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  1. #21
    World Champion 2012 iClipse's Avatar
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    Quote Originally Posted by CodeDomination View Post
    Well that's why they are called rare and epic. If they were easy to get, then they would be commons.
    But it undermines people having access to several/some cards, which will hurt competitive gaming big time.
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  2. #22
    Senior Member CodeDomination's Avatar
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    Quote Originally Posted by iClipse View Post
    But it undermines people having access to several/some cards, which will hurt competitive gaming big time.
    Those that want to play competitively will still do so. Not to mention people who play tournaments are in the minority.
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  3. #23
    Senior Member CodeDomination's Avatar
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    Quote Originally Posted by dndfreak View Post
    Nonononono, you missed my point. The market will still be in place for people to buy/sell without interacting with other players. The trade system I proposed is just an alternative to the AH that encourages more of a community driven focus like they want without costing them so much money.
    I don't think I missed your point, but maybe it was lost in the post. Anyways, I don't see this costi g wulven more money, but rather making more if it for them.
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  4. #24
    Senior Member MistahBoweh's Avatar
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    The problem isn't competetive gaming, it's about the competetiveness of the game. Right now, players can build, not necessarily a good deck but a consistent and semi-effecient list after tenish hours of play, without putting money in. With an AH, this is far less likely.

    Instead, what ends up happening is that a player gets one or two 'good' cards. Since they can't buy rares directly, even after putting money in the game they have to hope for the best out of opening packs. In the end, early play will come down to who draws their 'good' cards more often, instead of actual skill. This is the worst possible thing to put an impression of onto new players.

    Then there's the huge gap that suddenly occurs in the playerbase. The people who started in 1.28 have a HUGE advantage that punishes any coming after them, to the point where the influx of new players has a huge drop just because they simply can't beat the more consistent decks. A rift in the player base is EXACTLY what Wulven was trying to avoid.
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  5. #25
    Senior Member MistahBoweh's Avatar
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    Quote Originally Posted by CodeDomination View Post
    I don't think I missed your point, but maybe it was lost in the post. Anyways, I don't see this costi g wulven more money, but rather making more if it for them.
    That post was directed at iClipse
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  6. #26
    Senior Member CodeDomination's Avatar
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    Quote Originally Posted by dndfreak View Post
    That post was directed at iClipse
    Oic
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  7. #27
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    Quote Originally Posted by dndfreak View Post
    Then there's the huge gap that suddenly occurs in the playerbase. The people who started in 1.28 have a HUGE advantage that punishes any coming after them, to the point where the influx of new players has a huge drop just because they simply can't beat the more consistent decks. A rift in the player base is EXACTLY what Wulven was trying to avoid.
    +1 here. This WILL happen.

    This happened on MTGO back in the days when the Invasion-block was slowly phasing out. Those who signed up early and got a solid pile of IPA-cards (the sets where all the real killer cards were) just had to sit on their collections and wait. When I returned to MTGO roughly two years after my first stint, I was paid 20-25 times the value of the cards. Simply because I was there early. All the foil dragon legends were selling at $25-30 each, and they were pretty much $2 rares when the set was introduced. There were common cards that I got for .25 each that suddenly sold for $3-4 each.
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  8. #28
    Senior Member fyrfytr998's Avatar
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    Quote Originally Posted by dndfreak View Post
    The problem isn't competetive gaming, it's about the competetiveness of the game. Right now, players can build, not necessarily a good deck but a consistent and semi-effecient list after tenish hours of play, without putting money in. With an AH, this is far less likely.

    Instead, what ends up happening is that a player gets one or two 'good' cards. Since they can't buy rares directly, even after putting money in the game they have to hope for the best out of opening packs. In the end, early play will come down to who draws their 'good' cards more often, instead of actual skill. This is the worst possible thing to put an impression of onto new players.

    Then there's the huge gap that suddenly occurs in the playerbase. The people who started in 1.28 have a HUGE advantage that punishes any coming after them, to the point where the influx of new players has a huge drop just because they simply can't beat the more consistent decks. A rift in the player base is EXACTLY what Wulven was trying to avoid.
    Quote Originally Posted by Lime Street Hero View Post
    +1 here. This WILL happen.

    This happened on MTGO back in the days when the Invasion-block was slowly phasing out. Those who signed up early and got a solid pile of IPA-cards (the sets where all the real killer cards were) just had to sit on their collections and wait. When I returned to MTGO roughly two years after my first stint, I was paid 20-25 times the value of the cards. Simply because I was there early. All the foil dragon legends were selling at $25-30 each, and they were pretty much $2 rares when the set was introduced. There were common cards that I got for .25 each that suddenly sold for $3-4 each.
    This is exactly where I was going with my initial post. With the current system now, all it took me was $40 bucks to max out my set to 4 copies of everything, with every dime going to Wulven.

    Since my initial post I've actually gone through and read every post of Kyle's OP about Player auctions. And many of the points made here have been made there as well. So I will be taking my .02 over to that thread, so as not to belabor an issue over two different threads.

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  9. #29
    Senior Member AnAdolt's Avatar
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    Welcome to the forums fyrfytr998!

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