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Square-Enix Bans Over 800 FFXI Accounts

wpoitras writes "It appears that Square-Enix is striking back at Gil Sellers in Final Fantasy Online. After what appeared to be an unscheduled server outtage, many players were kicked from the game. It doesn't actually mention gil sellers, but its pretty well accepted that monopolizing NM spawns is mostly done by gil sellers."

110 comments

  1. uhh by nomadic · · Score: 5, Funny

    It doesn't actually mention gil sellers, but its pretty well accepted that monopolizing NM spawns is mostly done by gil sellers.

    You do realize you're talking gibberish, right?

    1. Re:uhh by stoolpigeon · · Score: 3, Funny

      perfect. i read it 4 times and i still have no idea what it says.

      --
      It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
    2. Re:uhh by Anonymous Coward · · Score: 3, Informative

      gil = Money in the game
      NM = rare monsters that appear every so often (anywhere from 1 to 24 real life hours, a couple may take even a few real life days to appear) that drops rare items worth a lot of gil

    3. Re:uhh by oKtosiTe · · Score: 0

      Exactly, why sit in front of your P.C. like a zombie, when you could be a dictator? ;-)

    4. Re:uhh by Seumas · · Score: 0, Troll

      Who the hell is Gil Sellers?

      Remember, some of us don't play Final Fantasy.

    5. Re:uhh by ElleyKitten · · Score: 4, Informative

      Translastion:

      It doesn't actually mention [people who horde game money and then sell it for real money, on ebay, etc], but it's pretty well accepted that [people who, in the game, monopolize a perticular spot (not allowing anyone else there) to kill monsters that drop a lot of gil (game money) are gil sellers (people who sell game money for real money)].

      Does that make any more sense now?

      gil = game money
      gil sellers = people who sell game money for real money
      NM spawns = monsters that drop a lot of gil

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    6. Re:uhh by Anonymous Coward · · Score: 0

      Gil Sellers?

      Wasn't he the guy who played Buck Rogers and Inspecter Clouseau way back when?

    7. Re:uhh by nacturation · · Score: 1

      And what about the Square Anus? Sounds like it hurts.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    8. Re:uhh by brkello · · Score: 2, Informative

      Close! It stands for Notorious Monster. These guys drop highly sought after items that can be sold for a lot of gil in the Auction House. Don't think any drop large sums of gil!

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:uhh by Anonymous Coward · · Score: 0

      uhhh ... which way to the Auction Howwsse!!!

      Would you like to hear my macro? ...

    10. Re:uhh by melodictronica · · Score: 1

      I thought Gil Sellers sounded like some bloke's name. Hi, i'm Gil Sellers. Smoooth.

      --
      do me a favour; plug me into a sega
  2. Silly by Altizar · · Score: 4, Interesting

    Wow, finaly a MMO company is blaming the players for caming static spawns rather than blaming themselves for having those spawns.

    And even worse, they wrote into their TOS that you can not camp any spawns or they can cancel your account.

    Static Spawn = Spawn Camping = Spawn Greifing.

    1. Re:Silly by Surye · · Score: 1

      Whoever modded this flamebait is retarded. This is EXACTLY the issue. Mod Parent up for god sakes. Companies shouldn't be using the TOS to make up for blatent game design flaws, not fair to your PAYING(key word) customers.

    2. Re:Silly by falcon5768 · · Score: 2, Interesting
      no it isnt, its one thing to camp a spot to get a item, its another to monpolize the spot and kill all those who go near it and use bots to get the claim (which is what those people banned where doing)

      Beside you dont like it go somewhere else, the TOS basically says they can kick you for ANYTHING they dont like which is what all MMORPGs TOS say.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    3. Re:Silly by SScorpio · · Score: 4, Interesting
      Square-Enix is not banning people over the camping of rare spawns. They are banning people over teh monolization of the static spawns through the use of Grief tatics which result is MPKs or in english players being killed in a non-PVP game (there is currently a single PVP event, but that event does not involve the static spawns).

      The main issue is that a few players who appear to be Chinese would camp this spawns 24/7 on the same characters, I don't know about you but a real player may be able to do this; however, it's unlikely they would do it for months on end. When other players would attempt to all camp the spawns, these "Gil Sellers" would do things use a puller harder monsters into a lower level section of the area to kill off the other people attempting to camp the spawns.

      Numerous people complained about these issues, and many people have left the game due to these issue. It is definately news worthy is that Square-Enix is finally doing something to combat this problem.

