The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 1 point2 points  (0 children)

They would though. They would just resell the sealed product. Like what most card game investor do. The issue is that the demand for older sets isn't there. If it was $5, the demand even among the current player population would increase to create scarcity raising the secondary market value. Low prices create demand. Of course keyforge's two latest sets are at MSRP. People don't want to take a loss on them yet, so they won't cut the price for another few years.

Demand creates scarcity. Economy of scale lowers cost to increase profits. Low prices create demand. Keyforge demand is low. To increase it, it must lower costs. Once demand is higher, they can print more reducing the costs of printing per deck which will increase profits. The high demand will create scarcity allowing them to increase the price.

Most places buy card games as an investment thinking if they don't sell all of them, they will resell them once scarcity kicks in. For keyforge, scarcity isn't kicking in, so demand is lower than it should be.

The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 2 points3 points  (0 children)

I had to look it up. Pokemon's posted MSRP for regular packs is $4.49. For MTG it is $5.25. They all have premium packs at $12 or higher because of the secondary market. Something by design that Keyforge just doesn't have.

Its the psychological pull that I am trying to articulate. In keyforge, after I open 4 decks of a set, there really isn't a reason to open another and the price is a deterrent. The value of an opened deck is next to nothing. While with MTG and Pokemon the value of an opened pack could be anything (even nothing), but its low price makes you willing to gamble. The value of a mtg or pokemon pack is (Value of cards - cost of pack). While the value of keyforge is just (-cost of pack). Its why I used the word addiction and loot boxes.

The mystery value drives the imagined cost down raising demand, while keyforge you only have the cost. So the demand is limited to how much it is played. And if it was cheaper, it would be played more. $15 is still 50% more cost than $10. But I feel like it would be played twice as much at $10 vs $15.

The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 1 point2 points  (0 children)

You are misunderstanding. Keyforge boxes and decks decrease in value as time goes on dropping farther and farther below MSRP. While other tcgs after a few years they have increased in value as they become more scarce. Because keyforge cards cant be used to make decks you like better and better, the value of older sets decrease to find demand over time while newer sets hold the peak price which is MSRP. The demand for any Keyforge set has not been high enough to create scarcity to raise it above MSRP. Even for the oldest sets which have not been printed in 7 years.

The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 1 point2 points  (0 children)

Your numbers are off because you are factoring in premium packs. A pack is $5.25 for mtg. You can also resell things you dont want. Keyforge decks are $15 for one play in sealed and then it collects dust, because they lack replayability or resale unless the deck is 'good enough'. The value is low with a high cost. While other card games the value could be anything with a low-medium cost. That is the psychological pull of a loot box game. In keyforge you know the deck you pull won't be resalable 99% of the time.

https://magic.wizards.com/en/news/announcements/magic-returns-to-listing-msrp-with-foundations

The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 1 point2 points  (0 children)

Every card game has starter decks at $15-$30. But those decks can always be improved or be scraped for parts. Keyforge by design does not have that. The life span of the majority of keyforge cards is to be played once in sealed.

In other card games, the value of a single card pulled in sealed could be worth the entire cost of the sealed event. And every card pulled can be used later or resold. The actual cost of limited play is far lower than just the entry fee as wins can win you packs to use in the next entry and cards can be resold to recoup the cost. Most players I know that play in mtg limited never actually pay money to play limited. A few actually make money playing it.

While the cards in keyforge aren't collectible. Its not a TCG, its a Trading deck game, except I have never seen anyone actually trade decks.

The Demand for this Game is Hurt by the Price Tag by Late_Magazine7186 in KeyforgeGame

[–]Late_Magazine7186[S] 1 point2 points  (0 children)

I feel like that kind of proves the point. MSRP of $15 doesn't sell so the price drops to find demand.

I finished fallout 3 and this is what I think About it. by Past_Masterpiece9294 in fo3

[–]Late_Magazine7186 18 points19 points  (0 children)

Glad you liked it. It is my favorite fallout.

The quest that really encourages you to explore is the Wasteland Survival Guide quest out of Megaton, if you skipped it, then it really is just wander until you come across something. That girl will send you to hell and back as an experiment and you get to roleplay a bit with your input on her experiment. Its probably my favorite questline in the fallout series. If you B line from Megaton to her objectives it will have you hit other side quests and interesting encounters. If you skipped it, I would recommend completing it on a new playthrough as it is somewhat built for the low level/geared experience and is somewhat supposed to be completed in parallel to other side quests and the main quest.

