Team Fortress 2

Team Fortress 2

Not enough ratings
Why the TF2 economy cannot crash
By Error 305: Cannot load username
Why you should stop being afraid of TF2 crashing due to "refined metal losing it's value".
   
Award
Favorite
Favorited
Unfavorite
The Community Complaint
A weird phenomenon is happening around here. People are going all over around backpack.tf downvoting everything decreasing value of metal and increasing value of keys, and making suggestions "trying to decrease value of keys" all in order to "stop the economy from crashing".

Economic crash? Team Fortress 2?

Now that's a weird thing. Like, how can video game economy be the same as real life economy? You know, sometimes, people blend video game stuff with the real things. And that's a definite fact.
So, how would the TF2 economy NOT crash, as i am trying to tell you?

Let's analyze it in the next chapter.
The Economy Diagnosis
To find out how the economy won't crash, we need to analyze how it works first.
We must know 2 basic things first:

1) There's a virtually infinite amount of resources to get items, unlike real life.
2) There are 3 sources of items

Let's see what the types are:

1) Idlers (Little to no outcome)
2) Inactive Players (Little to medium outcome)
2.1) F2P (Common)
2.2) Premium (Common & Rare)
3) Active Players (Large to max outcome)
3.1) F2P (Common)
3.2) Premium (Common & Rare)

As we all know, we've mostly got active players, so we got many, many, outcome.
People get max 12 items every week, and they don't arrive at one place to be delivered to specific people, like it mostly happens IRL - anyone can get it, as long as they play actively
There's a ton playing, so a ton of items spread idividually along people.

And that is the exact reason, the economy won't crash!
Remember: There are virtually infinite resources and items get given directly to players and major amount of active players!

Before you go, let's talk about another of the cases the previous chapter was talking about... in the next one.
The Backpack.tf Idiocity
I mentioned Backpack.tf in The Community Complaint. That is mainly because the biggest part gets raged out in that site.

People don't understand backpack.tf REFLECTS prices, it does not SET prices. If it's commonly sold for 1 and a half key, for example, someone gathers proof of solds and unsolds, then the community verifies that it's valid and the trend gets revealed right there.

Nevertheless, there were oh-so-many key and refined metal suggestions requesting appropiate changes (without proof) as "the economy is worsening and we need to get it lower/higher to save it"...

How about no? *sigh*
Remember, backpack.tf REFLECTS prices, it does not SET them. Kapeesh?


--2015 MAJOR ADDITION--
[And now for valuable backpack.tf suggesting advice for begineers, from a disgruntled bp.tf "regular".]


When you make a suggestion on... you know where, increasing or decreasing the price of an item (wether it be keys or not), you have the mindset that... youknowthename is the monopolistic company which sells all of the specific item, so you go like "Eh it's getting a bit rare, we should increase the price..." or "Newbies get no chances to get this item, we should decrease...".

Allow me to repeat that backpack.tf is not what you think. It is a site making it easier for people to sell or buy items by showing to the community the trending price. If we would accept all the proofless suggestions in there, we would have The Amputator up to 1 refined because someone needs to increase his backpack value, the keys to a single refined (like Pepperidge farm remembers it) because we need to return to the olden days, and people would not ever know what's the best price to sell or buy - which would make selling or buying items as hard as trading a stone necklace for 10 bananas with a gorilla.

Thank you for reading all of this, starter or veteran, gentleman or lady.
Please do take your time to read the final chapter.
The Guide's Conclusion
The conclusion? There's zero chances this economy will go wrong.
If you've noticed recently, the keys have been selling for max 10.66 ref, and while people and some other guides were worried about keys getting sold for MORE than that, it doesn't. You know why? It is not just the sellers. It is also the buyers.
If a seller puts a higher price than usual for an item, eventually he'll notice he doesn't get a sale with that price and decides to follow the current flow.
Of course, it changes due to slowly more and more people wanting to break out of it, ending up changing it all along.

And THAT concludes the whole... umm... guide? If you call this a guide.