    4. Re:Silly by Ayaress · · Score: 5, Insightful

      I've played a lot of MMOs (eight if memory serves, although I only play one of them regularly anymore), and I've found no reason to change my opinion regarding gameplay flaws: If the system is designed in such a way as to invite abuse, if it has a flaw that can be exploited, whatever, it has to be fixed.

      Banning people isn't a solution. You can't ban an abuser until after he's abused. At that point, damage has been done to the game, in a sense. You can ban him as punishment for that damage, but the flaw is still there.

      Somebody else will come along and do more damage. People will be inconvenienced by abusers, there will be misunderstandings and confusions, newbies will accidentally do something they didn't know they weren't supposed to, and abusers will fall through the cracks. No matter how many GMs you have, you can't get perfect coverage. GMs are human, and they make mistakes. And through all this, the system is still abusable, and there's a path for damage to be done to the game.

      You have to change the system so that the abusable flaw, oversight, or just plain bad design is removed, and abusers can no longer cause damage.

      I haven't played FFXI, but from the article and a couple posts I've read here, I can think of two ways this can be countered:

      A. Get rid of the static spawn for unique mobs and shift to area spawns. One of my more recent MMOs was Ashen Empires, and it did this in most situations. The boss has an extended area that it could spawn in, so parties and soloers tend to spread out in that area and move around rather than camp (they still have a couple static spawns, and there are issues with people camping them. Things have been done to remedy that, as well, though, and other changes are probably on the way).

      B. Dungeon instancing. Anarchy Online has a dynamic dungeon system that will basically allow a player to get a randomized dungeon whenever they want just by accepting a mission. The dungeon is tied to an item in the player's inventory instead of a door (so several dungeons can be extended off of a single entrance). Parties also have the added bonus of getting a "free" boss at the end of the dungeon. No camping, no loot or kill stealing (unless somebody in the party is an asswipe), no timing respawns.

      AO's system also has an added bonus that after you kill the boss, you can't sit around and wait for it to respawn. You have to leave and start a new mission, and then you have to get to, and then fight through a new dungeon (Complete with a different layout, locked doors, mines, traps, and mobs) to get another boss fight.

      The two aren't mutually exclusive either. General area spawns would make camping harder, and dynamic dungeons would draw people out of the currently overcrowded spawns.

    5. Re:Silly by Surye · · Score: 2, Insightful

      use bots to get the claim

      Now we get to the real issue, and what should be in the TOS. All this talk of camping is moot.

    6. Re:Silly by sgant · · Score: 1

      I'm in the same boat, I've played many MMO's also, but I have to say that World of Warcraft has eliminated for the most part camping static spawns or camping in general. You get your quest, do it then move on.

      And the dungeons are instanced there also, so you don't have a bunch of people camping bosses to get "phat leetz".

      SO far so good for WoW. And yes, it's a hardcore MMORPG, despite what a few people say. Check it out.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    7. Re:Silly by Ayaress · · Score: 4, Insightful

      I'd made a bigger post just below about this, but there are also easy fixes for the other problems you've mentioned here that I hadn't known about making that post.

      I covered in my other post that all static spawns invite abuse, and there are easy fixes for it, the simplest one being just using an area spawn instead of a static spawn.

      As for monster dropping, there's a good counter that I don't why more games don't use: Simply limit the distance a mob will pursue a target. Every mob just stores the coordinates it spawned at, and will mill around when idle in that area. When engaged with a player, it will pursue them a longer distance, but will stop and turn back. It doesn't take all that much no-man's-land between spawns for this system to stop people from dragging mobs into a lower level area. Perhaps an even easier one would be "barrier" points that mobs won't cross that denote area spawn borders, but I can think of some possible (but moch more minor) exploits of that system as well.

      The grandparent's point is that punishments are all well and good, but they can only be enacted after damage has been done. You can't ban an abuser who hasn't abused yet, and odds are an abuser can get away with considerable annoyance before he's caught. The system should be changed to prevent the grief tactics from working. Sure, the changes might introduce new problems, but it's a step in the right direction. Once the developers are willing to change the system instead of just changing the rules, they'll be more likely to change it in the future to prevent new abuses. Not only would player not have these problems anymore, but the GMs won't have to waste their time dealing with them constantly.

