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It makes my think why Valve don't (or do they?) catch pirates based on account activity. They too lose money because of it.
They could create an algorithm based on:
-the number and frequency of new IP addresses logging in from new computers (not the same computers, so it's not triggered by the use of VPN)
-the number of different countries these IPs come from - who has dozens of family members on all continents, using the same Steam account?
-whether it's in family mode (it locks out the ability to remove games or change the account settings)
-when new users log in, they don't input the SteamGuard code immediately, as the users don't have the access to it at first
-the account is mostly used in offline mode, and logged into/logged out of very often because it's most likely not the primary account of the buyer
Example: that seller's most popular sale (excluding other platforms than Steam, which get hundreds of buys) is an account with House Flipper + Garden Flipper. 50 sales. That means 50 new logins from new IPs on an account with family mode enabled, and potentially 50 users who have at least at one point used offline mode, and some users who log in and out very often. I don't think it would be that hard to make an algorithm that displays accounts sorted by popularity, for manual review and possible bans.
The account I'm going to report had 13 sales. That's still some lost revenue lost compared to the cost of $1 per account. And it's going to be more and more.
It's like with Steam games activated through VPN because in some countries they're much cheaper than in other ones. Pretty easy to track down and then review manually. Who would travel to Russia to activate a single gift/key and then come back to Europe within a day? Within an hour? Within A FEW MINUTES? Has anyone ever received a Steam gift in their home country and went to another country/continent to activate it? Nobody does that.
This is just an idea. Criticise it all you want.