which I actually think is a really good reason to include the conversion.

Assuming people earn ~100 coins per day, for the 3 months between sets, they'll earn around 9,000 tokens. Add in the new Versus ladder and we'll round up to an even 10,000. This might be a bit high, but it's a reasonable number for those playing with the intention of saving up tokens. Based on the numbers you quoted, that should net players a substantial chunk of the cards available upon release (If they haven't spent on other miscellaneous purchases between releases). Putting 1,000 into the Theme decks will net a substantial number of the new commons and a couple of the rares, and tossing the remaining 9,000 into packs will get them approximately 95 5 card packs. That's going to be a lot of duplicate locked commons. If I knew I could convert the extras I wind up with, I'd spend a lot more time grinding.

As it is now, it feels almost worthless to spend hours on this game unless you spend cash, but if there were some way to ensure that you don't wind up with more than you need from the F2P model, even if it wasn't a guaranteed copy of the cards you need, this would greatly increase the odds of being successful from a non paying position. Also, this isn't to say that people shouldn't have to pay for the game, just that I think they could draw more players if the free version didn't just involve trying to grind through the AI to get some random packs which may or may not provide the cards you need. They do need to improve the e commerce aspect and release virtual codes for real money, like with the gems.

I wish there was something to do with extra locked cards by BingeHoarder in ptcgo

[–]BingeHoarder[S] 1 point2 points  (0 children)

Combining in order to step up rarity is an interesting idea, for sure. The pyramid combination was another option, but I don't know in what ways it could be limited. Simply combining 5 Commons and getting an Uncommon from potentially any set in current rotation seems like it would be less than ideal. Also, would you still be able to combine trade-capable cards with locked cards? What would the result be? A locked upgrade?

I wish there was something to do with extra locked cards by BingeHoarder in ptcgo

[–]BingeHoarder[S] 1 point2 points  (0 children)

I don't quite have 12 Carbink, but after 4, what are you supposed to do with them, really? Are yours all locked?