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Trading Card development ideas

Bug reports, general help, ideas for improvements, and questions about how things are meant to work.
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Frisbeeteria
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Trading Card development ideas

Postby Frisbeeteria » Sat Jun 19, 2021 9:14 am

Per this news post from Max Barry, we're changing the way we stage development ideas. I've taken over the role of Card Development manager. This means that all card improvement ideas go through me first, not [violet]. So here's what we're going to do:

I've created this sticky thread as a central clearinghouse for cards ideas. You've already got some ideas floating around this forum. I would like to see one post, and one post only, preferably from the nation who originally posted the idea. That post will have a short summary description of the idea, and a link to the thread where it is being discussed. I'll check here periodically and take the best ideas to admin. Note that doesn't mean I'll take the most popular - ideas need to be possible and practical, as well as balanced in regard to gameplay

Please discuss those ideas in the linked thread, not this one.


Do not use this thread to ask when the next set is coming out.
Even as Development Manager, I have nothing to do with Season [X] timing. The admins will put them out when they have time.
I will delete any such posts and pay no attention to anything else you have to say.

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Frisbeeteria
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Postby Frisbeeteria » Sat Jun 19, 2021 9:33 am

Panagouge wrote:I have an idea for an improvement. In the Boneyard, any surviving dispatches and factbooks by a CTEd nation are linked. However, a link to a nation's nation card is not included. This is illogical to me, so I believe it should be added. It would also help find the card of a CTEd nation much quicker. A visit to the Boneyard is more efficient than a long lap to the card query, I think.

Edit: It's simple enough to add a link to a given card. It gets harder when you have to include links to multiple seasons, and provide a fail-over to address nations that don't have a card in a given season. It's not quite the no-brainer I originally thought it was.

Implemented 25 Jun 2021
Last edited by Frisbeeteria on Fri Jun 25, 2021 7:37 am, edited 2 times in total.

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9003
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Postby 9003 » Sat Jun 19, 2021 2:04 pm

Love this,

viewtopic.php?f=15&t=502423

My proposal is simple when calculating the MV for cards the system should do a rolling 10 average minus outliers.

why:
Excluding outliers makes the calculation much closer to the theoretical perfect Market value. If you look here https://www.nationstates.net/page=deck/ ... rket=cards you will see boatloads of cards that have been inflated by 1 or two sales at a high price. Disregarding if it is puppet to puppet or just a crazy one-off these cards* will never see a sale even close to 10% of their currently listed market value. This is harmful to newer players who don't understand how wildly inaccurate the market value stat is. In addition, these one-off sales do not reflect the market's attitude towards a card and thus its not fair to include them in the Market value.

It's important to remember this is not trying to remove or punish inflators or inflated cards but rather correct MV to a more true to name vaule of the card.

The biggest downside is the current system to update cards outside of auctions is awful and slow see (https://www.nationstates.net/page=deck/ ... ?start=100) it's been a while since ballotionia (can't find link) posted that the system would slowly update this missing MVs, most got corrected when they cleared the auction house

Edit: fixed the link
Last edited by 9003 on Sat Jun 19, 2021 2:06 pm, edited 1 time in total.
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Warzone Codger
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Postby Warzone Codger » Sat Jun 19, 2021 2:06 pm

Decouple cards from issues and tie it to the 'Best Nation' game.

viewtopic.php?f=15&t=501823

- Goes a long way in reducing puppets which affects everyone across the site.
- S3 and onward would have less undesired puppet nation cards.
- Issues Editors would have accurate issue answering data again. Recruiters might have more of a chance of hitting a real nation. April fools games would be more fun.
- Might also be possible to really find out the Best Nation, as random selection from farming would cancel itself out and won't affect the minigame. Also if there are less puppets, it would encourage more honest answerers to decide the best nation.
Last edited by Warzone Codger on Sat Jun 19, 2021 2:09 pm, edited 1 time in total.
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Farrakhan
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Postby Farrakhan » Sat Jun 19, 2021 2:40 pm

Idea: Add Market Cap metric to Top Cards table alongside the existing Ask, Bid, and Value statistics. In addition. allow for a toggle of Market Cap by ascending/descending order to enable players to further compare and contrast with the Value metric.

