Hey so not to ask the same question twice but does anyone know if the weapon proficiency has a level cap? i assume its 100 or some unattainable number that your never actually supposed to reach. Has anyone reached it?
It's 50...and the link I provided to GameFAQs.com when you asked earlier explicitly answers that exact question and required only a few seconds for me to find.
As for the pricing argument, Decreasing the price of a game by $20 will decrease the amount that the game nets as a total. The licensing company (Sony, Microsoft, or Nintendo for any console game) will get the same amount per copy. They net a profit. The publisher (Sony, Nintendo, Konami, Sega, Atari, Midway, Ubisoft, et cetera) will get the same amount per copy. The net a profit. The developer (Bungie, Gearbox, Capcom, Bemani, Bethesda, Blizzard, Square Enix, RoXoR, et cetera) will receive an amount equal to n-(Ln)-(Pn)-(m+d), where n is the number of copies of the game sole, L is the licensing fee per game sold, P is the publishing fee per game sold, m is the manufacturing cost, and d is the development cost. A lucky, successful developer will break even. In other words, they'll be able to pay full development salaries without going bankrupt or laying off development staff, and they'll continue to produce more excellent games in the future. The unlucky ones don't achieve a profit, and get purchased by their Publisher or Licensor.*
Increasing the cost of games allows development companies to make the best games and gives honest, hard-working people great jobs. The price tag isn't pretty, but it's really not up to you to change. Publishers and Licensors will continue to hold developers under their thumb as long as they can control the market. That's why I'm a computer gamer. It's easier for Developers to get games published and licensed for PC than for any major console because the hardware and firmware are so open-ended. Don't want to pay $60 for Borderlands? Get the PC version for $50, or cheaper used. It's a
better way to play and a larger percentage of your expenses will go towards supporting the developers.
* I'm not 100% sure this is exactly how the industry operates at the moment, but I'm very certain that my point still stands: a drop in price and increase in sales will generally net a profit for publishers and licensors and a deficit for developers. I'm also intentionally leaving out retailers because retailers don't set a base price; they just sell games for whatever price best reflects the demand curve.