| Couple of thoughts:
1) 50 cards is just about right. I find myself constantly changing my deck around to get more use out of certain combos or just to find out if certain cards will work good with my build. Any more cards would upset the balance and I like that.
2) I think we have to remember here that this is a CCG, and that the in game drops of starters or boosters is mainly just a bonus for actually playing EQ or EQ2. Granted, I do think the drop rate needs to be reasonable, but you shouldn't be playing the MMOs to feed the CCG.
3) The loot cards need to be more prevalent. I'm not saying you should get one in every pack, but I think a 1 in 5 or 1 in 10 chance is more than reasonable given the sheer amount of loot cards available (over twice the number of items that the WoW CCG offers... for each game). They could even make certain loot cards rarer than others. The recipes, for instance, aren't all that hot, but the mounts are quite nice so they should be less prevalent.
4) And sort of a follow up to #2: When you start a promotion that says you're increasing the drop rate of packs and starters, one should not go the entire weekend and end up with nothing as a result. RNG be damned, the average drop rate should increase so that you're almost certain to walk away with 1-2 packs during a 4 hour play session.
4a) A 1 in 1500 chance (what the EQ drop rate was deemed to be, which is actually 1 in 9000 if you're in a group since you'd have to roll against others) is not "Uncommon". That's "Rare" because I have a greater chance of landing a Ghoulbane camping in Upper Guk than I do a Booster Pack coming off mobs which actually give experience.
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