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You have it right; the rarity is the point, same as has always been the case with foil (physical) cards.
The problem is it doesn't even seem to be good at doing that. Maybe its on a game by game basis but most of the foil badges arent even that discernable from normal badges unless you're actively hunting badges for that game. They don't make it clear that its a foil either when it is displayed in a showcase or under a persons name. It seems odd to make a item to be collected for the sake of bragging rights and then have the item show little that does the bragging.
Cards are just a way for Valve to make money out of nothing. Its a classic marketing trick, as Pokemon said "gotta' catch 'em all" and it works. Rare badges just feed into that desire to get a complete set, or to one up your friends. Exactly the same as Platinum trophies on PSN or the XBL equivalent, except they cost money.
I agree with you partially, but I think that there is some difference between the tf2 unusuals and this. A tf2 unusual is indeed a only slightly modified item that is valuable due to its rarity, but it is also in part due to the identity of an unusal. People can typically tell when someone is wearing an unusual compared to a regular hat. In this scenario, ever badge level has a different image. People who have not started collecting cards for a specific game are not going to be able to tell the difference between a foil badge and a high level normal badge, and the setup of the badges seems to hide the fact that its special to anyone who isnt actively looking at your profile or collecting the badges in question.
I know that a large appeal to the system is to provide developers and the steam platform a new source of income, that much is obvious by the way that card sets are handled (half given, half traded/bought). What I don't understand is why the reward they put on obtaining foil sets is worse than the value of normal sets which net them less profit. Surely they would rather have me buy a set of 10 cards at 1-4 dollars per than spend a tiny fraction of that upgrading a normal badge to the point where its reward is greater than a foil sets.
I'm not sure I understand what you mean. even if the percentage cut is lower on higher priced sale, the value of the cut is still higher after any sort of processing fees for higher priced items than with lower priced items, right? If Valve is making somewhere between 10-30 cents per foil transaction per person, and each set of cards can range from 5 to 13 in a set, wouldn't they be making more by these transactions than the transactions of normal cards? At the moment, one only has to upgrade a badge to level 2 to receive a higher reward than foils are giving. It still doesn't seem to make sense, at least from my perspective.
So would I. I have considered writing an API to track price and volume of sales better than their graph, so I might look into it a bit more.
I think they figure they will make it up in volume. For every person who would buy 10 foil cards, you probably have 100 people who would not consider spending $1 per card, so the normal cards sell in HUGE volumes at low costs. It really is the same psychology as the sale itself. People might blanch at spending $1.50 on a single card, the price of a drink or burger or whatever, but find it very easy to spend 10¢ on 15 cards. By having two different card types you can capture both the impulse-buy people and the collector-type people. That is why you can only get about half the cards in drops, because you are more likely to try to 'complete the set'.
Valve has a trained economist they pay serious money to keep around. You can bet they have all this figured out.
Okay, I see what you mean. This makes sense on that scale, particularly in that rare items are also less abundant and as a result the few people that are willing to do transactions in a period of time may not be able to all do so within as quick of a time frame as people buying common, cheap items. The market is capable of allowing both to exist, though, which brings us back to the question of why there is such a weak reward to achieving foils as they currently exist. It might be more reasonable if the prices of foils were indeed cheaper, but the rarity that pretty much exists as their current most appealing feature is also a characteristic that prevents them from reaching a more comparable price with normal cards.
I've heard that they intend to add more features, though I'm not sure what the features are or how they could relate to foils. I was wondering if anyone knew more about the topic that might be able to shed some light on changes or future uses to the foil sets.
I suppose because the people who the foil cards are aimed at dont care that much about the reward, they just want to have the badge itself. The fact that it exists, and they probably have one or two cards for the set, is enough to make them go out and buy the others. The foil badges are just better to some people. For everyone else, Valve is happy to sell them lots of cheap cards to grind for XP and Levels.
But yeah, there could well be more layers to the system coming if Valve wants to see them more highly prized - what you say about them not being particularly "highlighted" on people's profiles seems an obvious start. It's only new and I'm sure they'll continue to expand it one way or another.
Fair enough. I think i'll just stick to the normal cards from now on, or until something changes otherwise. Even if its just a matter of purchasing the cards for cheap off the market, something about the current set up (to me) makes level 5 badges seem more rewarding and a bigger accomplishment to boast about.