Huddle New User Tip – Understanding Boosts

Over the course of last year, cards that were boosted above the top base level ruled the app. Although things have changed significantly in 2016, boost cards have returned as an integral part of being a top points player in the contests. Because value and trading can be so hard to navigate, I think its time to have a longer discussion on boosts and how they can be used in your daily interactions.

Boost Definitions

For reference, standard scoring is available in common white cards. This is 1x for all points, which can be referenced in the point scoring tip sheet located in the article feed (microphone icon on the far left).  Gold cards, which are the top scoring readily available cards in the game, score at 2x. Boosts go in excess of that 2x limitation.

There are three types of boosts.

1Permanent Boosts – these are the cards that retain their boost level for the entire season, and are usually represented with the base card design in a different color. So far this year we have purple which score at 2.2x and neon green, which score at 2.4x. These are available at specific times in specific packs in the store.

CaptureGame Only Boosts – these are temporarily boosted cards, which are made available every Thursday, Sunday, and Monday. They only retain their boost for the week they are released, and reset to 1x after that. These are only available for a specific time in specific packs. The value is maximized before the game for trading purposes.

CaptureInsert Boosts – these are permanently boosted cards, but are part of sets released during the week, or given out as awards for completing sets. The highest permanent boosts available in the game are 2.5x, at the moment. These cards are usually reserved for sets that are highly limited and take a lot to complete.

Although not currently confirmed, higher boosts will likely be made available in packs in the near future. Thanksgiving and Black friday are a good target for the release of these cards, as this was something that took place last year.

Using Boosted Cards

The reason that boosted cards have so much value is because of the points they score in contests, in addition to the limited nature of their release. Even at 2.2x, which is only a boost of 20% of a common card above gold, they can score quite a few more points.

Example (25 yard receiving TD):

Gold 2x –

  • 5 points reception
  • 25 x 6 points per yard = 150 points
  • 200 points per TD

Equals 355 points, multipled by 2 = 710 points.

If you multiple by 2.2, its 781. If you multiply by 2.5 its 888 points. Over the course of a whole game, each boost card played adds up to thousands of points above that of a gold. Playing multiple boost cards at once only compounds this. Many of the top point players in any given contests will have multiple boosts at their disposal. To be a point player that finishes in the money at this point in the season, you will need some but not many.  Eventually, that could change.

Boosted Card Values

Currently, the community values boosts as an extension of the gold cards. I have seen many people willing to trade multiple boosts for multiple golds, and I will advise this is a poor decision. Remember, Gold cards have UNLIMITED card counts for the entire year. There is a high propensity that they will become flooded, especially if Huddle decides to run special packs or promotions. Boosts will RARELY IF EVER be like this.

Boosts occupy two spaces in the game, first as a points tool, and second as a collection piece. Rare count boosts will be sought after by points players and team collectors alike, which means that they will always have more value than just their gold counterparts. If the boosted card is an insert itself, like the Todd Gurley future stars award card (boosted at 2.5x), it becomes one of the more sought after points cards in the game.

When looking at the game only boosts, these cards can be tricky. The better players can be traded for inserts or other nice cards during the time the game is still in play, but as soon as the game is in progress or complete, the value will plummet. Be aware that if you pull a game only boost and dont plan on using it, its in your best interest to trade it BEFORE the game starts to get the best trade value.

Position of the player on the boost card also makes a difference, but this is where you can make some nice trades and prey on people’s lack of understanding around the point systems. The community values QBs as the top position available. This is only the case if you are not going to make any changes to your lineup during the live games, or if you dont have enough cards of receivers to fill out the rest of the lineup.

Here is the secret: On just about every passing play, the player who receives the ball will score more points than the QB.

Example from before (25 yard passing touchdown):

WR (355 points)

  • 5 points reception
  • 25 x 6 points per yard = 150 points
  • 200 points per TD

QB (233 points)

  • 3 points attempt
  • 5 points completion
  • 25 x 3 points per yard = 75 points
  • 150 points per TD

As you can see, the point differential is more than 100. Now, QBs complete more plays per game than a WR, which means the TOTAL points scored during the game will usually be higher. However, if you are switching players out on every play, the receiving player is always better.

Lets take it a step further:

WR (355 points)

  • 1x: 355
  • 1.2x: 426
  • 1.5x: 532
  • 1.7x: 604
  • 2x: 710
  • 2.2x: 781
  • 2.4x: 852

QB (233 points)

  • 1x: 233
  • 1.2x: 280
  • 1.5x: 350
  • 1.7x: 396
  • 2x: 466
  • 2.2x: 513
  • 2.4x: 559

As you can see, it is better to play the 1.5x red WR than a 2x QB. Pretty significant in the way the point system works. Additionally, its better to play a Gold WR than any boosted QB currently available.  When you consider how much people will give for a 2.4x boost of a good QB, to see that it isnt even worth what a gold WR will generate, kind of adds a bit of a sting to that trade. That doesnt mean I would go out and unload all my QBs, but I would definitely adjust the way I look for boosted cards.

Here are my positional rankings:

  1. WR
  2. RB
  3. TE
  4. QB
  5. DEF

Here is where the community usually values positions:

  1. QB
  2. WR
  3. RB
  4. TE
  5. DEF

Its worth discussing the fact that defensive players, especially linebackers can rack up a ton of points. However, the availability of in game coverage on the Red Zone channel during the 10 game slates on Sunday is unlikely. Its better to just play along with the offense and realize that defense will never get the love it probably deserves.

Maximizing Your Boosts

There is no more polarizing topic in Huddle right now than Boosted cards, which is only exacerbated every time more are released. Some people hate boosts, other people like me, love them. They make the game more interesting and add more strategy to the overall playing experience.

