Increase foil card drop chance
Foil cards were intended for a premium, more desirable, and prestigious badge, but I think Steam has missed a fundamental point. The badge is what matters, and if there are no enough cards available to craft the badge to begin with, then the whole thing is meaningless. You need at least 5 unique foil cards to craft a badge, and that's the best case scenario. There are games with up to 15 foil cards.

In reality foil cards are worthless because they have no demand. Nobody wants them because pretty much all foil badges have one of two problems: 1) No enough foil cards available to craft the badge, or 2) The foil cards are so scarce that they are extremely over-priced.

Current foil drop chance is 2% per card drop, I suggest raising it to 6%. This will also benefit booster packs, as right now they are pretty much viewed as 3 normal cards.
Last edited by and that's that; Jun 16, 2018 @ 3:24am
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Showing 1-15 of 27 comments
Snapjak Jun 16, 2018 @ 3:18am 
But isn't the point of foils to be very rare and as such command a higher premium?

Just like in real world trading cards that have foils?
and that's that Jun 16, 2018 @ 3:20am 
Originally posted by Snapjak:
But isn't the point of foils to be very rare and as such command a higher premium?

Just like in real world trading cards that have foils?

I think it's impractically "rare". If you give a card trader an option between a foil card and a normal card, he'll take the normal card. Some people even put it in their trading posts to not offer them foil cards.
MrL0G1C Jun 16, 2018 @ 4:30am 
I like the rarity rate, I think it's about right, I still sometimes get foils worth only a few cents each - I don't want any more of those. And of course more foils would make them worth less
and that's that Jun 16, 2018 @ 4:37am 
Originally posted by MrL0G1C:
I like the rarity rate, I think it's about right, I still sometimes get foils worth only a few cents each - I don't want any more of those. And of course more foils would make them worth less

not necessarily, foil badges will become more accessible, which means more buyers
there is a balance between the two, some might increase in price that people buy at
Last edited by and that's that; Jun 16, 2018 @ 4:37am
Meneluma Jun 16, 2018 @ 4:50am 
The huge issue is that some foil badges cost less than a dollar for a full set, and some cost over 10 bucks for a full set. And of course the one foil I ever got was just two cents more than a regular card just because the game recently had a giveaway which knocked down the value of foils like 8 times.

Booster packs are technically rarer, but I've had more luck with those.
wuddih Jun 16, 2018 @ 5:20am 
droprate of foil is 1%, that is official. fine for me.

boosterdrops are highly influenced by your metrics(level/eligable games), since the drop chance is for each game. for me booster drop is 100%, i can nearly set a clock to it. 2 hours ago i received a drop and prediction was for 2 hours ago. your level defines a cooldown period in which you cannot receive a booster. yee higher the level, yee lower the cooldown.
No thanks, I like the system and rates where they are at.
Last edited by B l u e b e r r y P o p t a r t; Jun 16, 2018 @ 5:22am
Fear dot Com Jun 16, 2018 @ 6:17am 
Isn't the rarity of the cards (and badge) the point of it being so ridiculously hard to get? Not to mention why they cost out the ass :P.
and that's that Jun 16, 2018 @ 10:02am 
Originally posted by wuddih:
droprate of foil is 1%, that is official. fine for me.

boosterdrops are highly influenced by your metrics(level/eligable games), since the drop chance is for each game. for me booster drop is 100%, i can nearly set a clock to it. 2 hours ago i received a drop and prediction was for 2 hours ago. your level defines a cooldown period in which you cannot receive a booster. yee higher the level, yee lower the cooldown.

I saw elsewhere an admin say it's 2%
by boosters I mean chance to get a foil card out of the three cards in the booster
and that's that Jun 16, 2018 @ 10:03am 
Originally posted by rasen:
Isn't the rarity of the cards (and badge) the point of it being so ridiculously hard to get? Not to mention why they cost out the ass :P.

If something is rare, it doesn't mean that it will be demanded
demand is everything in my opinion
Originally posted by wuddih:
boosterdrops are highly influenced by your metrics(level/eligable games), since the drop chance is for each game. for me booster drop is 100%, i can nearly set a clock to it. 2 hours ago i received a drop and prediction was for 2 hours ago. your level defines a cooldown period in which you cannot receive a booster. yee higher the level, yee lower the cooldown.
I thought it was the higher the level the more draw chances you have overall? Did they change that?
cSg|mc-Hotsauce Jun 16, 2018 @ 11:27am 
Originally posted by Quint the Wolf on the Roof:
Originally posted by wuddih:
boosterdrops are highly influenced by your metrics(level/eligable games), since the drop chance is for each game. for me booster drop is 100%, i can nearly set a clock to it. 2 hours ago i received a drop and prediction was for 2 hours ago. your level defines a cooldown period in which you cannot receive a booster. yee higher the level, yee lower the cooldown.
I thought it was the higher the level the more draw chances you have overall? Did they change that?

20% of 1% is not that large of an increase.

:qr:
Last edited by cSg|mc-Hotsauce; Jun 16, 2018 @ 11:27am
Originally posted by cSg|mc-Hotsauce:
Originally posted by Quint the Wolf on the Roof:
I thought it was the higher the level the more draw chances you have overall? Did they change that?

20% of 1% is not that large of an increase.

:qr:
1. wuddih was talking about booster pack drop rate, not foil card occurrence rate.
2. What does what you said have to do with what I said? I was talking about the mechanics of booster pack drop rate. Wuddih is saying that level is correlated with a timeout period, while as far as I know it's correlated with chance of receiving one when one is generated.
wuddih Jun 16, 2018 @ 1:01pm 
Originally posted by Quint the Wolf on the Roof:
Wuddih is saying that level is correlated with a timeout period, while as far as I know it's correlated with chance of receiving one when one is generated.
both
but there is not a "unified" drawchance since each game has its own drawpool for a boosters.
something like tf2 has not the same amount of eligable people as random platformer 123.

quick overview:
the level defines the amount of tickets you have to each drawpool (each game)
you start with 5 tickets. at level 50 your chance is +100% aka doubled, so you have 10 tickets. each 10 level 1 more ticket.

a booster is only generated for a game when someone crafts a badge for that game. when that happens in any of the drawpool you are in, you have a chance to get a booster. Steam has a big userbase, so this happens basicly all the time and when you get a booster a cooldown is applied to prevent you from getting any booster for a certain time.
Rainbow Oct 27, 2018 @ 4:40pm 
I think foil badges would make more sense if they gave you istantly 500xp and not just some sad 100xp as any 1level badge, they would be much more desirable
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Date Posted: Jun 16, 2018 @ 3:14am
Posts: 26