Trading would kill the monetization angle. It will never be implemented.
Hmm that is true then a market where Blizzard gets a cut of everything would probably be more realistic.
Trading would kill the monetization angle. It will never be implemented.
I honestly don't think that will ever happen though. Especially since they are shutting down the D3 market.
Trading would kill the monetization angle. It will never be implemented.
For quite a few $50 bundles now I've gotten almost entirely duplicates resulting in about 2000 dust per bundle give or take.
Hmm.. I'm guessing you never played D3 (just an honest guess)
I haven't seen the card stacking or card dancing bugs at all in the new version, but this Lorewalker Cho BULLSHIT has happened numerous times.Well done Blizzard:
I haven't seen the card stacking or card dancing bugs at all in the new version, but this Lorewalker Cho BULLSHIT has happened numerous times.
That said, it's not too bad since you can still target them in their hand.
Trading won't be implemented, and with a card pool as small as Hearthstone's, player to player sales will also not be implemented.Trading would kill the monetization angle. It will never be implemented.
Really. That's a shame. Looks like it's back to the drawing board for the programmers if that one's still not fixed.I have seen the dancing minions in like every second match. It's really bad. No idea how that could get through if it happens this frequently.
The problem with the D3 RMAH never came down to facilitating player-to-player financial transactions. The problem with the D2 RMAH (and AH) were:
Looks smoth and responsive. Card text might be a bit hard to read.
the size of the current set is a) comparative to other just-launched CCGs, and b) is largely irrelevant as it is guaranteed to grow with expansionsTrading won't be implemented, and with a card pool as small as Hearthstone's, player to player sales will also not be implemented.
I already covered that though as there is a bare minimum value already set with DEing. No one is going to sell Ragnaros for $5 when they can DE him for 400 dust. Also the likelihood of someone getting Ragnaros in a pack, and not needing him OR the dust to the tune of willing to sell him for $5 is unlikely as well. The dust provides a minimum value of worth, and is very difficult to undermine in a way that you don't need the card, but also couldn't really use the dust from DEing.borghe, the system would work out [for Blizzard] with your $40 for a Ragnaros assumption, but in actuality, you're probably more likely to get Steam trading card prices. There's a lot of players out there and not a lot of cards, so prices would be low. Like, commons around the 5-10 cent range, with legendaries being worth maybe a dollar. That's not the way Blizzard wants to monetise the game.
Add to that that Hearthstone's card pool is finite, while Diablo III has an ever-escalating endless progression of loot and it's easy to see that cards wouldn't be worth much for long. There's a saturation point that'd be reached fairly quickly (with Blizzard's fanatic fanbase, probably REALLY quickly), something that didn't exist with Diablo III.
or to put it another way, look at magic the gathering online, which does not have player to player sales, but DOES have trading, with players using tournament passes as currency. The economy there is as healthy as ever for magic, and the desired cards are still trading for great amounts of currency.
The card pool is not going to expand as fast as mtg does. You can't compare the two in that way.
Also, you don't earn mtg cards for free. They are running fundamentally different models.
Hm, that's a little misleading since trading is typically done in tickets which have an actual set value.
Edit: And there's usually a parallel in terms of their modo price and physical price.
like i said before crafting ruins your whole scheme since every legendary disenchants for 400 regardless of perceived value. so the most popular legendary can never be worth more than 1600 dust. which isn't hard to get considering the current drop rate of legendaries. you'd have to be pretty unlucky if opening 15 packs didn't get you enough dust to craft whichever one you wanted.
MTG online is absolutely fundamentally different... but that doesn't really affect anything I'm saying. I also largely contend that you don't "earn cards for free" in HS. I mean there is often a serious time commitment to get the gold for arena runs or packs. And you are not really earning that stuff at a rate (for only time) that works itself out to making selling legendaries for like $4 each worthwhile.
I think at this point it is also impossible to say how fast expansions will be added to this game. Any GOOD CCG will employ a fast release schedule. Pokemon had 3 sets. within the first year. YuGiOh had 4 sets in the first year. MTG had 6 sets. Even Blizz's own CCG had three sets released in the first year. Not really sure why you'd be expecting HS to be at a much slower rate than any of those (especially with zero need for physical distribution)
like i said before crafting ruins your whole scheme since every legendary disenchants for 400 regardless of perceived value. so the most popular legendary can never be worth more than 1600 dust. which isn't hard to get considering the current drop rate of legendaries. you'd have to be pretty unlucky if opening 15 packs didn't get you enough dust to craft whichever one you wanted.
as for the correlation between physical and virtual price.. that kind of goes to my point. The inherent value of the card is it's desirability. Someone gets 30 tickets for a card, they aren't likely going to use a huge chunk of those tickets for play, but instead are likely to use them to buy something else.
I really don't agree. f2p has some merit behind it, but again there is ultimately both inherent and desired value in play here. I guess for either of us to better prop up our points we'd need another example of where something like that exists (i.e. a f2p game with both a player marketplace as well as an inherent and desired value to the items)If you could earn cards just by playing mtgo though, the market would collapse. I'd even suffer through the horrible UI if I could earn cards without paying in ever.