    8. Re:Silly by merlyn · · Score: 0, Offtopic
      in english players being killed in a non-PVP game (there is currently a single PVP event, but that event does not involve the static spawns)
      How odd. You say "in english", but the result still isn't "in english". Do you gamers know just how odd you all sound as a group?
    9. Re:Silly by falcon5768 · · Score: 1

      it IS in the TOS... "use of third party programs is prohibited" But at the same time your not allowed to camp a spot none stop for days, which is all these sellers do.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    10. Re:Silly by Maserati · · Score: 4, Interesting

      That's actually handled in World of Warcraft. Mobs will stop chasing you. And as a bonus, they recently took steps against an exploit involving aggroing a boss into other players. I'm not sure how that last exploit worked, something about stealthy rogues being teleported to safety. Further confusing the issue, most mobs will ignore other players while they run back to where they're supposed to be. And the toughest bosses are in instances where they belong anyway. Still, Blizzard does seem to be trying to control this kind of griefing.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    11. Re:Silly by Anonymous Coward · · Score: 0

      As for item A, Square already does this on most of the mobs. The specific ones this ban addresses actually recently had their spawn areas widened because of the gilseller camping.

    12. Re:Silly by ParadoxDruid · · Score: 1

      Just wanted to point out, most of the latest crop of games use both of these approaches extensively.

      I only have personal experience with City of Heroes (great game, btw, and no, I'm not affiliated). It is, all general spawns are area spawns-- whose size and level is dependent on the level and number of players in the area, and whether they are on teams.

      Most content, though, is in instanced dungeons, which are also dynamically spawned (if another team member joins midway through, the later floors of the dungeon will have more monsters, etc).

      Then again, City of Heroes has no equipment to fight over at all, so it's less of an issue. That's smart design, if you ask me.

      --
      This statement is solely an opinion. Kindly take it as such in all cases.
    13. Re:Silly by SamBeckett · · Score: 3, Interesting

      Rogues could do it with vanish.
      Hunters too with feign death (maybe).
      The transporting "exploit" you mentioned involved a rogue stealthing through an instance (monsters don't stop chasing you in an instance), aggro'ing the mob and having a warlock teleport him back to the group. This effectively "skips content" and is against Blizzard's policy.

    14. Re:Silly by mopslik · · Score: 1

      Simply limit the distance a mob will pursue a target ... When engaged with a player, it will pursue them a longer distance, but will stop and turn back.

      Doesn't this just invite the old "easy defeat" trick of luring an enemy to the edge of its range, then attacking it when it turns away? One step forward, mob advances. One step back, mob retreats -- attack. One step forward, one step back -- attack.

      I remember slaying monsters in some of the early D&D video games this way. Granted, I've never played FFXI, and have no idea if this is at all applicable.

    15. Re:Silly by Deathdonut · · Score: 1

      Most MMORPGs limit monster chase time.

      As for the 'recent steps' you reference, training mobs into other players hasn't worked in WoW at least since alpha unless they were already in combat with the mob or it's friends.

      The change made with a rogue stealthing in, gaining aggro and being summoned out via a Warlock was a fix to an entirely unrelated bug used to 'split' a boss monster from its underlings and guards.

    16. Re:Silly by Anonymous Coward · · Score: 0

      No really, it should. Because they are too stupid to have learned from NeverQuest that once a mob spawn is static AND it drops good loot (or lots of cash), it will be camped and/or monopolized. Be that by professional Gil/platinum/gold campers OR organized guild.

      My guild in Everquest (like many others) monopolized for over 4 months the encounter required to get into the endzone of Shadows of Luclin (Emperor Ssraeshza). SOE tried to add random spawn timers, no use. Once it was up, we were very organized and killed the mob ASAP, we kept detailed spawn timers and bots tracking the zone 24h/day. Result: no one on the server was able to get into Vex Thal during that time. Was it ethical? No. Was it right? No. The only party to blame was: SOE.

      In the case of FFXI NM campers, the only party to blame is Square-Enix. They allow competition for content in a non PvP game. It's a very stupid game design decission because ultimately it ends up in griefing/monopolizing by guilds/organizations. They had 4+ years of NeverQuest to see and learn from it. They didn't.

      The future, and the current crop of "smart" game designs always revolve around instancing. Instancing content is the best way to avoid griefing and monopolization in non PvP games/servers.

    17. Re:Silly by Anonymous Coward · · Score: 0

      In World of Warcraft when the enemy is in "retreat" mode, it becomes invulnerable (evading any attack), and regens all of its health back very quickly.

    18. Re:Silly by Have+Blue · · Score: 1

      The real issue may be what's in the TOS, but the REAL real issue is what's enforceable. Only the game can stop people from exploiting the game before they interfere with someone else's experience.

