Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They are never, EVER going to allow you to get all of the cards just by idling in a game or farming achievements.
And Level 5 badges are for enthusiasts, don't think of them as a goal you must reach, because honestly it's really far out there.
I also agree with "waoh" that a foil badge should be a badge upgrade rather than a separate one, but I admit that this is complicated by badge levels; someone with a level 1 Half-Life 2 badge and someone who has worked to make a level 5 HL2 badge would both jump to foil from either of those starting points with the same effort, and that wouldn't be right.
Actually, the existence of rare foil cards combined with the limited drops doesn't really make any sense. Some limitation on drops is fine, but a hard and fast permanent limit doesn't work for would-be foil hunters and is naturally frustrating for anyone who wants multiple levels on a badge. At the very, very least, I would expect that the drop limit would reset when a badge hits a new level.
Overall, this is a complicated new feature set that doesn't seem to have been thought out as well as it should have been. I'm sure that it will go through changes over time, but I worry that some of them may lead early participants to feeling frustrated or ripped off in terms of time/effort/money spent versus latecomers who may have an easier time of things. Most predictably, if badges in any way become easier to accumulate later on through refinement of the system, early users will surely complain that their own accomplishments have been devalued.
In other words, if the trading card system requires money to be spent just to fill out sets, it's a horrible system. If you own one of the TC games, you should be able to get the full set exclusively through drops and trades, and not neuter your ability to collect the other sets at the same time.
By all means, limit the number of *unique* cards that will drop in each set to half the set, but those cards should be able to drop in unlimited amounts.
Even better, assign each card a rarity and allow *all* cards to drop for *everyone*. It will be much harder for each person to get some cards from drops than other. And if each Steam account gets seeded with a different set of rarities, then not only will everyone be statistically capable of getting all the cards eventually, but trading will still be encouraged because a card that is a rare drop for one player might be a common drop for another, making trading a much more efficient method than grinding.
I wouldn't go that far. Most of the money is circulated between the community. With EA's model, all the money goes to them.
Still though. Considering all the transactions go into your Steam Wallet, it will all go back to Valve eventually (either through in game purcheses or % cuts of Market sales.)