If you want to play along with the live games, Boosts should be your bread and butter. Take advantage of guaranteed boost per pack releases, and save your coins to really spend what you can when the good boosts hit the store. Focus in on where your lineup is weak and go nuts in the contests trying to win. Its a ton of fun and I cannot wait to see what is still to come.

============

New User Tips is a running series on Digital Card Central – If there are any other questions you have about the nuance of the game, please do not hesitate to tweet me @SCUncensored or through a same card trade with a message in the game. 

If you have ideas for future New User Tips – please let me know!

Posted in Uncategorized | Leave a comment

The SWCT 1977 Debacle is Finally Over: Card 45 Arrives!

Yesterday, a weird thing happened. Something that hasnt happened in the history of the apps, from as far as I can tell. A card was added to the sheet that was part of a set that had completed a long time ago. The infamous card 45, part of the 1977 set, title “the Light Sabre” had been missing to this day, leaving many set collectors feeling slighted and incomplete. Although it was never stated WHY the card was never inserted, its pretty clear that there was some situation in approvals that prevented the card from hitting packs.

Capture

There are a lot of theories as to why this is the case, stemming from the spelling of Lightsaber as “Light Sabre”, or even that the blades of the lightsabers werent really shown as “on.” Being that the card was created in 1977, things have changed significantly in the branding of the universe. This obviously led to issues with getting the cards into packs in a timely fashion, causing immeasurable amounts of dissatisfaction from the people who had collected the set all the way through. Although PERSONALLY, I thought the controversy was FAR overblown, im glad there is resolution for the 1400+ people who were awarded the final piece to their 1977 collection.

If the card was released on time, during the course of the set, it would have value on par with the other examples from the 1977 set. Now, this card is something of legend, meaning that the value has increased to match the firestorm that occurred with the card itself. Card 45 will go down in the annals of the app as “one of those things,” and because there were so many people who collected the set, there are a lot of users who will be happy with their new collection piece.

Similarly, I think this was handled very well by the Topps team, who stood their ground and obviously responded to the community’s desire for the card to be released. I think that they easily could have walked away with whatever situation was going on, and just wrote off the eventual completion of the 1977 program. Instead, its clear that they worked through whatever approval challenge there was so that the users could get the card they had been so outraged over. Its not an ideal situation, but it is a situation that should show that they do listen to what is going on.

The app will NEVER be perfect, and the community will NEVER be completely satisfied. However, its nice to see something like this happen every once in a while.

Posted in Uncategorized | Tagged , , , , , , , , , , | 1 Comment

Huddle Gridiron Tip: Valuing Boosts Versus Gold Cards

Boosts are becoming more and more plentiful these days, and with that, more and more people are looking to pick them up to stay competitive at the top of the contest leaderboard. Because they are limited in nature, and quite expensive in some cases, there is debate over their value vs high scoring Golds. I want to do a bit of a deep dive into the value here, and talk about some of my feelings about the chase for the boosts as a whole.

Cost of Ownership

First off, the cost to obtain boosts has been quite different from Purple to Green (or Neon). The purple boosts were not guaranteed per pack, but the odds to obtain any given purple boost was 1:35 packs at 7.5k per pack. That means if you strung out the odds completely, it would cost over 200k to get one. Of course, I rarely had to go that far past 100 to get any of the purples, but that is besides the point. The Neons were 1 per 75k, which as a guarantee is pretty nice. You arent sure who you will end up with, so there is argument that the cost to own is higher than the purples.

1Capture

Value in the Economy

In my personal opinion, there are two sides to the boost. Gameplay value and collection value. From a gameplay value, playing one above a gold on the purple level is only going to get you 20% more points per play. For a WR or RB, that could be a nice little gift on a long TD, but it is barely negligible for a QB. This is why I dont get why people are so enamored with tracking down any QB card, as the WRs and RBs are always better plays based on the point scoring algorithm. Fantasy wise, maybe not, but at the same time, no contest reward cards are offered for those leaderboards.

Now, if you can obtain mulitiple 2.2x or 2.4x boosts, you might be able to get an extra card slot’s points out of them. Playing five 2.2x or three 2.4x boosts in any scoring scenario will equate to one common’s worth of points you would score above playing the same in golds. That is where boosts really make sense, but it can be QUITE expensive to make that happen.

Even though from a gameplay perspective, boosts do not score THAT much more than golds, I believe they are worth considerably more than people think. Trading three and getting 9 golds back doesnt make sense in the slightest for me, as it completely negates two things – the stack nature of point scoring and how valuable those extra points are, and the collecting nature of these limited cards.

For the foreseeable future, Golds are unlimited in print. They are rarer than any other base card, but they are quite attainable if you want to trade for specific ones. Considering that people are clueless as to the real value of a WR and RB most times, you can trade a Gold QB and get 3-4 back in positions that will score much better for you.

There is no reason to give up a set limited card for a card whose count will continue to increase over the entire season. Its fun to trade a card that is easily replaceable to someone for one that really isnt, and as a team collector, I know there are users on the hunt for their team’s boosts every day. That means the collection value of these cards will only increase as time moves on, even if higher scoring boosts become available. If the guaranteed pack format also continues, card counts for the releases will not be as limited as some of the early purples. Those 24 count Petersons, 31 count Julios and other similar may not be the top scoring cards for their player, but they will be the lowest count.

Defensive Player Boosts

I dont like chasing defense in Huddle. The Red Zone Channel only follows the offensive plays, and many defenders scoring a tackle will be outdone on all offensive plays that gain more than 5 yards.

