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[IDEA] A way to reduce amount of ref in circulation


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NOTICE: THIS IS JUST A SUGGESTION, BUT IT PROBABLY WILL NEVER HAPPEN...

 

My idea would be for Valve to incorporate a ref sink...

 

Yeah, I know... That's been said 8 million times but it would have a bit of a twist...

 

You would put in say oh, 10 ref, and you'd get an unlocked case similar to the contract skin cases. Inside you would get an assortment of community made cosmetics, skins, etc. They would have different tiers just like in a normal case but here's the thing...

 

THERE NOT TRADEABLE...

 

That way F2P's could get neat cosmetics other than just the Gibus and Pyrovision, while also reducing total ref in existence.

It would work similarly to craftable hats.

 

But then of course we hit some problems:

1. They're not tradeable = no potential profit

2. Once you have everything, there's no reason to do it anymore...

 

The second one is easy, a new case every update or so to add some new items...

 

The first... not so much.

Maybe something like after you get 10 of a certain kind you can craft a strange one and it would become tradeable or something like that...

 

I'm open to idea's...

 

How would you deal with the first problem?

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If this was Fortnite and you were posting to r/FortniteBR youd have a chance at reaching a dev and at least getting a reply

 

buuuuuuuuuuut this is tf2

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6 minutes ago, FLAIMBOT_ said:

If this was Fortnite and you were posting to r/FortniteBR youd have a chance at reaching a dev and at least getting a reply

 

buuuuuuuuuuut this is tf2

True... Unfortunately

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I like it how i read a whole bunch of text to conclude that that was everybody's idea and didn't care about ref because it was supposed to die anyways.

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HYVLsMj.jpg?o=1reminder Saxton Hale created 500,000 refined worth of force-a-natures

 

my refined sink idea is to allow the use of refined metal in halloween transmutes

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My two ideas for a refined sink:

 

1) A war paint reapplication kit. Have a craftable tool, that when used on a decorated weapon or war paint, gives it a new random seed for the paint. Something for people who like a pattern, but just don't like how it fits or for people who are looking at getting a rarer part of the pattern.

 

2) Noisemakers. Add a bunch of noisemakers to the game and give the option to craft a random one of them. As they can only be used X amount of times, people will burn through them and need to make more.

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35 minutes ago, 'Tis I, The Frenchiest Spy said:

NOTICE: THIS IS JUST A SUGGESTION, BUT IT PROBABLY WILL NEVER HAPPEN...

 

My idea would be for Valve to incorporate a ref sink...

 

Yeah, I know... That's been said 8 million times but it would have a bit of a twist...

 

You would put in say oh, 10 ref, and you'd get an unlocked case similar to the contract skin cases. Inside you would get an assortment of community made cosmetics, skins, etc. They would have different tiers just like in a normal case but here's the thing...

 

THEY'RE NOT TRADEABLE...

 

That way F2P's could get neat cosmetics other than just the Gibus and Pyrovision, while also reducing total ref in existence.

It would work similarly to craftable hats.

 

But then of course we hit some problems:

1. They're not tradeable = no potential profit

2. Once you have everything, there's no reason to do it anymore...

 

The second one is easy, a new case every update or so to add some new items...

 

The first... not so much.

Maybe something like after you get 10 of a certain kind you can craft a strange one and it would become tradeable or something like that...

 

I'm open to ideas...

 

How would you deal with the first problem?

I think this is actually a pretty good idea. Add untradable unusuals and baby, we got a huge refined sink. However, there are a few problems.

1. Valve is not in touch with us at all, right? So we'd probably get one new cosmetic or weapon set every year.

2. This would screw with the key prices. Keys change -> prices of most items are changed -> people on bp.tf lose their minds.

3. Most F2Ps probably don't even know the crafting system exists.

 

As a future collector (not one rn but will be in the future), I think this is a great idea, as the new cosmetics would be fun to collect.

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"So.. next set of cosmetics, should we: 1.Make a billion in key sales or 2.Free -to remove some refined.. lets vote"

"...oh, if choosing 2. we lose another billion from SCM"

 

......at least thats how I see it play out

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3 hours ago, Scott Bakula said:

My two ideas for a refined sink:

 

1) A war paint reapplication kit. Have a craftable tool, that when used on a decorated weapon or war paint, gives it a new random seed for the paint. Something for people who like a pattern, but just don't like how it fits or for people who are looking at getting a rarer part of the pattern.

 

2) Noisemakers. Add a bunch of noisemakers to the game and give the option to craft a random one of them. As they can only be used X amount of times, people will burn through them and need to make more.

 

War paint reapplication kit is very nice idea, maybe for low tier skins maybe u have a chance at going up a wear, or yeah new pattern. Maybe ref to go into an item that turns a weapon back into the war paint? But.... maybe thats too OP...

 

2) yes. You get a pinata noisemaker and confetti goes everywhere

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My idea is make robot parts for fabricators craftable with metal
Though I do like the war paint re-applyer idea. Why not have a stat clock recipe with metal too

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I have a idea to add here

-Refined metal should be used as a contract filler for various contracts in the game. It could consistently reduce the amount of ref in the game by people attempting those contracts

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Let people craft keys for a certain amount of ref. That way keys will have a defined price, so will all metal. If we went with your case idea though, I would like the cosmetics to be tradable cause otherwise I doubt many people would waste their refined on em.

