A league is usually 40 games available during 36 days. This is barely over one game daily - is this so much commitment? A game takes usually 30 minutes.
Well, looking at my stats for the past month's King Sealed, it looks like I played a total of 16 games, with an Opp. Win % of 55.5%, total of 21 points, overall rank of 92. I played 5 games in Series 1 (Opp. Win % of 54.5%), 2 games in series 2 (55%), 6 games in series 3 (62.5%), and 3 games in Series 4 (46.7%). So, I played an average of 4 games per week within that particular league.
Of course things get harder if you want to play casual games as well
Which I do. To me, it gets a little monotonous playing only one format all the time for a whole month, especially in the relatively limited environment of a sealed deck scenario.
- I've been on the receiving end of this lately, I think during last 3 months I've played just a few casual games, practically playing only sealed leagues (because sealed is my favourite format).
How many league games per week do you play on average? Do you think that your activity is typical, or do you feel you are more active than the average player?
If I preferred playing casually, I'd skip the leagues. And if someone has no time for even one game a day, then probably a league indeed is not the optimal way to increase collection size. On the other hand if you don't play leagues, in particular you don't play collector's leagues, so having a collection of strong cards is not so important.
Eventually I would like to play in some collector's leagues. I just don't relish the prospect of waiting 5 months to be able to do that... and even then it depends on whether the format I invested my collecting in, is the one that happens to be supported by a league.
Even playing 9 games each series and winning only one of them should give approx 12 booster packs as total prize support. Which is over twice as much as you can buy from merchant for 50G sign up fee.
I don't think that's typical, though. In fact, looking over the data for the last King Sealed league, tossing out those who did not play any games, it looks like those who played, played an average of 4.7 games per series.
With RL money taken out of the equation, I see just two things left that can be rewarded with cards - skill and time. So they have to be rewarded.
Sure. But there are ways to reward skill and time without so dramatically increasing the collecting gap between those who have much, and those who have little.
I'm not sure what "ages" means for you.
I'd say that 5 months seems like a very long time to build one viable deck that is only legal for certain formats.
I checked how much cards from two of my decks are worth (decks to use in casual play, not ones I have collected). One of them was Dwarves/Morcs deck, full of very expensive cards (blue ring,
Durin III, 2x
Ring of Fury, 3x
Blood Runs Chill, 3x
Dwarven Bracers, 4x
Morgul Brute, 3x
Cantea FTW, 2x
Enquea LOM,
Ithil Stone and so on). Even this deck costed a bit less that 1000 gold. Which means you can build it in less than 5 months even without playing a single league game, just collecting gold you get each week. But this is quite expensive deck. The other one, using Elven Telepathy/Roaming Sauron Orcs, costed below 600 gold, so it's possible to get it way faster.
your system is designed to reward above average players, while punishing average and below-average players. It also handicaps people who are simply not able to play in the league 40-some times per month. The long-term end result of such a system, is one where the best players also have the most cards, and will be able to shut out newer players or players who are still developing their skills. The only level playing field for those players would be a 50g sealed deck league where they don't get to keep their cards afterwards
Not the only one - there are also "All Cards" leagues and casual games.
True. Although a veteran player's superior knowledge of that large card pool will generally trump a newb who has access to the same pool.
Players who can't play a 40 games league should not worry about being competitive in collector's environment anyway
At the rate average players play, it seems like it's going to be a very long time indeed before the vast majority of us could be competitive in the collector's environment.
How about incorporating a diminishing returns thing?
This is how I designed the system. There are 5 booster packs to get and they are available for wins #1, 3, 5, 8 and 10. Winning half of your games gives you 60% of the boosters.[/quote]
What about front-loading that so that you get boosters for the first 5 wins, and individual cards for wins 6-10? That would enable the average 4.7%er to keep up with those who can play more often, product-wise. Otherwise, the system dramatically favors those who simply have a lot of time on their hands.
Such system is OK when all participants join at roughly the same time, which is not the case. I have joined Gemp during first beta tests in summer 2011 and played my first league 10 months ago. People joining now would never make up the difference if card getting pace was more or less constant for everyone. Now, if they are better than me, they get more cards and collection difference is becoming smaller.
But you play twice as often as they do. They would have to win twice as much as you do, just to keep up with the amount of product you're getting. That's because the current system favors those who can play the full 40 games, and from the data I analyzed, that is a minority by far.
I understand that things will never be totally equal, but I think it would be better to at least try to minimize how unequal things can be. I think we all agree on that point.
BTW, how many boosters did you receive as overall sealed league prize?
Sorry, I didn't keep up with that at the time. Maybe you can tell based on the data I provided?
I don't think a league should be a sure way of getting gold you paid back,
Maybe not. But I think it should be geared to at least give a slight profit to those who play at an average rate, with an average win percentage. Why as slight profit? Because it takes a lot more effort to play in a league, than to just go into the merchant and click on stuff. I think it's better for the Gemp community to encourage more league participation as well.