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Tweets

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Everything posted by Tweets

  1. The CSGO community feels they're on the backburner, too. As far as I'm aware, Dota 2 is the main focus for much of Valve, with CSGO having a fair-sized team working on it but little in the way of new content being added (admittedly there's not much you can add to CSGO since it's so rigidly formulaic, only balance tweaks and more skins with a new map every decade) and TF2's team is very small and the few that are working on it are rather out of touch due to lack of communication with the userbase.
  2. What about 1000 ref is "unrealistic"? There's millions if not billions of Refined Metal in the economy and to make enough of a usage there would need to be a lot put in. Currently Collector's items use 200 hats, which equates to 266Refined, and they're not all that desired. Best way to go about it would be making tiers of upgrades for the hypothetical 'New Zealandiums' - a cheapo tier at around 50 Refined, which is accessible to anyone, a mid-tier at 200Refined, accessible to many, a higher tier at 500 or 1000, then a few more tiers getting to 10,000 or so. Hell, it could be ranked up like Stranges, but with metal processed into it.
  3. That would just crash the economy. Remember what happened to Germany with the Deutschmark? They decided that the way to fix the economy was to just print more money and pay people more. This meant that the money was worth less. By lowering the price of a key or making it craftable, they would make it worth less or worth nothing, essentially crashing the entire economy in one go. Not to mention both would make Valve less money. The only viable way for Valve to fix the economy without destroying it or lowering what they make is to make metal worth more. How is this done? I'll use Guild Wars 2 as an example, since i've been playing it a fair bit recently so it's the first example to come to mind. -Tax on player-to-player trading (Auction House/Black Lion Market, as they're often called in MMOs/what it's named in GW2). This method would be pretty bad, but it is also one of the most viable. If there were some concrete currency system that wasn't as clunky, perhaps, but the only viable one would be Steam Wallet, which is a no-no. -Providing something that can only be bought win in-game currency that is not required to play the game but is a quality-of-life improvement and in constant demand. For GW2 this would be Salvage Kits. They cost Coin and have limited uses, or have unlimited use but directly remove a set amount of Coin per use. This method is Most similar to the suggestions I've seen of 'New Zealandiums', which are chrome/silver Australiums and only available from crafting/putting into a kit a set number of metal. This is a very powerful method of removing metal from the economy, but only if they're always in demand. For this to be viable long-term, the items would have to be from a crafting recipe and create an untradable item, ensuring that only people who want the item craft it, rather than it being crafted constantly for profit in the first month before never being used again. This would dilute the immediate potency of the effect but would encourage users to gather up metal and then craft it into a New Zealandium to show off their dedication while also getting rid of a chunk of metal. -Salvaging items. In GW2 you salvage unwanted equipment for crafting materials. These can be sold to other players, sometimes for a profit, and sometimes be used yourself. Whichever reason you do it for, you're not putting that item into the economy, and instead are using money to remove money from the economy. The money you get if you sell the materials is money already in the economy, and if you craft it yourself most of the things you craft will be destroyed or re-salvaged for an overall loss of value (in exchange for skill progression). This can't be applied quite so well to TF2, since the crafting is mainly around items that can't be aquired cheaper through trading and crafting together weapons, which are common enough that you can jsut trade the metal for weapons right here on scrap.tf. Crafting was the original metal sink, but since it's now cheaper to trade your way to the items, the metal isn't going out unless all the copies of the item in existence are taken up (which is unlikely). So, a slight improvement to the crafting system could be to allow things to be changed for the user. Things like crafting a strage parted Strange with some metal to remove the part without destroying it could cause ripples in the economy due to the fact parts would no longer be single-use, but in exchange would encourage the removal of metal. The ability to pay metal to change an Unusual's effect (either to a random one or to a desired one) would certainly cause massive ripples in the Unusual-trading community, but again, would come with the upside that there is more incentive for users to remove metal from the economy. TL;DR - Overall and put simply, the only way to fix the economy without Valve losing out or removing it entirely is to incentivise the removal of currency. Currency in this case being Metal. Incentivise it enough and the price of currency stabilises. Incentivise it even further and the newfound scarcity makes metal's value rise. If there were enough incentive, keys could actually become worth less than metal, though for this to happen would require a ridiculous incentive to get rid of all your metal as opposed to saving it.