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2 minutes ago, The Walking Wingull said:

Let people craft keys for a certain amount of ref. That way keys will have a defined price, so will all metal. If we went with your case idea though, I would like the cosmetics to be tradable cause otherwise I doubt many people would waste their refined on em.

I don't think Valve would ever let you craft keys because it would make them useless in the mann co store LOL! also the in-game price would have to fluctuate with the actual aftermarket price

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11 hours ago, ʀɛզʊɨɛʍ said:

I think this is actually a pretty good idea. Add untradable unusuals and baby, we got a huge refined sink. However, there are a few problems.

1. Valve is not in touch with us at all, right? So we'd probably get one new cosmetic or weapon set every year.

2. This would screw with the key prices. Keys change -> prices of most items are changed -> people on bp.tf lose their minds.

3. Most F2Ps probably don't even know the crafting system exists.

 

As a future collector (not one rn but will be in the future), I think this is a great idea, as the new cosmetics would be fun to collect.

No. Untradable unusuals would wreck the normal prices. 


Also no, it wouldn't fuck with key prices. Ref => Key - Sure, it would change. But actual Cash => Key, no, that won't get fucked

 

 

The F2P's would hear about it and probably check out how to get free shit. They're f2p's after all

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The way metal sink is supposed to work is that you use your ref to have a chance to get something worth it, something like crafting but better. No one is going to do it if you would get untradable war paint.

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2 hours ago, The Walking Wingull said:

Let people craft keys for a certain amount of ref. That way keys will have a defined price, so will all metal.

 

No. Outside of them dropping the price of keys themselves, that would be the single worst thing that could happen to the economy. Craftable keys means that all those idle farms will be pumping out keys instead of refined, thus causing the value of keys to plummet, both because of how many are then entering the market and because of it losing it's tether to the US dollar.

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metal farms were already pumping out keys for a while that's why refined is basically worth less then dust right now. If you made it so people could craft keys, there would be a surge of people crafting em, im sure lots of unboxing and stuff, but then it would level out. The idea behind this is that it would sort of anchor the price of refined to being some fraction the price of a key, but that price won't change like it does now.

 

Just for an example, if valve made it so you could craft keys with 40 ref (roughly the price of a key now) then all i would do is change the ratio of keys to ref in the world right? I would hope they would make it something lower so refined has actual value again though.

 

Just thinking of this while writing, how about we skip the middle man of sorts and let you use say, 10 refined (just an example) and open a case directly rather then giving you a key? That wouldn't drastically effect the price of keys I would think, and it would give a metal sink that people are tempted to use?

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1 hour ago, The Walking Wingull said:

The idea behind this is that it would sort of anchor the price of refined to being some fraction the price of a key, but that price won't change like it does now. 

 

Except that by establishing an anchor like that, you're completely obliterating the key's existing anchor. A key maintains its value because the only way that more can be created is by a person spending $2.50 in the store. This, coupled with the fact that they leave the economy almost as quickly (as people use keys), leads to a very stable link with the US dollar. Making a key craftable will severe this link, which will inevitably lead to an economic crash.

 

1 hour ago, The Walking Wingull said:

Just thinking of this while writing, how about we skip the middle man of sorts and let you use say, 10 refined (just an example) and open a case directly rather then giving you a key?

 

That's almost as bad. In that situation, you're taking the key's primary purpose and shifting it to a cheaper, more common, renewable, and inexhaustible resource. Removing purpose is another massive value killer. That's why Buds and Bills are worth so low nowadays; their core purpose as a currency placeholder became obsolete and thus, even though they kept their overall rarity, their value tanked.

It can work in a limited or controlled environment, like with the Chemistry Sets and the Bread Boxes, but just making a blanket alteration like that would spell disaster.

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Here is my idea:

    A new Bronze War Paint can be crafted with 10 refined. The wear is random. There is a 1% chance that the war paint will be strange. There is a 0.01% chance the war paint will be unusual.

A new Silver War Paint can be obtained by trading up 10 Bronze War Paints. The traded up skin will be the lowest wear and quality that was used in the trade up.

A new Gold War Paint can be obtained by trading up 10 Silver War Paints. Same wear and quality thing as the Silver War Paint.

    So you will need 1,000 ref to get a Gold War Paint regardless of wear and quality. If you want a Strange Gold War Paint then you will need, on average, 100,000 ref and you get the idea for Factory New and Unusual Gold War Paints.

    The low wear War Paints and all Bronze War Paints will probably be worth around 1 ref due to how many of them would exist if people are interested in crafting these. I think people will be interested in crafting and trading up these skins as Factory New Strange Unusual Gold War Paints would be very rare as you would need 100 Bronze War Paints of the same wear and quality to get it so, the  idea of getting a rare skin would intise people the same way crates intise people with the idea of unusuals.

 

What are your thoughts on this?

 

Note this is a repost of a post i made HERE

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