It takes a level of detail to succeed with defense that I just dont want to invest, and I see why they are the lowest valued boosts of the bunch. The community just doesnt care enough about points on defense for a boost to be valuable. This include ones for linebackers who actually score quite a few points on tackles. Some of the bigger name guys still have collection value, but just not enough to overcome the stigma of the position they play. Oddly enough, the same thing happens in physical cards too.

If you find a team collector who will give up any offensive boost for the defense you have, take what you can get, unless you are someone who can invest the time to make the card count for your strategy.

Increasing Levels and Devaluation

Last year, there were 500 boosts per player and they didnt go away until they were sold out. This year, the boosts will be significantly below that, save a few, and it makes it more likely that  A) you can survive without them and B) wont devalue as much with higher levels released. I would be shocked if 2.6x boosts dont come soon, with 3.0x eventually being the top level before the playoffs. You can tell there is a much higher urgency around the release, putting 60 Neons on the market at the same time. This should act as a marker for the fact that higher cards are coming, although they will likely cost more to own.

Because of higher costs, lower print runs, and potential changes to the packout structure, your old cards wont be nerfed the way they were in previous years. There will be some loss off the top because the novelty will shift to the newest color, but it wont be a complete drop off like we saw during the level increases over the 2014 season.

There are also no set rewards currently available for collecting 5 boosts at a time, which made higher level cards last year seem completely off the wall. Aaron Rodgers was offered as a reward for the last 20 purples, but we havent seen that yet with the neons. I think this should help hold value in the ones people do eventually keep.

All in all, people keep trying to find threads between last year’s boost mania and this year’s structure. I see very little in common, other than the fact that boosts are a part of the game. There is more organization, more clarity around availability, and higher costs to own. This means that the game can still be won without spending hundreds on boost packs. Eventually this could change, but there is zero reason to freak out.

Posted in Uncategorized | Leave a comment

SWCT Force Tip of the Day: Collecting Series With a Smuggler’s Den Element

Over the last few months, since the creation of the Smuggler’s Den, there have been a few series that have depended on the feature to complete the chase. It adds a level of urgency around the card collecting, and it has had some polarizing reactions from the community. I think its easy to say that the Den has added some curious tendencies to completing a set, but its all in how you look at it.

The Good 

I really like when they keep things fresh with a cool set format or an odd packout structure. Think back to the way Reflections was released, or the way the Force Awakens premiere cards were done. Those were fun because you knew there was an element that was different from the usual way we operate.

Capture

With the addition of the Smuggler’s Den to an insert set, like we have had recently with the Gray Imperial Officer’s set, it also adds a need for people to pick up more cards than they normally would need. It adds value to the individual set pieces and forces more trading and swapping for people who need two copies instead of one. Arguably, some could see this as a negative, but I see it as an opportunity. I hate when I pull a set piece and it is automatically worthless by the time the next card is released. Adding this type of a stipulation to the set helps to hold value through the whole process.

This also gives people a lot of great trade bait if they are people who are looking to take advantage of the hype. Back when Force Friday hit, trading was insane, because everyone knew that they would need an extra set just to get both reward cards.

The Bad

Cost of completion on many sets has drastically increased over the last few months, and any time an extra set has to be collected, the cost goes through the roof. Because cost of completion is rarely considered in the value of the award by the community, most times extra cost does nothing but add to a negative experience.

It can easily price people out of a fun chase, and that isnt a good situation for the user or the app. I think that with a guaranteed insert per pack set, its one thing to add the need to collect more than one set, but with longer odd structures for many of the sets that use the den, its rough.

The issue is that when people have to complete two sets, they have to spend more to complete it, thus grossing more revenue than would normally be generated. I think that the users are pretty clued into this and see a practice of this sort as something ugly. Although I understand the app needs to make money, this is a perception thing too.

Fun Suggestions

If I were building a set with a Den piece in place, I would do my best to mix the good with the bad, because both need to exist for us to get what we want and Topps get what they need.

I would create a set with a guaranteed per pack insert setup, and use that setup to create one of two situations that could both be fun:

  • Each pack has an insert, and all are available but one to complete the set. The guaranteed inserts must be shredded to have a shot at the final card, which is offered at in a non-guaranteed situation in the den. This will be good for reducing card counts on a set with guaranteed packs, and also give use for all those doubles that happen.
  • Secondly, Topps could also set up a similar setup where each insert is guaranteed, but to get the second tier reward card, you have to pull the golden ticket from the guaranteed pack at higher odds. This ticket is shredded for the last card needed to complete the reward. It would force people to open more packs, and it would also provide a chase for a valuable award card.
  • Lastly, Topps could also build a set where access can be granted to the packs only through pulling an insert in the Boba Fett packs. I would also say that you can keep the ticket and keep your access to the packs, or shred it for access to variant packs which have a timer on them, or low count inserts that create urgency to make a decision on the shred.

Bottom line, there are so many options here, that they could really dive deep down the rabbit hole and see where it comes out the other side. If we are going to continue without Marathons in the mix, stuff like this needs to be a big draw, outside of the design of a card.

Posted in Uncategorized | Leave a comment

2015 Bunt Offseason: Surviving the Winter In Style!

Sadly, Baseball is over, and the offseason is upon us. Because Bunt thrives during the season, the app will definitely slow down over the next few weeks, and even more so over the winter. That being said, it does not mean the app shuts down, and a lot of people have been asking what is going to go down. I dont have any indication from the Topps team, but based on previous offseasons, here is what I would expect.

2015 Base Cards

Congratulations! You now own a bunch of base cards that likely will not score for 2016. Its time to come to terms with the fact that with each new season, new cards with new scoring will come into play, and your existing cards will be obsolete. Its called a business model. That doesnt mean its time to unload and have a fire sale, but it does mean that holding onto 8 dupes of a gold pitcher probably isnt in your best interest. Try to trade as many of your base dupes for inserts and other cards, if you can find a taker. Its tough, but there are people who are looking to complete sets before the awards are discontinued.

