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Eddie_the_Kid
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Subject: Proposed in game pricing scheme for jousting cards.
This is based on my knowledge of Magic the Gathering and other ccg/tcg style games. A booster pack of jousting cards costs 250 GC or approx $2.50 for 4 cards. Other ccg/tcg booster packs sell for$5-$10 and are 8-15 cards. Since the prices for booster packs are highly comparable, then the basic pricing scheme for cards may also be of use.


Typically these other games have individual second hand or 'opened booster' sales broken down as follows:

'Common' Common Cards = approx 10 cents
'Uncommon' Common Cards = approx 20 cents
'Common' Uncommon Cards = 30 cents
'Uncommon' Uncommon Cards = 50 cents
'Common' Rare Cards = $1
'Uncommon' Rare Cards = $2-$10
Rare Cards = $10+ (determined by auction value of individual card)
Super Rare Cards = $30+ (determined by auction value of individual card)
Ultra Rare Cards = $50+ (determined by auction value of individual card)
Ultimate Cards* = $100+ (determined by auction value of individual card)

* When I am talking ultimate cards, think of like the Black Lotus from Magic the Gathering, where very few of them exist and they auction for over $1,000 typically (and it can't even be used in official game-play).


The question is, how can this system and the jousting cards be applied to each other? Special cards, elite cards, and super-rare elite cards will have to predominantly fall into the rare-ultra rare categories and their value will have to be decided over time on a card by card basis. However, some of these cards and most of the others (especially cards from the starter deck) can be sorted into the above groupings for pricing purposes. I propose the following system:

Tier I Common Cards
Trot (+1 move)
Canter (+2 move)
Gallop (+3 move)
Stab (-1 attack)
Fork (-2 attack)
Bite (-3 attack)
Heal

Tier II Common Cards
Race (+5 move)
Axe (-4 attack)
Shield I (+1 shield)
Cannon I (-1 cannon)
Poison I (+1 poison)

Uncommon Cards
Hook (-5 move)
Shield II (+2 shield)
Cannon II (-3 cannon)
Poison II (+2 poison)
Whip (+1 speed)
Explode

Tier I Rare Cards
Charge (+7 move)
Hammer (-6 attack)
Slash (+2 speed)
Shield III (+3 shiled)
Cannon III (-5 cannon)
Poison III (+3 poison)
Shortcut
Get Lost
Feed
Scare
Peek
Sandbag
Hungry
Stone

Tier II Rare Cards
Bolt (+9 move)
Cleaver (-7 attack)
Blade (-8 attack)
Plague
Splice
Toxin
Crate
Faith
Switch
Detect
Dragon
Cane
Mana X
Saddle
Sickle
Bear Trap


Based on the above breakdowns then, price per card is:

Tier I Common Cards = 10 cents = 1 GC = approx 2,000,000-4,000,000 gold*
Tier II Common Cards = 20 cents = 2 GC = approx 4,000,000-8,000,000 gold*
Uncommon Cards = 30-50 cents = 3-5 GC = approx 6,000,000-20,000,000 gold*
Tier I Rare Cards = $1 = 10GC = approx 20,000,000-40,000,000 gold*
Tier II Rare Cards = Prices should be determined enirely on indiviual basis and average 'free market value'. Prices should be updated for them whenever possible.

Note that cards may move up and down in tiers as time moves on as any tier pricing system is based part on rarity, part on usefulness, and part on average 'free market value'.

*These approx. ranges of gold values should be considered only in terms of the variable gold value of GC and not so much as room for leway. GC do tend to range typically from 2-4 million gold and that is what the range is based on. Any leway beyond that is a matter of the relationship between the buyer and seller.





People's thoughts? If a final system can be agreed upon then I will remove this post and re-post it in the Help forum instead of here in Game Discussion.

Modified by:
ZiggyMonster (10) - Nov. 23rd - 4:52am

Time Posted: November 22 2011 09:59 pm EST
Last updated: December 8 2011 09:47 pm EST


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