The think that really bothers me about the "ftp" model and "micro transaction model" is that items that have real impact on game play, such as that *&^%! forged metal tool, were never earned by game play. In my opinion it cheapens the game, and in general is bad for the game. In my opinion "pay to win" sucks in the worst possible way when it comes to an mmo. However, I don't have a problem with players selling items that have been earned through game play for real $$ to other players. The critical difference is that someone actually played the game to gain the item. The problem with that however is that the publishers of the game are cut out of that market and don't have access to what is potentially a very lucrative source of development dollars and profits to pass on to their shareholders. So my idea is this. How about an official way of selling in game items for real money? If it was done properly it would be much more secure than someone taking a chance on a third party website, and it could be a real source of cash for EA, and put the horrible ftp and micro transaction model to bed permanently. What I would suggest is a way of transferring an in game item to an official store. You simply open access a menu in game, choose the option to sell the item in the store, either by auction, or for a fixed value, target the item, and it disappears from your pack. You can set a time limit for the sale or auction, and if it doesn't sell, it returns to your bank box. If the item sells EA collects a percentage of the sale price, such as 10%, plus a non-refundable transaction fee (something low just to cover any banking fees), and the money is either credited to or subtracted from your account. You can choose at any time to either use the money to pay for your subscription, or have it credited to whatever payment method you have associated with your account. When a person purchases an item this way, it is deposited in the person's bank box. It would be official, safe, secure, and it would give EA and the developers a cut of the lucrative third party sales market, without turning UO into a "pay to win" game, because someone would have had to earn the items that were being sold, through active game play.