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How Diablo 3 Auction House Botters Got Rich

news-d3ah-botters-richFascinating and very long article by a self-confessed Diablo 3 Auction House botter, talking about how he made over 100k Euros in a year, entirely through buying low and selling high on the AH and RMAH. The article is huge and goes into great detail about everything, including the scripts he used, the multiple machines he had running, and how easy it was to avoid Blizzard’s very lacking anti-botting measures.

The botter’s first attempts were by using a very simple script to scan Auction House listings, one item at a time, and automatically buy ones with stats that exceeded his set parameters, and with a price below his maximum value. This required him to know which items were powerful, what the best stats on them were, how much they’d sell for on the RMAH, etc. It took a lot of work and daily updates to the search scripts, but with millions of players using the AH, many of them without a clue about the actual value of their items, it was shooting fish in a barrel.

I remember in these months I used to search a lot for rare rings or rare amulets. What still comes to my mind is a criteria searching for rare amulets with more than 7 critical hit chance and more than 50 critical hit damage and buying any that cost below 1 or 2 million gold. I sold amulets with these criteria on the RMAH (Real Money Auction House), for tens and sometimes even 100+ euros. Stuff like 7+ crit chance, 50+ crit damage and a high main stat like strength or intelligence + vitality was considered pretty good back then. Trifectas ( crit chance + crit damage + increased attack speed) was even more rare and expensive.

Another popular thing I remember botting the old fashioned way was Chantodo’s force wizard sources. These were great because almost no one seemed to know that the property “Arcane power on critical hit” was actually rare and very valuable. So you could just adjust your bot to search for chantodo’s force sources with arcane power on crit and above a specific damage, choose the minimum price under which the bot would buy any item it found, and you were good to go.

That was the very earliest version of the system, which was active in late 2012. The technology was quickly improved and with better coding his bot became able to search many types of items at once, all with different selected stats and minimum values in them, with different pricing criteria, and he figured ways to keep it refreshing constantly, so it would scan literally every single gold item sale that appeared within seconds of it going on the market.

On January 1st I started selling those sweet sweet presents. And the results were staggering. The money started flowing in immediately. Before, I was searching for 1 variation of 1 single item, for example any Mempo of Twilight with Critical Hit Chance, below the price of 1 million gold. Now, I could search for 100 different variations of Mempo of Twilight, plus hundreds of variations of all other worthwhile items. In the first days though, I only had one bot account, which I was using to bot some legendary items in the “armor” category. Even with this small sample of all possible items though, it was soon obvious to me that I had to buy a very powerful PC which could run more than 1 diablo window, and would also search the Auction House which much higher FPS (Frames per second).

He also made a fortune buying items that people mislisted in gold instead of RMT. That seems impossible, but the article has literally dozens of screenshots of spectacular items listed at 150 or 200 gold, when clearly the seller meant to list them at those prices… in EUROS! And no, the conversion rate of Diablo 3 gold to real money wasn’t exactly 1-to-1…

First I bought one more account and started using 2 accounts which were botting for legendary Armor. Why another one botting the same subset of items? Take another look at the screenshots above.

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Diablo 3 Podcast #146: Patch 2.1, Story, and Blizzcon D3X2?

Lots on this show, including PTR Patch 2.1′s big changes, legendary item buffs, Paragon 1000 achieved, the Stash space emergency and micro-transactions, Diablo 3′s story and “demon soul hooks,” and Blizzcon 2014 Diablo 3 expansion announcement expectations. Featuring Flux, N3rdwords and Neinball.

Approximate topic starting times:

  • 2:30 — Paragon 1000 has been achieved. Does everyone have amazement?
  • 5:00 — Seasons and Patch 2.1 should go live simultaneously?
  • 11:00 — Legendary item buffs on the PTR. Looking forward to new items when 2.1 goes live, since Blizzard doesn’t hate the Monk (currently). Hydra build rules, but intentionally bugged on PTR?
  • 18:30 — Story implications of the Black Soulstone and why Diablo is free in Prime Evil form. Adria setting “demon soul hooks” is obviously a metcon, but is it parsimonious with the larger story/lore/plot? Both guests surprisingly say yes.
  • 27:00 — Is Diablo 3 + expansion packs self-contained? Will Diablo 4 be set a week later just continuing the same story? Or a totally new story, set centuries earlier or later?
  • 37:30 — Stash space insufficient = biggest problem in Diablo 3? One guest disagrees.
  • 40:00 — Most fans accept micro-transactions these days. Why isn’t Blizzard selling more stash tabs yet? Votes have shown most fans would accept this.
  • 47:30 — Diablo 3 expansion #2 announced at Blizzcon later this year? Everyone votes yes, though tentatively.
  • 52:00 — There are a lot of Blizzard games out and/or under development. Busiest days ever in Irvine?
  • 54:00 — Bonus secret trick to guarantee Greed’s Domain entrance?!?

