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Maintain currency through bonuses.


AwesomeMcCoolName

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A dirty grey fast learner is listed at 1 key, But why? The fast learner is 3.33-4 Ref, and grey is 1.66 Ref. So why the currency change when applying bonuses?

 

Shouldn't the currency be the same as the currency of the hat? (Yes)

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The price after bonus is calculated with today's value and will convert to higher currencies if needed automatically. It adjusts automatically when any currency value changes.

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The price after bonus is calculated with today's value and will convert to higher currencies if needed automatically. It adjusts automatically when any currency value changes.

I've realized that, but why? The item is normally traded for Ref (hence why its priced in ref and not keys), so shouldn't the painted version also be traded for ref most often---making ref the logical choice to store the price? 

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The price is not stored, it's created on the fly with the bonuses. If a craft #1 rainblower goes for 1 scrap, should the price with bonuses be listed in scraps?

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The price is not stored, it's created on the fly with the bonuses. If a craft #1 rainblower goes for 1 scrap, should the price with bonuses be listed in scraps?

Yes please.

 

But, thats also a bit different.

 

With paint the most that would be applied is 1.7 keys. The most expensive Ref-priced item is 6.33 Ref. So, if it was painted black/white it would be 12.66 Ref.

6.33 Ref-->12.66 Ref vs. .05 Ref-->10 Keys/however much a #1 rainblower would be priced at. 

 

So, if the item with bonuses applied is less than twice the value of either the hat or the paint, then it should keep whatever currency the item started with. If the item ends up being more than twice the value of the paint/hat then its bonus should be applied in a higher denomination---i.e. keys. 

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