I didn't say NOT PLAYING - I said - not joining every league, which is quite different.
Your goal is to encourage participation in the leagues, right? Well, it seems pretty obvious to me that, in order to encourage participation in league play, there needs to be an advantage in league play over casual. As it stands now, there just isn't. If anything, the advantage goes to casual. It is easier and less hassle for people to just stick with casual play and let the gold build up. Why do you care about trying to make casual play economically competitive with league play? Is it your goal to build a fake economy, or is it your goal to build a healthy playing environment? It seems to me that you are overly-focused on the fake economic aspects of this system, which I feel most players don't really give a crap about.
For example, instead of participating in a sealed league (format one might not really enjoy playing), one may choose to spend the gold on singles needed for his/her deck for constructed league to increase his/her chances there. If participating in a league was obligatory,
In your above example, the person in question is still motivated to participate in league play, whether that be sealed or constructed (I think you actually meant collectors). Participation in league play is only "obligatory" if the gold actually matters, and gold is entirely unnecessary for casual play. As it stands now, casual play is still the better bet to get gold "easily," and yet no one actually
needs gold in casual play. See the problem?
Idea behind currency is not, to allow everyone participate in everything, as then there is no need for currency, but to provide all players with a valid choice, of how they want to spend their allotted resources (gold and time).
But you're trying to make casual play competitive with league play in terms of earning gold, when
gold is useless in the casual play environment. I feel there should be a distinct and obvious gold advantage to playing in leagues and tournaments, and it seems to me that most players currently do not see such an advantage. That seems to be your intent, actually, but it doesn't encourage league participation.
The idea is, that an average player playing majority of his games in a league, will get his investment (joining league fee) in boosters, just from the game win rewards. That should encourage an average player to join the league at all (invest currency), even if one feels he/she might not get enough time to play all games, as well feeling strong enough as a player to win most of games.
We've been through this already. Last time I looked at the numbers, the "average player" was not what you thought it was. They didn't play as much as you thought, and they didn't win as many games as you thought.
I disagree. I just won the last two sealed leagues. I have 177 unopened boosters. If I wanted to play in a collectors' league, I would buy the singles for my deck. I wouldn't open cards. Why? There is no pack worth 10 gold, and it's not worth my time to mine gold.
Bingo. If you're in it for the gold, league play is just not worth the hassle.
I know that you, hsiale, and MarcinS are terrified of inflation. But under the current system, everyone's really poor. As I've said, I don't want to play Super Sealed and I don't want to spend hours selling 2 cent commons to get a decent deck together.
This.
If you thought your packs weren't worth much before, get ready to be staring at 30+ Bridge of Kazad Dum in your collection.
Marcin - I understand adjusting the Merchent to not buy cards that it would see no value in, but I'm a little annoyed that some power cards I can no longer get at all unless someone sells a copy to the merchant.
Now that some cards are hard to get, because the Merchent doesn't have them in stock, it doesn't encourage someone to sell a randomly opened Goblin Armory or Gondorian Bowman, because what are they going to buy with that money?
Wow. Here again, to me this is highly detrimental to league play, collectors formats, and the gold system. Again, your objective should not be to simulate a realistic economy, your objective should be to create a healthy playing environment. If there are cards that nobody can get regardless of how much gold you have, then ultimately the gold becomes worthless. You're never going to be able to duplicate the real economic structure of lotr, because there is no way for players to trade or sell cards directly to each other. But in that
real economic structure, it is still possible to buy any single you want, if you're willing to pay enough to get it. In my view, the merchant should NEVER be out of stock. Astronomically high prices perhaps, but never out of stock.
The other power cards are unavailable, so there is no reason to sell Goblin Armory so you can buy Savageries if the merchent has no savageries to sell.
I'm afraid that this tweak is going to lead to a frozen market.
Yep.
Right now there is no economic incentive to make me want to participate in leagues. Most of the league formats I see available, are not formats I'm interested in playing, so there's no player's incentive for me to participate either. However, I'm very hopeful that hsiale's idea to cycle through formats more quickly, and have single-series leagues, will give me that player's incentive I'm looking for, by having more formats I like to play.
However, there's still no gold incentive to play. From my persective, there is actually a gold incentive to
not play in leagues.