    19. Re:Silly by Ayaress · · Score: 1

      Taking steps to prevent abuse in some, a few, or even most cases isn't enough. Especially not when they leave the best and most sought after in the abusable category. The game I mentioned, Ashen Empires, had, when I stopped playing, only one remaining static spawned boss - Mekklor the Balron, and there were all sorts of problems with people camping him. He drops the Symboled Blade of Destruction, which technically isn't an extremely rare item. On average, assumign Mekklor dies shortly after he spawns every time, around five of these swords will enter the game per day. Not really common, but exceeds a few lower rares that are worth a fraction as much. However, when all of those five end up in the hands of a single guild every time, a moderately rare sword becomes nonexistently rare. All it ended up taking was an elegantly simple fix and a change to his behavior, and suddenly camping him is almost a nonissue.

    20. Re:Silly by Anonymous Coward · · Score: 0

      Actually no, he was talking about aggroing bosses into players, and got it confused with the Rogue summon thing. The boss aggroing players fix was that if a boss cast "living bomb" on a warlock pet, and the warlock pet died, the warlock could later on resummon his pet and "living bomb" would still be on it.

      So a warlock could go to a populated place, resummon his dead pet (with living bomb enchantment). Pet goes boom, hundreds of players die.

    21. Re:Silly by arkanes · · Score: 1

      WoW addresses this by giving mobs a free regen once they drop out of combat (either because you died, or because you ran away). If you kill something, you need to do it all at once, no nickel and diming to death.

    22. Re:Silly by YomikoReadman · · Score: 1
      While from a grief prevention perspective, CoH has handled the problem well, it lacks in content pretty sorely. While not having any item drops, etc might be good for that purpose, that fact also means that a player has less to work towards and gain within the game.

      World of Warcraft is probably a much better example of what can be done to prevent that type of griefing; Instanced Dungeons, as well as high end loot that is randomly dropped by mobs all over the world. In addition to this, most if not all high end loot is Bound to the character that picks it up, which removes it from the economy the moment it's dropped.

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
    23. Re:Silly by MMaestro · · Score: 1
      Except for the fact that this would be HORRID for FFXI's xp system. Basicly in a xp party the goal is to achieve xp chains which you get for killing monsters one after another within a period of time. So if you killed a 100 xp monster then another one 60 seconds later (it goes 80>60>40 seconds so its not easy at all) you'll get 20% extra xp or 120 xp. Now players have figured out "Well, lets setup a camp. One person pulls a mob, while the others heal their mp until he gets back." Not a bad system right? This system would be COMPLETELY ruined if mobs would stop chasing you after a period of time (theres also a system called 'kiting' where you let a mob chase you while the rest of your party runs away/gets safe/heals up/etc so thats ruined too.)

      Now I don't know how WoW's xp system works since I don't play it, but if WoW has a system where mobs will stop chasing you after a period of time, then combat must not be a major factor in the game if its possible to simply run away and avoid combat.

    24. Re:Silly by Anonymous Coward · · Score: 0

      Have you ever considered that FFXI's XP system is horrid and should not be immitated?

      In WoW, you actually fight more mobs in a given period of time than you would in FFXI, and that's compensated by higher mob density and a higher respawn rate.

      FFXI really needs to fix their crappy XP system (there's more wrong with it than requiring mobs that never deaggro) instead of just blaming the problems on "gilsellers" like they do instead.

      You should read some of the FFXI forums. The idiots there seem to think that the game will all of a sudden become perfectly playable once Square bans all the gilsellers. They're in for one hell of a surprise should Square ever succeed with that.

    25. Re:Silly by Anonymous Coward · · Score: 0

      When engaged with a player, it will pursue them a longer distance, but will stop and turn back

      The funny thing is, mobs in FF: Crystal Chronicles did exactly that. Makes you wonder who's really designing the games.

    26. Re:Silly by pogle · · Score: 1

      I know this is a couple days after the fact, but I've been on travel all last week and missed out on the conversation/debates here. I'm on the Gilgamesh server myself; we had 2 groups of well known gilsellers, and multiple smaller groups as well. Last I checked, the most notorious group (most well known at least) is back and happily monopolizing their drops (Archers Ring) once again.

      The others havent returned yet. We'll see if they do or if they were banned.

      But to address Point A in your post, FFXI NMs typically *are* in an area spawn. And that works to the advantage of the gilseller groups, as there are anywhere from 1-6 of them to cover the spawn range. The group I competed with primarily (known as the Bugs) was in a desert area(Valkurm Dunes), and the spawn range of the NM (Valkurm Emperor) covered a very large area (it was increased in size recently, and the item drop rate lowered, in efforts to curb the gilseller inflation on it -- which actually made it worse).

