IMO there are numerous ways to prevent such cashing in:
- one, as I understand already implemented, that with playing MPCs and winning credits people tier up more rapidly
- MPC statistics are already available, though I think it would be better if they could separate money and non-money matches and for money matches show weighed statistics (i.e. the higher stakes the more the match counts, e.g. if one wins one 900 credit game and loses a 100 credit one, the win rate would be 90%, not 50%)
I know nothing about the black market, but if you say it exists, it probably does... Again, I think there could be many quite obvious solutions:
- return a variety of decent prizes (well beyond 4 simple types of gear), even if not gift cards, which can be used without limitation.
- the bigger the prize the better exchange rate would apply, e.g. if a prize worth 30$ (shirt) cost 18000 credits, a prize worth 300$ cost 90000 credits and one worth 1000$ 200000 credits. This would strongly discourage, perhaps even eliminate the black market, because I suppose people get involved into it if they have really LOTS of spare credits (not only some, as myself...) This would also motivate folks to keep on playing, knowing that with more earning the exchange rate improves.
- furthermore to ensure that much fewer people are able to gain so many credits that could be used for really big prizes with good exchange rate than now, one should add more randomness to the game (I already suggested ideas for this several times, like variable wind, occasionally awful shots, lower precision), as a result of which more people would be able to win and gain *some* credits (perhaps for a cap), but fewer would win all the time and be able to gain a lot.