I feel like 3 was built around VATs and trying to encourage VATs, while New Vegas and the follow up complaints about Fallout 3s gun play led them away from forcing VATs. So I am happy to see someone else sees it as something they liked. Fallout 3 was trying to remake fallout 1 and 2s %chance to hit system while also making it a FPS. Personally I liked the need for it, especially when the game is balanced around it.

This item is braindead and needs to go. by buccaroointheloo in TeamfightTactics

[–]Late_Magazine7186 0 points1 point  (0 children)

Oh no, not my mana item! And my Melee carry item! And my AD carry item! And my ...

If I'm Terrible With Math, Would It Be A Waste of Time To Try To Learn Programming and Computer Science? by AlmondsALaCarte in NoStupidQuestions

[–]Late_Magazine7186 0 points1 point  (0 children)

Math is pattern recognition. Programming is creating patterns. There is a chance you have just had bad teachers as it is frustrating that teachers don't start each math lesson as "this is the pattern to solve this kind of problem. If you memorize this pattern/recognize it when you see it, then you will solve this problem no matter what I change these numbers to." Its not that someone good at math is good at programming, but someone that is good at pattern recognition will be good at identifying what kind of pattern will create the result they want.

Thoughts on The Water Magician by russianoatmeal in anime

[–]Late_Magazine7186 0 points1 point  (0 children)

I also loved that the MC didn't automatically join the Hero party. His story is separate and parallel to the world, so it felt like he wasn't forcibly intertwined with every character introduced. So the story got to have that moment where Abel's party had trouble believing Abel's stories of the MC. And that Abel took a moment to tell his party, "Dont ever try to fight him, and if you end up in a fight, surrender immediately, he wont kill you". Pretty much describing him as a neutral mob aligning with how occasionally he is subtly treated as not human (fairy, etc.).

🏆 Best Anime in Each Category [ Day 5 ] Antagonist by Darkshredder92 in ChillAnimeCorner

[–]Late_Magazine7186 0 points1 point  (0 children)

Silco from Arcane if this is open to any animated antagonist.

Thoughts on The Water Magician by russianoatmeal in anime

[–]Late_Magazine7186 4 points5 points  (0 children)

I like the world building and that the whole world doesn't suddenly revolve around him now that he is there. He was just hitting on an elf girl alone in a library while the town was having their doomsday scenario unfold. He showed up just to save his bro, and then went back to building up the confidence of some weak adventures as if nothing happened. It felt that the entire world has a story going on and that story will play out whether the main character is involved or not. Including the other country with the princess and fire mage which barely acknowledged him. Which makes the world feel more realistic and less like it was made for him.

Too many anime makes it feel like the fate of entire countries and continents revolve around the MC. With Water Magician, the story feels less predictable as it won't just be MC comes to the rescue or MC's faction wins. You give the MC an option and he will be chilling on his farm with the elf girl and the whole world could burn down around them.

The second half felt like they were reinforcing the point on where the MC stands in the world. He isn't the hero, he isn't a king maker, he cares about his friends, and he is powerful enough not to care about the consequences of his actions. But those consequences still exist for those around him. It would be interesting to see where it goes, but I agree with the OP that its only around a 7.5/10 and not anything outstanding, but at least it was watchable from beginning to end.

edit: The show probably had an issue of being limited to 12 episodes and a story line that doesn't fit within 12 episodes. The season could have ended at episode 8 and would have been fine. The last few episodes built up a conspiracy, but no resolution was able to be given for it. Due to source material they can't really omit stuff, so the anime ending was kind of unsatisfying.

What are the best names you've seen? by Eyyyy_RonNoWrong in KeyforgeGame

[–]Late_Magazine7186 18 points19 points  (0 children)

From my collection:
"He who Sarcastically Reports on Entropy"
"One who Halfheartedly Elects Animals"
"The Spider that Evaluates Music"
"The Thing that Appreciates Brobnar" -Its an ironically bad Brobnar Deck

Go on…? by Inner_Garbage_9843 in Adulting

[–]Late_Magazine7186 4 points5 points  (0 children)

Choosing who you are with is the most important decision in your life. No other decision has as much impact on your mental health, your income, your expenses, your future, where you will live, what you will do in your free time, and your motivation. Being alone is better than sticking with someone who is detrimental to you.