      Thus, an average player has 4x as much ground to cover as the group of 4 that spread out to cover it all at once; unless it spawned right in front of you, they would have it, as they'd found the optimal spots for it to spawn within sight of at least one of them. And with a spawn time that can vary between 1.5-6+ hours between each pop, your odds are reduced yet again. The solo NM hunter has an incredibly small chance versus them, and thanks to SE's lowering the drop rate even more, when you do get a claim you typically don't get the item. Luckily for me the Bugs are still gone for 2 weeks running, so I actually have a chance now.

      The group that was not banned is even worse; the spawn areas (for Stroper Chyme) they camp are spread all over, and the 6 of them will spread out and cover every possible spot; they can be beaten every now and then, but the drop rate is something like 0.001%, so good luck beating them enough to get the drop.

      So general area spawns simply make it harder for legitimate players, and even easier for the gilsellers who sat in that zone for literally months, 24hours a day.

      Instanced dungeons would be nice, except FFXI basically isnt setup to handle that in most cases; there are fights (called BUrning Circle fights) that you trade items to get into, that have nice potential rewards, that are instanced; but those are a limited access commodity, and only encompass a small number of good items possible in the game. Making it so whole zones were instanced would cause many, many issues with the game mechanics I think.

      Ok, that's my bit of input, if anyone ever comes back to read it.

      --
      http://thechubbyferret.net - Ferret pictures and informative links.
  3. Now, in english by Palshife · · Score: 5, Informative

    In the game, there are unique monsters that drop rare and expensive items, called Notrious Monsters (NM's). In FFXI, only the party that initiated the attack against the monster can engage it in combat, so there will literally be 50 people surrounding the area where it appears, and as soon as it does it becomes a race to see who can claim it first.

    The problem then becomes that the drop goes from being kind of rare to EXTREMELY RARE, and the price goes through the roof.

    Honestly though, unless the items are being used to sell Gil (in game money) I can't say I frown on it. If people are that organized and they want to affect the economy to make a better position for themselves in the game, I say go for it. As a player, I know that there are plenty of ways to sidestep the problem, and it only becomes important to people who are transfixed by the items that they cant get.

    It's a big game. Do something else!

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    1. Re:Now, in english by Anonymous Coward · · Score: 0

      The problem then becomes that the drop goes from being kind of rare to EXTREMELY RARE, and the price goes through the roof.

      Would you please clarify this point? I'm a little confused. How does having 50 people camping a spot affect the rarity of the drop?

      You would think that the more often these "NM" monsters are killed, the more often the drop would be introduced into the economy.

    2. Re:Now, in english by Leroy_Brown242 · · Score: 0, Offtopic

      HA! I love your sig

    3. Re:Now, in english by SScorpio · · Score: 1
      The issue is that 1 or 2 groups would take complete control over that one drop, and while someone else might get lucky and get the claim, and then even more luck and they get the drop. With only 1-2 groups controlling this one item, they are able to set the selling price of the item to what they want.

      In the case where a different player somehow get the the item, if they try selling it they will just go with the inflated rate to get the most money they can for the item.

  4. Who? by IMarvinTPA · · Score: 5, Funny

    Who is this Gill Sellers guy and why does he have to be struck?

    IMarv

    1. Re:Who? by Anonymous Coward · · Score: 0

      I'm wondering how he can control 800 players at the same time. Egads, imagine if he used his talent for something useful.

    2. Re:Who? by screwballicus · · Score: 1

      Whoever he is, you're too late for the striking back part, as it looks like the chap went ahead and kicked the bucket before anyone else could kick it out from under him.

    3. Re:Who? by IMarvinTPA · · Score: 1

      This is morbidly funny. Very well done.

      IMarv

    4. Re:Who? by brkello · · Score: 1

      Finally, I have found him...though the search was long and difficult.

      http://www.dot.state.oh.us/dist3/users/gsellers/

      --
      Support a great indie game: http://www.abaddon360.com
  5. De-nerded translation by ajservo · · Score: 1, Insightful

    People are killing video game monsters to harvest money from them for the purpose of selling it on ebay.

    De-nerded even further...

    People are do bad things, and someone punishes them.

    1. Re:De-nerded translation by @madeus · · Score: 1

      Slashdot *is* News For Nerds, (that's why it says "News For Nerds" underneath the logo) so no translation required.