Offseason Inserts

There will be many inserts released during the offseason, and some of them will be valuable short term. Considering that we dont know anything about the 2016 Bunt build yet, we cant say if there will be a long term value in tact when the new season starts. There werent many times during this year that I even glanced at my older cards, which is so sad. We used to have the ability to display our favorite cards in our home screen, that was visible to everyone, but now that is gone. Even though we can hope that they bring back a way to display your top wares, we have to assume that 2016 will be just like 2015.

All of that being brought into consideration, its time to mention that chasing offseason inserts is only worthwhile if you collect the player or the team, or are just so bored with nothing going on that you want to chase some cards. Outside of that, see the next section.

Offseason inserts during the 2014 offseason were aimed at the smaller crowd, and things like Finest and other insert sets did have some sustained popularity into the next year. Keep an eye out for the inserts that should hold value due to subject matter, card type (sigs etc), or rarity. Those are the ones I would continue to collect, knowing that next year people will probably still have a filter to remove old cards from their trade.

Coin Saver Mode

As of today, we are about 5 months from the start of the 2016 season. That is about 2.5 million coins if you check in every day during the offseason and dont spend or buy. I get it, that is easiser said than done, but it might be worth it. Its worth it to download Bunt on another device and do nothing but check in all offseason. There will be massive coin sales that happen if last year was any indication, so you might even want to buy without intention of spending. Your coins will transfer over if the previous seasons hold true, and I dont think they would want to piss people off by clearing everything out.

The pros of saving is that you walk into 2016 with a TON of coins. Coins that can be used to buy whatever comes out. You could have a serious advantage, knowing that you can buy a crapload of packs and everyone else who didnt save or check in will not. The cons of saving is that you will likely miss out on some great cards. If you really want to go without distraction, just turn off the notifications, mute twitter, and just focus on not spending your coins. Get a buddy to let you know when the sales happen so you can set yourself up like a champ.

The Next Few Weeks

Over the next few weeks, a lot of fun stuff is going to happen. We are going to find out all the award winners, the gold gloves, silver sluggers, and a bunch of other stuff. Each of those guys will get cards, and if you are a fan of them, these will be cards worth chasing. We will also get a Thanksgiving program and a Black Friday chase, both of which were pretty popular last year.

Last year during Christmas they ran the Sig promotion with a new card every day leading up to the holidays, something that produced some of the nicer cards of the offseason as a whole. I would expect something like that to happen again too.

Cards that Score in 2016

At some point, cards that score in 2016 will hit the sheet. Whether they are VIP boosts, or actual pack pulled inserts, they will hit. When they do, take inventory. Are they cards that will score a ton? Are they base equivalent? Are they players that wont likely be featured in Series 1?  If you feel strategically that these cards will be worthwhile, dive in. Cards with a 1x boost for 2016 are only valuable if you dont think the player will be easy to find in the base cards when they hit.

The VIP Black boosts were the highest permanent boost scoring cards for the regular season, and Im curious to see if something similar happens this year too. If you own ANY black boost, do not trade it until you hear what the plan is. They could change their mind, but they could also roll with the flow from 2014 as well.

As a whole, just go into the offseason with an open mind. This is a testing ground for a bunch of stuff that could be a big part of 2016. If you like something, reach out to the team. If you hate something, same thing applies. They look to us to see what our reaction dictates, as the people that stick around for the winter months are usually the ones who will be a bigger part of 2016.

Posted in Gameplay Tips | Tagged , , , , , , , , , , | Leave a comment

Five Players Who Do Not Need Another Huddle Card

Because we know that cards are likely produced weeks ahead of time, there is definitely a gap between what is happening on the field and which players end up on checklists. There are a few that have well overstayed their welcome on Huddle checklists and need to be left off in the future.

  1. Ndamukong Suh

The Dolphins were a train wreck since the beginning, so much that they fired their coach. Although they have turned things around a bit, Suh has not been himself. Defense is less valuable in Huddle as it is, and Suh is just not playing well.

2. Roddy White

The team has moved on from their old reliable target, who really hasnt shown he can still run with the big boys. Players like Julio Jones and Devonta Freeman should join Matt Ryan as really the only players who should be featured.

3. Andre Johnson

We get it, he used to be one of the best players in the game, but he isnt even close to his old self. On a colts team that is one step from getting their coach fired, Johnson doesnt do enough to deserve any attention. He may get a TD here and there, but as a whole, the slot should be used for other players that are far more popular.

4.  Carlos Hyde

Even though he had a nice game to start the year, Hyde has come back down to earth with the rest of the putrid niners offense. Believe it or not, he currently sits among the top 7 players in terms of number of inserts released. Pass.

5. Demarco Murray

Although Murray had a great year last year on a popular team, he is a shell of himself right now, mainly because of the way the Eagles have used him. He came around a bit last week, but its not the same season he had last year. Even worse is when Ryan Mathews is included. The Eagles running game should just be left out of all inserts. Hell, the Eagles as a whole just havent lived up to expectations.

Honorable Mention: Josh McCown

The Browns have ugly uniforms and McCown just isnt popular enough to generate any real value in his inserts. Popularity is so important to insert value, and he is a DUD.

Honorable Mention: Jeremy Maclin

I really though Maclin would play well under his old coach, and he has only managed spurts of production on a bad team. He remains one of those players that few people really gravitate towards.

Honorable Mention: Justin Forsett

Great year last year, not so great this year. The Ravens are in the cellar of their division and really dont need much more love. If they need cards, I would stick to other players who can generate more of a popularity response.

