Legendary / Set items Immenseley Undertuned, High-end Weapons Trivialized
Posted 20 May 2012 by Azzure

As more and more people hit level 60, it is becoming apparent that Blizzard may have drastically and unintentionally trivialized end-game weapons and items. Relatively common Magic weapons found on vendors and elite packs are cropping up at very fast rates, and they are better than the best Legendaries in the game.

All that is needed to get the highest DPS weapons in the game is to hit level 60 and kill a few inferno packs and hope a weapon drops with a + damage mod on it (these are relatively common).
There is a thread about this issue on the main forums that has yielded a Bashiok response:

Blizzard Quote:
Intended design is for an end-game characters to have a mixture of set/legendary, rare, and crafted items.
Legendary items are commonly not going to be the best items. It’s a title that denotes a named item, with set stats, and a unique model. It does not mean they’re the best items.
Completely random rares will be the best items in the game if they roll up the right stats.
….
The problem is legendary items are complete garbage currently. It was fun to find a great legendary in D2. It is no fun to find rares. It isn’t hard to understand, legendaries should be much, much better then they are, and there should be more of them.

Common, Blue weapons having double the damage on them then the “best” legendary weapons is a broken design, if your goal is to make a fun game.

I will take that feedback. Thank you.

As to the “more of them”, Diablo III at launch has more Legendaries than Diablo II had at launch. I’m sure we’ll add more as time goes on, but I do not agree that we don’t already have a lot.
….
Loot is messed up, period. This is carrot on a stick gameplay. It’s a simple idea. If most of the time you finally catch a carrot and it’s rotten, eventually you just stop giving chase.

If you’d like to give any specifics I’d be happy to write them down.

I fully agree with the sentiment in that thread.

Here are just two of the MANY examples below:

Considering how much rarer Legendaries are than magical weapons, it looks like someone really dropped the ball on this one. Here is the “best” Legendary sword in the game, Azurewrath:

Even a perfectly rolled Azurewrath has less DPS than a mere magical weapon. While some might say, “But legendaries have other stats!!”, everybody knows that Weapon damage is the most important thing on a weapon, and the bottom line is a common magical item should not have that much DPS, in comparison to insanely rare Legendary items.

This is a big problem that will have permanent implications on the longevity of the game. This needs to be fixed before more of these easy-to-get insanely powerful weapons further contaminate the item pool.

As many will recall, I have previously written and been very vocal about how having all of these balanced and good affixes in the game, and not having crappy affixes to offset the % chances to get good items is potentially game-breaking.

Here is what I have previously written:

To be quite blunt, I am not at all a fan of the homogenization of item stats in Diablo 3. I don’t like that every single affix equally benefits every class and spec. Why? Because it’s uninteresting, boring and simplified to the point of having little to no diversity. It’s trivial and basic, turning a complex and interesting item system into a simple and basic decision that you can’t possibly get wrong. It leads to items being so generic that their value is just a matter of taste, rather than being actually superior for X spec. In short, it’s boring and very MMO-like.

In Diablo 2, an item had to have the following to be awesome:

A) The right Affix combinations, and little to no wasted affixes (ie caster-friendly stats to match a caster-item, rather than strength, lifesteal etc.)
B) The right item-type to match the affixes. (caster stats for light armor, melee stats for 2h-heavy weaps etc)
C) The top-end affix range for the affixes (ie 290 out of 300% enhanced damage over say, 83 out of 300%)
D) A large number of Affixes.

So if you found a Rare 2-hand axe, you would needed it to have melee friendly stats, and not have wasted affixes like Faster Cast Rate and + Energy etc. That alone had low probability, since there were so many affixes in the pool, and rolling multiple affixes that complemented the class/item was very rare. On top of this, because it is a Weapon-class item, it MUST have the Enhanced damage stat or it is trash. So the requirement of having that Affix roll on the item dramatically reduces the probability further. And finally, you would need it to have high-range stats of its affixes. And the more you had the better. This criteria is so difficult to achieve that it made the item-system in Diablo 2 virtually unconquerable (until the super-powerful Runes came in a later patch). You would always be able to get better items.

