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Games Entertainment

Diablo 2 Items Bringing Home the Bacon 329

||Plazm|| writes: "I read an update over at Diabloii.net that talks about how some items in the game are producing sizeable income for some people. It points to an article at the San Francisco Chronicle describing some of these money makers. One banker claims he's made $25000 since he started with Diablo 2 and Ultima Online! Who are the people paying real money for this stuff? A few bucks is one thing, but a few hundred? I believe this has been talked about on /. before, but is the 'problem' getting worse? Is it a 'problem' at all?"
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Diablo 2 Items Bringing Home the Bacon

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  • by Johnso ( 520335 ) on Monday September 10, 2001 @06:13PM (#2275448)
    Check this out [infoceptor.net]. I'm dropping out of school now =).
  • Free Market (Score:3, Insightful)

    by wishus ( 174405 ) on Monday September 10, 2001 @06:16PM (#2275459) Journal
    I don't see a problem with it. It's just the free market at work, supply and demand. This is the kind of thing we told the russians that they needed.

    Buying this stuff is not for me, but I'm not one to stand in the way of capitalism.
    • Re:Free Market (Score:3, Insightful)

      by hillct ( 230132 )
      I completely agree. If people feel they will derive greater enjoyment from a game if they can enter it in a position of power, and someone offers them a means to do that, more power to them...

      Personally, I would think part of the njoyment of online games is the chalenge of ganing a position of power withing the game universe. A vary high quality game will operate as a free market economy, where players can take on any profession withing the game, that they see fit. Likewise, the transition between the game universe and the real world is made possible by the quality and attention-to-detail found within the game. It's a testiment to the brilliance of the game designers, that people will allow this monetary and social transition between the game universe and the real world. They deserve our respect for their great accomplishment.

      --CTH
      • Re:Free Market (Score:3, Interesting)

        by TGK ( 262438 )
        I'd argue that this is an ESSENTIAL part of the game. Ok, well not really, but stick with me here. Most games where this kind of thing happens are games wherein the developers have tried to create an immersive world with a real society and (psudo)culture. That is to say, players are supposed to interact with each other etc. Now then, a game can NEVER be completely interactive. There will always be limitations of the interface, assumptions not covered, etc.

        Players buying accounts, selling items, all of that, introduces the element of corruption into the game. What's more important, in my opinion, is garunteeing the authentisity of the commodoties in the game.

        Example: I'm playing "Diablo IX: Diablo Comes back for some more because he's a masochist." I've reached level 97 and have recently picked up a "Tactical Thermonuclear Weapon +12" on the Fourth Level of Hell by kicking the crap out of a Tax Accountant. Now, Tactical Thermonuclear Weapons aren't terribly common in the Diablo IX universe, let alone +12 ones, and I'm allready armed with a Mighty Spork so I decide to sell the damn thing to help cover my ISP costs for the month. When I sitck the Tac Nuke up on Ebay, however, I discover that there's no market for Tac Nukes because someone's developed a crack that allows them to create any item instantaniously. This sucks. All my effort is for naught. I can't even sell this thing for cash because there's no way to garuntee that I'm selling a legitimate Tac Nuke. Even hard core gamers who don't want hacked weapons won't buy it from me because there's no way to garuntee that isn't not illegit.

        That's my question. Why can't we work out a way to ensure the authenticity of the items in a game. If we can do that, why can't we develop a way to either disable or destroy inauthentic items?
        • Selling an illegitimate item as an authintic item is probably against the law (fraud). Of course, there comes the difficulty of proving that an item is illegitimate, how it got created, and the fact that you bought it from person 'x' (as opposed to making it yourself).

          If the people at Blizzard have ways of logging these things (the purchase would be logged by ebay, etc, but the game mechanics would pretty much have to be logged on battle net), it could make for a very interesting court case / slashdot article someday in the future.

          Seeing someone sucessfully prosecuted for selling a fraudulent item would also be an interesting way of discouraging duping, etc.

    • If you gain an advantage from something you did not work for, could it be said that you have gained an unfair advantage?

      I don't play these online roleplaying games, but let me give you a real-life example...

      Let us say I am beating the snot out of Mike Tyson (hey this is my example, I can beat up Mike Tyson in my exmples) and I'm up by several points. Don King comes over to my corner, hands me some cash and I take a enough hits to give Mike some more points.

      Money for a score, where as this Ebaying is money for an item in a game without scores. Either way you're taking a dive.
    • Comment removed (Score:5, Insightful)

      by account_deleted ( 4530225 ) on Monday September 10, 2001 @06:58PM (#2275629)
      Comment removed based on user account deletion
      • by Number14 ( 168707 ) on Monday September 10, 2001 @07:13PM (#2275679)
        How would you feel if you played online chess and discovered that you had been beated 10 times in a row by a chess program he had written? Is that still skill on skill?

        I'm going to stretch my analogy to apply to people who can kick your ass in Diablo II not because they are more skilled but because they do nothing but play. Random Dude 1, who works a full time job, can never possibly keep up with Random Dude 2, who is in school and plays Diablo for 30 hours a week. As devil's advocate, I ask why shouldn't Dude 1 be able to level the playing field with money? 1 has money, 2 has time. Why is time considered to be the more acceptable currency with which to purchase online prowess?

        There are games out there that wrote this into their business model- the ability to outright purchase, from the game company directly, items and status. For people who have more of the currency "money" than the currency "time". Either way, you're buying it.
      • > The idea of a game is to pit players against one
        > another and let the best player win, not to sell
        > the victory to the player with the most
        > disposable income and least scruples.

        Congratulations. I think you've summarized the DOJ's case against Microsoft.
    • Re:Free Market (Score:5, Insightful)

      by athmanb ( 100367 ) on Monday September 10, 2001 @07:02PM (#2275642)
      The problem isn't the market itself, but its consequences.

      There are already enough lowlifes to worry about in normal online games (take Counterstrike as an example). However, when there's the possibility to win real cash in a game is where the bottom feeders really begin to show up and ruin everyones fun.

      In Everquest, this has lead on some servers to a total cornering of the item market by ebay-sale-guilds. If you wanted a rare item, you had no choice other than to buy it for cash, since all the important places in the game had been occupied by them.
      This had such a profound impact on most people's gaming experience that (as mentioned in the article) sony's lawyers approached ebay and were able to shut down the sales.

      In Diablo 2, real-cash sales have lead to a staggering surge in cheats and scams. Whole game accounts were cracked by brute force and all their contents sold away on ebay.
      Other people used exploits to allow them to loot duel players, often leaving more unexperienced players without a single dime while all their stuff was sold away by the looter.
      There have also been numerous hacks to steal and duplicate items, mostly with the intention of selling them away for hard cash.