Link to Original thread below:

New Stats/Metrics You Would Like To See Added?

Explained:

Market Cap: Market Capitalization would measure the total value of a Card based on its current MV multiplied by the total number of existing copies. This paints a clearer picture of how the market values a given Card as a whole. It also provides players with an excellent contrast to Market Value as a standalone metric, which can be obscured by how the algorithm computes the MV of cards with high sales/low velocity.

Example:

Top Legendary: Testlandia S1

MV (845) multiplied by Total # of Cards (350)
Market Cap: 295,750

Top Common/Overall MV: Souter Aleion S2

MV (3,047) multiplied by Total # of Cards (4)
Market Cap: 12,188
NSCS Seminar: Acting As A Market Maker

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Benevolent 1
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Postby Benevolent 1 » Mon Jun 21, 2021 10:22 am

The Anti-Laundering System is a Card Duplication System

OP
Ransium wrote:The anti-laundering system, wherein a card, when placed on the market is much more likely than normal to be pulled, is meant to protect small time card farmers from larger farmers dominating the market. However, recently exploits have been discovered in the card farming system, where, if multiple bids are placed in very small incremental amounts repeatedly, the card becomes a great deal more likely to pull than if a single bid is placed. Practically, this means that a single player or small group of players can exploit the anti-laundering system to duplicate rare, valuable cards. Since the player(s) can choose when to put the card on the market, and can choose times where few others are pulling cards, therefore they can more or less control who gets a lions-share of the extra copies of the rare card. For example, last night, Noah used the exploit to gain 2(-4) copies of Nervun https://www.nationstates.net/page=deck/ ... _history=1 or a Pergamon (and other high value cards?) self made pull that temporarily vaulted Feu de glace to second place https://www.nationstates.net/nation=feu ... ensusid=86. Note that in a couple hours for farming Feu was able to farm about 50k in cards.

I've been told that a counter argument is that the market should just adjust with the value of the increased copies. The problem is that a very few select players can use this exploit to guarantee they get a large portion of the additional copies that are placed on the market. Again, the point of the anti-laundering system is to make it so large transfers aren't safe in order to favor small time players, so the fact that, in practice, it is being used to greatly enhance the number of high value cards held by the richest few nations is both ironic and demonstrative the system is quite broken. Besides, transfers are fairly safe regardless, for example I regularly transfer $50+ bank while paying 0-4 bank to heists using the exact strategy that the current system seems designed to stop (see https://www.nationstates.net/page=deck/ ... 8/season=1).

So fixes:
1) The odds of pulling a card should not stack if multiple bids are placed.
2) Perhaps the overall odds of a pulling a card while it is on the market should increase to compensate somewhat

Honestly, the anti-laundering system is not that effective at deterring me and others from making large transfers. I would prefer no system over the current system. It's not all that fun that farming is many orders of magnitude more profitable at some times over others, and it's kind of game killing that players with the most high value cards and largest farms can control when farming is most profitable so they can selective farm then and gain thousands to tens of thousands of deck value in a single farming session when a typical farming session opening the exact save number of packs would yield only a few hundred bank.

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Ioavollr
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Postby Ioavollr » Tue Jun 22, 2021 11:10 am

viewtopic.php?f=15&t=506397
Notifications show who gifted a card
I spend a bit of time in the card game and have friendly enough relations with nations that I gift and receive cards with some regularity. On top of this, I transfer cards between nations with frequency, again as gifts. This occasionally results in lost recognition of goodwill gifts, as I expect the card to have come from a nation I control.
The current system for discovering if a gifted card is from a friend (and who it's from, if I need to thank them), is to click notices, click the card, click trades history, and then search for my nation's name. This isn't much hassle for one or two gifted cards, but when receiving gifts in the middle of a mass transfer It can easily get lost, and tracking down which card came from where becomes quite laborious.

My suggestion is to show the nation's name when you are gifted a card in the notices. I think it would help reinforce the camaraderie seen in several sectors of nationstates, and make gifted cards more fun to give and receive
.

