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| Counter-Strike - General Discussion General Discussion for Counter-Strike |
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#32 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Dynamic Pricing. Revisited.
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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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#34 (permalink) |
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Around
Age: 36
Posts: 3,030
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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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#35 (permalink) |
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Join Date: Apr 2004
Age: 20
Posts: 1,649
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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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#37 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Dynamic Pricing. Revisited.
Quote:
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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#38 (permalink) | |
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Join Date: Jun 2006
Location: Wichita KS
Age: 27
Posts: 218
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Re: Dynamic Pricing. Revisited.
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#39 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Dynamic Pricing. Revisited.
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-Aaron |
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#40 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,807
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Re: Dynamic Pricing. Revisited.
That would be very cool.
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#42 (permalink) |
![]() Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 27
Posts: 2,811
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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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#43 (permalink) |
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Join Date: Mar 2004
Location: Minneapolis, MN
Age: 19
Posts: 869
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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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#44 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Dynamic Pricing. Revisited.
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-Aaron |
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