      All in all, the ability of making cash has severely damaged the playing communities of the affected games.
      I definitely hope that any future online games forbid the sale of items. And the final statement from Paul Sams gives me a little bit of hope that it will at least be so in Blizzard's future game World of Warcraft...
      • Re:Free Market (Score:3, Insightful)

        by nyri ( 132206 )
        Thank you for your intresting view.
        You are correct, there are problems with treating online game space as market.

        I definitely hope that any future online games forbid the sale of items. And the final statement from Paul Sams gives me a little bit of hope that it will at least be so in Blizzard's future game World of Warcraft...
        Ok, now you have gone too far. It is no solution to stacker development of online communities. Real money trading in online world is not inheritly evil. It is just that current worlds are not mature enough to handle the real money. Let's not forbit real money, let's hope that next game world is well enough to hadle it.

        --
        nyri
    • Re:Free Market (Score:4, Insightful)

      by nachoworld ( 232276 ) on Monday September 10, 2001 @07:07PM (#2275667) Homepage
      It's kind of funny that nobody has commented on the fact that the virtual RPG trade started with UO, not Everquest, and it was before 1997.

      But even before UO, there was that obscure trading card game called "Magic" where rich nerds, the same that buy items in Diablo, shelled out big bucks for the Black Lotus.

      And before Magic, there were all the kids who collected baseball cards. Some lucky kid got a Mickey Mantle rookie and he sells it to the rich nerd across the street.

      Real money for unsubstantial things (electrons or paper card) has been with us for awhile.
    • I play Asheron's Call, and there's already a free market in the game. One town in particular, Qbar is basically an open air market where people come to trade. The values of different items change as new items are intorduced, and as the Devs make changes to the game. I think that this free market is a very important part of the game, but it should remain the trade of virtual items for other virtual items, or virtual cash. When real money gets involved, things tend to get ugly. There's more to gain, so there ends up being more corruption and more cheating. In Asheron's Call the developers have limited this problem by putting timers on how often a character can do a quest. In some cases this can be 3 months before you can do a quest again after you've done it. This keeps players from camping the quests so that others can go on them. It also allows the Devs to limit the numbers of items that are supposed to be rare. With one quest, the timer was an hour. You could camp at the end of the quest and pick up an Quiddity Orb fragment every hour. The quest was always crowded, and the mraket became flooded with the things. They changed the timer to 1 week. It's a lot less crowded, and the in game value of the items will rise back up over time. I don't like people selling game items on Ebay, but as long as it doesn't harm the game, it's really none of my business. If I were playing Everquest I'd be a lot more upset about it.

      Another issue is that a lot of people get these items by being in a Monarchy that runs quests. It's really frustrating to go to the trouble of setting up and running quests just to see the items in an Auction on acvault the next day. If I saw my vassals selling the stuff I helped them get on ebay I'd release them. I play for the fun of it, if you want to take advantage of my generocity, then you arent really my friends, and I don't need you ruining the fun for me.

      People selling stuff on Ebay definately makes balancing the game and the game's economy more of a challenge for the developers. You can't prevent people from doing it, so I think that designing the game so it plays a very limited part is important. The developers of AC have done this well, and it's one of the reasons I play that game rather than another on-line game.

      If you want to play to make real world cash, go play another game, we're both happier that way.
  • At any price (Score:5, Insightful)

    by Papa Legba ( 192550 ) on Monday September 10, 2001 @06:16PM (#2275460)
    the people that are buyign this stuff, at any price, are the same people that play Quake in god mode and look up all the cheat codes for a game before they even install it. It's sad but their will alwasy be an aspect of society that will want to cheat or get an advantage no matter what the cost. Look at the proliferation of scripts, pinging other players, etc. That occur in most games. People willing to pay for some advatantage, no matter how much it destroys the play ability of the game, are the script kiddies of the gaming world. 20 years ago they would have been using loaded dice to roll up their D&D characters.

    At least this time it is costing them something in real money to get these kind of advantages. I tip my hat to blizzards work that they have locked their game down tight enough that people are going to extremes outside the game to get these kinds of advantages.

    • Re:At any price (Score:3, Interesting)

      by Sludge ( 1234 )

      I know someone in real life who has shelled over at least three digit dollar amounts for Diablo items. He does not fit your stereotype of a god mode Quake cheater. In fact, he was a dedicated developer on one of the most popular Quake mods of all time, which he played very often with his clan in all seriousness.

      I would more quickly equate the type of person to do this sort of item purchasing to be the same type who would purchase stand up Street Fighter arcade machines: the hardcore gamer who [has a lot of cash and] is willing to up the ante and excitement by adding as many elements to the experience as possible.

    • Re:At any price (Score:5, Insightful)

      by ez76 ( 322080 ) <slashdot@@@e76...us> on Monday September 10, 2001 @07:02PM (#2275641) Homepage

      the people that are buyign [sic] this stuff, at any price, are the same people that play Quake in god mode and look up all the cheat codes for a game before they even install it. It's sad but their will alwasy be an aspect of society that will want to cheat or get an advantage no matter what the cost.

      You make it seem as if there's some real-world morality issue here. Remember it's just a game.

      The people who are buying items, services, or characters for games like Diablo, Ultima, Asheron's Call, Everquest, etc. are doing it because it's their way of having fun; it's their way of enjoying the game. As long as it doesn't interfere with others' ability to enjoy the game (and if it does, it's arguably a fault of the game's design, not of the purchaser), why should it matter to you?

      The fact is, these people are just playing a sort of game within the game: pushing the limits of the system within the parameters allowed (or at least, not explicitly disallowed) by the game's designers. Think Kobayashi Maru (sp?) and Captain Kirk (though there the "unfair" advantage was brains, not cash).

      Morality is kind of irrelevant here. If you're upset because people can buy the best items in role-playing games online, then you are just role-playing a victim yourself :-)

  • by green pizza ( 159161 ) on Monday September 10, 2001 @06:18PM (#2275469) Homepage
    ...buying a copy of Microsoft Office!

    To each, his own.
  • Say you can make $100/hour as a consultant. With this $100, you can buy an item that would require 4 to 6 hours of high-level quest for an experienced character. You don't have enough time to play online for days continuously, yet this is about the only method to reach a level where most monsters don't kill you by Sneezing on you.

    So doesn't it make sense?

    As for whether or not this is a "problem": let people do as they please with their money, as long as they don't harm other people.

  • by clandaith ( 187570 ) on Monday September 10, 2001 @06:19PM (#2275474) Homepage
    Who are the people paying real money for this stuff?



    The Script Kiddies have to do _something_ with the credit card numbers they steal.

    • Re:Script Kiddies (Score:2, Interesting)

      by Ty ( 15982 )

      This is sickeningly true, actually; at least in my case.

