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Eredan iTCG forums move. You can find them at this adress: http://forums.eredan.com/index.php.
Eredan GT forums stay here, the same for the old Eredan iTCG forums who pass in read only.
Les forums d'Eredan iTCG ont déménagés. Retrouvez-les à cette adresse : http://forums.eredan.com/index.php.
Les forums d'Eredan GT restent ici, ainsi que les anciens forums d'Eredan iTCG qui y seront toujours en lecture seule.
It's ridiculous how a lot of people assume that a free market = good market. Small markets are very susceptible to oligopolization (which is a form of monopolization).
Do you really think that wild buds would cost 4000 in the old market? Runic power at 1000?
To make a parallel with the example above imagine you lived in a really really small world and the Warren Buffet of that world would buy all the toilet paper then sell it back to you for 10 times it's original price. How is that "not sick" or "healthy"?!
Eredan is a really really small world and thus is very susceptible to the different forms of monopolization.
The new market system let's Feerik dictate the price of cards by their rarity and new players actually have a chance to make a semi-competitive deck.
So when faced with a choice between a market controlled by Feerik and a market controlled by speculators I find Feerik's interests to be much more legitimate then those of the speculators.
I would have preferred rooms with 23 energy cost and card drops then the pointless 12 energy battles we have at the moment.
Sure it is fun to complete the new fights a few times but after that farming the reward cards becomes a very tedious and unrewarding experience.
If the amount of sales required to drop the price is not met, it should raise instead.
While weighting number of sales required to modify the price by rarity is a good idea your system still encourages hoarding which is one of the bigger problems of the current system.
First of all I would like to say considering my interests I do not like the current market system. I have a lot of foil characters, some of them in multiple copies, that I will never sell at the ridiculous prices suggested by feerik.
But despite this, I can not help but notice that players that are online when an event starts can no longer make a profit at the expense of those who aren't. And I like this a lot. Market speculators are a plague for any online game so I support any measure that decreases the incentive to speculate.
An even bigger decrease of the incentive to speculate could be realized by the proposition I had a while back - progressive taxing depending on the number of salable copies you have from a certain card (number tbd by rarity). This would also create an incentive to sell cards. Of course for this system to work the market prices should be correct.
P.S.: Well, we live on a capitalist world, and everyone that is smart, dont even care about the next guy profit, we only care about our own profit
This is the type of disastrous mentality that brought the world in such a bad state. You are saying as long as you are doing fine, screw everyone else. I don't think this is the place to go into details about this.
To draw a conclusion I would like to see a better market where you have an incentive to sell rather then to not sell, but I would hate a lot more to see a market where speculator could earn a lot of crystals at the expense of the vast majority of players and Feerik without doing anything of value.
This change might be great since it would allow your deck to contain a greater variety of cards that would be suited for more situations.
For example a Nomad deck can have 3 copies of harshness that won't take up the space of cards with a greater number of uses.
Big decks wont stand a chance against small optimized decks because, let's face it, in a 20 card deck about 1/3rd is made up from filler cards, so more then 20 cards in your deck means more fillers. (in a 20 card deck you have 7 fillers, in a 30 card deck you would have 17 fillers)
But I am a little concerned as well about the OPness of survivor decks.
I found Aigle's version to be really effective.
But I wonder if there is a hidden trophy for winning without any misses... Did anyone manage to win like that?
You failed to take into consideration that Feerik partially approves hoarding. Why else would they create a card like [card]runic power[/card] that is used to upgrade each of the 3 rare runics?
I am not a hoarder or a speculator but I could not stop myself from buying 10 of these cards .
There is a major bug in the first mission:
The AI has 2 untapped characters, one of them is in combat, you attach a craftsman item to the out of combat character permanently tapping him, the combat ends and all opposing characters are tapped, the game does not advance to the next turn.
I already lost energy 2 times because of this.
Does anyone know if good fugu works? I have 2 of them and I wonder if I should level them up or not?
1. Discard, Ihas, Waw, Temple guardians, wild buds etc it's really easy since there are quite a few dhan decks out there
2. Just fight a friend while both of you are using a nehantist deck.
3. WaW and chain swords or daggers every time you have the chance
4. kararine (expiation, he who can do more, can do less) + dhan (good order bonus 1,4,5) + another priest with good order bonus like Ozymandias (2,4,6) but you can also use eclipse yolmarek.
