Identifying Profit Hello, world! Having read some of the other threads that are available on this forum; it does seem that most have centered in on producing ideas that primarily seek to produce a profit to the player by methods that seek to manipulate the market in various forms favorable to the initiator. But it would be equally interesting to have some minds being put to the task of identifying what items will be the most sought-by as the game matures. I'd like to hear more thoughts on what areas that primarily might both profitable at the very start of DIII, and ideas on what areas might possibly be overlooked - but which might yield a profit once the game and market has matured some. I'm guessing that as the game starts the profit to be gained from selling even perfect low-mid level items might not be as high as it might eventually become, as there might not be enough people wanting to invest in gear that might become useless after only a couple of hours of gameplay, for there to be a demand on high priced, though perfect items. But that doesn't mean it won't eventually be a market. If it becomes possible to identify a trend that people will want to play and deck out lv.20 twinks with as good lv.20 gear as is possible then clearly the price of such items will be accordingly adjusted as the need for such items increases - meaning that the cleverest will already have built up a supply to meet that demand once it arises. Ie. rather than selling your better than average Master War Staff for whatever price other items of the same quality seem to fetch at the current moment, keeping it in your inventory and selling it at a later date when the market has matured might be the more profitable play. Thoughts?