To my oppinion there is a Cap to reasonable spending on tthe rmah.
i have no problem with someone having invested a lot of hours in the game and then spending some money to build his character to the max - which is actually what OP did. ( i might even do it too)
BUT i can not understand how someone ( and i met this one) spends 300€ on gold , buys fine stuff in the AH , ends up with better gear than i have - and then calls me for help because he struggles with Ubers on MP6.
spending money on something you like is fine, but only as long as you can take full profit of your spend money.
why buy a super fast car nowadays? especially in the usa you can't drive as fast as you want - so why pay for this "feature" ?
same goes for diablo . if you cant utilize the items you bought to the full extend either because you dont know how, or because you dont care enough about the game to improve your knowledge about it - spending money on the RMAH is fucking bogous.
asume you are a cook ( in germany tthose guys have 14 hour work days...) you have about 1 hour a day to play diablo .why even bother with buying stuff - you'll nevar have the time to appreciate your bought items. : solution : dont buy stuff on rmah
asume you are a very good player with enough time at hand to improve your character without using the rmah. Then improve your character unttill you feel like nott making enough progress anymore for the ttime invested -> tthen use the rmah.
if you feel like you dont progress fast enough on lv 10 and feel the need for buying items you are either a dumb fuck or have tottally unreasonable expectations tto tthe game you're playing
sorry for ttypos but some keys of my keyboard trigger multiple times -- sometimes^^
oh AND THIS:
But yes, I will elaborate. People think that paying "real money" in a video game is a huge leap from paying in gold or from grinding for an item. What people don't realize is that currencies are only a numerical representation of value. As soon as there is a collective demand for goods, both virtual and "real," value is created. Humans developed currencies to represent this value in a tangible way, and to make the exchange of these goods more liquid.
When there is collective demand from real people for an item within a game market, the same value is created as anything else in the world, and you can put a number on it. That number can be different depending on the currency you are using to represent the value. You need a lot more Yen than Euros to represent the same value. The same goes for gold.
Gold is like a foreign currency. It represents value, but only within the specific game world. You can't use gold to buy things in stores in the US, just like you can't use Yen to buy things in those stores. If, however, you can convert that currency to a usable one, it has an "exchange rate." Gold has an exchange rate exactly like a foreign currency has. (Except gold is more easily exchanged than 90% of the currencies in the world) This is why botting should not only be against the rules, it should be illegal. (Korea kinda gets it)
So items are just exchanged at the value that demand sets. Regardless of whether it is in gold or real money. Or even in bartering. People demand, the market supplies.
It will get long, but bear with me.
The concept of "pay to win."
You always pay to win. I just explained how gold and USD are very much the same within a game economy, but there is something even less tangible that is also the same: time. Time is the most valuable currency there is. There is an exchange rate for time to money, but there is no exchange rate back.
Gamers who play within economies create the value of the currency (gold) when they take time to accumulate that currency, and the rarity of an item contributes to the item's value equal to the amount of time a person would have to play to statistically obtain it. This is very similar to any currency and wage labor. (I would love to hear Marx's thoughts on Diablo gold) This is time being converted into a currency. (THIS IS REALLY WHY BOTTING SHOULD BE ILLEGAL Through dilution, bots destroy real value that gamers create by playing.)
You always pay to win because you either pay in time or in a currency. Some people are rich in time, and some people are rich in currency. And anyone who spends more time will also have the skills to back it up. Plus, why not let people with a lot of money give your game time real-world value?
The only problem with Diablo in this regard IMO is that gear is possibly too much of a factor in terms of your heroes ability. Not that it shouldn't be significant, but it should be balanced with skill. This is a difficult balance for a dev team.
With this balance, paying money for the gear is the equivalent of purchasing nice golf clubs, or high tech running/climbing/basketball shoes. It's purchasing gear that gives you an edge on the competition in the game that you play. A thousand dollars for a good set of golf clubs gives you the ability to play the game of golf better than someone of equal skill playing with a $10 garage sale set. It doesn't automatically make you good, but it helps you get there. And if you love that game, then by all means play your best.
since tthis guy explains that time cannott be convertted to time and time= money you should totally understand my oppinion
Edited by Jalatiphra, 28 November 2012 - 05:55 PM.