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Author Topic: Gemp-LotR economy model  (Read 1851 times)

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January 15, 2012, 06:18:50 AM
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MarcinS

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Gemp-LotR economy model
« on: January 15, 2012, 06:18:50 AM »
(If you plan to comment in this thread, please read this whole post and if you provide a critique, at least provide an alternative idea and impact analysis)

Every economy model has multiple variables. Thing that people often do not understand about economy is, that changing one variable does not impact only one resulting number (for example increasing taxes will not just increase government budget, in fact it might decrease it, in addition to increasing unemployment).

Card acquiring rate
Description:
This number describes how fast an average player will acquire new cards. This number also describes how fast an average player will be able to collect all the cards for his "dream deck-list".

Impact:
If this number is too high, an average player will be able to build "almost" any deck in a very short period of time, rendering the whole collection aspect of the game obsolete, as this players "My cards" will be quickly equal or better than "All cards".

If this number is too low, collecting even one deck will seem like an endless grind. In addition, player A will be collecting Movie block deck, while player B will be collecting Standard deck and they will never meet in tournaments.

Solution:
Slowly build up the contructed formats. This will mitigate the problem with players building decks for different formats. For example we might have "seasons" for different formats, like it's done in MtG, where every 3 months a different format is the one with the most support. Length of "season" might be indeed 3 months. Sealed leagues (formats) will be selected to supply players with cards they need for the upcoming "season". This means that some broaded formats (Movie or Expanded) might take some time to become tournament formats, but you can't have access to all cards without giving access to all cards, which will cause the collection aspect obsolete.

So, to give an idea of how big the card acquiring rate I have in mind is. If you had a FotR block decklist, then with enough effort (playing leagues and doing quite-well in them), and being smart (planning and buying cards from merchant in advance) it should take you 2 months (less than a season) to acquire all the cards for that one deck.

Cash intake
Description:
This number describes how much cash players get. It's already decided that the only way of getting it (other than trading with players) is via the activity bonus. Activity bonus - first time that you log in into the system during each week, you'll be given a set amount of cash (the same for all players).

Tournament and league participation will cost cash. Merchant will sell non-foil cards for cash it will also buy non-promo card from you at a lower rate than it's selling. You may buy boosters (or special card collections) from shop for cash. You may trade your cash for their cards or vice-versa. These are the only ways of getting or spending cash.

Impact:
If this number is too high, players will be able to buy any card from the merchant, which might once again render the collective aspect obsolete.

If this number is too low, players might have trouble accessing the leagues and tournaments they want.

Solution:
Provide enough cash to allow an active player (logging in each week) to participate in every league, plus a bit more to allow him to buy some singles/boosters from merchant if he/she wishes to.

That's all I had time for to write for now.
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January 16, 2012, 08:11:54 AM
Reply #1

Felagund

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Re: Gemp-LotR economy model
« Reply #1 on: January 16, 2012, 08:11:54 AM »
I have done some thinking about this over the last few days.  It seems to me that there are simply people who want different things out of this, so I want to go back to Marcin's division of players into categories based on what they are looking for.

1) Collector Players -- people who primarily enjoy the PROCESS of collecting.  Since they enjoy the process, it is less likely to feel like a grind for them, although they will still want to feel like they are making regular progress.  In my real life experience, these players really enjoy opening boosters.  Also collecting needs to feel like it has some sort of meaning, so it would be nice to attach certain tournaments or events to your collected cards.  If it is too easy to collect everything, these players will lose interest, although the existence of foils does help this somewhat.

2) Competitive Players -- people who primarily enjoy thinking about what will work best in the game, both in terms of tactics and in terms of deck construction.  They enjoy competitive play since it really highlights this kind of thinking, so leagues and tournaments are good attractions for them.  However, they are easily put off by the collecting process as that is not what they want to put their time and energy into.  (In real life, they put money in instead; the usual argument being that the entertainment value per dollar out of a few boxes of boosters is much better than what you spend going to a movie or a nightclub.)