  4. 1) Buds are irrelevant to the TF2 economy. They had a value in keys when 8 items per trade was a thing, but since that limit was removed they lost the use and now are just a simplification. However, since they are tied to the price of Refined rather than the price of a key, as Refined has dropped in value, so have Buds. Backpack.tf recently declaring them dead has also lowered their price as they no longer have people willing to use them. This is not a bad thing, it's just an acceleration of what was set in motion a fair while ago. 2)Voting on backpack.tf is just a prediction for the purposes of changing your Reputation on that site. The staff of backpack.tf have final say in all matters of their prices based solely on whether they, in their subjective opinion find the proof to be sufficient. Voting will change nothing other than lowering each user's Reputation on backpack.tf who votes against a key-price suggestion with sufficient proof to have it accepted. 3) This is complete and utter codswallop, tripe and tomfoolery. By suggesting people idle for more items you suggest that more Refined is brought into the economy. That is counterproductive to the goal you present at the start. Instead, to bring Refined some value back, all users should craft together all the metal they have and ever get into Refined, then craft all that Refined into hats, then sell any high-value hats for metal, craft it and continue the cycle. When you have no more metal and no more high-value hats to craft together, craft together all low-value hats, repeating the cycle. By doing this you are directly removing metal from the economy, making it more sparse and counteracting the metal being brought into the economy at all times. If enough people were to do this, metal would gradually become scarcer and scarcer until the average person becomes unable to pay what people are asking for a key, forcing those that wish to sell keys to lower the price they ask. What this course of action would do is affect the supply and demand in the most concrete way possible - reducing the supply and keeping the demand high to force the price of Refined Metal up. 4) Not going to work. This will just cause people to grab what they can and hoard it until those who can afford to sell keys below the market price can no longer do so. It would be like if everyone on earth donated everything they own to a charity that gave all proceedings to a group of five people to split between them - the economy is still fucked, it's just that all the money is now in the pockets of a small group. All-in-all, this entire post seems to be nothing but a rambling selection of words strung together in the hopes of a vague point being made. The lack of proper formatting or grammar certainly doesn't help others comprehend what it is you are trying to say, making it seem even worse than it possibly is. I hope that my counter-points and criticisms help you along with coming up with better solutions to the economic issues we face and hell, you may be able to make a difference if you apply yourself to it properly. ~Tweets.
  5. They're making one right now. At least as far as i'm aware it will be F2P. Also it's really, really bad. The only thing of any appeal is flight, which you can get by loading up Google Earth or a flight simulator and flying around.
  6. As with anything, depends on you. For example, to me it is always worth it if I pay in metal, since I value metal so little and occasionally play MvM. However, if you have lots of use for metal, then it may not be worth it to you. If I knew you personally, or even just knew enough about you, I could say, but with what I have now I can't say.
  7. You could have made im say anything but instead changed your name to something that barely makes sense. Hue, looks like the easiest solution was ignored.
  8. That wasn't even an april fool's but it got me.
  9. It was posted a couple of hours before 0:00UTC, if my memory serves correctly. It was a bit of a 'jump the gun' moment, and would have better served if posted around 9:00UTC so that everybody would have seen it in the morning/early afternoon, but it's not a big issue so y'know, no harm done.
  10. Cloudy Moon Mann Co Paper Hat, tied with Nuts n' Bolts Birdcage and Molten Mallard Surgeon's Stahlhelm.
  11. That's like asking which weapons are worth hte most (ignoring higher-priced reskins). There is no best, since all weapons are equal. There is arguably a few worst, those being the ones people can get through achievements, but then again the people that will be buying weapons will likely be destroying achievement items.
