I use AuctionChief, which works well enough; I have some 20 different
automated searches on an hourly interval, and it works quite well.  You can
even export it to Excel; perhaps something like that could be considered.

----- Original Message ----- 
From: "C.E. Forman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
Sent: Friday, January 30, 2004 8:20 PM
Subject: Re: [SWCollect] Rarity Scale


> The problem we'll run into here is, how do we differentiate between
someone
> selling a complete game and someone selling just a loose disk in a lot
with
> 50 others?   I've got a script I run that does my automated eBay searches,
> but it's really just opening a URL to eBay with the appropriate keyword
> search parameters.  I get tons of false positives, but it's quick to
glance
> through them.  That wouldn't work so well with this.
>
> ----- Original Message ----- 
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, January 28, 2004 9:09 PM
> Subject: Re: [SWCollect] Rarity Scale
>
>
> > If anyone can write an app to poll eBay for a given list of games and
> track the numbers, our job is done.  This whole scale can be automated.
> Game rankings can change in real-time based on actual eBay data.
> >
> > Hugh
> >
> > -----Original Message-----
> > From: Marco Thorek <[EMAIL PROTECTED]>
> > Sent: Jan 28, 2004 9:39 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [SWCollect] Rarity Scale
> >
> > [EMAIL PROTECTED] schrieb:
> > >
> > > That's the spirit, C.E.!
> > >
> > > I think we could at least start a running list and watch it grow over
> > > time.  It has to start somewhere.  I'll host it on GOTCHA unless
> > > somebody has a better suggestion.  I can start with about 100 games
> > > I've searched for regularly on Ebay over the years.  I have a pretty
> > > good feel for them in terms of availability.
> > >
> > > You guys could then go through and make comments where you think
> > > they're wrong.  "I've seen 50 of those on eBay in the last
> > > year...that's not rare."  You can also grow the list with your own
> > > personal searches and experience.
> >
> > Do you think about using a CGI script?
> >
> > > I'd like to base the CURIOUS Scale solely on a game's availability on
> > > on-line auctions.  This represents the general availability to the
> > > buying public and is as good an indicator as I can think of.  It would
> > > work like this:
> > >
> > > In the last 2 years, a complete (VG/VG or better) version of this game
> > > has appeared on an on-line auction approximately:
> > >
> > > 20 times or less = Rare
> > > 21 - 80 times = Uncommon
> > > More than 80 = Common
> >
> > You could put condition into the formula as a modifier.
> >
> > > Imaginary, Unique and Oddity would have to be determined by the group.
> >
> > Hm,
> >
> > Imaginary - Not even a single appearance
> > Unique - 5 times or less
> > Oddity - Any game that was not a regular publication
> >
> > You could combine Oddity and the other gradings.
> >
> > > Obviously this is based on complete speculation, but who would be
> > > better to speculate on it than us?  Honestly, I think auction
> > > availability is a better indicator of availability than just about
> > > anything else (including production runs).  Since it is an indicator
> > > of how many are for sale on the open market.  Sure there may be a box
> > > of Drash's in a warehouse somewhere, but how many of us will ever have
> > > a chance to buy them?  We won't...unless they show up on eBay.
> >
> > Well, any grading will always be subjective. We as individuals choose
> > certain factors in our grading and collectively we can arrive at a
> > common denominator that represents us as a group. Others might choose
> > other factors.
> >
> > Marco
> >
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