Not really sure that I ever remember them "talking about expanding" anything... usually it was just "here is the first/next expansion to the super popular game". I would honestly be very shocked if blizzard went with one competitive expansion a year. It would be virtually unprecedented. Sales of a set fall off a cliff VERY quickly, and anecdotally speaking the vast vast majority of arena plays are gold-based. Speaking personally... I am done dropping cash on this set. However if they released a new set in say July-Aug I wouldn't really hesitate dropping whatever was needed on that set to accumulate a solid collection of legendaries and epics.When did mtg, pokemon etc first talk about expanding their sets? From what blizzard has said so far, we have no reason to expect more than one adventure mode this year. Once, they get rolling I wouldn't expect any more than 3 adventures and a larger expansion per year. There's going to be plenty of time to earn cards between releases. The hearthstone team is still small.
You can also redeem modo sets for physical cards which adds an extra incentive to having all the cards.
Not sure how many packs you've opened.. I'll just leave this, that I am closing in on 500 packs. My last bundle netted about 2200 dust. 2200 / 40 = 55 dust per pack on average. 55 * 15 = 825. Even assuming you got one legendary (nm that your legendary "probability" is only at 75% at that point) that still only raises that to, at best, 1220. You will still need some combination of another legendary, 4 epics, and/or 19 rares to hit that 1600.
mind you that my 2200 above is with I believe at least one dusted legendary. possibly two. I've only had one 40-pack bundle so far where I've dusted 2 legendaries and I can't remember if it was the 2200 dust one or not.
If you don't mind my asking - that means you've spent around $500 if my math and guessing on packs won is correct?
I would honestly be very shocked if blizzard went with one competitive expansion a year. It would be virtually unprecedented. Sales of a set fall off a cliff VERY quickly, and anecdotally speaking the vast vast majority of arena plays are gold-based. Speaking personally... I am done dropping cash on this set. However if they released a new set in say July-Aug I wouldn't really hesitate dropping whatever was needed on that set to accumulate a solid collection of legendaries and epics.
I think it'll be seperate packs. They'll make more money that way.How do you think they'll handle expansions? Seed new cards in with the old or will be be a separate purchase when you buy a pack?
I see them going at around 2-3 adventures per quarter, and an expansion every ~3-4 quarters. So if they get an expansion early 2015, it's possible they'd get another late 2015. Otherwise I doubt we'll see more than 1 a year (like if the 1st expansion makes it out Q3-Q4 this year, I definitely don't expect to see 2 expansions hit next year).
How do you think they'll handle expansions? Seed new cards in with the old or will be be a separate purchase when you buy a pack?
will an adventure add competitive/expert cards? If so then maybe I'll agree with you. If adventures don't add cards then no way will I agree with that. More than likely within 2-3 months after the ipad release booster sales will fall off a cliff for this set. they need continuous monetization which is what expansions provide.
is there any good info on what adventures are? Are they new CCG cards? New LCG card sets (I kind of hope not)? No cards with just rewards?
Pick a pack (core set or expansion set), they'd get too much flak if they mixed them with the old set of cards.
They could be super mean too, and make different a colored dust for each expansion. So core packs disenchant and craft for "yellow" dust, and expansion cards can only be make with green dust, which can only be gotten from dusting expansion cards.
They could be super mean too, and make different a colored dust for each expansion. So core packs disenchant and craft for "yellow" dust, and expansion cards can only be make with green dust, which can only be gotten from dusting expansion cards.
I doubt they will but with the inclusion of the gold cap recently, they may do something to prevent people from having enough gold/dust to acquire a full set immediately.
honestly this was my take on the gold cap. Because gold is a real cash equivalent, they have to turn off the faucet to prevent someone from essentially being a "HS millionaire". 20K cap means 200 packs (or ~5500 dust). Enough to give you a nice headstart in a new expansion but not complete it on day one.
Gold does seem like a quicker way to fill out an expansion on Day 1, than dust, so it's probably unlikely they'd separate dust I think now. It's a lot easier to get 20,000 gold than 20,000 dust, and the 20,000 gold gets you 200 packs of the new expansion (which is probably the vast majority of the cards from the set), while 20,000 dust only gets you a handful or two of the legendaries and nothing else.
Except you're forgetting dust. 20k gold and 30-50k+ dust means people will start new sets with all of the cards.
dude, that is a lot of dust. I mean a LOT of dust. Like talking laws of averages, around 500-900 boosters worth of dust. Obviously a few people will hit those levels, but not many. And if I'm wrong about that, I would expect a future set of patch notes to include the item "we've implemented a 10,000 dust cap. if you currently have dust above this cap...."
This going to be my first trading card game.
Could you guys give me some guidance which class to explore first? I would like to realy understand one class before moving on to the next.
Which steps should I take??
I guess this comes down to how big the card pool will be at that point.but the pool isn't finite (re: expansion packs). I mean everything you are saying is targeted at why RMAH didn't work (among many reasons) and largely ignoring the successful player-to-player economies in decades old games (MTG, YuGiOh, Pokemon, etc)