In Diablo 3 on the other hand, thus far has very generic, balanced and equally useful affixes no matter what your class or spec is. In fact, before the recent changes to Attribute points, every single affix was more or less equally useful for every single class/spec. In addition to this, item-types in Diablo 3 are far more homogenized, meaning that every class can use virtually every item-type (some restrictions). Wizards can use big 2h swords. Armors have no requirements, usable by all. This further moves away from the D2-style model of low-probability awesome items. It means that when you roll up a rare item, all of its stats are useful, and the criteria for an item to be good is drastically lowered to only one thing: High Stat Ranges.

Update: A 1027 DPS 1hand Magic sword. So if you had any doubts previously, here you go:

Tagged As: | Categories: Items | 22 Comments

RMAH Coming May 29th, Market Tracker Coming Soon!
Posted 19 May 2012 by Azzure

The Real Money Auction house is now scheduled to debut on May 29th, after a short delay due to server problems:

Blizzard Quote:
As we mentioned earlier this week, we’ve decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. Our new estimated date for the launch of this new system is Tuesday, May 29.

To learn more about the auction house system, have a look at the comprehensive Auction House Guide or check out the updated Auction House FAQ.

So what do you guys think gold will float at? $1.00 = ? I’m going to speculate around $1.00 = 30,000g!

We have been working really hard on our Market tracker and it will be ready to go at RMAH launch day. It is looking totally awesome and we can’t wait! So far, the Gold Auction house has reinforced to us the importance of having this site, and just how valuable and helpful to we want this site to be for all Diablo 3 players. The fog will soon be lifted, and players will finally be able to see how things are priced, how prices are changing, and all kinds of interesting statistics. Visibility of the Diablo 3 economy is coming!

Tagged As: | Categories: Market News, RMAH, Site News | 10 Comments

RMAH Delayed, Commodity Prices Fluctuating
Posted 18 May 2012 by Azzure

6

The RMAH has been delayed due to server woes:

Blizzard Quote:
In order to make sure everything is continuing to run as it should, we’ve decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We’ll post further updates on that in the near future.

The Gold Auction house is continuing to surprise us, with gems now selling for all kinds of conflicting amounts due to their variable quality. It appears the lower quality gems are overpriced in comparison to their higher equivalents. As we all know, 3 gems of a lower quality make the next higher tier, yet the prices for 3x Chipped Rubies are much higher than 1x Flawed Rubies.

Also, the speed at which prices are fluctuating is insane! You can literally sit there searching over and over and seeing the values move every time. Sometimes in huge numbers. I saw a Ruby change from 500g to 3000g in an instant, and then go back to 2500g. A lot of gold can be made by bargain hunting!

Tagged As: | Categories: Currency, Market News | 6 Comments

Game Live, Crafting Materials Undervalued?
Posted 16 May 2012 by Azzure

The game is finally upon us! As we wait until the RMAH launches next week and prepare our site with all the tracking goodies, I’ve been checking out the Gold-only Auction House. Fallen Tooth prices are being sold for just 40-50g each! This is about the same as a single gold drop in Act 2! Fair value for Fallen Tooth would be at least 10 times that, but it’s very interesting to see that supply and demand trumps all measurements of valuation.

Will Fallen Tooth recover in value as more people start making new character alts and start to craft some end-normal gear? At 40-50g each, I’m willing to take that bet. I have already bought several hundred!

Tagged As: | Categories: Market News | 20 Comments

Each Region Will have Multiple Separate RMAH’s, 1 for Each Currency
Posted 8 May 2012 by Azzure

*Update: See the bottom of this post for the list of individual RMAH’s.

There appears to be a bit of confusion as to how the RMAH will function in each region. In fact, it was only made clear a few days ago that each Region has more than 1 RMAH, that contain completely separate listings in them.

Each region has its own Economy and item pool. However, within each region, say, North American Region, there is a separate Real Money Auction House for EACH currency within that region, eg. a USD RMAH, a AUD RMAH etc.