3) Casual Players -- people who just want to play the game.  They will enjoy leagues, and they will enjoy tournaments too provided there is not too much of a barrier to entry -- they don't want to take forever to get a deck together.  They may also enjoy collecting, again provided the pace is brisk.

4) Testing Players -- people who currently play in real life and use the site primarily to test out decks.  They are pretty easily satisfied by casual play.

As Marcin noted before, Casual games are enough to satisfy group #4, and are also appreciated by the other groups.  League play is appreciated, I think, by all of the groups.  Group #1 wants to be able to collect cards and for that to be meaningful, they need to have tournaments they can use those cards in.  Group #3 may also enjoy collecting cards.  Group #2, however, wants to be able to play competitively without collecting, and some portion of group #3 would prefer that as well.

Additionally, it seems to me that any proposal for collecting cards will have a hard time satisfying groups #2 and #3.  For example, Marcin said above:

So, to give an idea of how big the card acquiring rate I have in mind is. If you had a FotR block decklist, then with enough effort (playing leagues and doing quite-well in them), and being smart (planning and buying cards from merchant in advance) it should take you 2 months (less than a season) to acquire all the cards for that one deck.

This means that to put together one constructed deck the way you want, it would require deciding in advance what you want, watching the merchant, and playing 80 league games (in formats you may or may not enjoy) all over a period of two months.  I can see how some people might really enjoy this process, but I think it is also easy to see how much of a grind this would feel like for someone who is not interested in collecting.  Some people will enjoy it, some people will hate it.

THEREFORE, my suggestion is -- rather than trying to make one solution work for both collectors and competitive players -- simply run two types of constructed tournaments.  Run Collector Tournaments where you must own all the cards in your deck, and run Open Tournaments where you can use any cards that are in the format, regardless of ownership.  I think this is the easiest way to make everyone happy.

January 16, 2012, 08:34:13 AM
Reply #2

MarcinS

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Re: Gemp-LotR economy model
« Reply #2 on: January 16, 2012, 08:34:13 AM »
Thanks Felagund, that was exactly the solution I came to myself today morning, and probably will end up being implemented.

There will be normal tournaments (we can even call them "Collector Tournaments/Leagues" - good name choice), where you are allowed to play only the cards that you have in your "My cards" collection.

There also will be "open" tournaments (bad name choice - have to think of something better, as "open" is already a format), where you are allowed to play any cards in format, without being limited by your collection. These tournaments will showcase the most powerful decks in formats, and most likely influence changes in restricted/banned cards for their formats. These tournaments will have very little (or none) prize support in addition to trophy. Trophy can be in a format of a trophy icon displayed in user's profile, or a "trophy card" which will be a commonly played card (usually common) with a special note, that it was a reward for tournament.

I think my problem before was, that I was not recognizing the 4th group of players, who want to play competitively without being limited by a card pool.
« Last Edit: January 16, 2012, 08:36:52 AM by MarcinS »
New/old way to play Lord of the Rings online.
Give Gemp-LotR a try.
All sets are finished

January 17, 2012, 04:11:55 AM
Reply #3

hsiale

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Re: Gemp-LotR economy model
« Reply #3 on: January 17, 2012, 04:11:55 AM »
I have just gone through all the prizes for last league, I guess this may be an interesting example. The prizes I got were absolute maximum a player could have (I won overall ranking and each individual week). Here are rares and foils I got:

4x The One Ring, The Ruling Ring (Foil)
1x The One Ring, Isildur's Bane (Tengwar)

1x Beneath the Mountains
1x Gimli, Son of Gloin (Foil Promo)
1x Gloin, Friend to Thorin
1x Gimli's Helm
1x Greatest Kingdom of My People
1x Hand Axe (Foil)
1x Still Draws Breath (Foil)
2x What Are We Waiting For?

