The UR community seems to have a lot of questions about RB cards. What role will they ultimately play in the game? Will RB always be very rare and expensive? Why were these things implemented in such a manner? Here, we will try to answer all of these questions and more.
Q: What is an RB card?
A: RB stands for ""Rebirth."" They are rare versions of existing cards with the same stats, but alternate art and a blue nameplate to differentiate their status.
Q: The first RB card was really hard to get, and it's very expensive! Are they all going to be like that?
A: In a word, no. RB cards will have varying availability.
Q: I want some RB cards. How can I get them?
A: Each RB card will have a unique way of being awarded. Some will be given as rewards to top achievers in certain modes, others may drop at a low rate from packs. Generally speaking, they will be released in a very limited way, but additional RB cards may be produced at times.
Q: The Leader Wars event in which Nanook RB was made available was very expensive! Will other events that award RB cards be priced similarly?
A: We are considering lowering the prices for many of these events. We have been paying special attention to community feedback regarding this matter.
Q: Will RB cards do anything special?
A: Collecting 100% of normal cards and all RB cards will grant a special new ranking, Phoenix. This rank is higher than Colossus and lower than Divinity.
Q: Why did Boostr decide to introduce such rare items into a game that's supposed to be free to play? They are very difficult to get for an ordinary player. Is it fair?
A: Every online game needs end-game content. Players who have met many of the big goals that UR has to offer will appreciate having another very challenging goal to aim for. This will also forge new relationships between skilled players who are able to win these cards through special events, and superstar collectors. Meanwhile, RB cards don't take anything away from a typical player, as the regular versions of these cards are still readily available at their normal price, and it's possible to enjoy the great new art on these cards without having them in your collection. You can compare them to a foil version of a card in a physical card game.
This isn`t about utilily of Rb cards bacouse this can change in future (some ppl are waiting for Spiaghi Rb or simlar card so they can play elo with two the same cards). But I think that you are looking on this from wrong perspective what did it to player collection worth. I probably as many others ppl worked hard to have big collection worth something and now ppl having luck in two Pay 2 Play!! LW and getting Baby Q Rb have collection worth more than mine. This isn`t about how much Rb cards are worth but what players can buy when they sold them. If someone sold Nanook Rb after first LW, probably can afford to buy BIG5. This is point where you went wrong. If you wanted to make money through P2P mode and boosters you should block selling Rb cards like Ld.
You are saying that it will help UR to thrive, and I`m saying what it will be cause leaving the game by average player who worked hard to get something worth collection. I think that your recent changes in dt tokenz, P2P modes and those Rb already result in leaving the game by players. This isn`t only my opinion but I think that many think that saying this wouldn`t change thinks, but you f**** game ( end game content - owning all cards) with those RB cards.
But if you wanted give us some new content good idea would be missions like 1000 wins with clan. And what about colliseum? One year ago you have choosed around 40 format proposed by players, and how many was played? 3 or 4?
Let me try and understand the concerns over Rbs and what they are worth
there are multiple games within this game i suppose
you can be an ELO or DT player, a casual player, a full timer, Survivor, collector, or market or a combination of several.
I think what it comes down to is the market game allows you the most control over the other games...
if you are successful in other game formats, you can slowly grow your collection. If you are successful in the market, or just lucky, you can almost instantly grow your collection.
This was the gripe when the lottery first came out, that then became a DT lottery. Many people felt that overnight players became clintz multi - millionaires
the Ld cards didnt create a problem because they could not be bought or sold. and only a handful were competitive cards in competitive play
i could be wrong, but that is how i am interpreting the concerns regarding Rbs
These decisions aren't made lightly. You're right, some players are going to be disappointed by the economic changes brought about by RBs, but how about newer players, or more casual ones? How about the guys that want to play on the most competitive level but feel like the best cards are eternally out of their reach, only available to those who joined the game many years ago?
UR is partly based on luck, because luck creates anticipation and hope. Game play is partially determined by luck. The results of each pack are partly determined by luck. The outcome of every event is partly determined by luck on a massive scale. I think we can all acknowledge this much.
For the first time in an incredibly long time, an intermediate player can look at these events and have hope that through a combination of hard work, regular participation, and luck, he can catch up to the big players. Despite your own opinion about this, I encourage you to think about how good it is for the game. This is helping us motivate new and intermediate players by giving them a fair and equal chance, nothing more.
What the game needs is a mode that removes market and collection from the equation
it needs a mode that is
1)meaningful - so decent rewards
2)reduces the game to deck building and skill and a bit of luck --- a level playing ground for new players and multi millionaires
a mode that has a pool of cards that allows players to build decks regardless of their collection
this deck would only be active in that format
it gives a level playing ground
will actually teach new players deck building tactics they can apply to other formats
will let them use cards they dont own, and make them want to own -- possibly, so they save for these cards
then maybe down the road, actually make a format like this the ELO format. because after all, kasparov would whip me in chess but it wont be because he has a chess board full of queens and i have nothing better than bishops and rooks
Its not a new suggestion, im sure i posted it before. It is a way to allow all to participate and gives newbies an equal footing
the card pool you provide must be deep but more importantly it needs to be well thought out. Standard card pool should have been that -- and would have been far more successful with a well designed card pool
i think Standard will eventually have to be revisited in the future, but only if the pool is good, and the future releases are based on the pool.
Something that isn't the standard UR gametype. LW was the first crack at that (well, coliseum before that probably). Why not incorporate more ways to promote variety (and thus include more of the game's cards).
Right now I bet only 100 out of 1100+ cards are played regularly with a few more scattered into decks and a few more played only because people can't afford the better ones. Why not do something that includes every card? LW was an attempt at that.....maybe another game type that encompasses one's collection along with maximizing variety.
There's also a way you can promote variety within the current game modes.
Maybe you can only use the same clan(s)/deck per one DT per day?
Maybe each DT features a different group of 6 clans that are banned?
Maybe Survivor doesn't feature any cards that affect life (ie: Berzerk, Jungo, FPC, La Junta while also removing DRs and Defeat cards to promote people to win rounds, not manipulate them)?
Basically, UR is currently: copy a top DT player's preset. Play a bunch of matches. Repeat per DT until you're top.
copy a top ELO player's preset. Play a bunch of matches. Repeat per ELO week until you're top.
Yes, ELO and survivor will take more skill and it's not just as simple as copying a preset, but as for DT - where is the fun in playing the same decks over-and-over for a few tokens?
Something that encompasses more variety into the game would be desired. It's tiresome and isn't too much fun playing the same gametypes - mainly because each gametype is very similar, just with a varying degree of life and pillz.
LW was the first attempt at incorporating variety into the game - maybe a full-time gamemode in which there is a variety. Something that includes a person's entire collection?
Or a gametype in which the user is given 4 random cards (1 at each star count) and all bonus' active? Not even a draft like LW, a person just hits "play match" and they are given these 4 cards (one 2*, one 3*, one 4*, one 5*). Obviously the game can be altered so certain cards are taken out (ie, the Sandys, Mac Hens, and Tafas of the world - which brings up another point that these cards shouldn't still be selectable options or in the game any longer, they are outdated and obviously unused - they should be removed from the packs as well, but I digress).