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Old 08-06-2024, 07:33 PM   #21
quizkid
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OVRs DO NOT matter. they are for quick sell value and tourney segmentation.

Look at the end game cards the last few versions, there was always a diamond card or two that made it into the meta at the end of the game over perfects available. Heck, there was an iron card playing in PEL for a bit last year. The individual ratings matter the most.

There are some optics that make 101+s nicer, as Fab mentions, but I cannot get excited about what the number in the corner of the card says.

However, I also believe like a lot of you that if you pack a Perfect card, it should be a joyous occasion no matter the card, and not a sad trombone moment, so there is definitely work to do in that area. This goes double, IMO, for 101+ cards, and by the end of the cycle, the 101+s today will be very disappointing to pack.
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Old 08-06-2024, 08:37 PM   #22
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OVRs DO NOT matter. they are for quick sell value and tourney segmentation. Look at the end game cards the last few versions, there was always a diamond card or two that made it into the meta at the end of the game over perfects available. Heck, there was an iron card playing in PEL for a bit last year. The individual ratings matter the most.

I admitted that upfront. My point was "moving the goal posts within the same version". When your 5 months into a 12 month game, and have to increase the value-scale to make room for better cards - you obviously weren't pacing yourself.
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Old 08-06-2024, 10:28 PM   #23
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I admitted that upfront. My point was "moving the goal posts within the same version". When your 5 months into a 12 month game, and have to increase the value-scale to make room for better cards - you obviously weren't pacing yourself.
I'm not sure how you can't see that this is them actually pacing themselves for the first time ever.
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Old 08-07-2024, 08:09 AM   #24
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I'm not sure how you can't see that this is them actually pacing themselves for the first time ever.

Pacing themselves for what? OVRs of 150?

For 6 years the scale was 40-100 over 6 levels (really 5 levels with a Perfect card), Iron (40-59), Bronze (60-69), Silver (70-79), Gold (80-89), Diamond (90-99), and the "Perfect" card (100).


Now (all of a sudden) we have a new level (101-109?). You can't deny they needed more room at the top - thus the plan wasn't paced for a 40-100 scale.

Had this been done "between" version I'd have a lot less to argue about. New version says "there will now be 6 "full levels of OVR", and I simply accept it (and know "100s" aren't really the best cards anymore and 101s to 109s(?) will be coming later in the year. Once I know that on Day 1 it changes the way I look at improving my team(s).


BUT - doing it in the middle of a version because you ran out of room? It raises a lot of questions as to what the plan was on Day 1 and how that changed as the release of talent accelerated.

Look, in the end, I simply have to either accept it or move on. I'm well aware of that. Until v26 comes out I'm pretty much moving on.

PS: My opinion is based on the fact I'm an F2P player. I can see how this means little-to-nothing to a P2P player. The reality is 6 months is pretty much all the enjoyment one can get from Perfect team if your not willing or able to spend 24/7 on the computer playing it.
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Old 08-07-2024, 10:59 AM   #25
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Pacing themselves for what? OVRs of 150?

For 6 years the scale was 40-100 over 6 levels (really 5 levels with a Perfect card), Iron (40-59), Bronze (60-69), Silver (70-79), Gold (80-89), Diamond (90-99), and the "Perfect" card (100).


Now (all of a sudden) we have a new level (101-109?). You can't deny they needed more room at the top - thus the plan wasn't paced for a 40-100 scale.

Had this been done "between" version I'd have a lot less to argue about. New version says "there will now be 6 "full levels of OVR", and I simply accept it (and know "100s" aren't really the best cards anymore and 101s to 109s(?) will be coming later in the year. Once I know that on Day 1 it changes the way I look at improving my team(s).


BUT - doing it in the middle of a version because you ran out of room? It raises a lot of questions as to what the plan was on Day 1 and how that changed as the release of talent accelerated.

Look, in the end, I simply have to either accept it or move on. I'm well aware of that. Until v26 comes out I'm pretty much moving on.

PS: My opinion is based on the fact I'm an F2P player. I can see how this means little-to-nothing to a P2P player. The reality is 6 months is pretty much all the enjoyment one can get from Perfect team if your not willing or able to spend 24/7 on the computer playing it.
I think sticking point here is that there always needs to be "perfect" cards for people to chase. Which means they have to be in packs day-1... So even if you scale things down instead or up to account for the power creep it's still in there no matter what... it's just that in the previous versions there was no way to rate high-end perfects above the turdbuger day-1 perfects, now there is.
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Old 08-07-2024, 11:00 AM   #26
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Originally Posted by HRBaker View Post
Pacing themselves for what? OVRs of 150?

For 6 years the scale was 40-100 over 6 levels (really 5 levels with a Perfect card), Iron (40-59), Bronze (60-69), Silver (70-79), Gold (80-89), Diamond (90-99), and the "Perfect" card (100).


Now (all of a sudden) we have a new level (101-109?). You can't deny they needed more room at the top - thus the plan wasn't paced for a 40-100 scale.

Had this been done "between" version I'd have a lot less to argue about. New version says "there will now be 6 "full levels of OVR", and I simply accept it (and know "100s" aren't really the best cards anymore and 101s to 109s(?) will be coming later in the year. Once I know that on Day 1 it changes the way I look at improving my team(s).


BUT - doing it in the middle of a version because you ran out of room? It raises a lot of questions as to what the plan was on Day 1 and how that changed as the release of talent accelerated.

