Hi All,
its great to see everyone trying to contribute to make the game better

! Having read the suggestions in the threads of Legion, Grond and sdevelyn, I spent a couple of hours with an Excel spreadsheet. I can now add my idea to the discussion.
As far as I understand the Merchant has two functions:1. To allow both new and experienced players to construct functioning decks, without relying excessively on luck.
2. To give everyone the collector experience and the excitement of opening boosters. A necessary condition for that is to allow some cards to be more valuable than other equally rare cards, even to people who will not use them in a deck. (For example, everyone to be happy that they have gotten
Desert Lord as opposed to
Supplies of the Mark, if
Desert Lord is more useful in general).
As far as I understand it there 3 problems with the current Merchant:1.The system can be exploited by people with multiple accounts
The other two are related to inflation, and by that I mean the amount of gold that exists in game as a whole. This is a general problem in many online games, but I thinks its particularly bad in gemp because there are very few ways to get gold out of the system.
2.A player who roughly knows the true value (usefulness) of cards, with some gold, can always make more gold by buying and selling the right cards, with a single account, no exploits used. (I have only ever had one account, and trading cards has never been a priority for me, but I have made quite a bit of money by selling
aragorn's bow when the price hits 500 and buying it back when it drops to 50. )
3.The price of cards can get ridiculously high in relation to the way you get cards - i.e. buying boosters. When several cards in a set have astronomical prices (i.e. >300), you can always generate gold by buying boosters in that set (as often happened with RoEL).
As far as I read you guys are suggesting 3 possible solutions:1.Fix prices of cards
2.Have the merchant only sell packs (presumably still buying singles at a fixed price?)
3.Limit the amount of gold, by introducing a new currency - "tickets" (Grond's suggestion).
Now I think solutions 1 and 2, will eliminate the collector experience and the excitement of opening boosters. I think we can get comparable results without fixing prices, just capping them. Solution 3 is not a bad one, but I think it will only reduce the current problems and not fix them.
My suggestion is the following:1. Keep the merchant pricing as it is, but set minimum and maximum prices. Based on the current booster price, I suggest the following:
C-1s min / 10s max
U-10s min / 1g max
R-1g min / 150g max
R+ -1g min / 200g max
P-10s min / 1g max
If there are no cards, at the max price, the merchant doesn't sell any, but when a card becomes available it is still sold at the max price.
2. Now this is the crucial bit. People should be prevented from owning more than 4 copies of any card (since anything more than that can be used for speculation). If you get more than 4 copies of a card (for example you get it in a booster, or you buy it by mistake), then extra copies automatically get sold to the merchant at the minimum price. You will still be able to have up to 8 copies of a card if you add foils (we should probably increase the gold to convert to foil though).
I am not sure how much coding this will require to be implemented, but I suspect it will be far less than the ticket system.
3.If there are ways to get gold out of the game on a regular basis, it would be good. Do yo guys have any suggestions on that?
However, I believe points 1 and 2 on their own should fix most of the issues we currently have. I apologise if this seems too long a post, but if you've gotten this far you deserve an awesome Boromir picture!