--2015 EDIT--

It seems keys rised up to 17 ref (!). however, if you check the price history at bp.tf, you'll notice a very sudden decline on the price appeared (lowering down to 13-13.33 ref), proving i was right about what i said above on the conclusion. Unfortunately, for the most of us who could not afford a key with metal even before rise to 10 ref, keys are having another raise. I'm pretty sure that, someday, keys will lower significantly and stay there for some time. Items can't always have an increasing price, as proven by the Wall Street Crash.
The Guide's End
Thank you for (hopefully truly) reading this technically-not-a guide.
Please provide feedback and your thoughts, as this technically-not-a guide WILL be extended on, mainly because people still think we're having an "economic crisis" here in the TF2niverse.
In fact, if you don't feel like providing feedback, why not join the discussion about the TF2 economy raging in the comments?
9 Comments
Com 21 Sep, 2019 @ 5:14pm 
*laughs in runescape trade palace*
Spelo 23 Mar, 2019 @ 7:42am 
RIP keys for 10-13 refs
Blasbo Bibbins 21 Nov, 2014 @ 1:32pm 
It's about the game anyway. We're too caught p in tradign to appreciate the beauty of TF2's actual game-play: that fast-paced, multi-class shooter that breathed some fresh life into the genre and has been known and loved since 2007. Stop being a filthy capitalist and start shooting people instead because it's far more satisfying to do that.
Vallinek 20 Nov, 2014 @ 2:35pm 
Three hats for a Bread Box? No, thanks.
A lot of stuff they introduce is Store-only. Like the newest Halloween update. You get two free cauldrons, and that's it. Want to get more costume parts introduced in this year? Shell out real money.
Either Valve will do some drastic methods of trying to keep the metal price in check or the price will rise so high you won't be able to buy anything for metal. Random limited-time crafting recipes, if any, should be made a bit more accessible to normal players - those who don't have ten unusuals and a hundred cosmetics to spare. Make the crafting cost low = more people will use it = more metal will go out of the system.
EmethSAS 20 Nov, 2014 @ 2:31pm 
True, Vallinek, and that was the suggestion on the original "Mannconomy-pocalypse" guide, but Valve won't do that because they also make money from tickets and it will be too easy to make tickets instead of buying them. What they WILL continue to do is introduce random crafting recipes for limited edition stranges and stuff like that.
Vallinek 20 Nov, 2014 @ 2:24pm 
Wanted to say something here, but I think Blasbo and Emeth kinda summarized what I wanted to say.
The only thing I want to add is the fact that the metal is being generated constantly, while keys are bought quite rarely (and there is a finite amount of money in the players' wallets to use for buying those). The solution would be to get rid of the metal, but not by outright deleting it - use it for crafting instead. The problem is that the current recipes aren't even moderately attractive to players - normal weapons can be dropped randomly for free, and why craft hats for 4ref when you can buy them for much less from others?
I think there should be new crafting recipe - for example Tour of Duty Tickets. This also has an added bonus of locking the price of metal, since it'll be tied to the price of Tickets. But that's just my opinion.
EmethSAS 20 Nov, 2014 @ 1:19pm 
I also agree with you that the TF2 economy won't "crash" anytime soon either; Valve has been partially addressing the problem with new crafting kits (strange kits, killstreak kits, and craftable weapons) that remove excess weapons and metal from circulation. As long as TF2 remains popular, Valve will adjust the economy to keep it accessible to some degree to new players. However, I don't think keys will go below 5 ref ever again, and likely won't drop below 7 ref either, because the current state of things encourages people to buy keys to get the slightly better items they want, which brings revenue in for Valve. So they will likely leave things at the currently moderately inflated state to continue to provide incentive for people to inject more money into the game, but not to the point where it deters new people from getting involved in trading.
EmethSAS 20 Nov, 2014 @ 1:19pm 
You are right on about backpack.tf reporting prices based on market trends, so people putting up tons of suggestions to try to "fix" the economy by incorrectly changing the prices is useless. That won't fix the problem though because there will still be way more metal and weapons than keys, which is still a problem for the average person playing TF2 and trying to "earn" enough "value" in the game to get fancier/rarer/desirable items. This is what Blasbo is referring to as a slump.
Blasbo Bibbins 20 Nov, 2014 @ 12:22pm 
Keys won't de-value at least, as they have a fixed price and are stable by themselves. Metal WILL lose its value though for precisely the reason you tried to use against the argument. With an infinite number of resources, this means an infinite amount of metal can and likely will be produced. There will be so much metal that it will take a truckload of it to buy even a single key. This is basic inflation and the only way to prevent metal from dropping in value would be to tether its value or destroy as much of it as you could. What is happening is comparable to the Weimar Republic of Germany in the 1920s, which printed tons of banknotes to try and pay off their debts but ended up with massive inflation whilst other currencies remained at the same value.

An economic slump is a feasible outcome in the near future, but those who liquidate their metal assets into keys should be affected far less as thier wealth will maintain its value.