Look, in the end, I simply have to either accept it or move on. I'm well aware of that. Until v26 comes out I'm pretty much moving on.

PS: My opinion is based on the fact I'm an F2P player. I can see how this means little-to-nothing to a P2P player. The reality is 6 months is pretty much all the enjoyment one can get from Perfect team if your not willing or able to spend 24/7 on the computer playing it.
I agree with you on principle. But the reality is that the kind of pacing you preach is way too boring for whales, who won't want to wait 7+ months to see new shinies to spend their money on. It's a lot easier to ignore the non paying and low paying customers over the 2 to 5% that generate 90+% of your income. Pretty much all gacha games function this way. This is no exception.
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Old 08-07-2024, 12:28 PM   #27
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I agree with you on principle. But the reality is that the kind of pacing you preach is way too boring for whales, who won't want to wait 7+ months to see new shinies to spend their money on. It's a lot easier to ignore the non paying and low paying customers over the 2 to 5% that generate 90+% of your income. Pretty much all gacha games function this way. This is no exception.
Sorry... how are they being ignored?
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Old 08-07-2024, 03:18 PM   #28
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Sorry... how are they being ignored?
You're a very well known pot stirrer and you know exactly what I mean and I'll leave it at that.
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Old 08-07-2024, 04:02 PM   #29
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You're a very well known pot stirrer and you know exactly what I mean and I'll leave it at that.
Dude, asking you explain a baseless claim isn't stirring anything. OOTP gives dump trucks full of stuff and opportunity to their low/free players. Do you get more when you pay... yes... because that's what the money is for... but to say that low level player are ignored is far more pot stirring.
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Old 08-08-2024, 05:36 PM   #30
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Pot...stirrer...

Gosh golly, Fabtron!
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Old 08-11-2024, 04:11 PM   #31
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Asking one value to represent overall value, salary cap, and rarity is asking quite a lot from a game design perspective.

I think we should use colors to denote rarity and have that paired with a salary cap number.

Cards like PTMS Dickie Thon, if packable, would be perfect rarity but in the 70s in terms of salary cap.

This would also open up a huge amount of design space. You can borrow from other games where commons can be very strong but hungry for resources whereas rare cards might be rare because of their strength but also could be rare because of their efficient cap rating (or both).

This would also open things up to reducing the rarity of early cycle cards as the season progresses and/or lowering their cap value so that they don't become feels bad perfect card draws.

The fact that opening a perfect is almost always disappointing from July onwards is pretty rough and there's design space to mitigate that.

As for Overall, that's the number one thing that confuses and frustrates a new player. We should just stop using it. It's completely counterintuitive. It also drives the complaints that we see in this thread.

And, my final super hot take is that PL should be capped. Not a super tight cap, but tight enough that we need to make choices. The above would dovetail with that.
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Old 08-12-2024, 06:21 AM   #32
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You can't cap the people that pay the bills at Perfect Level.
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Old 08-12-2024, 09:13 AM   #33
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One of my FTP teams

Pulled 101 Shoeless Joe. He most likely will be my CF for that team for the duration. I wonder if he will hit .400 with his 162 contact and 158 avoid K's.
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Old 08-12-2024, 09:27 AM   #34
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Not all Perfects are the same. Early cycle 100s are unplayable late in the cycle. 101s kind of help distinguish between perfects so I don’t mind the concept. Just not sure all the 101s are that good?


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Old 08-12-2024, 12:09 PM   #35
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Pulled 101 Shoeless Joe. He most likely will be my CF for that team for the duration. I wonder if he will hit .400 with his 162 contact and 158 avoid K's.
I pulled Joe with my Rangers Theme Team. I wanted him but I sold him and bought Beltre.
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Old 08-19-2024, 04:19 PM   #36
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Agree here

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Yes. It's very stupid.


On a scale of 40-100 you release cards that are 102. Pretty soon we'll be drawing cards of 110 in OOTP 27 if anyone still plays it then.


How about actually just... using the scale you made to begin with?
Yeah, I agree. Whales getting bigger pushing the others out. In not so many more years OOTP will be for whales only. If OOTP was serious about changing things up, we'd see more "Theme" years instead on making cards over-the-top right out the gate. I'm almost over OOTP after 25 years of buying the game. I guess I'll just stay a bronze level team this year at best
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Old 08-20-2024, 08:51 PM   #37
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Yeah, I agree. Whales getting bigger pushing the others out. In not so many more years OOTP will be for whales only. If OOTP was serious about changing things up, we'd see more "Theme" years instead on making cards over-the-top right out the gate. I'm almost over OOTP after 25 years of buying the game. I guess I'll just stay a bronze level team this year at best
It is not enough to pay to win, you still have to understand how to win and what roles to choose for your lineups. Assuming that money only gives you a spot at the top is seriously misleading, yes it does help to accelerate in getting cards you need from market but you still need to know which ones, and that takes time and commitment to figure out.
Anyone can do that part, collecting necessary Perfect Points to acquire those cards is then already another topic.
I focused from the start of the launch into Tournaments and cashed all good League level cards to get a healthy balance of PP which allowed to buy competitive cards that I could use in Tournaments, which started producing additional gains, does sound a lot like a compound interest logic or how to invest for future gains.
Work for short term success or build for end game.
Of course considering that game lasts for a year as competitive environment I did have to draw a line here when to start pushing for League advancements, meaning that I keep now the cards I need for PT League. It will still be a steady and slow process of upgrading position by position, eliminating weaknsesses and so on.
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