Which is why those TCG are awful. They are the very definition of pay-to-win. I realized this way back when I tried to get into Magic.Packs usually consist of like 4 common cards with 1 uncommon or better. You always get at least 1 uncommon but the uncommon slot can have a rare or ultra rare which are the most powerful cards in the game. To keep people buying packs again and again to get those rare or ultra rare cards people keep buying more and more booster for that shot that they pull a rare card. This is the nature off TCG online and real ones how they have worked for years and make a lot of money.
Id be more upset if we didnt get the mobile version as well since it will have a connection to the in game version plus not having the booster pack in the CS would be like going to a comic store and them only carrying pictures of the booster packs for like MTG
this argument isn't really valid for TCG's tbh, TCG's in general are more about strategies overall than a strict "i have (insert better card type here), i basically win". also for offline TCG's the merchandise is tangible, not just a digital item that you technically don't even own. all said and done TCG companies are out to make money just like any business, and as such release new cards obtainable through booster packs and premade decks. someone can go and buy that ultra rare card from hobby shops true, but that doesn't necessarily equate to pay to win, you still have to know how to use the card properly.
TT is different in this because the cards in it don't have special abilities or trigger effects, it's just cards with numeric values on each side that determine the cards strength, thus it opens up potential for the p2w that everyone is afraid of seeing. the game requires strategy still, but not in the same context. as for the cards being in the cash shop, it's going to happen, doesn't really take a psychic to foresee that. the main issue here is if it's just going to be booster packs, which would be understandable, or if they're going to lock the strongest tier cards behind the cash shop, which would not be ok as that would be in line with the p2w format. in which case if they do lock the top tier cards behind the cash wall, i personally will cancel my sub as i was looking forward to this being an integral part of the game itself. otherwise i don't really care if they put booster packs in the shop.


k bye.
Killjoy. Some of us LIKE booster packs.


Which does raise a lot of interesting questions when looking at the argument from the free to play side of things. The whole argument of advantage can be reversed.
"Why should FFXIV players have an advantage over Free to Play players. Why are rare cards locked behind a paywall of a monthly subscription fee? Why are we forced to subscribe and play a game we don't want to play just to play a game that we do want to play? One that is marked as free to play? FFXIV players per their subscription are entitled to earn the cards for free by venturing out into the world, slaying mythical beast to earn the cards their way. Our Free to Play entitlements tell us if we want the card we have to plop down the $2 - $10 on the cash shop...Everybody's happy....."
Honestly think about it....
Last edited by Aylis; 12-03-2014 at 11:10 PM.


"Booster packs" in the cash shop are acceptable and to be expected... However, if they start selling exclusive single "rare and/or powerful" cards in the cash shop, or make it so the only method of obtaining said cards is through cash shop booster packs, etc, that is indeed a dealbreaker.
If players wish to expand their decks faster and possibly acquire a rare card in the process (think of those Pokémon card booster packs you bought as a kid, sometimes they had a powerful rare "foil" card in them) through the cash shop... that is totally fine. However, there needs to be another (albeit slower) in-game method of obtaining ALL of the exact same cards, ideally by battling NPCs and/or other players.



Damn right, it's a high. Played Yugioh for years. Still do (though I play online exclusively using programs). Way back when a card called "Dark Strike Fighter" wasn't on the banlist, I had developed a deck that used a number of Dark Machines, including a card called "Sphere of Chaos", a card of the highest rarity, Secret Rare. I needed one more of them, so I kept buying a pack or two a week until I got it. The third week, I pulled it out of my first pack and I lost all control of my knees and almost collapsed onto the floor. That's 1/3 of the fun of playing a TCG. Another 1/3 is building a deck with the cards you have, and the last 1/3 is actually playing the game.
Buying and pulling packs of cards is a huge part of the fun of a Trading Card Game. Triple Triad doesn't traditionally have that enjoyment as, in FFVIII, it relied largely on transmogrifying monsters into cards as well as gambling your own cards against someone else (a practice that I have never liked). It also doesn't have the appreciation for the deck-building aspect that most TCGs do. You pick any five cards from your entire collection and use that. Then the gameplay aspect is so... vanilla and bland. Seriously, how can anyone like Triple Triad over having a proper TCG in place?
But on topic, Triple Triad is a card game that requires about as much strategy as a game of Tic-Tac-Toe. There are no special card effects, you can only play one card per turn, you do not draw to gain new cards, you pick the cards that you play with so there is very little chance involved, and the special rules aren't really all that special.
I'd personally rather a card game where cards had effects and special abilities to put into question which cards are BiD (Best in Deck).
and then your card gets banned
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