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0.11 Weapons


Lamedonyx

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So, I see topics about Australium Weapons, 25 buds Unusuals, Uber-rare S/Festives, but I have a question about smaller items : Why are some weapons, such as Loose Cannon or Rescue Ranger are shown for 0.11 (a scrap), instead of the usual 0.05 (a normal weapon's price). That's wierd, because people don't ask more money for a Rescue Ranger then for a Shortstop : both are worth 2 weapons on most trades

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That's not really true. Last time when I had my weapons shop the fastest weapons which wre selling for 0.11 were Rescue Rangers.

But still, I can't really tell why. Maybe these are just good weapons. So, in fact, demand for these weapons is higher. Sellers see it, so they bump their prices.

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no sales are at 0.11 :/, if its in higher demand it could be any price. true u can craft 2 of the same to make it a scrap. but u can also craft 2 unusuals to make a unique craft hat

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Just higher demand for the weapons.

 

Exactly, people will want Mad Milk for MvM cause you can't go without it (Or else you'll get kicked)

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Demand and Supply :)

 

Scrap.Tf is a good place to get a better idea of which of the 0.05 - 0.11 Ref weapons are in demand.

Weapons such as the:

 

- Vaccinator

- Loose Cannon

- Sticky Jumper

- Rocket Jumper

- Rescue Ranger

- and some others

 

are usually not available - thus one of the reasons they are worth more :)

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I personally think they should set a fix price for all craftable weapons to a certain amount. Either 0.05-0.11 or 0.05.

It's basic trading knowledge that all weapons are worth 0.05 (since crafting) and they can be sold for 0.11 on trade servers or outpost since people sometimes want it fast.

Sometimes there is a hype or something around a certain weapon which makes it sell faster then others. But the difference is so small that it doesn't really change much in my opinion. Everyone knows the basic trading rule: 0.05-0.11.

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I personally think they should set a fix price for all craftable weapons to a certain amount. Either 0.05-0.11 or 0.05.

It's basic trading knowledge that all weapons are worth 0.05 (since crafting) and they can be sold for 0.11 on trade servers or outpost since people sometimes want it fast.

Sometimes there is a hype or something around a certain weapon which makes it sell faster then others. But the difference is so small that it doesn't really change much in my opinion. Everyone knows the basic trading rule: 0.05-0.11.

 

Well - Prices should be based on: 

- Demand and Supply

- Logic

- Proof

- Facts

 

Setting a Fixed price is good in theory - However -  then you'd need to be consistent "How about keeping Keys at 7 Ref so that the market is stable"

 

Free Market, Logic and Proof works fine.

 

Also - a number of exceptions to the "basic trading rule - 0.05 - 0.11 Ref" - AWPer Hand, Stock Weapons, and many others :)

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I personally think they should set a fix price for all craftable weapons to a certain amount. Either 0.05-0.11 or 0.05.

It's basic trading knowledge that all weapons are worth 0.05 (since crafting) and they can be sold for 0.11 on trade servers or outpost since people sometimes want it fast.

Sometimes there is a hype or something around a certain weapon which makes it sell faster then others. But the difference is so small that it doesn't really change much in my opinion. Everyone knows the basic trading rule: 0.05-0.11.

the suggestions for .11 don't get accepted easily, the .11 sellers needs to sell, and rather fast to prove it should be .11.

setting a fixed price would not work when tf2 get an update, take the release of the vaccinator/rescue ranger/loose cannon for example, item items used to craft it were sold for .33 for a while, which would be unchangable then.

Some items are just unwanted, and are barely sellable at .11, while other sell at .11 constantly, which makes the difference.

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Well - Prices should be based on: 

- Demand and Supply

- Logic

- Proof

- Facts

 

Setting a Fixed price is good in theory - However -  then you'd need to be consistent "How about keeping Keys at 7 Ref so that the market is stable"

 

Free Market, Logic and Proof works fine.

 

Also - a number of exceptions to the "basic trading rule - 0.05 - 0.11 Ref" - AWPer Hand, Stock Weapons, and many others :)

Yes, let's be consistent and set fixed prices for everything. Thats totally what I meant. <_<

Yes, I also totally meant to include the stock weapons and awper hand in my 'basic trading rule'.

 

the suggestions for .11 don't get accepted easily, the .11 sellers needs to sell, and rather fast to prove it should be .11.

setting a fixed price would not work when tf2 get an update, take the release of the vaccinator/rescue ranger/loose cannon for example, item items used to craft it were sold for .33 for a while, which would be unchangable then.

Some items are just unwanted, and are barely sellable at .11, while other sell at .11 constantly, which makes the difference.

I didn't mean the new released ones, it's obvious they should be priced differently first.

And it's true that some items sell more at 0.11 then other since they are more wanted. But my point is that every trade knows this. Every trader knows some weapons will sell a bit faster then others. But the reason why I believe weapons should have a fixed price is because it's the base of the economy. It's like half a scrap. If someone adds a weapon to a trade you will automatically count it as 0.05 and not as 0.11 even when it can be sold faster. When you look at someone backpack you are never going to count a weapon as 0.11 even if it sells faster. (-or maybe that's just me)

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I didn't mean the new released ones, it's obvious they should be priced differently first.

And it's true that some items sell more at 0.11 then other since they are more wanted. But my point is that every trade knows this. Every trader knows some weapons will sell a bit faster then others. But the reason why I believe weapons should have a fixed price is because it's the base of the economy. It's like half a scrap. If someone adds a weapon to a trade you will automatically count it as 0.05 and not as 0.11 even when it can be sold faster. When you look at someone backpack you are never going to count a weapon as 0.11 even if it sells faster. (-or maybe that's just me)

but backpack.tf is trying to have prices as accurate as possible, and setting prices in stone is counterproductive for that

 

i didn't mean newly released weapons either, but the quick-fix, loch-n-load and eureka effect went up to a rec because you could craft the new weapons using those.

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