08-26-2010, 06:48 AM
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MVP
OVR: 29
Join Date: Dec 2007
Location: Washington
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Madden Ultimate Team: Questioning some design decisions
I really enjoy the concept of this mode. It's the perfect supplement to not having a major improvement to any of the three career modes(Superstar, Franchise and Online Franchise) in this year's iteration.
BUT, a few things changed from 10 to 11, in MUT. Particularly, the auction house.
The auction house. In Madden 10, you were not limited to any set selling price(starting bid and buy it now price). If you had a duplicate card, too many cards, or just didn't like a card you got, you could take it to the auction house and sell it for whatever you felt was a reasonable price. Ask too much, it wont sell. Ask too little, and well a lucky buyer snags the card he was looking for dirt cheap.
Now we have cards with a minimum predetermined price. For example, selling your 65OVR bronze FB card will be set to a minimum starting bid price of 500 coins, or 1000 to buy it now. And each card, in each tier has a set price depending on what value it's been given. At the rate in which you earn coins, that is a very expensive amount for such a low value card. If you're shelling our real money for your coins, you probably dont mind. But to anyone who is not playing the mode that way, it is very hard for them to team build. In any event of injury, you're stuck without cards until you've earned at least a 1000 coins to purchase a bronze pack. Or if you luckily scored an injury card in your first pack.
On top of this, you must pay a 50 coin auction fee. After my first two games, I'm in danger. If either of my safeties, or receivers goes down, I'm screwed. I cannot replace them. I'll be forced to have guys play both sides of the ball. While that may be interesting, it's not fun in the slightest having to play against NFL teams.
In conclusion, the jacked rates in the auction house have made it very difficult to build a team up. It is far too expensive to acquire a single card.
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