      A couple weeks ago I got a notification from iBill (ebay's online billing service that let's people pay with their credit card). Someone used a stolen credit card to buy some Everquest stuff from me a few months ago and it's finally getting sorted out. At any rate, I'm shit out of luck, as I can't prove that I delivered the items, so iBill is taking $300 out of my checking account.

      Only saving grace is that I know that the person who ripped me is in jail right now.

  • Make Money Fast! (Score:4, Interesting)

    by Anonymous Coward on Monday September 10, 2001 @06:21PM (#2275479)
    OK, excusing the title, this is quite serious. My little brother and his friend showed me a while ago how to make money on Diablo II.

    Get a Sorceress, put some diamonds in a helm, and wait. Your odds of finding magic items goes up.

    As you fight on Battle.net, have a really good Telekenesis skill, so that you can steal every dropped item. Have a goodly stock of identify scrolls/books so that you don't need to Town Portal to check the items as you grab em.

    Do this for 4 hours a day for 3 weeks and you'll have enough items to start eBaying. Happy hunting.
    • by ansible ( 9585 ) on Monday September 10, 2001 @06:40PM (#2275552) Journal

      Um, that's perfect topazes, not diamonds. Current reports suggest that a magic find percentage over 200 doesn't do much good, so there's no need to go overboard.

      And they 'balanced' telekenesis so that you can only pick up minor items (like potions). This is very annoying in single player mode, where there is no one to steal drops from...

      As for the economy aspect, I think it's kinda dumb to spend real money on Diablo II items. However, some people want uber-characters than can walk into any game and kill other players. Or maybe they're not good enough to take on Hell mode without help.

      Dunno. Spending money on Diablo II items isn't any worse than spending it on an astrologer or the lottery.

      At any rate, the economy associated with Diablo II has been interesting. There's been a lot of shifts in the marketplace in response to bugs allowing duplication of items, and the changes to gambling rules. Some moderately valuable items (like the Stone of Jordan ring or perfect skulls) became the new currency for a while. SoJs have become much more rare these days, and aren't used as currency as much. Pskulls are an interesting currency, because they are constantly being generated, but also constantly being used up.

      Interestingly, gold (the currency inside the game) isn't often used for trading, because it isn't valuable enough!

      I've also seen people auctioning off fully equipped high-level characters on eBay. However, with the balance changes in Lord of Destruction, some of these characters (which might have sold for hundreds of dollars) are now nearly worthless.

      All in all, it's not too easy to base your economy on factors (like rarity) that can be changed at the whim of some programmers.

      • More clarifications (Score:5, Informative)

        by moller ( 82888 ) on Tuesday September 11, 2001 @12:32AM (#2276424) Homepage
        "Um, that's perfect topazes, not diamonds. Current reports suggest that a magic find percentage over 200 doesn't do much good, so there's no need to go overboard."

        In the most recent patch (v1.09) Blizzard implemented a Diminishing returns formula for items that added a % chance to find magic items (magic find). A full explanation of magic find is here at Blizzard's official strategy site. [battle.net] Items can drop normal (white colored), magical (blue), rare (yellow), part of an item set (green) or unique (gold). The diminishing returns formula is not posted on that site, but basically diminishing returns kick in bigtime for unique items around 200% increased MF, kick in later for set items and even later for rare items. If you're wearing items that give you a 400% increased chance to find a magical item, you only get like, a 220-230% increased chance of getting a unique.

        Blizzard probably implemented this because with the previous patch (1.08), magic find worked on all monsters, including bosses (who always drop at least magical items), so characters were loading themselves down with MF gear and "farming" the bosses over and over to get rares, sets and uniques to drop. (Normal monsters don't always drop, so it's simply more reliable to farm bosses for drops). So since people were abusing magic find, it was decreased in potency ("nerfed").

        "And they 'balanced' telekenesis so that you can only pick up minor items (like potions). This is very annoying in single player mode, where there is no one to steal drops from..."

        Actually, telekinesis (TK) was changed because someone (or a group of someones) wrote an "item-grabber" hack. The hack basically was a packet sniffer/sender, and when it registered that a rare, set, or unique item had dropped on the ground, it send a packet to the server saying "I picked that item up." Of course, the program could be configured to also grab gold, potions, scrolls, runes, anything. I don't recall if Blizzard broke the functionality of the hack in a patch before deciding to kill Telekinesis to solve the problem...but if they did it most likely took about two days for the people writing the hack to figure out the new packets and re-write the program. The program still works, but since TK is broken it only lets characters pick items up if they are right next to it (I think, there were rumors that players could send packets to make the server think they walked over to an item and picked it up when they didn't move, but that sounds fishy).

        "Some moderately valuable items (like the Stone of Jordan ring or perfect skulls) became the new currency for a while. SoJs have become much more rare these days, and aren't used as currency as much."

        The Stone of Jordan (SOJ) became a currency because it was a useful item, took up one inventory slot, and was relatively easy to get if you had enough gold (prior to patch 1.08 you could "gamble" for items. The Stone of Jordan is a unique ring. There are two other unique rings, but since before 1.08 uniques couldn't generate if one was already in the game, you could hold the other two rings and spend lots of easily obtainable gold gambling on rings and makes lots of SOJ's).

        "Pskulls are an interesting currency, because they are constantly being generated, but also constantly being used up"

        PSkulls used to be currency before patch 1.08. PSkulls could be used to "re-roll" the stats on a rare item (rare items have up to 6 modifiers, magic items only 2), and this reroll could produce ANY stat available, with better stats possible than any drop you could get from a monster. PSkulls were also rare, since gems dropped *very* infrequently from monsters, and the highest quality gem that could drop was a normal (3 normals make a flawless, 3 flawless make a perfect, or a gem shrine makes 1 normal go to 1 flawless, etc. there are also chipped and flawed under normal). Now, in 1.09, flawless gems (skulls are gems, technically) can drop, and do drop quite frequently, so they are much more common. Also, the main reason PSkulls plummeted in price was that the way to use 6 PSkulls and a Rare to reroll the rare had it's power decreased GREATLY. It can now produce items with stats 40% as powerful as the previous max (item level of 100 previously possible, max level of 40 available now).

        Interestingly, gold (the currency inside the game) isn't often used for trading, because it isn't valuable enough!

        That's because you lose a set percentage of your gold when you die, and you can only carry a certain amount of gold. There are other smaller reasons, but those are the main ones.

        All in all, it's not too easy to base your economy on factors (like rarity) that can be changed at the whim of some programmers.

        Then the programmers deliberately try to affect the economy. Right now new SOJ's are going up because no new ones are coming into the game, and all other items are being produced at an alarming rate. A few more weeks of this and the SOJ currency *might* break, but I doubt it, it's too ingrained in people's minds.

        That's about all I can think of about the subject. Hope it helped.

