Larry_Xu wrote:Besides, they already gave us this gift, let's just appreciate it. It is common for humans to always want more, but this kind of attitude only makes us ignore some important things that are taken for granted.
I don't know if you've noticed, but none of it has been implemented yet.
Insta-sale as opposed to market sale:
One destroys cards
One recycles cards
One Creates crystals out of nothing
One transfers crystals from player to player, while taking a small percentage out of the system.
If non exchangeable cards managed to reach the market, the very few uber-rares and non-uber-rares players get from adventure mode would enter the market and cause deflation of prices, as well as cut back on the ability of market gangsters to monopolize on a card and lock out prices, which would help the entire community.
Paying players are supposed to have privileges, that's why they pay, a device that will slowly creep prices to an overall more affordable level for anyone and everyone, benefits payers more (more exchange), benefits free players more (lower prices) and benefits the game more (crystals removed from the system from transactions).
Price is based on the value of currency vs stock, price stability comes from the stability of the value of currency and the supply of a product, the value of currency lies in the overall amount of currency in an economic system.
Buying packs will always be greater than grinding months to a year for a single desirable rare in adventure mode, and will always be a larger driving factor to card stock than adventure mode. Allowing multitudes of more crystals to be put into the system without a way to put cards into the system will only drive prices higher. Last I checked, high prices were the bane of all players ._.