Out of all of this I mostly think 'loyalty' is badly named. Full agree that battles are awkward flavor-wise and don't feel like battles. Maybe the mechanics are solid enough to justify. One of the best things about Netrunner was that everything could be "attacked", so more permanents that...
I have a thought but not sure how half-baked it is... some idea that signaling is more relevant to high-power cards (relative to your environment) than low-power cards. If these cards are 10th-15th picks, by the time I'm picking them I've already seen like 80+ other cards.
Generally agree...
I mostly agree with Brad, but to ask a probing question: what is the purpose of your classification. In the draft, the card is just the card, so what design problems are being addressed by your classification system? (no wrong answers)
I don't know, when my wife started playing even her starter deck had a Planeswalker in it. I doubt the card type is very rare in this day and age, they've even printed Planeswalkers at uncommon.
Specifically, it's a weighted expected value problem.:
E(pack) = p(pack with no ring) * E(pack with no ring) + p(pack with ring) * E(pack with ring)
When the ring is found, the two probability values go to 1 and 0 respectively. The other values (e.g. expected value of pack with no ring) I...
Vel you were mixing up probability with expected value. The post I made was an illustration of why the two are not at all the same. I couldn't tell you the actual percent because I don't know how many packs they'll print, the value of a pack without the ring, the value of the ring itself, or how...
Thought experiment: suppose 100% of the set value is in a single card (fairly analogous to an actual lottery). There may be a 0.00000whatever% chance of opening, but once it's opened, the value of all unopened packs drop 100%.