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Сообщить о проблеме с переводом
Plus the value of digital items like skins and such is shall we say imaginary
Actually, given the amount of price fluctuations this will still be a gamble, unless I keep a large safety margin.
You can TRADE them with other users for "items", but there is no system in place to "sell them on the community market" for money or whatever.
That is what I meant: trade for items, sell items on market, get wallet cash, buy games for (effectively) free.
Just the games themself cannot be sold that way.
Suppose I want B% profit and market takes C% cut, and I want a anti-price-fluctuation safety net of D%
2) After 2 months or so, in between major sales, trade gift for $A(1+(B+C+D)/100) worth of marketable items or something like that.
3) When I can sell them, sell them.
4) Now I have free steam wallet cash.
Pretty much. I'd think if it was a viable thing, you'd see more of it. Here's the thing to remember. The really hot games, never get discounted much which are the games that are ij high demands. It's the lower demand games that get the deep discounts but since their in lower demand the number of people who wil trade for them is also low.
In short, if they didn't buy it for $3 when it was on sale.. chances are they won't trade you $3 worth of items for it.