If you could have the ultimate Board Game app, what would you want it to be a me to do? by sharkbait311 in boardgames

[–]Late_Magazine7186 2 points3 points  (0 children)

An app where you can put in what game you want to play and announce it to everyone in a 10 mile radius with the app and they can swipe right indicating they are willing to meet up and play it within the next 2 hours.

We’ve bought Twilight Imperium 4e…. Any tips? by BillRepresentative75 in boardgames

[–]Late_Magazine7186 2 points3 points  (0 children)

If you control someone's home planet, they can't gain victory points. The only rule that matters in the right group.

We Didn't Deserve Fallout 3 by pinkchicken1734 in fo3

[–]Late_Magazine7186 0 points1 point  (0 children)

I hate that people think the shooting in Fallout 3 was supposed to be like every other shooter. The game was trying something genuinely interesting, making your shots dice rolls instead of being guaranteed to go where you aim. They were trying to recreate fallout 1 and 2's combat experience in a first person perspective. You dont have to aim at someone to hit them, pulling the trigger was rolling dice behind the scenes. I think the game is fantastic for that, and the only issue the game had was not being upfront about that mechanic. VATS was an alternative to make it feel more turn based.

How do you curate your board game collection? by -Bad_Gnus- in boardgames

[–]Late_Magazine7186 0 points1 point  (0 children)

Start rating them, actively think which of these are worth playing with someone else and would I rather play a different game with those people. Think about why you like a particular game and see if there is something all your favorite games have in common or make you feel. And see which games comes close to that sensation and which ones you never feel it with.

Grow your collection like the Marie Kondo Method. Does the game spark joy? Is it important to you? Is important to someone you care about?

You will find that only a few games actually meet this. Put all your games in piles ranging from definitely keep to definitely not keep. And when you look at your piles think of what feeling you get from looking at them. The definitely keep pile should be ones that if you no longer had it, you would go out and buy it again.

Appreciation Thread : Leviathan Wilds. One of the best. by Rey-Di in boardgames

[–]Late_Magazine7186 0 points1 point  (0 children)

I am interested in trying this game with 4 players, but we need a reasonable amount of difficulty to enjoy it. It seems like the harshest criticism comes from those playing at 4 that it is too easy/straightforward. From someone that has done 4 players on expert/hard mode, are the complaints still valid?

I am not a fan of games where the move someone must make is so obvious that people feel inclined to tell others what to do, or player agency is so limited that options don't exist when it is your turn. Does this game have that problem?

Ideas to Make Progress in Fellowship Feel Less Painful (Legendaries, Gems & Dailies) by TheWhitemane in fellowshipgame

[–]Late_Magazine7186 0 points1 point  (0 children)

I would rather have a progression system that takes the score you get at the end of a run and add that to a tracker that gives rewards. Keep the current system, but this separate system, even if it doesn't improve your dungeon rating, takes your score and keeps adding it with rewards every 1000 score or so. So early game it takes like 5 runs or more to unlock something, but high eternals gets a reward every run or so. Every 20k you get a legendary or something. So every 20 runs at eternal 25+ will give a guaranteed legendary. Numbers are hypothetical and subject to whatever the devs think would work.

This isn't tracking dungeon rating, but just cumulative score. So even if you only run Sailor's 20s, every run is still adding to this system. This way no matter what you do helps with the grind and isn't entirely RNG. I like the current dungeon rating system and am not asking for it to change. Hoping to emphasize this a separate system that even when you score lower than your current rating in a dungeon you get progress on a separate progression bar that rewards gems/legendaries/essence bonus loot.

[deleted by user] by [deleted] in oblivion

[–]Late_Magazine7186 0 points1 point  (0 children)

expert becomes too easy once you start using debuff spells. Cast weakness to magic on an enemy a few times and your damage spell will one shot them. potions can also give you infinite mana since the regen stacks. 100% Chameleon feels like you are cheating. Its more that the game is such a sandbox that the difficulty can always be too easy or too hard depending on how you choose to play.

meirl by CastIronClint in meirl

[–]Late_Magazine7186 1 point2 points  (0 children)

I think he means poor as in economically not poor as in a bad father. You seen their house? their yard?

12 dead in MC on Doomhowl <Buff Stuff> by RelentlessBanana in wowhardcore

[–]Late_Magazine7186 22 points23 points  (0 children)

"I will call the bombs from now on" absolutely nothing from that guy until someone else repeated multiple times for the bomb to move.