Trade Cards Please!


(ChunkySpark6) #21

@Raw Yeah that is true. She can be a real asset if you can play her well.


(misspo) #22

Pfff i would really like trading… I got 1 cobalt and 5 gold (2drops) and NO ONE suit my gameplay. I got an aura cobalt with no shotgun. I don’t really care about the gun because i d on’t play this merc… I got spark gold and kira and i don’t play both.
And finaly, my vassili don’t have the sniper i want plus fragger does have a machin gun, no m16 plus sawbonez have a gun i don’t like… The only good thing i got are bronze cards i bought with gold (17500)…

I just spend tones of gold for nothing because i can’t use any gold i have.
Do some one now how many golds (max possible) you need to get a gold card? when you start with leader cards?
3 words…i’m mad.


(RuleofBooKz) #23

why yes you are. mad as a horse backwards walking on sunday


(ghostBase) #24

Who would buy Case Keys if you can buy a knife from the market… Whoops.


(B_Montiel) #25

That’s an awfully slippery slope you may go into. Better hope Nexon and SD have good balance :D…
I’ve already said it waaaayyyyyyy too much, but, in my mind, the current system DOES NOT FIT into some sort of trading. The crafting and drop rates of valuable items (a.k.a. gold and cobalt cards) are way too high to maintain prices at a decent level. Check how often you meet someone playing with cobalts/golds in-game, everyone gets one for every 100 hours played. Offer/Demand will be at a too high value and prices will deflate automatically. So, in my opinion, you have two options if you want to implement a trading system :

  • Implement the trading system on top the current drop/craft rates. I’d bet that 1 or 2 weeks after the release, cobalts are below 1$/€. Thus making all former investments (like @Sniff does) totally worthless. And 3 months after, SD and Nexon will remove their efforts into the game because no one will use the real-money in-game store anymore (even for mercs, since players will tend to spend more in-game credits on those).

  • Total investments refund with a remodelled craft/drop system plus the new trading system. That’s reckless, I’ll be here with popcorn to watch the community sh!t tornado pass through. But imo, that’s the only way to make the trading system viable in the long terms without bullying the current or future community. There’s some similar other ways, but they are the same from an overall point of view. Like making all cards obtained before the trading system impossible to trade.


(_Sniff_) #26

No it doesn’t.

@B.Montiel how many cobalts have you traded up from the craft system alone?


(Rjsto) #27

Who would buy Case Keys if you can buy a knife from the market… Whoops.[/quote]

In case you’re talkign about CS knives, they’re like couple hundred of whatever currency, and the key is like three. If DB loadouts would be on market, I imagine about 2 moneys for a silver loadout would be pretty close, and cobalts would be probably up to 10-20, based on how “obviously best loadout for certain merc” it is. and yeah, 10-20 is more than 6 you’d pay for an elite case


(B_Montiel) #28

No it doesn’t.

@B.Montiel how many cobalts have you traded up from the craft system alone?[/quote]

None, I’m not interested in those. But I feel like having already too much of those by simply dropping them (in a case of a potential trading player to player system). I can’t afford buying elite cases right now (I’m unemployed). If I did, I would not like to see me buying 5$/€ cases for things that will end being traded for less, no matter the quality of what I dropped. In cs:go drop rates of items that are at least matching the value of the necessary key is below 5%. Players like to gamble and this also creates a demand. But it is only sustaining itself because of the rarity of the valuable items. It is not present here.

Besides, I’m not against a cobalt to lower quality cards refund or trade back. As long as it does not imply player-to-player stuff, I’m pretty fine with it. With the current system, player to player will in my mind ruin the economy of the game and the overall profitability for Nexon/SD, which is not recommended if you expect a game to live for a quite long time.


(watsyurdeal) #29

At least let us trade cobalts, I’m sure someone would be willing to give me some golds for the cobalts I don’t want.


(B_Montiel) #30

Who would buy Case Keys if you can buy a knife from the market… Whoops.[/quote]

In case you’re talkign about CS knives, they’re like couple hundred of whatever currency, and the key is like three. If DB loadouts would be on market, I imagine about 2 moneys for a silver loadout would be pretty close, and cobalts would be probably up to 10-20, based on how “obviously best loadout for certain merc” it is. and yeah, 10-20 is more than 6 you’d pay for an elite case[/quote]

Keep in my mind that knives and other highly valuable cs:go items are dropped in VERY LOW numbers compared to the size of the community. When the TF2 trading system was released, we had the opportunity to check how much of a specific item was available worldwide. The most frequent unusual hats were dropped like 10 times worldwide for a game that had already a million players playing it regularly.


(SuperSandLesbian) #31

i belive that trading down cards would be a realy wise decision considering that you would have a precentage to lose card EG: trading down cobalt:
Lose 1 card-30%
Lose 2 cards-5%
Lose 3 cards-0.05%
Therefor trading down could have consequences that promote more playing but if unlucky could destroy what you build so you wouldnt reroll to get the most OP card availble at that moment


(Dirmagnos) #32

With curent economical system player-to-player system would topple the game in matter of months.
Earning stuff is rather simply as is, and adding trading option will first send card value into permanent drop and second, it will continuously decrease income from game for publisher.
Currently there are only 2 money sinks in the game, mercs and cards. While mercs are expensive, once bought they are pemanent and does not require any additional investment. While trading up cards takes time and steady investment, it also have limit.
So, for as long as there is no renevable money sinks, trading between players is out of the question.


(RyePanda) #33

[quote=“Dirmagnos;49904”]With curent economical system player-to-player system would topple the game in matter of months.
Earning stuff is rather simply as is, and adding trading option will first send card value into permanent drop and second, it will continuously decrease income from game for publisher.
Currently there are only 2 money sinks in the game, mercs and cards. While mercs are expensive, once bought they are pemanent and does not require any additional investment. While trading up cards takes time and steady investment, it also have limit.
So, for as long as there is no renevable money sinks, trading between players is out of the question.[/quote]

He’s right. As long as we earn loadouts from cases, there would be massive inflation like there is in tf2. So, just make it card for card and charge a lot of credits. I know for the players it may not be popular but this is economical, at least to me, if I am wrong, please correct me.


(Fap Fap Master) #34

Min lvl 10 to trade, done.
Or make a paywall like TF2 does, lets say $5 atleast?


(Mister__Wiggles) #35

I want trading but I feel it would demolish the value on rare cards because people can just go look on a market place and buy what ever they desire. I would like to see a trade down system, where you could dismantle a gold card for credits or a few silvers, this would make them unwanted gold cards have a purpose.