So the $USD RMAH will have its own, fully separate listings from sellers and buyers who are using $USD as their main currency, and the $AUD RMAH will have its own listings for buyers and sellers using the $AUD currency. However, one can easily switch between the currencies, for example an Australian player can switch to the $USD Auction house and buy an item in US dollars, or even sell an item in $USD, no different to buying goods online from the US with an Australian credit card. Conversion fees would likely apply on your credit card, or Paypal account.

This means that gold, and all other items might cost more or less in each sub-region RMAH, further increasing the amount of potential profiteering by switching between currencies. So be prepared to see the case of Gold and other items being cheaper if you use AUD than USD, and vice versa.

This also applies to Europe, which have a few separate currencies.

Here are each of the individual RMAH’s:

Blizzard Quote:

The Americas
U.S. Dollar (USD), Mexican Peso (MXN), Brazilian Real (BRL), Argentine Peso (ARS), Chilean Peso (CLP), Australian Dollar (AUD)

Europe
British Pound Sterling (GBP), Euro (EUR), Russian Ruble (RUB)

And before you ask, YES, we will be covering all major Currencies on this site :) (US, AUD, GBP, EUR)

Tagged As: | Categories: Market News, RMAH | 23 Comments

Botting in Diablo 3 is not a realistic threat
Posted 3 May 2012 by JomDarbert

Botting and its impacts on the RMAH have been a hot topic of late, but let’s make one thing clear from the start – botting will be possible in Diablo 3. The notion that Blizzard has developed a foolproof system for bot prevention is simply incorrect; the question at hand is whether botting will be lucrative enough to merit development of botting applications. With that said, lets take a look at the facts:

What’s changed since Diablo 2?

  1. Nearly all of the game data is stored server-side
  2. Botting has become more technically challenging
  3. The game world is more visually complex
  4. Item finding is no longer based on simple boss kills

Game data being stored server-side will likely cut back on, if not eliminate, most item duplication methods that were popular in Diablo 2. Remaining undetected while hooking into the game client will be more difficult, while increased visual complexity makes pixel recognition techniques more challenging. In addition, it’s no longer reasonable to create a bot to kill a single monster or boss repeatedly for hours – the drops simply don’t make sense. If a bot in Diablo 3 has to “play” more of the game there will be more opportunities for technical problems to arise.

In short, bot developers will have to jump through more hoops to achieve the same results they did in Diablo 2.

Areas of interest for botters

  1. In-game spam and advertisements
  2. Auction House interactions
  3. Item Finding

The above are ranked in order of technical difficulty. Blizzard will likely aggressively ban spam bots, but they are the easiest to create. Automating auction house interactions (e.g. “Watch for item X to be listed at Y price, then buyout”) are certainly possible, though more involved to create and of questionable value. Finally, while item finding bots are the most lucrative, they’re also the most difficult to develop.

The RMAH incentivizes botting
While botting is going to be a more technically difficult task, it will also be more highly incentivized in Diablo 3. Much of the Diablo 2 botting scene was concerned with selling items for cash via third party websites. Blizzard has made it simple to exchange found items for cash, which raises the ultimate question:

Will botting produce a profit before the account is banned?
It is critical to remember that botting is primarily a tool to make money – if profit margins are too slim, then botting will cease to be an attractive opportunity. Bot users are investing $60 in the purchase of the game and some amount of time to level a character. Depending on the timeframe for Blizzard to identify the bot and ban the account, it may not be lucrative for botters to continue to invest in new accounts. This assumes that botters aren’t simply stealing accounts, which is entirely possible (and perhaps likely).

The bottom line is this: If botters cannot earn more than their sunk cost ($60 + time to level) before being banned, then they will cease to develop and use bots on a large scale.

Bots probably won’t have as large an impact as you think
The real question we ought to be asking ourselves is whether botting is really going to impact our ability to enjoy the game.