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Frisbeeteria
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Postby Frisbeeteria » Fri Jun 25, 2021 7:36 am

Frisbeeteria wrote:
Panagouge wrote:I have an idea for an improvement. In the Boneyard, any surviving dispatches and factbooks by a CTEd nation are linked. However, a link to a nation's nation card is not included. This is illogical to me, so I believe it should be added. It would also help find the card of a CTEd nation much quicker. A visit to the Boneyard is more efficient than a long lap to the card query, I think.

Edit: It's simple enough to add a link to a given card. It gets harder when you have to include links to multiple seasons, and provide a fail-over to address nations that don't have a card in a given season. It's not quite the no-brainer I originally thought it was.

This change has been implemented! Huzzah!


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Paffnia
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Postby Paffnia » Mon Jun 28, 2021 10:01 am

Frisbeeteria wrote:
Frisbeeteria wrote:Edit: It's simple enough to add a link to a given card. It gets harder when you have to include links to multiple seasons, and provide a fail-over to address nations that don't have a card in a given season. It's not quite the no-brainer I originally thought it was.

This change has been implemented! Huzzah!

Did this replace the ID number that used to be in the Boneyard? If so, is there any reason to also include/restore the ID number there? None come to mind for me, but just flagging for others who might have used it for purposes other than cards.
Last edited by Paffnia on Mon Jun 28, 2021 10:02 am, edited 1 time in total.
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Frisbeeteria
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Postby Frisbeeteria » Mon Jun 28, 2021 11:31 am

Paffnia wrote:Did this replace the ID number that used to be in the Boneyard?

Yes
Paffnia wrote:If so, is there any reason to also include/restore the ID number there? None come to mind for me

Me neither, It's already been raised elsewhere, with no better reason than "maybe it would be nice". Regardless, this isn't a discussion thread. Raise your concerns in a new thread.

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Alistia
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How to Stop Artificial-Inflation of Common Cards

Postby Alistia » Wed Jun 30, 2021 9:12 pm

Create a 'soft price ceiling' for each card rarity.
If the value of a said card breaches the respective ceiling, the spawn rate (chance to find the said card) should be increased. This said rate should get progressively bigger if a card's value gets significantly above the ceiling.
viewtopic.php?f=42&t=506953

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Benevolent 1
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Postby Benevolent 1 » Sat Jul 03, 2021 9:05 am

Cap the number of "card drawing puppets" each player is allowed by enhancing the function of the No Cards button in settings. Most non-card drawing puppets will CTE because pulling cards is usually their only use to card farmers.

viewtopic.php?f=42&t=506695&start=25

Roadkill-Cafe wrote:
Parhe wrote:That would be a great first step, but how many people would really use said button? Especially people with hundreds or thousands of puppets, most of which share the same flag, will they manually go in to each account to click a button? I honestly doubt many will, meaning the issue will continue. Sure, a script could be made to do it, but even then, will many people bother to do it? They might. . .but, also, how would this effect the rarity of cards? A lot of rarity has to do with badges and, from what I was told, the total number of active accounts is divided into each rarity group by percentage. If I had thousands of puppets and I knew that removing them from the card pool would mean less legendary or epic cards, then I would not remove them since it might lower the rarity of a specific card, perhaps my own.

There are way too many wasteful puppets in this game that exist solely to farm cards. Nothing but bloat for the game and filler for card packs.


The system could have the buttons at a default setting of "no cards." Each player's account would only be allowed to activate a certain number of nations for card drawing function. What ever that maximum number of card drawing nations is, it will be the same for all players. Each player will choose which of their puppets (if any) are to be activated for drawing cards. All the players other puppets (if any) will not draw cards. If a player's other puppet nations are in existence solely to draw cards, they will most likely become CTEs. A plan like this is most effective if it's put in place a few months before S3 begins. In effect, clearing out the deadwood first.
Last edited by Benevolent 1 on Sat Jul 03, 2021 9:09 am, edited 2 times in total.

