Not going to go into a huge diatribe about how porting MUT 11 into MUT 12 with new pictures would have been far better than what we were given, just going to point out a few oddities that i've noticed recently.
1) Finishing collections = Losing coins. In MUT 11, I had fun trying to complete easy collections to earn coins to buy packs for a better team & to get cards to help finish harder collections. This year, it is impossible to finish the coach or stadium collections without losing coins. The lowest you can buy AFC coaches for is 27K. The reward is 25K. The math just doesn't work out and makes collections, at this point, pretty pointless, which leads me into #2...
2) Auction Pricing. In MUT 11, you could auction a card for 1/2 of it's worth at the low end and 3x it's worth at the high end. This meant that a card worth 1K coins could have a starting price of 500 coins, with a buy it now price of 3K coins. This method seemed reasonable (although I could argue that some cards couldn't be auctioned at even 1/2 price and I'm not sure there is even a reason to set a minimum, but I digress). In MUT 12, the lowest starting bid is the face value of the card! Logically, you would think this makes sense. If a card is worth 1K coins, it should sell for 1K coins. I can see this, however, we are being arbitrarily told how much a card is worth. If its "worth" is 1K coins (which is the lowest MUT12 allows you to post it for) and, no matter how many times you list it for 1K, it doesn't sell, then, by logic, it's not worth 1K coins. I don't understant why there is a minimum, or a cap on auction prices. They should be set by the users. In connection with #1, if you are going to set these minimums, at least bump the collection rewards to allow for even the POSSIBILITY of a profit.
3) Sending to Collection/Discarding coins. In MUT 11, when you would send a card to collection or discard it, you would get coins in return. For a 65 rated player, whether he collected or only discarded, you would get approximately 50 coins in return (this and all other collect/discard values varied based on the contract remaining on the card). A 93 ranked player when collected/discarded would result in 1500 coins and a 99 ranked player 2K coins. There were other variations based on collection, but we'll stick to these basics since there are no other collections in MUT 12 (see #4). In MUT 12, I opened 1 pack, just to test this new theory of packs having a lot of high ranked players available (I pulled a Patrick Willis in that 1 pack, who I'd never gotten in MUT 11) and to my suprise, discarding this Willis card would have resulted in my receiving 750 coins. When I went to the lowest player in that pack, a 77 ranked player whose name I can't even recall at this time, lo and behold, discarding him would also result in my receiving 750 coins. I have not done further research to determine if all player cards discard at 750 coins or if it varies based on Bronze, Silver or Gold, but even if the 77 ranked player is a Gold card, by no means should he be as valuable as a supposedly hard to get 98 ranked MLB. This disconnect shows the lack of effort or, dare I say it, thought put into this system.
4) Collections. I don't need to go into it because everyone can see it, but why are there only 7 collections? Even if there's no "Miami College" collection or "NFL's Fastest Man" collection in MUT 12, why is there not 32 team collections? Why is there not AFC/NFC Home/Away Jersey collections. Come to think of it, you'd only lose coins by finishing those collections, so maybe it's better that they're not there.
In conclusion, when all's said and done.... there's a lot left to be said and done. These are things in which the framework/outline was already there in MUT 11 and they seem to have completely disregarded that and started over, with severely negative effects. And, as a comment I ready previously stated, we (some of us anyway) are adults, we understand things don't always work smoothly or perfectly, but as a paying customer who has no qualms dropping a few dollars on a BCA pack or dropping $60 on a game, I would appreciate an acknowledgment of the problem and maybe a little information on what's being done to correct it. If we know that someone knows, cares and is working to fix the issues, we are more inclined to stick with it and wait it out. As it stands now, I feel like they pulled the wool over our eyes on what we were getting with MUT 12 and now, guess what, they've got our $59.99 and don't really care to address the problems we see.
I hope I've stated the facts in an objective manner and I hope that, if anyone has anything to add, they can do it in the same way. I'm not here to complain, I'm here to state the issues I see and hope they can/will be addressed.
/end rant|||great post...|||[size=18]"""2) Auction Pricing. In MUT 11, you could auction a card for 1/2 of it's worth at the low end and 3x it's worth at the high end. This meant that a card worth 1K coins could have a starting price of 500 coins, with a buy it now price of 3K coins. This method seemed reasonable (although I could argue that some cards couldn't be auctioned at even 1/2 price and I'm not sure there is even a reason to set a minimum, but I digress). In MUT 12, the lowest starting bid is the face value of the card! Logically, you would think this makes sense. If a card is worth 1K coins, it should sell for 1K coins. I can see this, however, we are being arbitrarily told how much a card is worth. If its "worth" is 1K coins (which is the lowest MUT12 allows you to post it for) and, no matter how many times you list it for 1K, it doesn't sell, then, by logic, it's not worth 1K coins. I don't understant why there is a minimum, or a cap on auction prices. They should be set by the users. In connection with #1, if you are going to set these minimums, at least bump the collection rewards to allow for even the POSSIBILITY of a profit. """"[/size]
the problem is they are so worried that someone might profit off of the market that they screwed this whole game up big time....
they dont want anyone trying to sell coins and they think these auction caps will solve that, when in actuallyity the people they need to worry about are the ones who flood this game with thousands of illegal msps everyday.. these are the people they are trying to stop but they just have no idea how to go about doing it, so they puinsh everyone else who plays this game legit
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