While spamming is annoying, it is an ineffective technique for generating profit in Diablo 3. Diablo 2’s spam bots were ultimately a tool to drive traffic to third party item selling websites, making the bots highly profitable and cheap to create and manage. In Diablo 3, third party item selling websites will be in direct competition with the RMAH – likely resulting in their disappearance from the scene.

With spamming gone, you simply won’t be aware of bots. They won’t be in public games and their names won’t be listed with the items being sold on the RMAH. The only real impact botting would have on your personal enjoyment of the game is by damaging the in-game markets. While Blizzard will likely be doing everything in their power to stop bots in Diablo 3, we simply won’t have a very good way to gauge if botting is having a substantial impact on the economy.

Each regional server is going to contain a vast number of players – so many that by comparison botters will likely have a negligible impact on the economy. Changes to the in-game markets will happen over time for various reasons and we aren’t going to be able to definitively point our fingers at botting as the source of our problems. We may postulate that botting is destroying the economy, but without any factual evidence Blizzard will insist that everything is “working as intended”.

Botters will be, by and large, invisible. While they play by a different set of rules than most of us, their ability to force our playstyle to change has been drastically minimized.

Tagged As: | Categories: Uncategorized | 27 Comments

RMAH Not Available At Launch, Coming After 1 Week, Fees Changed, PayPal Fees Debut
Posted 1 May 2012 by Azzure

*Update: The 15% fee is charged by Blizzard, however that fee might be covering PayPal’s commission, and Blizzard simply charge it to you on their behalf, as they pay a fee directly to PayPal to make the transaction. Blizzard have not yet provided clarification on this.

It is possible that Paypal will charge an additional fee, BUT I don’t think it will be on every transaction. For example, Paypal charges a fee for the AH transaction to Blizzard, (since they are sending you the money), hence why Blizzard charges the additional 15% on top to cover that fee. There might be other paypal fees that aren’t unique to Diablo 3, such as conversion fees, withdraw fees etc. But I don’t think it will be a fee per transaction, and if it is, probably single-digit percent based.

___________________________________________________________________

Not surprisingly, Blizzard have announced that the Diablo 3 Real Money Auction House will not be available immediately upon launch, but rather will be enabled approximately 1 week later. The gold-only Auction House however, will be available immediately.

The main reason I can imagine for this is they want the Economy to settle itself better before people start throwing things on the RMAH for random, uneducated amounts. As well as the giving people a chance to get a better perspective on what they want to buy and sell.

Blizzard have also created an all new Auction House page on the official website:

Blizzard Quote:
Want to know more about Diablo III’s new auction house feature? We’ve just updated the Diablo III web site with a comprehensive Auction House guide that walks you through the ins and outs of Diablo III’s in-game item marketplace, including details on buying and selling, a breakdown of how the real-money auction house works (in regions where available), and more. You’ll also find some important information on Battle.net account-security requirements that players interested in using the real-money auction house will need to know about.

The gold-based auction house opens its doors worldwide on May 15 with the launch of Diablo III, and we plan to bring the real-money auction house online approximately one week after that. This is a new service that includes lots of complex elements, so we are going to take a little extra time to ensure the game gets off to a good start before we flip the switch and open the real-money auction house for business.

For more information, head to the freshly minted Diablo III Auction House website, or check out the updated Auction House FAQ.

The official FAQ is now reading that fees have gone from $1.25 for items to $1.00 for items. Still 15% for Commodities.

It appears that PayPal will charge a 15% fee if you elect to receive proceeds from a sale via Paypal, rather than Battle.net Balance. I imagine this 15% will be to the “taxed” amount (the amount left after Blizzard takes out their own fee). So if you sell a Sword for $5.00, Blizzard will take $1.00, and Paypal will take 15% of $4.00 = $0.60. You will make a $3.40 profit out of the $5.00. Not bad.

Tagged As: | Categories: Market News, RMAH | 20 Comments

Diablo 3 Markets Now on Twitter!
Posted 29 April 2012 by Azzure

7

This has been a long time coming. We are now on Twitter! Follow us on @d3markets and feel free to ask us questions about anything, particularly Diablo 3 market and economy questions and we will be happy to answer them.