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Frisbeeteria
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Postby Frisbeeteria » Fri Jul 09, 2021 8:32 am

Several posts split. Reminder: this is an aggregator topic, not a discussion thread or a place for random new ideas. If you have a new idea, create a discussion thread and post a link back here.

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Electronic Warfare Inc
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Deck Capacity Abuses

Postby Electronic Warfare Inc » Mon Jul 12, 2021 8:35 am

I've been waiting all of my life... for this?

*laughs at insufficient schemes*

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Paffnia
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Postby Paffnia » Fri Jul 16, 2021 10:09 pm

Allowing region to be changed on cards during the inscription period right before a new season: viewtopic.php?f=15&t=507617
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Conklandi
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Making price charts more usable

Postby Conklandi » Tue Jul 20, 2021 10:27 am

Like a tool to draw straight lines.

It would allow players to plan strategies more effectively.

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Conklandi
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Make cards searchable

Postby Conklandi » Tue Jul 20, 2021 10:32 am

In the same vein as being able to search nations with "The World" tab, we should be able to search cards by name.

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Bears Armed
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show your "Un-Collected Cards"

Postby Bears Armed » Sat Jul 24, 2021 7:36 am

posting.php?mode=edit&f=15&p=38846311

When you go to your nation's 'Trading Card' page, could the list of your 'Collections' on which you can click also be given an "Uncollected Cards" entry that you can click on to see a list of the cards that you own but that you have not placed in any collection? This would make it easier when deciding which cards to junk if you need to make space in your deck or to raise a small amount of Bank for some purpose.

(Idea inspired by imgur's 'Non-Album Images' option...)
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Vylixan
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Postby Vylixan » Mon Aug 23, 2021 6:21 am

viewtopic.php?f=42&t=509170
Idea: A way to add a descriptive text to a collection

Issue
One of the fun things to do in the Trading Cards game is build collections of cards. Some are easily described with a title and with most collections it's very clear what the collection is about when you look at the cards.
But sometimes you want to be able to add context to a collection that requires more text and space, especially for collection that are not clear at first sight. The only things you can do right now is make a factbook or dispatch on the same nation as the collection and hope people somehow get curious enough to find it when they found your collection. This is not really a good solution, especially when you also want to inform casual visitors of your collection.

The thread contains examples of possible solutions in it's first post already for this issue
Last edited by Vylixan on Mon Aug 23, 2021 10:14 am, edited 1 time in total.

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The Blaatschapen
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Deck value overview by season

Postby The Blaatschapen » Mon Aug 23, 2021 8:54 am

On https://www.nationstates.net/page=deck/value_deck=1 I see that my deck value is a bit above 1700. But I don't know how much it is spread around the different seasons.

I'd like to know how much of that value is in season 1 cards, how much in season 2 cards, etc. This in turn would make it possible to see who has more deck value for a particular season.
The Blaatschapen should resign

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Frisbeeteria
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Postby Frisbeeteria » Mon Aug 23, 2021 10:09 am

The Blaatschapen wrote:I'd like to know how much of that value is in season 1 cards, how much in season 2 cards, etc.

This already exists. You're just on the wrong screen. Move to the values page and click the S1 or S2 sort button, and you'll see your season value as "Deck value filtering": https://www.nationstates.net/nation=fri ... r=season-1

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The Blaatschapen
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Postby The Blaatschapen » Mon Aug 23, 2021 12:53 pm

Frisbeeteria wrote:
The Blaatschapen wrote:I'd like to know how much of that value is in season 1 cards, how much in season 2 cards, etc.

This already exists. You're just on the wrong screen. Move to the values page and click the S1 or S2 sort button, and you'll see your season value as "Deck value filtering": https://www.nationstates.net/nation=fri ... r=season-1


Another feature developed! Perfect :D
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Benevolent 1
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Postby Benevolent 1 » Sun Aug 29, 2021 4:44 pm

Auction Fees as a deterrent to runaway inflation in card game.

viewtopic.php?f=42&t=506953

https://www.nationstates.net/nation=ben ... id=1566222

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Benevolent 1
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Postby Benevolent 1 » Sun Aug 29, 2021 5:37 pm

Deck Capacity issue

viewtopic.php?f=15&t=509364

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