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I don’t know for sure, but I’d check Steam on Black Friday.
The game went on sale recently for Steam's "Scream Fest" Oct 29th. It was "$22.49 at -50%" + tax so, close to or above $25 bucks.
(thread for the Scream Fest) https://steamcommunity.com/app/221100/eventcomments/4694532668678777025/
The next sales are "Autumn Sale" and "Winter Sale" it could go on sale for the Winter Sale since it already went on sale recently and I don't think it will be going into the Autumn sale (Nov 27th) for that reason. But if I am wrong, cool beans then?
As I've said before, assigning value based on hours played is NOT a good way to measure something's worth. According to your profile, you have 175 hours in-game while I have 1,728 and, as you said, you got a $0.28 an hour value out of it. In order for me to reach the same hour value threshold as you, I would've had to of paid $500 for the game which is absolutely ridiculous. For one of my friends who has 6,950 hours in-game, they would've had to of paid $2,000 to get the same value out of the game that you have
As you can see, using that measurement isn't a very good way of determining the "worth" of something as it varies too much from person to person. I'm sure my friend with 7,000 hours in-game doesn't regret his purchase, but there would've been a 0% chance he'd of bought the game if it was $2,000. The better overall metric to be used is price vs quality because that's what is used for practically everything bought in the world. After all, a $60 story-driven singleplayer game with a 20-hour story would be $3 an hour which is a lot worse than DayZ, but it was still worth it for the experience
DayZ may be decent, but it lacks the level of polish that Arma Reforger has and that game is still $10 cheaper, AND the modding community in that game has done far more than the modding community in DayZ has ever done
2. Player behavior has nothing to do with the core game experience as you can join decent community servers that will prevent those kinds of situations from happening
3. Rust isn't built with heavy modding in mind, so DayZ having better mod support is no shocker
Arma Reforger blows DayZ out of the water with just how good its mod support is, and the community has already made some pretty impressive modded content/game modes in just a single year. At the rate things are going, modders may end up making a decent DayZ gamemode on there, but with much better performance due to the full implementation of the Enfusion engine as opposed to DayZ's partial implementation
For example, prior to the release of Frostline, I asked many different people why they thought that $27 was a fair price for a single map and not one person ever gave a reason, whether it be bad or good. However, I could give a list of reasons why $27 is an unreasonable price from comparing it to other game's DLCs to explaining how letting devs overcharge only leads to bad places and so on.
The most powerful example I can think of is ARK: Survival Evolved and how they released either 5 or 6 maps with all but one of them being completely free despite being equally priced or cheaper than DayZ. On top of that, the release of ARK: Survival Ascended further proves the point as it's cheaper than DayZ and will provide the same maps/content that the original game had. They had all the reason in the world to charge for every map they released, yet decided to not charge for nearly all of them despite them taking a lot of work to create
I've been a fan of DayZ far longer than a lot of these people, but even I understand when things start to go off the rails. You'd think that, for a company that's made 80% of their game sales in the last 6 years while they made it by for 5 years on the 20%, they wouldn't need to overcharge for a map, but I guess Bohemia thinks otherwise