I got [card]struck by lightning[/card] and [card]mirage[/card] ![]()
abomination, saphyra, the shadow +1
akutsai, ayako, hime 0
hares the brute, asajiro, furagu 0
anzare, E&M, naya 0
aez WW, aelide, johan 0 ![]()
psychturgist, salem, bigrae 0
Keizan (M), hailwalker, eikytan +1
urakia, kebek, prince +1
myliad, croc, birdie +1
lucyan, shana, crysocat +1
yolmarek, orzine, ahlem +1
Fighting against the same player still gives points.
Special edition characters do not give points.
I know you'll want to kiss me for this:
[card]Simple Attack[/card]
[card]Protect the Weak[/card]
[card]Celerity[/card]
[card]Dark Light[/card]
[card]Divine Fist[/card]
[card]Win using Fervor[/card]
[card]The pen is mightier...[/card]
[card]He who can do more...[/card]
[card]...Can do less[/card]
[card]Expiation[/card]
great comeback of an excellent event!
I got 2 points vs captain + clover + fog hydra.
Does anyone know if tempus give any points? (I think they dont so i forfeited against them each time)
The campaign has great potential. A survivor style boss that changes every week looks excellent and the legendary reward is really great but let's face it 99% of the players won't be able to get anything from this. Sure they'll beat the boss a few times, trying a few different decks against him but after that there's no reason to play this fight over another.
Since it is planned as a campaign that changes every week why not make some repeatable weekly trophies that give out some rewards depending on the number of wins you get against the boss. You can't farm since it's 1 reward per threshold per week, and I'm sure everyone will give it a try at least for the lower thresholds.
I got the king after the fix on my 4th win. He can replace ayir but I think the real prize is getting the crown and both claws. With that combo you can play 4 cards in one turn which is quite something.
I agree with point 1. No one says to give away rares on each battle but a higher uncommon drop rate would be a nice incentive to continue playing the missions until they are over.
But regarding point 2.
Some players from other communities have found a couple of smart alternate decks. So there is more the 2 options circulated on this thread. (DMR and the Solaris eclispe)
Besides DMR has been staple for adventure since this mode came out so there's really no excuse for those who haven't gotten the extremely cheap cards for that deck by now. (the supply of cards is abundant when there isn't a new campaign)
This was one of the lesser campaigns. The badass boss is nice but the crappy rewards give you a "oh no I have to play this again" feeling after each fight where you don't get your desired drop.
[card]Extinction[/card] does not always work on the King. That's pretty frustrating for a limited time event.
This was awesome!
When I logged in.. suprise! extra 35k. After that WHAM! 3 legendary cards.
I was hoping for the additional trophies for a long time but I never expected such rewards.
Made my day! ![]()
try using 2x shifting sands instead of 2x anathematize.
this way you can keep your blackmails
Quite a bad idea, 'cause in that case the unsellable cards we get from adventure mode would be a pain in the ass.
They already are a pain but let's be honest you don't need more then 3 copies of each card. (1 for characters)
For a rares and uncommons is quite simple - you won't get 3 of the same drops in adventure mode anytime soon. Even if you do you can sell your other copies.
The unsalables actually help because when you have 4 rares you will be forced to sell one so you won't enter the high tax zone.
Remember the common cards are not unregulated.
So the "hoarder tax" I proposed is bad only if you are well...... a hoarder.
Gr33n T3rr0r: I agree that the removal of a min price for the new cards was a bad idea since it allowed some of the paying players to sell new cards at high prices in the first week. But other then that the adaptive price system is great and in the long run I think it will prove to be an excellent feature for the market.
So how does the rune mechanic work? When you activate "power of the colossus" the runes are discarded or they remain in play?
Also how does this deck fare in terms of survivability against mages and marauders?
PS very nice formatting for the first post.
Solution - you have more then 7 uncommon/5 rare copies of a card in your collection - WHAM!!!! 30% tax when you sell that card.
This way no one will hold more then 6 uncommon/4 rare cards in their collection.
I just dropped some rune cards from adventure mode. What's up with that? ![]()