        ~Moller
  • And, they want the uber-powerful items so bad, that they will spend their pocket change to get them. They play games for a living right? Its like a golfer getting better clubs. The players now get better items in which to play. Nothing wrong about that.
  • by iabervon ( 1971 ) on Monday September 10, 2001 @06:24PM (#2275494) Homepage Journal
    So people are spending money to get an advantage in a game, buying items that are essentially just bits on a server. A few years ago, people were spending about that much money buying items that were images on cardstock. It's not that different, except that the games of today weren't designed with the collectability and sale value of items in mind.
  • by L-Wave ( 515413 )
    I wonder how selling of "virtual items" fits in with the idea of virtual property? Is it okay to sell something you didnt create? (If i were to plant a garden, is it (for lack of a better term) ethical for you to pick my flowers and sell them?)
    • Well, this is similar to intellectual property in the sense that the scarcity is all artificial, but dissimilar in that the people playing the game have agreed to the creation of that scarcity.

      Bryguy
    • (If i were to plant a garden, is it (for lack of a better term) ethical for you to pick my flowers and sell them?)

      If you sold me the right to come into the garden and pick the flowers (and don't explicitly prohibit selling them), they yes, I would say it is ethical.

      If you just had the garden, and I came in without asking and picked some flowers, well, no, clearly not.

      Why should virtual property be different from real property in that respect?

  • by 4n0nym0u53 C0w4rd ( 463592 ) on Monday September 10, 2001 @06:29PM (#2275510) Homepage
    Keeping in the spirit of things, I'll start taking bids on some slashdot logins with 50 Karma points each.

    Yes, that's right. If you want to be influential in the /. community (and who doesn't), you need to be able to post with the +1 bonus. Now you could go about the long and tedious process of posting insightful, informative, funny, or just plain underratted comments. But that takes time, and you're a busy person.

    Leave the dirty work to us. We here at KarmaCo have the knowledge and experience to create YOUR perfect Slashdot ID. Our trained Karma Consultants know how to build Karma quickly. We post early, we can be funny, we say nice things about Linux and Open Software, and mean things about Microsoft. Once your ID has reached the magical 50 point Karma Level, and after we've received your payment, we turn the password over to you.

    Once you take control of the ID you can troll all you'd like as you wait for your Karma level to slowly decrease. Alternatively, you can post non-troll messages without having to concern yourself with others' opinions of you. Remember, your new Slashdot ID makes you look important and smart. Because not only do you get the +1 bonus, but other people will recognize you as that-guy-who-said-that-cool-thing-last-month.

    But wait, there's more. Act now and we'll include a limited edition Signal_11 flame.

    Act now, low ID #'s are going fast!
    • Also available: accounts with karma at 30. You still get the +1 bonus, and here's the best part kiddies: you still have karma to gain, while still having karma to burn.

      Buy now while suppiles last!
    • When there are other accounts with > 50 karma available?


      Buy from me! You have an account that was in effect before there was the Karma Kap! Get an account where you can troll for much longer than the 50 karma ones!

    • This has been tried (Score:5, Informative)

      by chazR ( 41002 ) on Monday September 10, 2001 @07:03PM (#2275646) Homepage
      Judging from your user ID#, I suspect you weren't around when this was tried.

      Somebody with a high-hundreds/low thousands karma (i.e. a student with *far* too much time on their hands) (was it FascDotKilledMyPR? apologies if I'm wrong.) tried to flog their account on ebay. Apparently, there were some ridiculously high bids (some valued karma more than dollars)

      In one of his rare moments of creative lucidity, Rob 'CmdrTaco' Malda aranged for the karma for this individual to vary (at random) between a cap value and zero, with the cap value reducing at a rate that would bring it to zero at the moment the ebay auction closed.

      The whole debacle is best recorded in an IRC log where the /. management (well, Rob and at least one other) described the whole thing.

      This ends your "Boring And Useless" slashdot history lesson.

      {ps - no URLs, because I have better things to do than look them up}
      • You want low ID#s? I got 'em right here. Anyone wanna pay $99.95 for this beautiful pre-100000 account with 48-50 karma?
      • In one of his rare moments of creative lucidity, Rob 'CmdrTaco' Malda aranged for the karma for this individual to vary (at random) between a cap value and zero, with the cap value reducing at a rate that would bring it to zero at the moment the ebay auction closed.

        You mean 'arranged for', meaning 'ask one of my friends who actually KNOWS perl and SQL to do this cool[1] thing to this guy's karma'?

        - A.P.

        [1] and rather disingenuous
      • Actually, it still happens occasionally on eBay. I purchased an account months ago off eBay with 50 Karma for $1. Apparently the poor guy thought he could get more for his "item."

        The way to go about it is not to give the User ID or number. They can't slap what they can't find.

        I'll give it to anyone with a PayPal account and 10 becks to spare. Email or reply if interested. :-)
    • Re:Karma for sale... (Score:2, Informative)

      by tpledger ( 316149 )
      We here at KarmaCo have the knowledge and experience to create YOUR perfect Slashdot ID. Our trained Karma Consultants know how to build Karma quickly. We post early, we can be funny, we say nice things about Linux and Open Software, and mean things about Microsoft.

      And if the inspiration runs out, KarmaCo also has enough accounts that it can do cooperative Karma farming. With an average catch of 40 randomly assigned moderator points per day, KarmaCo can guarantee its production even when there's a shortage of like-minded independent moderators.

      :-)

    • An interesting phenomenon I've noticed about posting at +1 bonus is that others with +1 bonus are about twice as likely to respond to you as when you post without bonus. I wonder if this is because comments get more exposure or if much of the higher-karma crowd figures anything rated 1 isn't worth reading. (my threshhold is 1, just for the record)
  • Personal Choice (Score:4, Interesting)

    by antis0c ( 133550 ) on Monday September 10, 2001 @06:33PM (#2275527)
    You know, if thats what makes someone happy, purchasing virtual items, then why shouldn't we let them purchase virtual items. I buy lots of Legos and I'm a big fish guy, I spend 1000's of dollars on these things a year. Lots of people think I'm stupid for it, but you know what, thats what I like in life, I enjoy it and it makes me happy, thats what its all about.

    The only problem I see is the fact that you can win at something because you have lots of money. But you know what, isn't that what the real world is anyway? I think Microsoft used this tactic, and someone by the name of my favorite breakfast juice...

  • ...Buying LOW ICQ numbers.

    We've sunk to a WHOLE NEW LOW.

    People sure do suck.
  • at a price (Score:2, Insightful)

    by archen ( 447353 )
    I used to play EQ where 'farming' items was a problem. Eventually I got sick of it and stopped playing (but not just because of the farming). I think if other people can get ahead by purchasing digital items with real cash on the side, I need to find a different game to play. I know that modern gaming is supposed to support exchanging "things" but I guess I'm too old fashioned. I'd rather play a game where the determining difference is how much skill I have in the game, and when you can swap badges of these skill or (as is often the case now days) SELL them, there's really no way you can tell if someone really has the skill/dedication, or just shelled out some money to look cooler.
  • by LordZardoz ( 155141 ) on Monday September 10, 2001 @06:38PM (#2275544)
    A few years back, a programmer working on Ultima Online was fired for selling in game items on e-bay. He would create the accounts on the server, stack in a few of the requested items, and then sell them.