We will also be tweeting market movements and other interesting occurrences that go on in the Diablo 3 Economy. So if you’re in to seeing tweets along the lines of “Gold reaches new all time record high of $0.15 per 1000g” than you will especially enjoy it :)

Tagged As: | Categories: Site News | 7 Comments

Cornering the Market, Why it Won’t Work and Will Cost you Dearly
Posted 22 April 2012 by Azzure

We get this claim / question a lot. Prospective traders saying that they plan on cornering the market as a strategy to make money on the RMAH, or people asking about how effective this strategy is.

Well let me try and give you some insight on why cornering the market is the worst thing you can try to do in the Diablo 3 Auction House.

To begin, I’ll explain what Cornering the Market actually means to those who aren’t familiar with the concept. Cornering the market is when someone tries to get a monopoly on a particular item by buying them all out and starving the market of that item. The trader than begins to list the goods slowly, but at a much higher price than its usual market value and makes a profit.

Here is why this idea is doomed to fail in Diablo 3. I’ll put it in point form for easy-reading:

1) The rate at which the item is created is unchanged. This means that the influx rate of this item is still the same, and there are just as many of them entering the market as before. This in essence diminishes the effect on the market by purchasing all existing stock , because you haven’t controlled the rate of how many of these items are coming in to the economy. You might dent the pricing of the item temporarily, but it wouldn’t be anywhere near enough to cover the listing fees associated with the purchase and sale, and the eventual reintroduction of those items back in to the saturated market.

2) Diablo 3 RMAH is region based, and therefore has millions of users per AH. Unlike WoW, which is segmented in to realms of several thousand players. This means that the amount of capital one would require to purchase all existing stock of any item is absolutely huge. It also means that the sheer volume of items being listed every minute is also huge, reducing the price variance of goods, particularly when large volumes are purchased.

3) Cornering the market would only work for items that have limited quantities and don’t have a consistent influx. Aka, nothing in Diablo 3.

Cornering the market is not just a in-game concept, it exists in many forms in the real world. It is almost always done by controlling a limited-quantity object, OR controlling the production of an object, rather than an object with a constant influx. For example, you can’t corner the Corn market by going to a supermarket and buying out all the corn, because the rate at which corn is produced is unchanged. However, you could corner the commercial real-estate market in a small area by purchasing a large quantity of retail property and setting the rent at a higher rate than normal, because the demand from retailers will still be the same, and they will need to set up shop somewhere in this area to operate.

Tagged As: | Categories: Currency, Guides, Items, RMAH | 24 Comments

Changes to RMAH Listing Price for Gold, Commodities
Posted 17 April 2012 by Azzure

9

I’m not 100% sure when this change occurred, whether it was Patch 16 or afterwards, but you are now able to list Gold and Commodities for as little as $0.01 as long as the total sale value is least 1.00 beta buck.

For example, if you were selling 10,000 gold @ $0.10 per 1000g that would equal the minimum sale price of $1.00, but you cannot list any less than 10,000g at that price, as it would be lower than $1.00 worth of gold. Same goes for Commodities such as crafting materials.

There is also a minimum buying amount that must also be at least $1.00. For example you cannot buy $0.05 worth of gold, you would need to buy at least $1.00 worth.

Previously, you could only sell Gold and Commodities for a minimum of $1.00 each, which was highly problematic due to the fact that 1000g will be worth much less than $1.00 on average. Not surprisingly since the change, the price of gold and Subtle Essence has dropped by a factor of 20.

The most obvious reason why Blizzard have insisted on a minimum listing price at all is because tiny transactions are simply not financially viable for them to allow, as it costs them money and time to process transactions, maintain and auditing trail and customer service issues etc.

Equipment still has a flat $1.25 selling fee per successful sale.

Myself and many of you out there were wondering how they were going to address this blatant problem of the $1.00 minimum fee, and once again Blizzard has impressed with a very elegant solution that solves the issue.

Thanks to Enlil from our forums for the tip.

Tagged As: | Categories: Currency, Items, RMAH | 9 Comments