  • The Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus quick summaries.

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    Blizzard Considering Diablo 3 Monsters Density Fixes

    Posted 24 Jan 2013 by

    A fan brought up the common complaint about insufficient density for the Diablo 3 monsters in pretty much all of the game other than some key portions of Act Three.

    Grimiku: I think there are multiple reasons behind the desire for scaling monster density for the players who are asking for it. The first one that comes to mind is not the self-serving need to squeak out insane farming efficiency (there are some who seem to definitely want this), but the desire to feel that they are not losing efficiency when farming anything other than Act III. We definitely want people to farm multiple Acts, so we are discussing options to achieve that goal.

    Your ideas on the subject are certainly welcome (in fact, the question of “what mob density would you choose?” is a great one to debate) and we hope that you will continue post them.

    The OP in that post suggested a Monster Density option which would work allow players to custom set the number of enemies they faced. (Best I recall, the players X command in D2 *did* increase monster numbers, but DiabloWikiMonster Power in D3 does not.) I can’t see that happening (too exploitable) and you’ll note that the Blue doesn’t even acknowledge the idea or give any hint to the dev’s current thinking on the issue. Neither did DiabloWikiWyatt Cheng a couple of weeks ago:

    Unfortunately increased monster density in Act 1 and 2 in Inferno difficulty did not make patch 1.0.7. It is absolutely something we would like to improve, and it is still on the list for the future. I spend most of personal play time in Act 3 as well: Keeps 1, Core, Tower, Bridge, Fields. It’s a matter of degrees, it’ll never all be balanced 100% equal in all zones everywhere you go – but they need to be comparable within a certain tolerance, and we’re definitely outside that margin right now.

    One popular suggestion from weeks/months ago was for monster density to scale up with higher levels of Monster Power. That seemed like a possible fix for the lack of higher exp with higher MP, but that issue is being addressed directly in v1.07 with the exp boost per MP level rising to 25%. (I’m eager for MP2 farming, anticipating that 50% bonus to exp/MF/GF.)

    I don’t see a monster density player selection, and I doubt the devs will simply double or triple the monster density all over. That would break the flow and aesthetics of Acts 1 and 2, and make them a lot harder, which would screw up the difficulty progression for new players. Also, it wouldn’t fix the issue of the poor level layouts, since all those long, narrow hallways and dead ends you see throughout Acts 1 and 2 are as much a problem (in terms of efficient exp farming) as the lack of monsters.

    So I’ll once again suggest the idea I put into a recent article on farming issues. New, special dungeons in Acts 1 and 2 (and maybe 3 and 4 as well). They work a lot like the bonus dungeon maps you see in the end game in Torchlight and PoE and other ARPGs, and they could easily be added into Diablo 3 as well. This saves the devs from having to rework the entire existing acts, the bonus dungeons can be Inferno only, and since they’re not part of the normal act progression they don’t have to follow the same rules in terms of difficulty progression, level size or layout, monster density, etc.

    Obviously these special dungeons would have higher monster density (akin to the juiciest parts of Act 3) and there should either be a lot of them to select from, or else they should be very deep 5 or 10 levels at least (bottomless?) so you don’t have to restart and rebuild your stacks all the time. They should have different/varied layouts (surface areas too) and they could have other fun mad modder-type features. Bonus treasure rooms, rooms with several boss packs, Champion packs with 4-8 champs in a group, timed levels, random encounters with sub-bosses like Ghom or Siegebreaker, special levels where bosses get 5 or 6 DiabloWikiboss modifiers at once, etc.

    I don’t claim it’s a perfect solution, but it seems much more doable than reworking the entire existing acts. Thoughts or suggestions?


    Tagged As: | Categories: Blue Posts, Grimiku, Monsters, Wyatt Cheng