I think that players on the fringe of popularity do deserve their opportunity at times, but with the NFL having SUCH a huge crop of guys that will generate interest in Huddle, its not necessary to give these guys any more cards. I think a terrible checklist in terms of player popularity can ruin a set, and I hate to see that happen.

Obviously, not every card can be Brady or Rodgers either, but like I said, there are so many guys to choose from that are all playing at a top level.

Posted in Uncategorized | 7 Comments

2015 Bunt: Closing Thoughts and Looking to the Future

Now that 2015 is over, I remember when the world series ended last year and I felt like so much had gone on in Bunt. It was like walking around in wet clothes after jumping in a pool, carrying around all that extra weight of the experience from the whole year. To be completely honest, I feel like that all over again, but the volume feels 100% different. Just for the record, that is a good thing and a bad thing, as I feel like this was a year of Bunt that was unique from any other over the course of the many I have played. Ill try my best to detail my thoughts, and tie as best a bow as possible on the 2015 Season.

Things to Look Back On With Love

When you consider everything that has happened since late March, there is a lot to love about 2015 Bunt. Even though the general interface of the game was relatively the same, the app had a fresh feel and some great adjustments coming into the season. There were a lot of reasons why the app was going to be great, and for the most part, Bunt lived up.

First, the design team did an absolutely amazing job this year. Better than any other year of Bunt. Not only were there some great crossover sets from the physical side, but the original content was TOP NOTCH. As recent as a few weeks ago, Neil, Dan and the team were cranking out some of the best looking cards of the year, which were echoed by the collectors who clamored for each new release.

Sets like Stubs, World Series Rings, Legendary Stubs, Future of the Franchise, the All Star relics and MVP cards, Post Season Heroes, Pennant Chase and Skylines were just stunning looking, and that’s just the stuff off the top of my head. There were so many more that I could sit here and write thousands of words on, and likely will chronicle in an upcoming post. They went above and beyond in many cases.

Like the quality of designs, the events that happened during 2015 were well beyond my expectations. I cant remember another year where I was so involved with the All Star Game, and I credit the content from Bunt for that run. The sets were fun to collect, the per pack guaranteed All Star inserts were so much better, and I wanted every one of them.

In terms of programs, the crossover cards from Topps Baseball Series 2 is something that I would love to see again next year. Although Im sure the codes were a hassle, and the program was a beast to manage, it provided a huge opportunity for digital card collectors to dive deep into physical cards again, or in many cases for the first time. I would hope that a growing partnership between digital and physical will result in some amazing things, and I cannot put into words how curious I am to see what they come up with.

The 1990 draft pick box setup was easily the most fun I had ripping packs this year. Although there were some glitches in the initial release, the results speak for themselves. Not only were the cards AWESOME with the rare signature variants, but people literally clawed and fought trying to get the ones they wanted. It wouldnt work with every type of set, but it worked in a crazy wonderful way with the one they chose.

I also think that the app team did quite the job keeping people up to date, and staying active on social media when things went south. There were a few times during 2014 where they boarded up the windows and shut down for a while, but that didnt happen at all this year. ToppsMike stood his ground in partnership with ToppsHanford, and on twitter, you could see that people responded well. They may have been lightning rods when an issue popped up, but its clear that everyone appreciated the back and forth when it was civil on the part of the users.

Then there was the Post Season Challenge. I want to dedicate its own paragraph to this contest, because it was a beast unlike anything Topps Digital has ever done. EVER. The prizes were amazing, the setup for the contests was amazing, and everything about the way the post season went down was nothing short of amazing. As many moving parts as there were each day, the level of fun and excitement was palpable. They did an absolutely tremendous job, and from what I saw, people were more into the gameplay than I have seen at any point in any year. Even if you werent a fan of the teams still alive, the way Bunt came alive during the playoffs was something to behold.

There are a million more things I could talk about now, and probably will sometime, but we can all probably still remember the times during this year that we loved coming to the app each day.

Things to Look Back on With Disgust

Not everything in Bunt this year was rainbows and unicorns, unfortunately, and for some this section will ring much more true than anything in the previous section. We all have our gripes, and we all have our things that we wish could have gone better.

The biggest thing that I believe should have gone WAY better was the contest setup from the get go. There were so many reasons why contests should have ushered in a new era of gameplay with the app, but it never caught on. Nothing about contests really worked the way it should have, from the points fiasco all the way down to the prizes. The fact that they basically forced everyone to play along with the 10k challenge, just to get a daily bonus, reeked of desperation. It wasnt pretty.

When the scoring data provider changed their setup, everything went haywire, and something that was already bad got exponentially worse. Thankfully it was fixed (mostly) by the start of the playoffs, but during that period, it was bad. When Topps Digital needs to go into damage control, it usually doesnt work out well, but they somehow made it through and still had a great run to close out the year. I think that playoff run would have been THAT much more of a winning note without the downtime on the record, but we can only speculate there.

Contests as a whole needed prizes that reflected the effort that was expounded to win them, and we just never saw that work on any level. We were promised all sorts of fun setups and quirky rule sets, and instead we were left with bland slates day after day for almost six months. I dont think there was anything so disappointing, and I would guess the Topps team feels exactly the same way we do.

The contest situation was such a dark mark on a bright year, that the rest of the complaints that I have seem quite minor. Pack odds were a lot tougher in a lot of cases than they should have been, but the argument could be made that it was to offset the lack of interest in points play. Without people building their collections around points play the way they did in 2014, the 50% usually dedicated to collecting became something like 80%. Not a good situation. Although more guaranteed insert per pack sets were released than ever, that wasnt always enough. Many sets took millions of coins to complete, and didnt really deliver value that would reflect the cost to collect. For every set like Stubs, there were others that people gave up on because they were just too tough to complete.

