Real Money Trade: Difference between revisions

m
Copyedit (minor)
m (Copyedit (minor))
 
(2 intermediate revisions by one other user not shown)
Line 52:
* ''[[Kingdom of Loathing]]'' doesn't allow RMT between players, but there is an accessory you receive by donating $10 to the game. It is generally valued at about the amount of meat (in-game currency) that a reasonably well-equipped character could expect to make in a month's worth of farming for it. Because it is very easy to sell the accessory at the current market price, said price works as a very practical real-money-to-meat exchange rate, albeit a one-way one (the accessory's price also serves as a key indicator of the in-game economy.)
** The accessory is also used to purchase [[Bribing Your Way to Victory]] items, which can lead to canny investors making a meat profit via the market when the next Item of the Month is out and the old one becomes a limited commodity. This is also perfectly acceptable, as there's still no way to trade meat for cash.
* Check the banners on this particular page. Right there.
* [[Maple Story]] on occasion sells Money Sacks, which is exactly what it says on the tin. The downside? The illegal market for such things is at a better rate.
* Although ''[[Magic: The Gathering]] Online'' encourages one to use their in-game trading and auction sites, they don't come down heavy on players who sell Online cards through outside sources, mainly because in-game trading and auctions don't give real money back (rather, they use game tickets, which are used to enter tournaments). In effect, using Ebay to sell MTGO cards is pretty much exactly like using Ebay to sell real Magic cards.
* Valve preempted this by including the Mann Co. store in ''[[Team Fortress 2]]'' alongside trading. The in game store has just about every item in the game, all of which can be obtained through the random drop system. There is still a small market in Unusual hats, something of a status symbol amongst players.
** The Unusual Hats created an inverse of RMT, specifically in that several in-game items were given pricings similar to real world dollars. A Mann.Co Key is worth 2.50 dollars in real life, and could be traded for 2.5 refined metal in-game. Therefore many players considered 1 refined metal to be the same as a dollar, resulting in wild prices based around the refined metal and it's lesser forms. Entire spreadsheets, auctions and guides are made on "how to trade" in-game, which has leaked into other Steam-related games after the advent of the gift system and Steam Trading (you can even buy other games with Team Fortress 2 Metals).
* In a decision which has proved quite... divisive so far, Blizzard, the makers of the above-mentioned ''[[World of Warcraft]]'', have announced that the in-game auction house in [[Diablo|Diablo III]] will allow players to buy and sell items in real-world money as well as in in-game gold. How''Eventually'' thisit willwas playremoved outfrom isthe yetgame, toand bewas seennever in the console ports, but the PC version never got the rebalancing of item rarity that the console versions did.
** This could have been an attempt to gain control of the black market [[RMT]] that was somewhat prevalent in the online communities of the first two games, especially in Asia.
* Amazon Game's handling of the western release of ''[[Lost Ark]]'' provides an odd example where RMT bots, while officially banned, were allowed to exist to inflate apparent player count. This means the game is consistently in Steam's top 3 highest player counts at ~300,000 players average (as of the end of 2022), but over 250,000 of these "players" are thought to be bots.
 
{{reflist}}