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two: Bad enough when collecting scrap is based on contribution, adding a part that has to survive -and- you have to win makes it all the harder for people to progress all while swelling your power to drive you up into the ranks of higher geared players.
three: The whales doing the seal bashing... really don't care about making fuel or scrap when they can afford to just fork over cash to get what they want.
two and three: I see your point, but I think you might be overestimating how much money people are putting into this game and what it actually buys them. Yes some ppl will buy a pack or two, but even then, spending 60 dollars on this game does not mean you can buy what you want, when you want it. You will quickly get eaten alive by the market with taxes, crafting bench rentals, and poor buy/sell spreads. And then, poof, your coins are gone.
Remember, the point of this suggestion is to balance the cost of resources so that players have incentive to craft and add items and resources to the market freely. If fuel becomes worthless, because it is the only uncapped resource left that holds real value (for now at least), than that means you have one resource controlling the whole game (scrap), and it is capped. Already wire, copper, and electronics are under 50 cents per pack of 10.
I don't want to assume, but maybe you have yet to hit the scrap cap? If you haven't, when you do, think about how your strategy now has to change, and how that might effect the overall market.
I am interested to see if my prediction is correct and the price of scrap continues to rise, while fuel continues to fall. Keep an eye on it.
i must always mention after capping scrap , capping WIRES and ELCTRONICS can be a goal ...they are needed too. now if your capping ALL of them...we should for sure look at changing the numbers......
much converation on this on crossout forum too and mentioned in the last Devs news report abaout scrap, resources ect.
Personally i craft so better marketeers can weigh in much more informed here...