1x Bow of the Galadhrim
1x Double Shot
1x Elrond, Lord of Rivendell
2x Gwemegil
1x Legolas, Greenleaf (Foil Promo)
1x Secret Sentinels
2x The Splendor of Their Banners

1x Durin's Secret
1x Gandalf's Wisdom (Foil)
1x Glamdring
1x Jarnsmid, Merchant from Dale
1x Questions That Need Answering
1x Servant of the Secret Fire
3x Servant of the Secret Fire (Tengwar)
1x Wizard Staff (Foil)

1x Aragorn, Heir to the White City
1x Aragorn, Ranger of the North (Foil Promo)
2x Armor (Foil)
2x Banner of the White Tree
1x Blade of Gondor
1x Change of Plans
1x Citadel of Minas Tirith
1x Gondor Bowmen
1x Pursuit Just Behind
1x Sentinels of Numenor (Foil)
1x Strength of Kings
2x Valiant Man of the West

1x Fearing the Worst
1x Frodo, Old Bilbo's Heir (Rare Foil)
1x Frodo, Old Bilbo's Heir
1x Merry, Friend to Sam
1x Noble Intentions (Foil)
1x Orc-bane
1x Sam, Son of Hamfast (Foil)
1x Sting
2x The Gaffer, Sam's Father

1x Lurtz's Battle Cry
1x Lurtz's Sword
1x Orc Commander
1x Orthanc Assassin
1x Parry
1x Saruman, Keeper of Isengard
1x Saruman's Reach
1x The Palantir of Orthanc
1x Worry (Foil)

2x Archer Commander
2x Denizens Enraged
2x Depths of Moria
2x Goblin Domain
1x Goblin Scimitar (Foil)
1x Such a Little Thing
1x The Balrog, Durin's Bane (Promo)
4x The Balrog, Durin's Bane (Foil Promo)
2x The Underdeeps of Moria
1x Troll's Keyward

2x Desperate Defense of the Ring
1x Gleaming in the Snow (Foil)
2x Hate
1x Morgul Hunter
3x Morgul Slayer
1x Orc Banner
2x Orc War Band
1x Terrible as the Dawn
2x The Irresistible Shadow
1x Thin and Stretched
1x Tower Asassin
2x Verily I Come
1x You Bring Great Evil (Foil)

1x All Veils Removed
1x Bill Ferny, Swarthy Sneering Fellow
1x Black Steed (Rare Foil)
1x Return to Its Master
1x The Witch-King, Lord of the Nazgul
1x Too Great and Terrible
1x Ulaire Attea, Keeper of Dol Guldur
1x Ulaire Toldea, Messenger of Morgul

4x Balin's Tomb (Foil Promo)
4x Council Courtyard (Foil Promo)
4x Galadriel's Glade (Foil Promo)
4x The Prancing Pony (Foil Promo)
1x Westfarthing (Foil)

According to ccg-singles.com total worth of this is $355,62 (some foils were not priced there, so I had to estimate their worth). I took one of my FotR block deck (Horn of Boromir/Nazgul), added value of all the rares and I got $149,25 (with 27% of this total being 4x Morgul Gates). I will do the same for my two other FotR decks (Rangers/Moria and Trust/Uruks, I expect both to be more expensive).
« Last Edit: January 17, 2012, 04:15:39 AM by hsiale »

January 17, 2012, 04:48:42 AM
Reply #4

MarcinS

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Re: Gemp-LotR economy model
« Reply #4 on: January 17, 2012, 04:48:42 AM »
BTW, I've made a change to the system. You can now use your owned cards (in "My cards" collection) in casual games.

If someone plays a game with a deck containing any non-basic cards (foil, tengwar, alternate-image, alternate-image promos) and no longer owns them (or in fact - never did own them), system will replace those with their basic versions for that game.

So now you can build your league deck (with some foils you opened) and play-test it in Casual games. System will replace the foils with non-foil versions for that game.
New/old way to play Lord of the Rings online.
Give Gemp-LotR a try.
All sets are finished

January 17, 2012, 03:44:55 PM
Reply #5

Felagund

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Re: Gemp-LotR economy model
« Reply #5 on: January 17, 2012, 03:44:55 PM »
Nice choice on your Tengwars hsiale :)