  12. In general it's also best to ignore 'price modifiers' such as parts or paint completely. The only one that has enough of an effect to justify it changing the price in an auction (which is supposed to be either for fun or to get rid of an item you can't sell for a potential profit at the risk of a loss) is Killstreaks, IMO. Generally an item value percentage of 75% or higher is a good idea, since it's enough to take an overpay cut if someone wants to give you their junk items, making it worthwhile for you, but not to the point that they need to empty their inventory if they don't have enough metal. I keep it at 80% in any auction I do, since I really dislike handling the items but don't want to prevent people from tipping the scale a bit with a few items. 90% is a good idea if you don't mind handling the items, since you can sell them on for a slight profit and people won't mind using them. Remember that higher-valued items lose more value in this percentage, so if you're auctioning a low-value item, you may want to use a larger margin than if you are auctioning off something worth 10 keys (as a loss of 2 scrap value and a loss of 2 keys value are massively different but can still be a 10% margin). I suspect that the rules targeted at auctions will ban a few of the unpopular practices, though right now I'm not aware of the discussion even existing within the staff, likely as it's such a young feature and people want to see if any problems arise that will need to be stated in the rules before bothering to come up with any. As for the minimum bid, it can actually be a good thing to have a very low one, as it encourages competitive bidding, which can net you some profit. This also has a higher risk, so it's best to set the minimum bid an amount that you would feel a bit annoyed if you got but hope that it goes higher.
  13. What do you mean blackmailing on scrap.tf? I am not aware of any cases of this, and if you want to report cases of this happening to us, you should do it by reporting their profile. I'm going to be locking this thread, as publicly shaming people is not only unnecessary, but it gives them a chance to try to cover things up (since they can access this too). If you have a problem with a user and that problem is related to their actions on, through or around scrap.tf, find their scrap.tf profile and use the report button.
  14. You can't access them because they're full. It's like trying to get sand from a bucket that is perfectly full without letting any sand go over the top of the fucket at all - the extra mass of the shovel will displace some, making it go over the 'full' limit. Steam treats TF2 inventory the same way - if the total items in the trade are greater than the total space left in either players' backpacks, it doesn't allow the trade. as a result, even if you trade 2 weapons for 1 scrap to a 100%-full bot, despite the fact that after the trade there would be more space in the bot's backpack, it's treated like Schrodinger's Cat in that until the trade is completed both inventories are considered to have all 3 items in, putting it over the limit. Thus, the only way to stop a bot being empty if it reaches that undesirable state is for it to give away some items, this is either manually done by Geel or Jesse, in which they take some items and do with them what they wish, or the bot trades some items to a storage bot automatically to free up space.
  15. You're banned for not having a post count that is equal to Dimitri's divided by ten.
  16. Why bother with backpack.tf? It's like bothering trying to get a two-party state to have a governing party that isn't one of the two big parties - almost impossible, since it's all geared towards self-perpetuation. Much better to move to a different country - in this case, that would be using a separate site like trade.tf - or to set up your own - in this analogy, that would be determining prices on your own based upon data you collect manually. If you feel a strange is overpriced, don't pay the price, wait until someone is willing to sell it to you at the price you want to pay - after all, in all economies, even those with fiat currencies (all coin/note-based economies and the TF2 economy, with Metal being the coin/note parallel and Keys being the gold parallel), the price of an item is determined by what people will pay. If an item is unwanted, you can get it for cheap, while if an item is wanted, you wait until it's not. Anyway, I'm locking this thread. I think I've sufficiently explained why this is pointless.
  17. They're worth whatever someone will pay for them at any given moment, and backpack.tf is going to be voting on a price sometime between now and never, not that it matters since it's always going to be wrong. The best way to price something you actually want is to think what you'd be willing to pay for it at most. To price something you don't want, imagine you do want it and think what the most you'd be willing to pay for it is. Then remove a little bit from that for your profit margin.
  18. The only one addictive here has been caffiene. Remember: Obsession =/= Addiction. Addictions are caused by an addictive chemical drug being taken into the body and causing cravings for it, obsessions are purely mental, though can be similarly powerful. I'm not addicted to any substances, though recently I've been playing far too much Cities:Skylines.
  19. Yup - when there's no choice, it doesn't matter how bad something is, it will be used. That said they're making a new version, so hopefully by the time it's done it won't be as horrendous as it is now.
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