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Old 08-05-2013, 04:28 AM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Fiberwyre_P2P View Post
1. I don't know if it'll actually help with event activity.
Once the guns are in circulation, people won't really care about farming coins to buy them, they'll just buy them with cash.

2. For me at least, their price alone makes me not care about them.
My reason being: If I were to play and win 750 events in a row, that would be 62.5 hours (assuming 5 mins per event on average). If I were to spend that amount of time making money, that would be 375k, assuming I can make 6k an hour from mining or trashpicking. If you only win 1 in every 10 events you play, that would be enough time to make 3.75 mil. So the time investment isn't really worth it.

3. Event items have traditionally been novelty items, or at the very least, non-standard weapons like the flak, bow, light saber, etc.
I think there are a few reasons why that's a good idea:
*Event guns don't use cash as an initial currency, thus the street prices can fluctuate wildly.
*Guns sold in normal shops have a maximum and minimum street price.
*Guns sold in normal shops can be sold back to the pawn shop.

From my knowledge, hopefully to enlighten:

They (those who created these items for said purpose) claim to be rotating and/or restocking? the 3 items when a case occurs that they are all (9 total) purchased. Which should keep the interest fresh like the prizes.

I think your calculator is broken, if you say 5 minutes per event is 375k.. how would 10 minutes per event (double the timeframe) result in 3.75m (10x the profit).
Other than this, events are a secondary means of entertainment, not only would they not be hosted that frequently (1 per 5 mins, for 63 hours straight) but these are not meant to be a main source of obtaining weaponry either.

Those novelty items have always had a unique niche in game play, and even at points could've been considered overpowered as far as weaponry goes (flak was recently nerfed). Perhaps all those economical issues you pointed out could be solved by making these 'prize' weapons not trade-able? Similar to the MVP weapons (I never liked the bonding of micro-economies either).
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