18 September 2014 - 20:22 CEST
That's why you do cosmetics and not items.
>but my artstyle
that's why you do subtle things like weapon skins, or particle effects, or custum voice acting that other players can hear.
http://csgostash.com/?weapon=M4A1-S
Maybe a voice acting package on a skulk would be just higher pitch mumbling and with several taunts and stuff. Voice acting packages usually open pretty expensive from steam but then hover around 3-10 dollars. An extended gorge voice acting package would sell like hotcakes, although you couldn't charge too much for it.
If you are willing to sacrifice some item exclusivity to increase drop rates, you could voice acting broken down into packets, such as
-gorge taunt: adds 15% chance for differant sounding gorge taunt, 45 cents.
and the uber unique rare version of the item, valued at three dollars, would have a 60% chance.
Things such as the shadow badge items would now be on the market, such as the taunt, the marine skin, the gorge skin, et cetera. They would hover around 15-30 dollars each individually, but they would have uber unique versions as well.
If you wanted items guaranteed to not go down in value, you could add in Voice acting paired with weapons, such as the rifle butt being replace by a Bayonet that activates a taunt on a successful finish, or a skin that replaces the handaxe with a knife or something and has the same effect.
>But we already have community skins
The visuals are local only, which means you are the only person who sees them, unless you host them on a server. There is also no exclusivity to the item so all of it's weaknesses make it appear more inane.
>but we already have skins that aren't local
but they aren't tradeable, which means you cannot bet them on matches.
look at this:
http://csgolounge.com/match?m=1454
18,000 people bet items on this match, which means 18,000 people at least are going to be more willing to watch it, which means sponsers care about it.
Bias towards aliens, as their champion.