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"No Transfer" textures

Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
12-24-2007 17:17
From: Cole Riel

I had a business in another game where I made millions. Starwars Galaxies. I sold my items at very low prices and many people would scoop items up to resell in their own shops. Did I care? NO! I wasn't greedy, as long as I got the price I asked for I didn't care what anyone does with it after they buy it from me unlike in here. And if you know anything about Galaxies, you'd know how much of a grind it was to master professions to be able to sell items.


Second Life is not Star Wars Galaxies. On SWG, once you have "ground" to earn a master profession, producing things is easy, you just click a button to use a skill. In real life, it doesn't work that way. Someone might need to take months or years of practice to become a great artist, but that does not mean that they don't still need to work for hours or days to produce each individual work of art.

Have you seen Damanios's work? His houses and textures are of very high quality, the kind of quality that requires a real world artist to produce. To compare that to a crafted item in SWG just isn't reasonable.
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
12-24-2007 17:26
From: Cole Riel
Besides, this "hard work" you and each one of them speaks about is nothing. It's how its done if you wish to sell you can't and you won't get it without working so its nothing new.

I had a business in another game where I made millions. Starwars Galaxies. I sold my items at very low prices and many people would scoop items up to resell in their own shops. Did I care? NO! I wasn't greedy, as long as I got the price I asked for I didn't care what anyone does with it after they buy it from me unlike in here. And if you know anything about Galaxies, you'd know how much of a grind it was to master professions to be able to sell items.


Beside the point already made. To what permissions would the items in SWG translate? My assumption: no-mod, no-copy, transfer.
SL offers a much wider range of permissions/selling options. Each with their specific function and use. It's comparing apples and oranges.

I agree that one of these uses can, and sometimes is, to prevent others from selling items they bought. But generally they use of no transfer is, so people can actually enhance the functionality to a customer or protect them from losing an item. If you ask, a lot of vendors have no issue selling a copy/no-transfer item as no-copy/transfer. As long as you accept the enhanced risks. And realize there is work involved in changing the perms of complex items.

If you desperately need to compare SL to SVC, and concernig textures: View mod-copy-transfer textures as not only selling your items, but also selling away all the skills you amassed to be able produce/sell them in SWG.
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Darkness Anubis
Registered User
Join date: 14 Jun 2004
Posts: 1,628
12-24-2007 18:10
Also unlike most games...in SL the creators of the textures retain the rights to them Real World Legally.

The permission system exists to protect those rights.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
12-25-2007 04:10
From: Darkness Anubis
Also unlike most games...in SL the creators of the textures retain the rights to them Real World Legally.

The permission system exists to protect those rights.
Except it doesn't do it very well, as witness the above-discussed need for folks who sell full-perm textures to specify in a licensing document that not all the permission system allows is actually granted. Same problem for animators, I gather, and for scripters (at least in my case) who would really like to sometimes restrict *next*-next-owner permissions.

:o And I realize now, after checking in-world, that the ability to get the UUID of a no-transfer texture is, um, an artifact. ('Nuff said.) Sorry for any confusion I may have injected into the discussion with that.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
12-25-2007 05:05
From: Darkness Anubis
Also unlike most games...in SL the creators of the textures retain the rights to them Real World Legally.

In games such as SWG, the creators do retain the rights; it is just that the people playing the games who craft items are not the creators. Crafting is nothing at all like actually creating the item in the first place. It is a mechanistic process that gives you in-world possession, that's all.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
12-25-2007 05:12
From: Cole Riel
This is the only place that you can't transfer, can't modify items.

No it isn't. There are plenty of items around in various worlds and games that are untransferrable ("soulbound" items in WoW for instance) and very few that you can arbitrarily modify in any way you like.
From: Cole Riel
And whats the reasoning behind it? So you can't sell or give away items? Why? The simple answer to this is GREED! People are so greedy they don't want you giving or selling away stuff they've made like if they have a stupid patent on it.

Items are copy/no-trans so that they can be rezzed multiple times and copied within inventory, as well as being able to be easily updated or replaced if there is a failure in SL, which is hardly uncommon; if somebody has a no-trans item I can give them new versions as much as I like if they say "I never received this" or "there was a server error and it vanished" or, for that matter, if I create a new version. No-copy vehicles, particularly, are practically worthless.

So, not really, then.
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Adrienne Beliveau
Registered User
Join date: 15 Jul 2006
Posts: 4
Thanks
12-25-2007 08:56
Thank you everyone who's replied. You've given me a lot of food for thought. Here are some more facts.

1. There is no (or at least I didn't see even when I went back yesterday) any notice that the textures could not be used to make something that was then sold to others. So, there was no agreement, implied or otherwise, at the time of sale. The problem only came after the owner of the textures saw I was attempting to sell clothing with his textures.

2. I had no problem applying the texture to a prim to make a box for sale.

3. I used Gimp to make the clothing and had no problems with that either.

4. I used an alt (after I removed her permission to modify my objects) to buy from a sales box I created. She was able to purchase multiple times so the textured items both copied and transferred.

I think at this point that I'm entitled to use the textures as I see fit as long as I don't sell them as textures. If I'm wrong please point that out to me.

Thanks again and Merry Christmas to those that celebrate this holiday.

Adrienne
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