Thats the thing, we have "rare" items, items that almost nobody has (The Desert Eagle pistol, 40mm grenade launcher, are two examples. They are not, and will never be IAPs. Any chance that these weapons won't be available to these players for PvP?
We discussed what to make available via IAP, and we had to strike a balance between making the game fun and enjoyable for everyone, as well as not making it so that anyone could buy their way to victory, so to speak. Of course a person willing to buy 100 grenades may have some kind of advantage over another person, but thats not to say they will automatically win in all cases. The PvP is a part of this game, but the really important part is that it's fun.
I hope that everyone who played the M1A1 mission had fun. YOu can rest assured the people that bought theirs didn't have as much fun as you did. And I think thats the whole point.
Think about it... who is to stop me from unwinding from a hard day at work by spending $10 buying a pile of grenades and, for fun, finding a Level 20 survivor and taking them out? (Sorry about your weeks working on that character dude.)
Truth is... I just don't want to try to outspend my grenade-toting, medpack laden, gator-autoshotty-wielding competitors in PvP. Not fun. I'm happy to pay you $20 to develop software... just ask for it. There should be an option to players immune to anyone who has made an IAP. (And potentially an appropriate disclaimer/warning to anyone choosing to engage in IAP that they may be tagged and restricted with regards to whom they can play against in the future.) Or, put them in their own little universe where buying help during the apocalypse is an option. The merchants during my apocalypse don't take Dollars, Euros, Yen, or American Express; they trade for bullets, food, water, and other goods.
Imagine how ridiculous, in game, it would have been if the armored van had rolled up offering to sell medpacks and was taking dollar bills... I would have told him to wait and looted the nearest bank.
CCoop... maybe; at least there you get to choose your friends and decide if you want to team up with someone who is buying their way through the apocalypse.
Actually, PvP is all figured out in terms of gameplay, and how the mechanics of it will work, and it's awesome. The only reason it's not in is because we are still trying to figure out pretty much this very issue. First of all, the guy who spends $200 on IAPs is the least of your concern. What about the guy who creates 3-4 accounts, runs through the prelude, loads up on tons of gear, and then "kills" all of his extra account and gains all their stuff>? There are plenty of ways to exploit a game like this, so we are working on a comprehensive solution that protects players from exploits in terms of items/weapons, as well as makes sure it is fair and balanced in terms of the experience in general.
It's a challenge, but what I expect we will do is start limiting things like how many items players can cary at once. I mean, does it pass the smell test to carry what would be 2300 lbs of gear? No.
And to answer your earlier question, you only need one of each tool. Throw away 125 of your 127 hammers, you won't need two, max. Crafting is coming, and thats going to be almost as awesome as NPCs are.
Slowly we creep.