    It could turn into an extra revenue stream for the developers if used very carefully, but such a thing would eventually destroy the game for average players. And here is another question for you to consider. Is it illegal for a hacker to create these items using a bug or hack, and then sell them for cash? And of course, I mean outside of the legality issues of hacking onto the servers in the first place.

    END COMMUNICATION
    • Some MUDs (small text ones) base their business models on this idea. It's probably a nice way to run the business by letting people play for free, then adding in little extras for a fee. I can see examples in the future where you have to bid for clan castle locations and the "best" locations go to the highest bidder, so clans, tons of rl people would pay for the best.
  • So what? (Score:5, Insightful)

    by cperciva ( 102828 ) on Monday September 10, 2001 @06:38PM (#2275545) Homepage
    Several people have posted complaining that these gamers are trading "real money" for "flipping a few bits inside a machine".

    Wake up guys, MONEY IS NO MORE REAL THAN THESE GAME ITEMS.

    What is the value of a $20 bill? The paper and ink (and metal threads, and whatever else they throw in these days) aren't worth very much. The value of a $20 bill is *whatever people will give you for it*.

    I think the people who are trading hundreds of dollars for these game items are paying far too much, but there is no inherent reason why such transactions are wrong.
    • MONEY IS NO MORE REAL THAN THESE GAME ITEMS

      It is no more real, but there are more people trying to make it hard to duplicate, and the penalties for being caught duping money is much higher then being caught duping a Helm Of Random-Name-Here...

      Plus there is a whole government agency that attempts to keep the value fairly stable (and like most government workers their success rate is pretty variable -- but sometimes it beats nothing).

      So I think that makes money a better long term investment then game bits.

      The value of a $20 bill is *whatever people will give you for it*.

      Plus the strong likelihood that most people will give you almost the same stuff for it next week as they will now (this is sometimes a disadvantage, frequently an advantage).

    • Uhhh, exactly $20 in the USA.

      Any questions?
    • Wrong (Score:3, Informative)

      by Galvatron ( 115029 )
      The usefulness of a $20 bill is backed by the United States Armed Forces. Read what it says on a bill sometime. It says "this note is legal tender for all debts, public and private." And the US Government means it.


      It used to be that people would write into contracts that a certain portion of debt had to be repaid in gold, as protection against devaluation of the dollar. By making the greenback legal tender, these sorts of contracts were made unenforcable. Furthermore, in the options and futures markets, one does not necessarily have to pay in shares of stock or barrels of oil, or whatever. One may instead delviver the fair market value of those goods. Finally, if you were to offer in trade a car in exchange for (for example) two cows, then you would be legally obligated to accept the dollar value of two cows.


      Basically what I'm driving at is this: it is illegal to refuse to accept US dollars within the borders of the US. You are right that hyperinflation could devalue currency very quickly, however as long as the police and, push come to shove, the armed forces, have enough power to keep the population in line, the value of a dollar cannot hit zero.


      That being said, I agree with your point that if people will give you money for your Diablo stuff, it has value. It is certainly a highly unstable investment, but that doesn't mean its necessarily worthless.

      • Re:Wrong (Score:4, Interesting)

        by EvlG ( 24576 ) on Monday September 10, 2001 @08:53PM (#2275933)
        I've often wondered about that statement "For all debts, public and private." Lots of things only let you pay by credit card these days (AT&T @Home Cable Internet service, for example). Is that legal? Don't they HAVE to accept cash somehow?

        Similarly, when you go in to a fast food place like Burger King, and they refuse any bill larger than $20 or a whole pile of change. How is that legal? If I show up with $100, its real US money, why don't they have to take it?

        Or are they required to take it, but will give you a real hard time about it?
        • Re:Wrong (Score:2, Informative)

          by bn557 ( 183935 )
          Because all of these places reserve the right to refuse service to anyone. It's their choice as to whether or not they'll serve you, and if you don't play by their rules, they won't serve you.

        • Re:Wrong (Score:2, Informative)

          by Sentry21 ( 8183 )
          Well, you don't have to give them a $20 or less, but at the same time, they don't have to give you a burger. This is the basis behind things of that sort - you don't have to agree to pay what they want you to pay in, but they don't have to do so either.

          Basically, you can tell Burger King 'I refuse to pay in $20 bills, I'm only going to pay in $100 bills', but they can say 'we don't want to sell you anything, please leave'. They don't -have- to take your business; contracts (buying a hamburger is an implied contract) are completely optional for both parties, and they don't have to enter into them if they don't want to.

          --Dan
        • legal tender (Score:4, Informative)

          by kaisyain ( 15013 ) on Monday September 10, 2001 @11:44PM (#2276299)
          "Legal tender" only applies to "payment for debts when tendered to a creditor. There is, however, no Federal law mandating that a person or organization must accept currency or coins as for payment for goods and/or services."

          read the full explanation [snopes2.com]
  • here's the problem (Score:3, Informative)

    by geekoid ( 135745 ) <dadinportlandNO@SPAMyahoo.com> on Monday September 10, 2001 @06:38PM (#2275546) Homepage Journal
    People take there high level characters and kill things at a much lower level just for the items. This is called farming.

    When this happens it takes away from the people who need that item for game play. There are whole guilds that just farm, and camp the monster with the items and don't allow anyone else to fight that monster, even if its neccesary for the continuation of the game.

    of course I have no sympathy for the makers of these game since they insist on not solving these problems programatically.

    Its really not that hard.

  • SOJ (Score:2, Informative)

    by niloroth ( 462586 )
    Its actually kind of funny, the "coin" of the Diablo 2 world (for in game trades at least) is a ring called the Stone of Jordan. Since it is rather good equipment, and only takes up one slot in the inventory, it made sense to be the standard monetary unit. Then everyone figured out ways to either dupe them (a way that you could trick the game into giving you two of them if you only had one to start) or ways to get them through gamboling for items. Now, one would expect that since there were so many fake ones out there, or that since there are so many of them, that the value of them would plummet. Oddly enough that hasn't happened, and most people who trade in game will start out by listing the item they have, and how many SOJ's they want for it. Now if only the US economy could work like that I wouldn't have to worry about getting laid off any time soon.
  • by chill ( 34294 ) on Monday September 10, 2001 @06:42PM (#2275563) Journal
    Just the idea of being able to go back to my parents and saying "See, you were wrong! I *can* make a living playing video games!" would be worth it.

