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Diablo 2 Items Bringing Home the Bacon

||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?"

3 of 329 comments (clear)

  1. Infoceptor had great coverage by Johnso · · Score: 5, Informative

    Check this out. I'm dropping out of school now =).

    --
    I'm a signature virus. Please copy me to your signature so I can replicate.
  2. This has been tried by chazR · · Score: 5, Informative

    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}

  3. More clarifications by moller · · Score: 5, Informative

    "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. 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