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Conversely, CSGO and DOTA 2 has facilitated real money gambling among the youth on third party sites for years. Valve has attempted to crack down on gambling sites, however it's still possible for a fourteen year old to insert credit card details and lose real money gambling for virtual skins.


And Artifact has card packs that are effectively loot boxes, and a whole marketplace to facilitate selling/buying them. I don't know how much/if they made any cut from the marketplace, but it's certainly a form of "play to win".


Which could easily be fixed if Valve decided to put a hard-cap by selling skins for a fixed price, even if they were only for sale a couple weeks a year.

They'd also pocket all that money, but I guess they don't want people who spent more than said cap to get their skins. But people who are spending 100+ on skins should know they are playing the NFT game.


this is nothing compared to Roblox

https://www.youtube.com/watch?v=_gXlauRB1EQ


Man complaining about a monetization platform by making a video on a monetization platform.




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