Looking to the Future

The offseason is a funny place in any Topps Digital app. This is a time where the producers use the people who stick around as guinea pigs to see what works for the next year, and I get pretty pumped for that. Weird is a great adjective to describe some of the sets, and just because the season is over, doesnt mean content is done.

We should get a lot of great cards for the Royals, as we did this year with the Giants. Once that is done, its all about moving onto next year, where Bunt will need to determine the best way to keep us going for another year. It used to be that Bunt’s setup and build would dictate the setup for the other sports apps, but im not sure that will be the case anymore. Now that Topps Digital has grown considerably, this could be the first time where a new Bunt in 2016 is its own thing.

That’s not saying it will go the direction of Kick, but it could have features that are 100% unique to it. We saw the Smuggler’s Den take hold in SWCT, and I could see them test some new dedicated features like that in Bunt as well. Now that Huddle is also NFL licensed, it could be that we have a portfolio of apps that all have common threads, but unique formats that play to the strengths of each community.

Bunt was also the first app to have a dual producer setup, and from what we saw, it worked exactly as it should. ToppsMike became the mouthpiece, and ToppsHanford stayed behind the scenes, which prevented a lot of confusion and dilution of the company message. Its pretty clear that Mike and Hanford work well together, and I would be interested to see how things play out in 2016. Now that a dual producer setup is par for the course, and redundancy is available, im sure there may be consideration for how that could be presented to the community in a way that furthers the engagement people have with each app.

Overall, I had a blast with 2015, and right now, im still trying to process how I want to remember the experience. I feel that despite the situations on the negative side of the ledger, it was a successful year as a whole. The exclamation point provided by the Post Season Challenge helped a lot, and I expect further fireworks as we move into 2016. To say that I expect things to change is an understatement, and I am just hoping that its for the better.

Ill have content coming up that will detail some strategy for the long winter, so stay tuned. Bunt content on Digital Card Central is far from done.

Lastly, a HUGE thanks to Mike, Hanford, Dan and the rest of the Bunt team. The access and feedback they have provided to me on behalf of the readers was nothing short of incredible. They knew you guys were thirsty for a look behind the curtain, and were always happy to give DCC a peak. Congrats on a strong finish, everyone. 

Posted in Gameplay Tips, News, Reviews and Commentary | Tagged , , , , , , , , , , | 1 Comment

SWCT Force Tip of the Day: Living Life Without Marathons

When the game first started up back in the beginning of 2015, none of us really knew what we were in for. Although the marathon concept had been central to insert collecting in Bunt, Huddle and Kick, we didnt know the impact of the chase on the new app for Star Wars. Thanks to an interesting decision to put the best inserts in the game in the cheapest pack available, each and every marathon became some of the more coveted digital cards in existence.

As the year progressed, the Topps team started to realize they had unlocked Pandora’s box, with the decision to put inserts in the 1k coin pack, and changed course a bit. At that time, the app changed course to focus as much on the weekly chase sets as they did the marathons. Although the marathons no longer had the same earth shattering value they once did, they were still the main draw in the grand scheme of things.

Now that many of the marathons are complete, people are starting to go through withdrawal, and the app has been slower as of late than it has been in weeks prior. I think that because the user base from SWCT isnt as familiar with the “offseason” type period we are going through in the app, something that is an inherent part of Bunt, Huddle and Kick, there is a lot of angst.

Each time I mention “offseason” in SWCT, I think that people dont really understand the concept of what I mean. In the sports apps, the marathon sets dont continue through the whole year. The apps still release a ton of cards, but there is no marathons to support user interest the same way they do during the season and playoffs. Obviously this SW “offseason” will be significantly different, but we all need to consider something very important – eventually there will be SWCT 2016  and relaunch of the game for a new year. This probably wont happen until the beginning of next year, and it also doesnt mean that there wont be a ton of continued content.

Additionally, with the biggest event coming in a month and change with the release of the Force Awakens, the dip in traffic the other apps go through might not be a luxury SWCT can afford. If anything they may ratchet things up more than we could have ever expected. At the same time, we will not have a new trilogy movie like this every year, and the app will have a future “offseason” where it will likely slow down without any marathons in progress. This time is going to be tough for some users to endure.

I once thought that the build mode in Smuggler’s Den had a chance to be something that could easily pass the time until the new app build and new marathons launched, but that has dipped considerably in recent weeks. Im also not convinced the Topps team wants a period like this to linger, as SWCT is the top grossing app in the portfolio by a mile. Considering there are no cards that “score points” in conjunction with live games, an offseason really might not be necessary. In the name of progression and continuity with the other apps, things will change in the software that runs the app, and the question remains how much time will pass before that happens?

As for living life outside the gravitational pull of the marathon chase, that’s something I havent quite figured out yet. I think there have been some GREAT inserts lately, and I dont think that those will cease. Because 25k per day no longer has to be earmarked for the weekly vintage chase, this is your opportunity to dive deeper into those cards you never had the chance to collect before. This is the perfect time to finish your hoard, update your non-marathon collection, and trade like mad. With the marathons complete, there are a ton of deals to be had. So many people are looking to unload their cards and dupes, and I have seen some great offers come across the table.

Eventually we will see the return of large sets to keep us going, but there is no guarantee that next year’s marathons will be what they were this year in structure, design or even name. There could be an entirely different format, and with it, an entirely different chase. All I have to say is be prepared to run when it happens.

Posted in Star Wars Tips | Tagged , , , , , , , , , , | 3 Comments

Huddle Gridiron Tip of the Day: Reopening the Boost Discussion

With the release of the purple mega set of 20 boosts this week, we saw that there was a reward for an Aaron Rodgers 2.4x boosted base card.

