Originally Posted by number1laing
It's a good idea, but I don't like the implementation.
Take Borderlands 2. It has 6 cards, so you need to collect 30 to get the level 5 badge. Well, the game gives you a whopping total of three cards - 10%. So you need to buy or trade for the other 27, or hope for booster cards. But wait! Booster packs are tied to crafting. Right now it seems like nobody is crafting - everybody is selling.
Card prices are also highly variable. I might want to sell my, say, Trine 2 cards to pay for DmC cards, but Trine 2 cards are about 25 cents while DmC is 70.
I would like to see something where drops can reset, maybe after getting 50% and then 100% of achievements. I know Valve wanted to keep it casual and didn't want to tie it to in-game performance, but now you are far too much at the mercy of the community.
I think the implementation is brilliant.
It's easy to get a level 1 Borderlands 2 badge - you get 3 cards for playing, and trade or buy the other 3 cards for pennies. Boom - craft the CL4P-TP badge. You want to go up to a level 5 badge? You've got some serious collecting of booster cards, trading, or plunk down some cash. The level 1 is nothing - a level 5 badge shows dedication... or a reckless disregard for money.
Variable card prices is another cool thing - if all the cards were worth the same, it wouldn't be as interesting. And, as you mentioned, the market dictates the prices. Cards are only worth what people pay for them. Commons go for pennies, but rarer, foils, or less frequently played cards are worth more. Sell a foil and use that money to buy a bunch of commons to complete some badges.
It's just like collecting sports, Magic or Pokemon cards.