• CS:GO Skin Trading Now Has 7-Day Wait Period, Skin Gamblers Panic (Jim Sterling)
    17 replies, posted
https://www.youtube.com/watch?v=92Bwwrs1ZJI
More importantly, The update added the ability to scale static props in CS:GO
Pretty sure this drops their own key sales as well.
This wasn't a thing already? I am kinda surprised about that.
This is the first branch of source to support static prop scaling.
Anomaly also made a video bitching about it, calling the game "a bad fps game that only got people to play it because of the skins". Half true, on the part that it got some people to "play it" because of the skins, which imo, the game does not need.
Real money gambling doesn't belong to CS:GO, let alone video games in general and I really hope measures like this and more continue to curb out these kind of crowds and practices.
To be fair is there really any difference between its current loot box implementation and these gambling sites? I mean yeah you can sell whatever you want on the market but that's just a front for Valve to make even more money off a bad gambling habit, since a cut of marketplace goods go back to Valve.
While I do agree, it's also the main reason CS:GO is even still alive what with how Valve has royally mismanaged balance and updates and shafted modders. If they don't fix those problems then without skin gambling it will die.
he says, as he blatantly ignores the fact that he was a proponent of skin based gambling especially in CSGO can't really gloss over that the first video you see on his page as a non-subscriber is this https://youtu.be/dhN7YsoQRho he sounds salty about the only viewer appeal he has getting flushed down the toilet to me lmao
I don't really like either in general, but loot boxes are something I accepted from companies that are undeniably effective in making profit. Valve's TF2 is also effectively patient zero in general so they are effectively to blame in the first place, but people used and embraced video game economies and it's not going away. However, I find real money gambling to be far worse when added into the equation because it actually goes beyond the already predatory measures of keys and RNG of loot boxes. And I think making it harder for third party gambling sites and groups is at least a small but still appreciated step in the right direction. Trading within the grounds on the Steam Marketplace at least was restricted within Steam's own funbux, typically making the money go around towards only Steam's marketplace, thus limiting its economy and audience within people who used Steam or played the games on the platform. Putting real life money into the equation and it just becomes an unregulated underground casino online, with larger potential to attract scammers going after hundreds and thousands of dollars from players. I guess in other words, it's safer to assume the majority of Steam users who only trade through official means in Steam are typically people who actually play the games or use the platform within that, thus in a way still supporting the game and platform they like to spend time on, while limiting some of the desperate measures and exploitation people are willing to go through. Whereas with real life gambling, it's just another platform that preys on unsuspecting people off their cash, making the large amount of the playerbase actually just in it for the gambling and profits they can gain, on top of ruining the actual playerbase who enjoys the game aside from just the market/cosmetics.
This is a pretty general statement, but god damn I can't believe any in-game controlled market has gotten this big, and has this much money going through it. So much so that apparently Valve is taking a loss in key sales to curb a growing problem related to the influx of money. Like, before the steam marketplace, the last in-game economy I could think of that stimulated this much real world cash was WoW. Maybe Eve or Second Life as well. But their economy was based on somewhat tangible benefits, and were almost completely independent of systems in place by the developer. Buying gold on WoW involved getting into some shady chinese black market. But now, purple gloves and cool-looking but functionally-indifferent knife skins fuel an honest-to-god bustling and growing virtual marketplace that has spilled into the real world to such a degree that my friend can randomly unbox glove skin worth $1000 and sell it a few days later for real, actual money. This is so bizarre for so many reasons. Why are so many players so willingly fueling what basically amounts to a microtransaction-based marketplace that tries to be the Marvel Cinematic Universe of in-game stores? Why are artificially imposed rarities on seemingly random skin choices actually skyrocketing prices to amounts ten times that of the game itself? How the hell did any of this virutal marketplace junk spill into the real world and what type of person is actually sinking thousands of dollars into CS:GO skins? Like, who has the disposal income to move some of these high-value skins and why are their interests placed so solely on this stuff? Every turn of this CS:GO skin economy drama just leaves me with more questions.
Plus he always masqueraded it over the "my dad needs the money and then I'll stop" thing, which COULD be true, but doesn't really excuses him.
I knew that was true for TF2 keys but I didn't know it was true for CS:GO too.
You will never stop people gambling on anything with anything
Maybe it was tf2 then, get them mixed up every now and then.
Yeah no shit but theres a difference, CSGOs gambling is website based If Valve stamps down on the neck of Gambling, trading, not only do they not lose money they stamp out the gambling websites and people who make money off it by slowing it down these people deserve everything they lose, especially the obnoxious youtubers
CSGOs gambling is built into the game and the steam client. The only thing that third party websites did was allow people to make actual money off of it instead of giving a cut to valve to get store credit.
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