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Corrupt Agent 10.00 Credits Started by: DEMOIC on May 05, '12 13:06

This I know is major issue in my books !!!!!! I brought not one but 2 ,, 10 BUCKS AGENT ,  SO LOST REAL 20 BUCKS ON TO 2 accts  less then 1week ,, AS I SEE -48 ON PERSON SHOULD BE LIMITED ON THE TIME YOU CAN HAVE AGENT  ALSO 

 

WE NEED THIS TO BE FIXED SHOULD BE TIME AND COUPLE DAYS

 

LIKE ALL PERKS WHEN PASS THEIR ALL STILL HERE  COST 1 DOLLAR BUT ,, BUY AGENT AND HE DIES ,, 10 BUCKS DOWN THE DRAIN

 

THIS NEED TO BE FIXED  THANKS FOR YOUR TIME

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its a risk vs reward situation man. its been brought up before and denied

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I agree and I don't.

It would be huge bummer to spend $10 and have your character die shortly thereafter. However, if you think about it in realistic terms, your hiring a Government official to help you conduct illegal business. Once your dead, why should that agent start working for your son/daughter?

I do think there should be some sort of intermediary though, becuase 10 bucks is 10 bucks.

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10 bucks is indeed 10 bucks, and if you SPEND it, why the hell should your kid get the benefits? As falcon said, its risk vs reward.

If you (and I mean people in general) can't handle the risk, then keep your credits and don't spend it on that ca. No one is forced to buy them.

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They pay out 2x what they cost over the course of a month. Where that extra 100% profit comes from is somewhat funded by people that sell the drugs at poor rates, and people that die early. I could change the CA's to carry on to your next account, but would have to severely cut back on the profit they make. I'm not sure if everyone would like to get like 75% less money but have the security of knowing it will team back up with you if you die.

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Well as Demoic pointed out, why should your son/daughter reap the rewards of the Jail/Attack/Flight perks?

Wouldn't this be the same risk/reward scenario? 

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The perks are part of game mechanics, they make things easier. The CA's are for your character and directly provide income. Like I said earlier, I have no problem making the CA's bound by master account, but I would severely have to cut back on the profit that they make to keep it balanced. If this is what the majority of users want, then its something we can look into, but I suspect that most people would rather the 2x profit that they currently get.

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Your right, I'm sure most people would rather have the current income structure with CA's. 

 

I started typing out another way this could play out but it seemed to complicated. So instead I'll be happy with the explanation you gave.

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Please don't listen to him Squishy, I lost 2 CAs before I could sell drugs once when I bought my first CAs, yet I still buy them. There is obviously a huge risk to buying CAs, so don't buy them if you can't handle the risk. Each and every time you do anything in this game you take a risk, whether it be risk of jail or death, and the corresponding reward is heavily waited upon the risk. Therefore guaranteed money makers in this type of risk filled environment sounds like a terrible idea to me. Keep the current system, it really does do a lot more than just the 100% profit because it helps catch WSs, provide PP targets that won't mind being PPed, and that never sitting in jail thing honestly makes me much more likely to spend credits on jails. They're great for the community and probably the last thing I'd ever ask you to change.

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i did not wanna start drama !!!! I was kinda of heat at the time and should never put this on here Yes its a risk  I SHOULD OF REMEMBER THAT SORRY

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Nothing to be sorry about Demoic, we are all entitled to our own opinion fella. Its ok for yours to differ from others!

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is there anyway to give people a choice when they buy the ca and have 2 different forms?

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yer like 1 that costs 1 cred n produces less profit to lower the risks

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I was thinking about this after having lost 2 CAs a day after buying them. What about the next of kin so to speak arranging a deal with the CAs at half the term. Instead of the 30 days, or how everlong was left on their contract, the next of kin has them work for them for half the time? That way everyone doesnt take such a massive loss when they purchase them, then turn around and lose them just a few short days later?

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I think there should be at least some sort of grace period for CA's.  I was a victim of the war and i have purchased my CA a few hours before it had even started, he didn't even to get to tribute a first time before my father passed away.  

I understand the risk vs's reward but when a player dies less than 2% into the CA'a lifecycle, it does seem a bit unfair that you paid 10 dollars just to sell 10 units of drugs.

Maybe give a player a 48 hour transfer period in case they do hire one before a sudden outbreak of war (just like actual players get 48hr protection).  After the CA is 48 hours old, it would have already made a few contributions and if the player dies they would be out of luck.  It seems like a pretty reasonable idea and i feel as though it would effect few players.

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I would suggest the following as an alternative to blackjesus' suggestion. What if, If you die with the first say, 5 days after you purchase a CA, you get, oh, 5 credits back. This being a risk, I don't see why they should just hand you the full ten back (and i lost tow like this also) but i do agree that within a certain period, a partial refund would be appropriate.

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I just had a second though. I retract my earlier suggestion in favor of the following. from the moment you "buy" a CA, you are on a 10 day timer. anytime  in this ten days, if you die, your son will get the services of this CA for the remainder of the ten days.

"hey kid. I owed your dad some work, but he never got to collect. So you've got (remainder of the ten days) of my services. I 'll be in touch"

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Ultimately it won't change.

 

CA's are a money spinner for the site and as people say it's risk v reward, if you don't want the risk of losing ten dollars don't buy it sadly :(

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