Crimes 2.0 is great
It offers variety, a bit of puzzle solving and time management, with different levels of risks, rewards, and challenges
We have the option to choose safer routes with lower risk and rewards, or we can take on riskier choices that offer unique and valuable rewards
[image: i.gyazo.com]However, there is a downside to it. The items that we find are rapidly losing their value due to a lack of demand in the market
As a result, the rewards are becoming less exciting and more like a chore, especially when it comes to selling the items we find
To address this issue, I have come up with some ideas to make it more interesting
[image: profileimages.torn.com]The museum, where we can sell flower, plushy and other sets, ensures the prices for these items remain stable. They are always in high demand
A similar system could be implemented for the other items found in Crimes 2.0
For example, there could be an organization like "National Waste and Recycling Association" that rewards players for collecting sets of 10, 100, or 1000 of each type of wasted food and garbage
These rewards would be substantial enough to maintain the price of these items at an acceptable range
[image: profileimages.torn.com]Additionally, the museum could show interest in acquiring more sets of items, such as the new types of flowers, coins, and the jewelry that players can find during the crimes
The wallets and purses found, could actually be the supply packs they were supposed to be, containing random amounts of jewelry, money and the like
To keep the prices of weapons stable, all types of weapons could be sold at slightly higher prices in the city shops
However, a more interesting solution can be a way to reduce their availability in the market
[image: profileimages.torn.com]This could be achieved by introducing rewards from military or crime organizations for collecting sets of 10, 100, or 1000 of a specific weapon type within a limited period, but the incomplete sets would not receive any rewards
After the reward period, there could be a period of no demand for any weapon type, followed by another weapon type becoming in demand for a different type of reward
This system would significantly reduce the number of weapons in the market and maintain their value, making their acquisition more rewarding and enhancing the overall game-play
Ideally, this process could be automated, but manual control could also be implemented, if necessary, especially for specific weapon types
The automated system would monitor the number of items in the market, their minimum price, or their collective price within a standard deviation
[image: profileimages.torn.com]Armors, temporary and medical items can also be included in this periodic demand and reward process
By implementing these ideas, I believe the already great game-play of this game would become even more interesting and rewarding for players
I hope the developers, like these ideas and implement them in one of the the future releases
[image: profileimages.torn.com]But in the mean time, we civilian players can somehow implement them by ourselves
It just needs some trustworthy and really wealthy and adventurous player who are willing to dedicate some of their times to help the community
They can act like the required organizations or the additional functionality of the museum
People can initiate trades with them and send them the required sets, and they can check if the sets are ok and reward the players with the matching rewards
Then they should dump all the set items in the dump, and hopefully the admins would compensate their sacrifice with some worthy rewards
[image: profileimages.torn.com]At least they would be known for the great things that they did for the community
The rules of the game can be posted in the Newspaper, and be periodically updated as the periodical demands for items change
before we can start such a process, we have to calculate the needed prices for the items and find the best sets that can be rewarded with interesting rewards and make some game rules and post them here in the newspaper
After that we need some volunteer people who would act as the needed organizations and we can start the actual game
If we begin such a game and calculate the needed item sets and the rewards, I hope it would make the actual implementation of these features easier for the developers and hopefully it would be more probable that they would actually implement them