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Old 11-15-2006, 04:17 PM   #31 (permalink)
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Re: Dynamic Pricing. Revisited.

Hmmmm.... I went around acouple of servers and because of dynamic pricing their money went up to 36k.... that pretty good lol...
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Old 11-15-2006, 04:23 PM   #32 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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I still think that we should do Ben's idea and try to have a "gun" game at least once a week. That should be good practice with all the guns and maybe then people would be more apt to use a different weapon on the server
This isn't something you need TG for, there are tons of gun game servers out there that are a lot of fun!

And honestly, gun game servers are where I have made the most progress in skill. They force you to get good with every gun, and the benefits on normal style play servers is noticable.

-Aaron
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Old 11-15-2006, 07:19 PM   #33 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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Hmmmm.... I went around acouple of servers and because of dynamic pricing their money went up to 36k.... that pretty good lol...
Yeah I saw a few servers with 50k as their max money.

And their start money was 10k lol.
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Old 11-15-2006, 09:07 PM   #34 (permalink)



 
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Re: Dynamic Pricing. Revisited.

So by making $50k servers is screws up the whole formula thing. Bah, this is such crap. This basically makes the concept invalid because no matter what a gun costs people will still buy it. -Hence, it will never stabalize......
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Old 11-15-2006, 10:42 PM   #35 (permalink)
 
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Re: Dynamic Pricing. Revisited.

So there are two solutions

A) Hardcoding the money caps on DP servers

B) Making DP server specific

*me prays for the latter*
Maybe I should send Newell an email about that...
-Zephyr
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Old 11-15-2006, 11:30 PM   #36 (permalink)
 
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Re: Dynamic Pricing. Revisited.

Dynamic pricing to me is just a bad idea .. not sure what valve had in mind when they thought up this brain fart
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Old 11-16-2006, 01:49 AM   #37 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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Dynamic pricing to me is just a bad idea .. not sure what valve had in mind when they thought up this brain fart
I beleive the idea was an attempt to determine the true value of the guns and gear. The goal being perfect balance.

Instead of thinking in terms of money, think in terms of buying power. At the begining of each round you are given an arbitrary number of units to spend on gear. Ideally, the gear's cost will perfectly reflect it's ability to damage your enemy in relation to your buying units.

It is assumed that by watching the players buying habits and adjusting the unit cost accordingly we will eventually achieve a stasis that reflects each weapon's ability in relation to it's cost.

For example, the desert eagle, in my oppinion, has become too expensive in relation to it's ability to do damage. If the community agrees, than the price will lower until the point that it DOES accurately reflect it's ability to do damage and people begin buying it again. At that point we have determined the true cost of the gun in relation to the arbitrary unit of buying power. As people use a larger variety of guns we will begin to see the true value the guns have in relationship to each other.

It is seriously dissapointing that the community cannot see the long term results of this experiment. We have an opportunity to perfectly balance our favorite FPS and are squandering it.

-Aaron
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Old 11-16-2006, 04:48 PM   #38 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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Originally Posted by Shattered Soul View Post
Yeah I saw a few servers with 50k as their max money.
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Originally Posted by What Is Schwa? View Post
For example, the desert eagle, in my oppinion, has become too expensive in relation to it's ability to do damage. If the community agrees, than the price will lower until the point that it DOES accurately reflect it's ability to do damage and people begin buying it again. At that point we have determined the true cost of the gun in relation to the arbitrary unit of buying power. As people use a larger variety of guns we will begin to see the true value the guns have in relationship to each other.

It is seriously dissapointing that the community cannot see the long term results of this experiment. We have an opportunity to perfectly balance our favorite FPS and are squandering it.
Kinda hard to put a value on guns when servers offering up data to the average allow you to buy any rifle, any handgun and a full array of other gear with the obscene amount of money they allow you to have. The desert eagle will never balance out, because people will have the money to spend on it. the prices will continue to go up, and so will the players bank. If they disabled the ability to have more than 16k hard coded allowances like that then this would in turn eventually work. But as it sits, it will not work.
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Old 11-16-2006, 09:20 PM   #39 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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If they disabled the ability to have more than 16k hard coded allowances like that then this would in turn eventually work. But as it sits, it will not work.
Well right, this is exactly why I was expressing my disapointment at the community. The players havn't embraced it and the people running the servers have done more harm by upping the cash.

-Aaron
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Old 11-16-2006, 11:47 PM   #40 (permalink)


 
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Re: Dynamic Pricing. Revisited.

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I always thought this system would be more fun if the prices could be specific to each individual server and would update prices after every round
That would be very cool.
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Old 11-17-2006, 11:11 AM   #41 (permalink)


 
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Re: Dynamic Pricing. Revisited.

Valve should have expected this and allowed more option before releasing it. These guys need a slap up side the head.
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Old 11-18-2006, 11:04 AM   #42 (permalink)
 
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Re: Dynamic Pricing. Revisited.

A lot of the servers that have the dynamic pricing on also start you out at each round with $16k. So people who are buying the weapons don't care how much they cost. I think this is why we're seeing the deagle rise so high in price.
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Old 11-19-2006, 05:44 PM   #43 (permalink)
 
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Re: Dynamic Pricing. Revisited.

Pretty much every Valve/Steam implementation has taken the following steps:
1. Initial Release
2. Period of fluctuating reliability
3. Period of dormancy (removed or forgotten about)
4. Re-release/Major patch
5. Regular mini-patches/bug fixes
6. Overall reliability

Dynamic pricing is on 2. Lets wait 'till 4 to discuss implementing it.
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Old 11-19-2006, 05:48 PM   #44 (permalink)
 
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Re: Dynamic Pricing. Revisited.

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Originally Posted by HairyNevus View Post
Pretty much every Valve/Steam implementation has taken the following steps:
1. Initial Release
2. Period of fluctuating reliability
3. Period of dormancy (removed or forgotten about)
4. Re-release/Major patch
5. Regular mini-patches/bug fixes
6. Overall reliability

Dynamic pricing is on 2. Lets wait 'till 4 to discuss implementing it.
I couldn't agree with you more. I suspect that the end result of dynamic pricing will be a game with weapon cost reflecting their abilities in-game perfectly. I applaud Valve at their innovation, and am willing to endure some wonky prices for a while.

-Aaron
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Old 11-22-2006, 01:07 AM   #45 (permalink)
 
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Re: Dynamic Pricing. Revisited.

Rincewind's avatar makes me hawt.

That is all.

>.>
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