Capture

Not only is this a step up from the 2.2x Purple, but it signifies that the green boost is likely going to be on the way shortly. Considering what happened last year, people are concerned, and I have some thoughts.

Boost Culture

First off, its clear that boosts are more popular in Huddle, as the contest scene is such a huge part of the game. They obviously are selling, as the cards keep coming, and sell counts have remained pretty consistent when the cards are in the normal pack format we have seen since the first OBJ boost. When they go into more of a different structure, the counts are all over the place, but still selling well.

For those people that are upset that the boosts are being released in this fashion, im not sure I see why there is so much venom from individuals I know are buying the packs they are complaining about. The boosts will likely continue, and Im not someone that is unhappy about that. I like the boosts, as they do give a collectible nature to base variant type cards, and are worthwhile to have when playing along with the live games. At this point the novelty may start to wear off a bit, but lets be honest here – Topps wouldnt keep running the program if the cards sold like crap.

Changes from 2014

At 2.4x, the green cards will not be the highest scoring cards in the game, as there are a few that score at 2.5x with a few set rewards. Of course, that could change in a matter of weeks, but there are only so many games left. Considering that the NFL season is so short, its not as big of a deal as people think.

Last year, there were 500 copies of each purple that scored at 3.5x, and it made it impossible to compete with the big dogs without a number of copies of each card. At around 150-200 of each cards, the situation is very different. There were also more than double the amount of purples and double the amount blacks at this point in the year, and with only 50 and change total subjects floating around, its negligible. Almost 300 compared to 50? Pretty large change, all things considered.

Valuing the Boosts

At this point, value is pretty much standard for most players, although QBs, WR and RB tend to be much more in demand than the defensive guys. I have chased down as many of the WR and RB ones, as they score the most when they get the ball, although QBs will be more valuable for a fantasy contest situation.

Some of the boosts are crazy low in the card counts, mainly in ones that were given out as a bundle with the purchase of coins. Adrian Peterson remains the lowest count at 24 (set reward), but Julio Jones is close at 31. Those are going to be considerably more valuable and definitely more difficult to obtain.

Using the Boosts

Players with upcoming nationally televised games should be targeted. This means, Thursday, Sunday night and Monday night. This is especially true for the WR and RB, who will get you more points on any play that they are given the ball or receive the ball than the QB.

On a 20 yard touchdown pass play, a QB will get 3 points for the attempt, 5 points for the completion, and 3 points per yard (60) and 150 points for the score. That brings the total to 218, which is then multiplied by 2.2.

On the other side, a receiver will get 5 points for the reception, 6 points per yard for the catch, and 200 for the score. This brings THAT total to 325, which is multiplied by 2.2. Its a comparison of more than 100 points, or 220 points with the boost. Chase the WR, not the QBs. Fantasy contests dont have cards attached to them, the showdowns do. The longer the pass play, the more likely that a COMMON receiver card will score more than a 2.2x or 2.4x QB.

General Trading

When trading for boosts, dont send golds or lower in trade for a boost, unless you are sending a TON of golds. The collectability combined with the rarity will override anything that a gold can bring, even if some users may be able to make that sacrifice. Boosts are inserts to almost everyone, and sending base will only get you some angry responses unless you are super lucky. Its not worth the risk.

Because people are still overvaluing QB boosts, its easy to take advantage of people who dont know how points work. Otherwise, the boosts are pretty interchangeable.

This is going to be a fun journey through the colors, I just hope that we dont get the odd names like Crimson and Sage like we did last year. Its time to stick with the primary color wheel names, not paint colors from home depot. I dont need a midnight navy boost, thank you!

Posted in Huddle Tips | Tagged , , , , , , , , , , | Leave a comment

SWCT Force Tip of the Day: Much Ado About Neons

If you werent around yesterday in SWCT, the release of the neon parallel base cards was quite the big event for a lot of people. As expected, any time a release like this is built, there is an almost immediate outcry, and I wanted to take some time to discuss. As with any type of thing like this, there are two sides of the story, and ill do my best to talk through both sides as I see them.

What Are Neons?

For the first time, SWCT is offering RARE versions of each base card in a random fashion delivered by buying a 100 dollar bundle that includes one neon card and 100k coins. The 100k usually costs 20 bucks if bought in 50k increments, so this is paying $80 for a card out of five copies.

1

When you think about how much the pink parallels out of 10 have sold for, this might not seem like a bad deal. However, with apparent dwindling interest in base parallels, as seen with how long the last drop of pinks took to sell out, this might not be as attractive as it would have been back a few months ago.

Another point to consider is that these cards may have a stigma attached because they are guaranteed pulls for spending money, and that could overshadow the rarity to the point of devaluation. We will get to that later, though.

Coming to Terms

First off, SWCT is unique from many of the other apps in that hoarding is a huge deal. People want to have every card of a certain character in some cases, and in many of those cases, hoard piles have reached the tens of thousands. Not everyone participates, but many do.

Cards like neon almost force the completists to buy in for at least one pack to trade what they pull for their target(s), and that isnt sitting well with many people. They see this as an attack on the sanctity of their hoard, but Im not sure I fully agree with their assessment.

When I was a kid, as mentioned in my previous post, I LOVED Kirby Puckett, who played for the Minnesota Twins. I had to have every card of his, and in 1993, that might have been a few hundred cards. I got pretty close, and when I took a break from collecting, I probably had about 97% of them. One card eluded me the entire time, mostly because it was a rare rookie card that costed a ton of money that an 11 year old could not afford. My dad sat me down after multiple asks to help me fund my purchase, and gave me a speech. He basically said that no matter how hard I tried, I only had two choices. Find ways to earn the money and buy the card, or come to terms with not having everything.