    What the hell -- people auction off domain names. Isn't that the same thing? It isn't "real", either.
  • The wife... (Score:5, Interesting)

    by ryanwright ( 450832 ) on Monday September 10, 2001 @06:46PM (#2275579)
    A buddy of mine played Everquest every night for months. His wife constantly told him what a waste of time it was. Then, one day, he got tired of the game and sold his high level character on EBay for $1500. She hasn't bothered him about playing games since.

    This sort of thing is no worse than the Beanie Baby craze. If you can make good money playing games (or buying and selling stuffed dolls for hundreds more than the 50 cents worth of material they're made of), more power to you. I'm not into gaming as much as I used to be, but if I was I'd be more than happy to harvest items and sell them for cash. Talk about the ultimate job.
    • by FFFish ( 7567 )
      The wife, on the other hand...

      ...made $150 000 selling pictures of herself masturbating, because her hubby was too damn busy playing Everquest to give her the bone.
    • A buddy of mine played Everquest every night for months. His wife constantly told him what a waste of time it was. Then, one day, he got tired of the game and sold his high level character on EBay for $1500. She hasn't bothered him about playing games since.

      Er, izzat because he isn't playing Everquest all the time any more, or for some other (unrelated) reason?
  • by sinster ( 518986 ) <sinster@NOsPaM.ballistictech.net> on Monday September 10, 2001 @06:50PM (#2275595) Homepage
    Ok, so you've got $25,000 eating a hole in your pocket and you want to buy that extra-special Sword of Sudden Doom (and tomato slicing) in Evercrack, DiabloII, .

    Sure, you can probably find someone to sell it to you. Sure, you can pick it up and start using it in game. Sure, it'll help you survive (probably by a large margin). But then where's the fun?

    The game /is/ the suffering and stress and paranoia of the lower levels. It's the effort and intrigue it takes to survive at those lower levels and work you way up. Once you get up high and don't have to worry any more, the game's over. So throw away your character and start a new one from scratch.

    If you leapfrog that whole phase and jump right into the uber-powered elite, then you've just skipped over all the enjoyment. It's just like when I was playing AD&D all the time and constantly encountering players who didn't want to play mages below 5th level "because it was just too hard". Phtt. Rodents.

    Sure, I'll accept that the overwhelming majority of players out there don't appreciate the pleasure of struggling at the low power levels. These guys just hate that low level crap and want to get over to wailing on critters so large that only its ankle appears on their monitors.

    Let these guys waste their money robbing themselves of the true pleasure of the game. It doesn't do anything to reduce my pleasure, and it removes these weenies from my immediate surroundings.

    They're doing what they want and giving me a reason to call them lamers. I like that. Everyone wins.
    • I like your perspective!

      I completely agree that the challenge is the whole point of the game. Of course winning is fun, but of course I enjoy the process. It is a game. That is why games are cool.

      Maybe I should start a game that allows people to win immediately. "Click here to win." I wonder if I would get any takers.
    • "The game /is/ the suffering and stress and paranoia of the lower levels"

      That couldn't be farther from the truth.

      Diablo 2 (with expansion, since that's what most people on the Closed Battle.net realms* use these days) has 3 difficulty levels and 5 acts. The difficulty levels are normal, nightmare and hell. You must beat each act in sequence progress to the next difficulty level.

      Normal is easy. Normal is *ridiculously* easy. The ONLY way to make normal SLIGHTLY difficult is to play a sick variant character (like a sorceress that doesn't use spells and tries to compete in melee combat).

      Normal is also boring. There's no fear of dying. The first act plays the same every single time, and it's damn slow.

      Never mind that each character class will generally play the same way through normal. It normally isn't until you reach mid nightmare or hell that a specific character is developed enough (with skill distribution and equipment) for you to start being able to use strategies you've developed or had in mind for the character.

      "Sure, I'll accept that the overwhelming majority of players out there don't appreciate the pleasure of struggling at the low power levels. These guys just hate that low level crap and want to get over to wailing on critters so large that only its ankle appears on their monitors."

      Perhaps there's a reason for this? Why do people play video games. In most cases it's to have fun, right? What would most people consider to be more fun, tromping around a small grassy field with a disk of wood strapped to one forearm and a small pointy piece of metal strapped to the other, poking zombies that are so slow they routinely die before they can even take a swing at you...or running (or teleporting) around wearing a powerful set of armor you wrested from the cold body of some vile demon, wielding a magical weapon you had to work long and hard to acquire, fighting hordes of demons that *will* kill you if you falter? There are reasons most people like the mid-to-end-game more than the early game. What's wrong with that?

      "Let these guys waste their money robbing themselves of the true pleasure of the game. It doesn't do anything to reduce my pleasure, and it removes these weenies from my immediate surroundings."

      Obviously you think something is wrong with that. They're "weenies" and "robbing themselves of the true pleasure of the game." This is the "true pleasure" defined by you, right? Where no one else could really be enjoying the game as much as you are because they aren't playing the game the way that gives you the most enjoyment?

      "They're doing what they want and giving me a reason to call them lamers. I like that. Everyone wins."

      What reason is that? The fact that they:

      a. don't enjoy playing the game the way you do
      b. do what they want and not what you want

      I'm not convinced those are reasons enough to call people lamers. Sorry, take your rant elsewhere.

      ~Moller
  • by sterno ( 16320 ) on Monday September 10, 2001 @06:51PM (#2275599) Homepage
    The one problem I can see with having virtual items being sold for real currency is that ultimately the market for items in the on-line world is very malleable. The value of items is ultimately dependent on their scarcity and when the scarcity of an item is as simple as a changed parameter in a computer system, I can see real problems developing.

    A couple examples of what could go wrong:

    1) Somebody buys an item for $1000 figuring that it's going to go up in value. A few days later, the game designers decide to make that item very common. Can the game designers be held liable for financial losses incurred by that person's failed speculation?

    2) In a permutation on item 1, what if the developers had made that change intentionally to destroy the market for those items?

    3) What if a game designer adds a powerful item so that they can corner the market, selling them off for a handsome profit?

    4) What if a bug in the system accidentally causes a fluctuation in the scarcity of a particular item (making it much easier to come by)?
    • These are the reasons that most publishers/developers include something in the license making the selling of characters and equipment from their game illegal. They don't usually do much to prevent such exchanges, but they make sure that everyone has to click a button that says they won't do it. That makes them legally irresponsible for what may happen to your money. As for how these things affect gamers and the folks tht sell the equipment...well, just take a look at EverQuest. EQ gets patches constantly, and they often change the power and rarity of various items - therefor changing their value. People are constantly complaining about how the economy has been screwed up in EQ. I don't think I've seen a single patch come out that didn't receive some kind of "now my stuff is worthless" comment. People aren't too happy when that happens, but they don't have much recourse. If you're willing to spend the money on a "virtual" item, then you better be willing to take the very real risks involved.

      yrs,
      Ephemeriis
  • This Just In...