      If they norms, don't like it, they can take a leap. :P

  6. So, why do some peeps suck so bad? by Anonymous Coward · · Score: 0

    What is it with some people, eh? Are they really as fing mean and stupid as they come across as? Really, I'm just so fing tired of seeing game after game ruined by fing shallow selfish jerk.

    the more money, the less manners

    1. Re:So, why do some peeps suck so bad? by Ayaress · · Score: 3, Insightful

      It's the "It's just a game" mentality. When something is just a game, there are no consequences. Your actiond don't hurt anybody, and there are no hard feelings, nothing to be guilty about. It's pretty easy to be exceedingly cruel to a few pixels on the screen, even if you have a hard time bringing yourself to ask for an exchange when your new shirt ends up being the wrong size. The issues arise when those pixels on the screen are connected to a real person at the other end, some people treat them no differently than they would an NPC.

  7. This is the game by jgardn · · Score: 5, Insightful

    So, they create a game with static spawn spots. These monsters give valuable rewards for fighting them. Players learn about the spawn spots. They capitalize on it. It soon turns into a game of who can strike the monster first.

    I don't see what the problem is. They created the rules, and this is a logical progression. Why don't they remove the static spawning from the game, or make it random, or make these monsters tougher, or stop handing out rewards for camping?

    --
    The radical sect of Islam would either see you dead or "reverted" to Islam.
    1. Re:This is the game by ZephyrXero · · Score: 1

      I completely agree. If you don't want people "spawn camping" make it extremely random and unpredictable where and when they'll show up.

      The problem with all these "gil farmers" (or gold farmers on other MMORPGS) is that the game's money is worthless. Unless there is a set number of coins in the world and once they're gone, they're gone...then the money means nothing. This is what makes things valuable in the real world... It'd be a bitch to program, but it would stop this kind of behavior entirely.

      --
      "A truly wise man realizes he knows nothing."
    2. Re:This is the game by Halfjack · · Score: 1

      Ask Ultima Online fans about how well zero-sum economies work in MMORPGS. Anything with this many variables all depending on each other resists simple solutions.

    3. Re:This is the game by Reapman · · Score: 2, Interesting

      if thats all it was, yes I would agree. But it's not just someone with a map of spawn points campin out for a few hours. It's about people camping these spawns specifically to sell back to make a profit. Which is in violation of the TOS. And not just for a few hours, try 24/7 for weeks on end. I'm sorry but that is not normal play. They have people that take "shifts" on these accounts to ensure they get it.

      yes ffxi could be designed better in this respect, but it doesn't give them any right to break the TOS.

      it's rather hard to explain to someone that hasn't played an MMO, but the negative ramifications of "gil selling" is pretty big.

    4. Re:This is the game by keyne9 · · Score: 1

      The problem comes when those players break game rules by:

      a) purposely killing other players repeatedly in order to monoplize those spawn points, in direct contrast to the code of conduct
      b) violating the eula by selling virtual content online
      c) doing the above repeatedly--all day, every day, in clear violation of the eula permitting only one user per copy of the game.

  8. good and bad by Joe+the+Lesser · · Score: 4, Interesting

    It's nice to see a MMO company actually fight back.

    Of course, FFXI is very well designed for this sort of behavior in the first place.

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
  9. They do make it random (on some monsters) by Morrisguy · · Score: 4, Informative

    Why don't they remove the static spawning from the game, or make it random, or make these monsters tougher, or stop handing out rewards for camping?

    When it comes to NM(Notorious Monster) spawns in FFXI, there are two type of spawns. Timed spawns and lottery pops.

    With timed spawns, once the NM is defeated, it cannot appear again until a set amount of time (Such as real life 1 hour for most of them).

    The other type of spawn, lottery pops, are tied into the spawning rate of regular monsters. For every monster of a specific type that spawns in the zone, there is a very slim chance that it will be a NM.

    Here's an example. In one of the areas of the game, there are a bunch of windmills with giant sheep roaming around them. This area is also home to a NM called "Stray Mary", which happens to be a lottery pop. Now if I wanted to hunt down Mary (which is an actual quest in the game, btw), I would have to go there and hunt down every sheep I can find until one of the respawned sheep spawns as Stray Mary.

    As for drops, it's also kind of random as well. With Stray Mary above, she normaly drops some high quality milk that sells pretty good. If you're really lucky, she'll also drop a highly desired bard horn as well (which is the kind of item the Gil farmers/sellers are looking to monopolize as well).

    1. Re:They do make it random (on some monsters) by falcon5768 · · Score: 1
      A better example would be Mee Deggi the Punishor, who drops a Kote thats considered a important peice of gear for a lot of the oriental jobs, in this case its a time lottery pop of certain birds in the room. Gilsellers would time it out so they where in the exact right spot to pop him making it all but imposible to get him yourself. They would then sell the item for lots of money and drive the price up to the point where people stopped paying, then back down slightly so that they got max profit. The gil they got would then be sold to IGE

      People would THEN pay IGE to buy gil to buy the Kote.