Being that the card was so expensive, I didnt see that earning the money at that age was a real option, and I had to come to terms that I was not going to get everything. Its a tough realization, but in today’s market its a forced perspective. Every set released has 1/1s, rare inserts, and even rarer autographs. What I did in 1993 just isnt possible anymore. We are going to reach that point in SWCT too.

For some of you, Im sure you are thinking, “listen, I dont have every card, and I am okay with that. But this seems like a blatant money grab.” Well, that’s the thing. EVERY release is a money grab, down to the very last card. Topps Digital is a business that needs to make money to keep the lights on. If you dont buy coins, SWCT doesnt exist. They are making decisions to generate revenue based on user tendencies, and Neon cards play to the nature of the beast in many ways. They understand the completist nature of many users, and they know that this program will incite purchases to ensure that sets remain in tact. Its not a bad idea, when you think about it. Is it going to make them many friends? Probably not. Will it make them some money? Card counts are showing that the answer is yes. Even though the packs might not sell QUICKLY, they will sell, and that’s all that matters in the grand scheme of things.

There are currently a few listed on eBay, if you are interested in seeing pricing for just buying the card.

I think its clear that things have slowed down since the marathons have ended, and now that we are in an “offseason” mode until new marathons start, this is a way they can bridge the gap and still keep those people in the game. Although there is no doubt that it will upset some individuals, you would be surprised at how many people are either A) unimpaired by this program, or B) ready to buy in.

The fact of the matter is that even with the community tendencies at play, it comes down to that one simple fact – you cant and wont have everything, even less so without spending a lot of money.  That’s okay, and its easy to just not buy something if you dont like it. There are people who will enjoy this program, and I think its fine that those people get their day under the (neon) lights.

Additionally, how many times have you spent 100 bucks on the game, walked into the cantina, ripped a bunch of packs and gotten little to show for it? I can think of a few times for me where that has happened. This at least gives you one guaranteed card that only 5 people will have, plus 100k. Comparatively to some of the other situations I have seen, that’s not bad.

In the end, I know some people started the hoarding because they really didnt want to spend the money chasing the top inserts. It was cheap, fun, and had a goal that wasnt going to make them break the bank. It caught on to the point where people started doing it just because everyone else did, and now its a group think situation. Alienating F2P players is probably a small concern, especially if the people who spend at the 100 dollar level a pop do actually see this as a valuable promotion. Topps isnt stupid, and they probably have reason to believe that there will be enough of a buy to offset the negative reaction.

Why Programs Like This Might Not Be a Good Idea

Even though this is a program designed to generate revenue at the cost of the happiness of a few people, the question remains if it is a good program at all? Have we exhausted the base parallels to the point where people just dont care anymore, and will this do more damage to the ongoing valuation of base than it will help the revenue. More importantly, will Neons put handcuffs on other base parallel programs because people will be sick of dealing with the constant barrage?

I mentioned above that I dont think these cards will be worth as much as the Pink cards. The reason I say that is because users have a real chip on their shoulder in regards to TOUGH pulls. If a card is available to everyone, the cheaper the pack and the tougher the odds, the more the card is worth. Basically, people want to put a trophy bass on the wall, and they want to be proud that they beat out the crowd to get it. They dont feel the sense of accomplishment the same way as if they had just been fishing over a puddle, and someone put a store bought giant bass on their hook.

Because they tied the Neons to a guaranteed pack when buying in, the valuation is going to be impacted. If these cards were released another way, the interest may have been different, and generated more widespread coin purchases instead of the 30-40 that have happened so far on the 100 dollar level. Granted, selling base parallels through packs hasnt been as popular as it once was, but there is no guarantee it wont be the case here either. At worst, you can scrap the program early on and not release more if they are unpopular. Here, we are kind of stuck with the whole card sheet full of neons until they all sell out. That might be an issue.

As for the community, the F2P crowd is large for SWCT, and the small spender group is similarly pretty big. Because this type of user is such a big part of the community, is it worth shutting them out? Is it possible that they leave and never come back? All of these answers are probably so, especially considering how many people will return once marathons start back up. It has happened every year with Bunt, Huddle and Kick, and there is no reason to believe it wont happen here as well. The difference is that SW’s biggest even in a decade is happening in a month, and they need more people to be aware of what they have planned to make that event successful. If the movie opens and the app is dead for the “offseason” – that is going to be a recipe for some bad tasting days in December.

Here is the thing. With the Topps apps, some decisions ARE made in the name of revenue over the feelings of the community as a whole. Im curious how much discussion there is around a concept like our feelings of spending versus our happiness of hitting that button. Think about it this way, how much does the team discuss how much of the spending is done out of obligation rather than excitement. Losing users has to happen more quickly when someone spends just because they feel they have to, not because they want to. Obviously no one is putting a gun to our heads and forcing us to hit the button, but its an “Ugh, I really have to get this card or my set wont be complete” type of a feeling. Sometimes the releases generate a feeling like “WOW, this is awesome I have to have it!” in contrast, and that’s where the sweet spot really is. For a lot of the community, I think the neons really do have that obligation spend attached to them.

I have rambled on long enough, but I did want to close with this. I did eventually get that Kirby Puckett card, some 20 years later. Its sitting in my display case right next to a lot of my other more valuable cards. Although I revel at the irony of how easy it was to acquire at 30 versus 11, I didnt get the satisfaction I thought I would have gotten from it back in 1993. Dont get me wrong, I love the card, but it wasnt earth shattering. Completeness is a myth, and the feeling of accomplishment is small compared to the EXPERIENCE of chasing those things. Once you own everything, that chase is gone, and the happiness is fleeting. Its more exciting to chase than it is to own. Trust me on that.

Posted in Star Wars Tips | Tagged , , , , , , , , , | 2 Comments