    IMF endorses Everquest as economic development platform for emerging nations.

    Think about it. MMORPG's have succeeded in creating one of the only virtual economic systems that has established trade & currency rates against the world's established economies.

    You could take a computer and satellite net access nearly anywhere, teach someone who currently makes US $0.35 a day how to play the game, and make back the investment of computer and net access withing a few months. After that, an adapted player might be able to make $2/hr-$100/hr. Most of these sales might not support an american in the lifestyle they have become accustomed to, but nearly all of these reported bounties might go a long way towards (as mentioned) funding a college tuition or even the development of a whole community.

    It might be far fetched, but it also might be the leading edge of some of the things the net promised and never delivered in the .com age. Global economies that lessen the spread between the haves and the have nots.

    Since I'm way out on a ledge predicting things that will probably never happen let me continue.

    2004: After launching a mostly unsuccessful MMORPG company XYZCorp slowly begins selling rare items via ebay on the sly. Discovered and villified by the press and fans, this company's game is soon abandoned. However, it plants the seed in a few heads.

    2007: Company ABCCorp launches an MMORPG that includes various features, items and abilities that can be augmented by paying ABCCorp directly.

    2013: A "lottery" MMORPG is created that includes a complex form of gambling that involves paying for the opportunity to enter areas, receive quests and conduct raids. HAlf of this money is returned to the game in the form of prize pools that reward the luckiest and most dedicated players with cash prizes for completing very hard tests & adventures. Incredible feats and new discoveries could pay out "lottery" style winning of tens of thousands of dollars.

    sleeper

    (OK, I am putting down the crack pipe now)
  • Problem? (Score:3, Interesting)

    by Rimbo ( 139781 ) <rimbosity@sbcglo[ ].net ['bal' in gap]> on Monday September 10, 2001 @06:56PM (#2275621) Homepage Journal
    I don't think it's a problem in the sense that it's spoiling the fun of the game for others, in the sense that it's cheating, or anything. It's just like buying and selling Magic cards or something like that. It doesn't spoil everything for the people who just like to play from time to time.

    It can be a problem for those who spend more money than they have, and end up going into debt or denying themselves food and the like for weapons.

    It's the same as any other hobby, y'know? Why single it out as a "problem" because it's with video games instead of baseball cards or something?
  • in Half-Life it is only my skill which changes my ability to get a weapon. And if it is gone, I just wait for a while and it will be back. And if not I just kill the next sucker standing by and get it. But now for the serious comment. Besides playing stupid online shooters I still play MUDs (Multi-User-Dungeons), the good ol' text based ones. We are definitely not as massive as these new Ecoquest, Ultima Online, and whatever but we see the same problems. People offering (virtual) money for swords, to kill somebody, a quest or whatever you can achieve in the game. We don't carry it out on ebay, though. If virtual money (which belongs to the game) is offered, I do not see any problems with that. You earn the money in the game and everybody has basically the same chance to do so. In the real-world (and please no "that's capitalism" replies now) not everyone has the same chance. And some people might get incredible powerful in a very short time. And that kills the fun in the game (IMHO). In those MUDs I play, you have admins that take care of it. You even have a player council that might take care of it. I am looking forward to play Neverwinter Nights [neverwinternights.com], an RPG that will allow 64 simultaneous players. I can run my own server and if people wreck the game, they get banned (/evil grin).
  • recent ebay sales (Score:4, Interesting)

    by J.J. ( 27067 ) on Monday September 10, 2001 @07:15PM (#2275687)
    • The funny thing is, two of those auctions are for BUGGED items.

      $700 Diablo 2 II USWest LOD INSANE 344% MF BOW?! [ebay.com]

      $500 Diablo 2 II USWest Pally Paladin +6 Ring +6! [ebay.com] [ebay.com]

      Both of these items were created because of bugs on battle.net's closed servers. Blizzard has stated that these items WILL BE DELETED when the bugs are fixed. They're also most likely prone to random morphing and other such strange occurances as Blizzard changes game code server side.

      So you have people paying real money for items that are guaranteed to go away.

      More on the buggy items at Diabloii.net [diabloii.net]. Including this quote: "Blizzard is aware of these buggy items, and there are plans to wipe them from the realms in the future, so it's not a real good idea to trade big for one, since it might vanish at any time.

      ~Moller

  • by Mike Buddha ( 10734 ) on Monday September 10, 2001 @07:16PM (#2275692)
    I did some hunting around on e-bay to see how viable this really is. I found that of the 5227 items that popped up in a search for "diablo 2":

    4397 of the items were priced less than $10.

    456 of the items were priced between $11-25.

    227 of the items were priced between $26-$50.

    95 items were priced between $51-$100.

    38 items were priced between $101-$200.

    and 14 were priced higher than $201 (and one of those 14 isn't related to the game, it's a windsurfing sail).

    Eyeballing the lists, it appears that more than half of the auctions at all level have no bids. This is just a guesstimate (I don't have time to count up the number of bids on the 5,080 items less than $50, it is true for the items over $51)

    I'm highly skeptical that anyone could routinely make >$5000 month, easy, as is claimed by the guy in the article.
  • Finally... (Score:2, Funny)

    by cyba ( 25058 )
    ... you can make money with the Internet :)
  • Item cost VS. time (Score:3, Interesting)

    by supabeast! ( 84658 ) on Monday September 10, 2001 @07:36PM (#2275748)
    I am a Sysadmin. I do not work cheap. My services run a minimum of $25 an hour, which is not cheap (Although if I wanted a much more intense job I could get double that.).

    I play EverQuest in my free time. In EverQuest, there is a very cool item I wanted called A Flowing Black Silk Sash. The sash is a rather powerful item, is always in demand, and is somewhat rare. This has created conditions that make getting the sash take anywhere from a few hours with help from some friends, to a few days with a bit of luck. Given my character's status on her server, it probably would have taken me six to twelve hours to get this item. That works out to $150-$300 US of my time.

    Instead, I tracked down someone selling his EverQuest account on ebay. I emailed him to see if he had said sash for sale on one of his characters, and sure enough he did. Within 24 hours we had exchanged the money via paypal and the item in game. Total cost to me = $100 and about ten minutes of free time, and I actually did the work while on the job. I was then able to use those extra hours study new things to do as a sysadmin, thus increasing my marketability, and in the long run, my overall salary.

    Some people call me a cheater, I think of myself as economically minded.
    • I am a Sysadmin. I do not work cheap. My services run a minimum of $25 an hour, which is not cheap (Although if I wanted a much more intense job I could get double that.).

      Sounds cheap to me, the guy who fixed my roof charged me $40 an hour and that was a bargain compared to the going rate arround here.