      Thus you see why gilselling is a major issue, to get the good items you usually have to buy gil unless you have a high lvl character who can make decent gil. IGE would sell you the gil to buy the item that in the end IGE put up to begin with, the money never actually going out to the game world but to IGE who would just sell the gil to buy another item again.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

  10. Cue that Victory track... by game+kid · · Score: 3, Funny

    da da da da, duh, duh, da duh daaahhh...

    At least for the legit players, anyway.

    (Yes I know, it sounds horrible as text. Sue me.)

    --
    You can hold down the "B" button for continuous firing.
    1. Re:Cue that Victory track... by llamaluvr · · Score: 1

      My secret (final?) fantasy is to be at my wedding, kiss the bride, and then the piano player plays the victory fanfare, we we run down the aisle, a la NES/ Famicom FFs.

      --
      Insightful: 76, Off-Topic: 379, Flamebait: 24, Funny: 152, Interesting: 201, Underrated: 55, Troll: 9, Total: 896
    2. Re:Cue that Victory track... by Anonymous Coward · · Score: 0

      Just make sure that the piano player has practiced on every piano in all three worlds first.

  11. People are do bad things? by game+kid · · Score: 3, Funny

    Then I guess the auctioneers have no chance to survive make their time.

    --
    You can hold down the "B" button for continuous firing.
  12. Gill Sellers? by game+kid · · Score: 1

    So that's the Pink Panther's shy half-brother! I shoulda known...

    --
    You can hold down the "B" button for continuous firing.
    1. Re:Gill Sellers? by geminidomino · · Score: 1

      No no no. The Pink Panther was the diamond. The guy was Clouseau

    2. Re:Gill Sellers? by bigsteve@dstc · · Score: 2, Funny

      No, no, no. The guy was Pewter Fellers the famous typing error.

  13. For some reason . . . by dgrgich · · Score: 3, Insightful

    . . . I'm struck thinking about the kayakers and other boaters outside of the Giants' baseball stadium waiting for Bonds' home run balls to rain riches from the sky. Is this what these Gil Sellers are like?

    1. Re:For some reason . . . by Ayaress · · Score: 3, Funny

      Actually, based on the posts I read above from FFXI players, they're more like that guy last baseball season who dove accross five rows of seats and kicked a five year old while grabing a foul ball from him.

    2. Re:For some reason . . . by Guppy06 · · Score: 1

      Except they'd also be leading Bonds into the stands to beat the crap out of people with his baseball bat while they themselves dive for the ball.

    3. Re:For some reason . . . by Flunitrazepam · · Score: 1

      that was me

      --
      1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  14. Few gil sellers get banned by akypoon · · Score: 5, Interesting

    I have some friends playing FFXI now. They told me on Phoenix server, the IGE employees are still doing business as usual. It seems Square only banned those gil sellers who are very, very aggressive.

    Banning 800 out of 32 servers make you wonder how many gil sellers are actually out there. Keep in mind that Square never said explicitly that how many out of the 800 are linked to gil selling activities. Players who have repeating records for MPK or using grief tactics are banning candidates as well.

    Kudo to Square-Enix PR department. Well done.

    1. Re:Few gil sellers get banned by Anonymous Coward · · Score: 0

      Kudo to Square-Enix PR department. Well done.

      Actually, this was really poorly done. Really, really poorly done.

      The game has been out in the US for two months shy of a year and a half. I can't say for certain about the Japan release, but since the US release, there have been people camping these NMs and causing general grief.

      As has been pointed out before, camping the static spawns is considered acceptable. Square has officially stated that there is nothing against the rules about camping a static spawn 24/7 for as long as possible. Perfectly acceptable.

      The only thing that wasn't considered OK was the use of bots (which Square has in the past assured players that no one was using) and MPK, which stands for "Monster Player Kill". In short, FFXI is a Player Vs Environment (PVE) game as opposed to a Player Vs Player (PVP) game. Square decided (since the NA release I might add, guess we're a bad influence) that MPK is considered against the terms of service.

      However, despite the fact that people have been MPKing and generally griefing these areas for, let's be generous, and say the past year, Square has done absolutely nothing about it at all. When people ask, they kept saying "we're looking into it, and will take action" - for the past year.

