Penfold said:
Sometimes it seems like you exist in your own world. I know you have played CCG's before… you have to understand why they have rarity from a marketing level. You are suggesting bucking that trend and making the useful and powerful cards commons… At which point you've taken the biggest step possible to creating n LCG without addressing the distribution/quantities issue.
This is getting old. I'm really trying to walk away from this, but I don't appreciate your ongoing dishonesty concerning what I'm trying to say. If you have an actual counterpoint, fine, but stop misrepresenting my point.
The point which was made by Aahzmandius was that unlimited card counts make the game more about money; specifically, "If there are no limits on card count then you're back to "he with the most money"." The counterpoint was that cards which work well in multiples can easily be commons - NOT that every powerful card should be a common, and every rare card useless, which is what you're trying to represent. Star Wars did exactly this - powerful rares existed and flourished just fine, but synergistic strategies which relied on cheap cards could work well. In an environment with an unlimited card count, it did NOT develop into "He who can afford the most copies of Darth Vader wins".
And claiming hypocrisy just REALLY shows that you don't understand empiricism. There has been a claim - that unlimited card counts inherently drive a game to be more expensive. I've provided a counterexample, as has Surreal. That's how you disprove claims in an actual logical discussion - by providing counterexamples. Your next step in this process would be to provide something that refutes MY claim. Something relevant, that is. Whether the game is based on Star Wars, or whether or not Decipher chose to ban cards or use silver bullets is pretty irrelevant to the claim at question here.
Of course, you took the hard road - you and Aahzimandius made a rather absolute claim that unlimited card counts are untenable. Several counterexamples have been provided to that claim, thus disproving it. To the extent that you've put forward claims for me to try and disprove, you've chosen untestable claims. "Unlimited card counts increase the cost as people need lots of duplicate rares to compete" is testable, and disprovable. "Games with unlimited card counts fail because they have unlimited card counts" is neither testable nor disprovable, for exactly the reasons I laid out before (which I'll point out you agree with - my entire point about the testability has to do with other factors. In trying to dismiss the SWCCG as only successful because it was Star Wars, you're claiming those other factors).
I get that you don't like unlimited card counts. But there's a vast difference between disliking it, and it actually destroying the game. You're claiming the latter, and doing so badly. For all your hate for the SWCCG, none of your points have anything at all to do with the card counts. You even acknowledge that they DID have a system which worked with unlimited card counts. Which is the point I've been making all along - that it really is possible to do. Whether you like that system or not, it's very possible for one to work.