cards

24

Comments

  • SacchoSaccho Posts: 1,577Player
    IO_i_OI wrote: »
    Seems like a lot of coding and artwork for nothing. Who pays people for that?

    Valve does ;) The AAPG Devs didn't implement the system. They just hand off card/profile/badge/emoticon art to Steam. The AA team has the comics artist on staff anyway, may as well let him make art.
  • Keebler750Keebler750 Posts: 3,621Player
    Mine says "no more drops available" and I got zero.

    :(

    Oh well.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    I've tried selling my cards, no one buying. I may have to lower the price.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • ddra-ddra- Posts: 455Player
    Some people play games to collect cards. Could attract and hook new players. Definitely a move in the right direction. Although i'd like to see some Steam advertising, or the devs inviting an IGN/gamespot/etc writer to visit their facilities.
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  • KodenKoden Posts: 284Player
    Some people play games to collect cards. Could attract and hook new players. Definitely a move in the right direction. Although i'd like to see some Steam advertising, or the devs inviting an IGN/gamespot/etc writer to visit their facilities.
    There is no proven link w h a t s o e v e r between cards and and the amount of people actually playing a game featuring cards. As Saccho already stated, they are a collectible, they're not even related to your soldier stats or career...it's just a piece of art with a little bit of economic value to it.

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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    More like Pokemon right?

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  • TheTotsTheTots Posts: 2,278Player
    Here's a pretty interesting article on the psychology behind steam trading cards: http://www.gamesindustry.biz/articles/2013-07-17-the-psychology-behind-steam-trading-cards

    I pushed for us to add them because it has the possibility to drive more players to the game, and it took almost no work on our part to implement. Steam already has all the systems, we just had to shoot them some art over.

    Very simple way to add something to the game and possibly bring more players.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • [XIII]Benediction[XIII]Benediction Posts: 38Player
    If you get up to 1000 gems (Amount seen in your steam inventory), you can purchase a trading card booster pack for games that you have played for a certain amount of time.

    Booster Packs give you 3 trading cards.
  • CrushmasterCrushmaster Posts: 501Player
    I contacted Steam about no drops, and they said: "Hello [Crushmaster],

    Thank you for contacting Steam Support.

    Thank you for reporting this issue.

    NOTE: Due to high traffic, there may be a delay in receiving cards.

    Steam Support cannot adjust the status of drops, or grant missing cards.

    Please submit all bugs to the Steam Trading Cards discussions, found here:

    http://steamcommunity.com/groups/tradingcards/discussions

    These discussions are regularly read by Steam's development team."
  • Root-AccessRoot-Access Posts: 510Player
    ^ Thanks for sharing that .p-Crushmaster!

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  • KodenKoden Posts: 284Player
    FunPolice wrote: »
    Here's a pretty interesting article on the psychology behind steam trading cards: http://www.gamesindustry.biz/articles/2013-07-17-the-psychology-behind-steam-trading-cards

    I pushed for us to add them because it has the possibility to drive more players to the game, and it took almost no work on our part to implement. Steam already has all the systems, we just had to shoot them some art over.

    Very simple way to add something to the game and possibly bring more players.

    That explains how Steam can catch more users who are willing to spend from the beginning, which is not the case for most of those "basic users" who try free games (Steam does take them to spend some money in the end, tho). It also implies "social feature" status like the steam level or badges which might not be interesting for those who are mostly willing to play rather than doing anything else. And the social gaming interactions which would also justify making use of said features are not happening as much as for other users from paid games also because of their language skills (English), in a sense that they tend to make a lot less use of them.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited March 2016
    If people are willing to spend hundreds of dollars on counter strike skins, then of course you'll find interest in the cards. Some people love collecting things whether tangible or intangible.

    Anyway, I got all three of my cards while in the map editor in a one or two day span.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • KodenKoden Posts: 284Player
    Whiplash27 wrote: »
    If people are willing to spend hundreds of dollars on counter strike skins, then of course you'll find interest in the cards. Some people love collecting things whether tangible or intangible.

    Anyway, I got all three of my cards while in the map editor in a one or two day span.

    Comparing CS and aapg is like comparing apples to bananas. Buying market items for Counter Strike will also earn you back a few cards drops, while on AAPG you will only earn those 3 or 4 drops. The steam market is deeply integrated into Valve games, and they account for a good share of the transactions.

    At this point I think i'd rather see paid market content like custom skins (as in CS), but I wonder how that would work in legal terms with a game publisher such as the US Army.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited March 2016
    Skins would be great, but yeah, I'm not sure how it would work. Can the army make money on this game at all? I do wonder if in the past they made money on the honor server restrictions (AA servers were always more expensive than any other game).

    The point is that people are willing to spend money on useless crap that has no impact on their gameplay experience (like CS skins). Cards are no different even if their value tends to eventually drop to 6 cents or so.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • -=[VGO]=-mmchaos-=[VGO]=-mmchaos Posts: 83Moderator
    the seller gets the money from the market with a small % going to steam.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited March 2016
    the seller gets the money from the market with a small % going to steam.

    So for CS, does Valve get all that much money from these things? Let's say people get a case drop, then someone buys the key (which I assume Valve sells and costs like $2 or so). They unlock a skin that's rare and is worth $200 and sell it. I guess all Valve makes on the transaction is $2 (plus steam fees, but I'll exclude those for this discussion), right?

    I guess it's more just sheer volume more than anything else.

    If that's the case, in a sense AAPG can have unlockable/rare skins that can be sold on the market, but whether the Army would charge to unlock them depends on desire and policy. Personally, I'd love it if they could get some sort of monetary compensation for the game. It'd definitely be a nice development boost if they could get some additional funds to work with.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • KodenKoden Posts: 284Player
    That's right whiplash, the expensive skins are rare because there are 0,0000000001 chances to get one...Valve makes a lot of money on items that have a low value, so the handful (drop) of valuable items doesnt make a difference in the overall market (sea).
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  • ddra-ddra- Posts: 455Player
    Speaking of the matter... Devs, can we get some new weapon skins?
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  • ]B4n4nA[JoG@ry]B4n4nA[JoG@ry Posts: 221Player
    Don't get cards here even after over a hundred hours. get them in other games
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