It is a position of preparation to set the background for after tomorrow, where I will discuss potential changes Blizzard could make and their effects expected on prices in Diablo 3. As noted Markco Patch 1.0.7 should be an overhaul of the crafting system and we were told before the 1.1.0 patch should be implementing PvP. Or the other of these factors may have significant effects on the prices and values of various items, as well as the price of gold. I would like to take a few minutes to review what we know about how Blizzard has set up their economies for the game, as well as their mechanisms auction house, which had a significant effect on the way in which the economy moving. However, the effects on the supply and demand sometimes take meanings new virtual economies, as opposed to the real world. Take a look at the source model and wells for economies MMO first and then talk about how auction houses Blizzard and their related mechanisms lead to price changes. In virtual economies like Diablo 3, the main considerations are objects whose motto of game coming to the virtual existence, and how they disappear. The creation of the equation is the source, and destruction aspect is referred to buy diablo 3 gold as a well. The imbalances between them tend to create long-term problems in the economies at stake, and D3 is no exception to this rule. Let's start with the in-game gold, because it is one of the most critical aspects for the management of an economy of the game: the in-game currency. Gold is called to exist only in a handful of ways: as mob drops, as a reward quest, and that payments of suppliers when other objects are sold to vendors in the game. Each piece of gold in today's economy has been called into existence through these sources. They are moved from account to account through Gold AH and sales Mensah, but it is important to note that these sales AH never create new gold. On the contrary, sales of cheap diablo 3 gold gold AH really destroy the gold supply reduction. It is difficult to build a successful game where a player's departure can not make significant progress, so it is not surprising that we have a game where the total amount of gold that any individual player has tendency to trend on the rise. However, without something to offset this effect, the speed which in-game rating drops coins tend to be extremely high. Therefore, in addition to the sources of new gold, Blizzard has also gold the things destroying part of the gold in circulation well. The imbalance between source and sink can set a path to long term for the price of the gold-selling game on the MRAH, but we can certainly and sometimes have short-term price fluctuations. This is the kind of d3 gold thing that Markco was talking about gold storage in anticipation of the announcements of Patch 1.0.7 crafts and upcoming PvP changes so changes. For the sales of goods such as gold, Blizzard has a system where listing price is the main determining factor in which list will sell all the ads at any given time the cheapest are sold primarily at a higher price, with the criteria of tie be still pending registration, which is the oldest. All units of a product, including gold filled purchases using this system. How can it lead to short-term peak prices.