      If the game is soooo boring that you charge the time you would spend playing it one wonders why you bother. Before I stopped consulting I charged $400 an hour for my time, at that rate it would cost me about $2,000 to hear Gotterdamerung, perhaps I should send someone to Beyreuth to listen to it for me? If I sent them coach class I could save big on the airfare as well.

    • I am a Sysadmin. I do not work cheap. My services run a minimum of $25 an hour, which is not cheap
      Oh GEE, a whole $25/hour. That makes you a high-paid upper-class consultant, pullin down $50k/year.

      Just a note: $50k/year is cheap. very very very cheap.

      • I have just over a year of experience, so I am actually doing pretty well. I also meant that in comparison to the fact that the average salary for most single men my age in America is around $20,000 a year less than that.
  • This type of selling is pretty common on quite a few online games, the big exception being EverQuest since Sony/Verant takes active steps to avoid the sale of virtual items/characters.


    A couple of friends of mine made some serious amounts of money selling/buying/trading Asheron's Call characters and items last year. You'd be surprised how close to 'real world' markets some of these deals went...Often they would buy a character with decent items cheap on eBay, hold it for a week, and then just split the character up and sell the items and character seperately making a profit on the whole deal..Somewhat similar to robber barons buying up companies, spliting them up and selling off the pieces. Pay Pal and eBay both acted as great facilitators, with electronic money changing hands back and forth fludily between parties.


    Having said that, no, I really don't understand the mindset of someone who pays $500 or more for 'uberloot' or a very high level character.

  • Hey, am I cheating when I pay to somebody to clean my room every week, just because you're lame and have to do it yourself? I have better things to do with my time and I can earn more money then I spend in the time I save by not doing it.

    Trust me, I can do more, way more, than I spend on a virtual item than I would invest in my time to get it. Not that I would ever buy some, but I have played virtual games a lot and I know what kind of killer it is!

    And to be honest, I rather pay $25 for a virtual sword that I for a DVD, because I will have way more fun with it. People have just no idea about what the real value of money is, when they complain about these purchases or sound like its any good living.

    Oh, my so two skilled computer wizards got $2000 cash each in two weeks. Is this anything special? There are people paid way more for computer support and its as virtual as these items. :)

  • by Ironfist.cmg ( 246206 ) on Monday September 10, 2001 @08:35PM (#2275904)
    I have a fairly high-level Diablo II character, a level 70 barbarian who has completed all quests to include the newly-added Act 5 quests from the expansion pack, all in Hell difficulty.

    He's already got some real kick-ass gear, chief among those a war club capable of basically insta-gibbing Andariel on normal difficulty and a set of ancient plate providing 700+ in defense.

    Now, I've had some folks lambast my character due to the fact that he uses this big old hammer without the use of a shield, but I figure that's okay: It's within his character to get hit a bunch by the boogerheads, and I accept that outcome during a normal gaming session.

    Now, with the expansion pack, I see on Diabloii.net that there is this new item set that seems for all intents and purposes to be genetically designed for my character: big honkin' hammer, plate, belt, boots, gauntlets, and helmet -- all way more better than what he's currently packing.

    Now that he's passed all the trials before him, I see no better way for him as a character to wile away the days than to search for that complete item set.

    However, in all honesty, it would me/him YEARS to collect them.

    I myself would pay a premium for the complete set from some other D2 player, but certainly not in triple-digits. I would do so because the D2 character I run in question is ready to ascend to NPC status, I have no interest whatsoever in playing him other than to have him help out other folks finish the necessary quests.

    Maybe I might be interested in getting him to clvl 99, but not nearly as much as I'd like to see him get that set.

    I'm ready to retire him to being a secondary character to someone else's adventure, I'd just like to get him 100% complete in the process.

    If the game itself would only drop *one* of those items, I'd forego the monetary route, but in all sad honesty, it's not gonna happen.

    Does this make sense?

    IF.cmg
  • Many MMORP companies now include a clause in the user license agreement that says something to the effect of:

    "we reserver the right to ban your account(s) or revoke item(s) without prior notice if you are caught selling items outside of the game."

    This phenomenon has given rise to new terms such as "item farmers" and "rare-drop campers". These groups of unprincipled players make it nearly impossible for a small party or individual to "win" the item(s) through proper gameplay and skill. This has a deleterious effect on the gameplay and reduces the overal value of the game experience for all the other players. What economists call a negative externality, that is to say a negative result for a third party to the original transaction. In this case other players being unable to acquire rare items in the ways that the game designers originally intended because people are greedy and take them to sell offline. If you play these games (Ultima, Everquest, et al) and you participate in the selling of game items outside of the game then I respectfully ask you to consider the harm that you are doing to the game. In the same way that parasistes are not beneficial to the host so you too are not beneficial to the growth and continued enjoyment of the industry or the game. If you get your account baned for selling items outside of the game believe me when I say that nobody will sympathise with your plight in the least. In conclusion, Please do not sell game items outside of the game (eBay, BidBay, whatever). If you are a player who buys from these people then you are just as much a part of the problem. Remember that as long as people demand these kinds of transactions somebody will supply them. If you care about the game and its continued growth then you will not engage in these kinds of purchases. Thank you for reading.
  • that this is very real. I know someone who definately makes very good money off selling diablo-2 equipment online.

    Contrary to what people think...most of the sales are NOT for large money. They are from a couple bucks to about $20, that's it. You make the money on volume.

    It's not like it takes no effort either. The time taken to acquire the gear, complete the auctions, devlier items, post new auctions, etc, can be considerable.

    Some say it's rediculous; I say, it's great. Some people can play D2 for 6 hours a day or more. Some have jobs, and can only play a couple hours.. so they have the option of going online, and reliably buying a few cool items to play with, rather than spending the time (time is money).

    Cheers.
  • Sound like my ex girlfriend...

    "Bloody hell josh, it's a car, you'll never get your money back"

    "You're gonna do WHAT to your car now!!?!??!?"

    Same sort of thing... To me, it's money well spent (I don't expect it back, I expect increased enjoyment driving my car), but she just couldn't understand it.
  • I mean, come on. A fool and his money? These people are clearly idiots, and they're going to waste their money on SOMEthing. So why not bilk them for items? That's how I would feel about it.

    Sadly, the only game I have godly items for is Diablo 1, and those don't sell too well (plus there's that whole sentimental value thing ;-). The only part about it that really annoys me is people "buying their way to power" and gaining godly suits of equipment without having to gain the tiniest bit of skill in whatever game it is. So in a sense it ruins the challenge factor of the game, but twinking is certainly nothing new and there is no argument that will make them stop. ;-)

    Just learn to live with it, and to laugh at the cretins who paid 100 bucks for a Stone of Jordan.

    -Kasreyn

Get hold of portable property. -- Charles Dickens, "Great Expectations"

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