[MUD-Dev] BIZ: Ban selling of in-game items for real cash?

Kwon J. Ekstrom justice at softhome.net
Fri Jun 11 18:22:13 CEST 2004


Matt Mihaly wrote:
> From: Kwon J. Ekstrom

>>Thanks, I dislike "banning" practices from players... doing so

> So banning, say, in-game sexual harassment isn't worthwhile? I'm
> going to go ahead and strongly disagree with you there.

Oh, we agree that sexual harrassment should be banned...

However I don't see the logic of this statement?  Is giving away an
bought item equiv to sexual harrassment?

The word "dislike" is defined as "To regard with distaste or
aversion." according to dictionary.com

This statement doesn't deserve any more response...

>> IMHO, I believe that anything that can happen to a normal item
>> should apply to purchased items.

> Nod, I understand that's your opinion, but why? Is that just your
> personal preference from you-the-player or is there a reason for
> it beyond that that you can back up with data or experience? I
> don't think there are many people (any people?) on this list with
> longer experience as a developer whose business model is built
> around selling in-game items, and I'm missing your logic here.

Lets put things into perspective shall we?

Here's what I was talking about:

Any damage an item takes when not in it's owner's possession is
irrepairable.  (depreciation)

You can add this (I posted on it, but it got returned, the spam
filter doesn't like acronyms apparently...)

2. An item may be transfered to a new owner for a small fee.  (sales
tax)

Depreciation devalues items... used items simply aren't as good as
new. Items sold in the secondary market are automatically removed
from the game, causing any secondary market to be unstable at best.

Sales Tax, prevents further depreciation.  It also makes sure you
get your fingers into the secondary market without having to do
anything.

Under these conditions, I don't see why bought items should be
treated differently.

It's not an outright ban, it provides income from the secondary
market. The players can get their hands on the goods for cheaper,
perhaps

> think there are many people (any people?) on this list with longer
> experience as a developer whose business model is built around
> selling in-game items, and I'm missing your logic here.

Simply because it works for you (or me for that matter) does not
mean that it is the only possibility.  I've stated my opinion with
ideas on what might work.

-- Kwon J. Ekstrom
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