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Counter-Strike's player economy is in a freefall

polygon.com

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Re: Counter-Strike's player economy is in a freefall

#561

"video game player economy" shouldn't be a phrase that exist.

I mean a lot of games entire point/gameplay is economy like Eve online.... There is such a thing as a fun pro player version of this.... But real life money incentive makes it gross or scammy.

Re: Counter-Strike's player economy is in a freefall

#562

Earlier quoted context omitted.

Yes, they provide the API that those sites need to function. That doesn't mean the API is exclusively for those sites. Just that Valve is the one enabling those sites, they're not completely independent.

Nonsense argument. They provide an api that players use, that can also be used by boys to perform trades. Maybe the problem you have with this is that they can do trades.

I really don't get what you're confused about. Yes, the existence of the API is good and useful. What Valve should do, if they really cared about stopping CS or TF2 gambling, is to limit access to this API for the gambling sites. The API should ONLY be accessible to individual players. That means IP restrictions, client agent sniffing, bot behavior analysis, etc - not trivial, and not foolproof, but also not exactly rocket science.

Re: Counter-Strike's player economy is in a freefall

#563

Earlier quoted context omitted.

> because of a common, innate fascination with guns Your brain after 200+ years of american propaganda... it's innate in the sense that you're bathed in it from birth through movies and games, and that a good chunk of your economy relies on producing weapons and using them.

I feel like young males in all times would be innately fascinated with equivalents like bows and arrows and swords.

Yet most computer games employ firearms and the targets are other humans, rarely (but of course not never) you hunt and gather food for survival. Don't get me wrong, I played my fair share of games from the earliest 8bit machines in the eighties to modern day shooters but in my opinion glorification comes unintended and killing is a cheap game mechanic, and has always been: here, in backwater European country, middle of nowhere, we have zero domestic gun violence, maybe even 0.0001% is just too much.

Re: Counter-Strike's player economy is in a freefall

#564
post #507
post #259

Earlier quoted context omitted.

"I misread the minimum specifications" does not a faulty ware make.

Neither does "my PC runs a thousand different games but this one crashes" a faulty computer make. Battlefield 6 won't run on your PC unless it has SecureBoot enabled. It's not included in "minimum specifications."

I don't see how that is relevant to Oblivion, nor how you'd buy Battlefield 6 plastic wrapped in a store.

Re: Counter-Strike's player economy is in a freefall

#565
post #245
post #166

> Prior to the most recent update, some Knives, like a Doppler Ruby Butterfly Knife, could fetch around $20,000 on third-party storefronts like CSFloat. How many whales are buying an in-game cosmetic for $20K for their own use? How much of this is day-trading? How much is investing? How much is fabricated by trading platforms? How much is money laundering? How much is a criminal payments channel?

I thought the same. Surely the number of people buying a 20k knife so it looks good when they play must be extremely low. The bulk have to be speculators.

The number is probably nonzero but those are the whales, the kids of the super rich who have millions to blow on trivial shit. The rest will be in it for trading, for the potential that either another trader will buy their stuff for more (in the hopes that it will appreciate more) or one of those whales will.

But it's probably mostly money laundering, I wouldn't be surprised if the crypto market is tightly integrated in it too. Buy using crypto, sell using fiat, ???, cash.

Re: Counter-Strike's player economy is in a freefall

#566

Earlier quoted context omitted.

Grandma for Christmas? Really, have you never been a child? They obviously didn’t get it for that specific purpose, that’s for sure.

Yes, and I never ran around with cash. Supposing I did get a cash gift before my teens, it would just sit in the "bank" i.e. a box in the dresser. Of course there were no gift cards or any of that crap back then, which is what you'd expect to receive today. I mean, as an adult now, what are you likely to receive: a gift card from a relative, or cash? There's zero reason for a child to carry cash for no purpose. At an…

So we should be locking kids out of the entire cash economy instead of just banning gambling microtransactions in games?

Btw. here they might need cash to take the bus home. And yes, people here let kids do that alone. Maybe because we live in a civilized society, who knows.

Re: Counter-Strike's player economy is in a freefall

#567
post #155

CS is wild. I used to play and have like 40+ cases from free post-match drops. Because those cases are no longer supplied, the prices have been creeping up and to the right for years now; from $0.40 to $20+. I don't even know why people still buy these, but I will basically never have to pay for a Steam game again.

I had to check but I barely played CS:GO. I have a 5 year veteran coin, untradeable, that's it lol. I also have a $0.03 gun for Payday 2, lol.

Nearly 300 "trading cards" but they're all valued between $0.03 and $0.10 at best. Weirdly enough, even the randomest games still get some trading volume. I seriously doubt people are buying cards from random games to complete collections in those volumes, and fully expect it to be bot driven and / or some kind of scam. But I assume Valve gets a percentage for every transaction so they don't really care.

Re: Counter-Strike's player economy is in a freefall

#568
post #521

Earlier quoted context omitted.

Kids aren't the ones spending $12k on rare skins, they're buying keys to open lootboxes.

Same question. How are they buying things online at all? Whether $12k or $1.20?

Counter Strike has weekly drops, you get a case and some random skin. Usually those are not worth much themselves, except maybe for the case. People then sell these weekly drops on the community market and get Steam balance. Sell enough to afford a key (+case).

In other cases kids might have access to their parents payment methods, or they can buy prepaid cards from places like gas stations. I used to do this to buy games when I was younger and my parents wouldn't buy games for me.

Valve doesn't prevent anyone from opening cases. There is no KYC.

Re: Counter-Strike's player economy is in a freefall

#569
post #114

Earlier quoted context omitted.

World War 2 took at most about a decade (depending on who you ask). The history of development of our technology is much, much longer. I doubt 'most of our technology' is based on anything that happened in WW2.

It's just that technologies are all connected, so if you want to make them look bad you can do so. Is fixation of nitrogen into ammonia something that improved billions of lives through fertilizer, or something that enabled manufacture of many millions of tons of explosives? It's both.

Sure, no question about that. I'm just objecting to connecting everything to WW2. There were plenty of other wars before and after and even at the same time.

Re: Counter-Strike's player economy is in a freefall

#570

It's complicated. Many "loot" systems in games fall somewhere between pure gambling (roulette, lottery) and a skill/effort based component. E.g. in popular MMOs "mobs" have loot tables, usually dropping worthless stuff on kill, but with a 0.0001% chance of "awsome". You can kill these 5/sec when geared up. Is this "gambling"? You can also buy "gold" for real dollars to buy those items of the "auction house" from peop…

It depends on the game; notably, FFXIV does not allow trading most of the drops you get from the boss fights, so anyone that has a rare mount from one of those "earned" them themselves.

Of course, there's also a market for characters - there's bot / player farms of people leveling characters and acquiring these rarities which then get sold to whales. I don't believe it's a particularly big market though.

There is also a market for leveled characters, as people don't want to spend the time to do so themselves, but they (and I'm sure all other MMOs too nowadays) offer a paid for level boost that takes you to the current max level - 10, at a price point that directly competes with bots.

One issue XIV still has is gold farming and selling bots, they don't offer a means to directly buy gold. Closest thing is buying pure white/black dyes for real money, which can be sold in-game. I suspect it's a PR tradeoff, that is, "boo at people just buying gold".

Of course, XIV has a bit of an inflation issue I think, not enough money sinks. They'll add a new mount that costs 7.5 million in an expansion which will remove some money from the economy, but I don't think it's enough.

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