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Found 2 results

  1. Pyrit.

    Changelog 1.1.46963

    Fixed: It's no longer possible to peek through walls with a revolver Changed: Lobby multiple boosters - Player can buy multiple boosters of the same kind - new feature (Insurance is not influenced, only Better Crate and More Loot) Changed: The Better crate booster is now cheaper (From 45 to 30 Crowns) Added: New weapon PKM machine gun
  2. I think something can be done with the price of boosters to increase usage. The price should be dynamic, based on the amount of people that have purchased a Booster already. Though I can't quite decide if the price should scale up or down. e.g. scale down: 1st booster 30 crowns 2nd booster 25 crowns 3rd booster 20 crowns 4th booster 15 crowns 5th+ booster 10 Crowns or scale up: 1st booster 10 crowns 2nd booster 15 crowns 3rd booster 20 crowns 4th booster 25 crowns 5th+ booster 30 crowns Another way that we could have dynamic booster price, that would result in more crowns being used, given that there is a timed "server reset" every 24 hours, is to scale the price of boosters down, based upon how often they are used in that 24 hour period e.g. 1st booster in 'day' 30 crowns 2nd booster in day 20 crowns 3rd booster in day 15 crowns 4th+ booster in day 10 crowns This would have the bonus of rewarding players for spending crowns, even if they use a booster and get killed. And would encourage them to carry on using boosters. Insurance booster should remain unaffected by usage. additionally: at loot level 400% or higher, the vault should contain a small number of crowns, that scale up, depending on the loot level (up to a maximum of 12) - I believe that this combined with the last booster/day price scaling would result in a lot more crowns being spent overall, as players would be encouraged to use boosters, to get to the 10 crown level for the day, so that they could then, in principle, if enough people use a booster, break even, or if everyone did, make a small profit
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