      There was also a general rule that if there was any chance that the people dragging swarms of monsters onto you were doing so in an attempt to survive, no matter how unlikely, it was considered acceptable. This was learned after a player dragged a level 35 or so monster through a group of level 20 players and then charged to ressurect them. The GM said that since it was possible that he would have been defeated by the monster himself, that zoning it through groups of underleveled players was OK. (Monsters chase you relentlessly, the only way to stop that is to "zone" from one area to another, hence "zoning it".)

      Three months ago in the beginning of December Square all of a sudden started announcing changes. In January they changed their previous policy of not announcing changes to the game until a few weeks before they're implemented and started listing planned improvements on an almost weekly basis. For the past month, they've been announcing things that basically suggested user bans were coming. All this just happens to coincide with the US release of World of Warcraft.

      To me, it looks like this is a move to try and prevent people from quitting FFXI for World of Warcraft and maybe Everquest 2.

      I should mention that I don't play FFXI any more, I simply continue to watch Square as a former fan to see if they're going to do anything to try and win me back. Nice try, but so far - NG.

    2. Re:Few gil sellers get banned by XellDx · · Score: 1

      They banned the POL accounts, not the characters. Meaning potentially they banned 25600 characters, with each POL account having the max of 32 characters.

      --
      X
  15. Spawn camping? Wassat? by Asmor · · Score: 2, Informative

    Why don't they just play City of Heroes?

    Ignore all the pettiness and boring parts of all those fantasy RPGs and just have fun. No uber items to collect, no spawns worth camping... Anyone can have a good character and all they have to do is play normally and advance their character.

    1. Re:Spawn camping? Wassat? by Anonymous Coward · · Score: 0

      heck ya i hear ya there... i love CoH. its the only MMORPG that has managaged to keep me playing beyond a couple days. i love the fact that there is actually story in the game and that the world isn't static.

    2. Re:Spawn camping? Wassat? by jtnix · · Score: 1

      Because that, my fine under-roos wearin' friend, is BOOOORING as HELL. I'd much rather grief a pimply 15 year-old who doesnt have the nads to return a shirt that's too big then fly around in stretchy tights.

      --
      She blinded me with science, she tricked me with technology. ~ Thomas Dolby
    3. Re:Spawn camping? Wassat? by snuf23 · · Score: 2, Insightful

      Well, let's see:

      Nothing to do with the money you do make.
      No high end game content. (Getting to make a new character at lvl 50, is not exactly exciting).
      No player owned anything (i.e. apartment, super base, frickin telephone booth for that matter).
      Repetitive quests. Sure the story text changes but not much else.
      No player vs. player. (ok this should sort of be in the next update)

      Seriously, I am a CoH player and have been for about 7 months. I do enjoy the game and it's pretty impressive for me to find something that entertains me for that long.
      That being said, lately I have been getting bored as the high end game degenerates into a grind. Once I hit lvl 50 (I'm 46 currently and yes I don't have enough time to play to have 8 lvl 50s like some people) I will probably hang up my tights at least until City of Villains comes out. Especially if they do get the super/secret base thing in there. I wish there was more to SuperGroups than just being a convenient way to hookup with your friends.
      The game is a good start, but I think more features are going to need to be added to keep long term players.

      --
      Sometimes my arms bend back.
    4. Re:Spawn camping? Wassat? by YomikoReadman · · Score: 1
      Play WoW.

      Nothing to do with the money you do make.
      AH purchases, Tradeskills, and even obtaining newer skills requires you to spend quite a bit.

      No high end game content. (Getting to make a new character at lvl 50, is not exactly exciting).
      Currently, PvP is a major portion of the endgame. With battlegrounds coming up, that will definitely get a nice kick up to the next level. Also, there are several high end instances that are good for high end players to repeat, as well as instances which require upwards of 40 players to have a chance at.

      No player owned anything (i.e. apartment, super base, frickin telephone booth for that matter).
      Repetitive quests. Sure the story text changes but not much else.

      Can't really argue too much with either of these. Currently, there is no player housing, but reportedly Blizz has Guild/Player housing in the works. I can't wait to see how they handle it ^^.

      No player vs. player. (ok this should sort of be in the next update)
      World of WARcraft. PvP is really the highpoint, and it gives it out in several flavors, from PvP servers where it's all combat all the time, to 'Normal' servers where you can still PvP, but on a much more optional basis.

      I've played a lot of MMOs, starting with UO way back when. I've played EQ, SWG, FFXI, Lineage, L2, and even gave CoH a shot. While WoW has one of, if not the shortest time from level one to cap, it's probably the most entertaining. There's still plenty for me to do, and once Blizz gets the servers completely stable, then there will be a lot more stuff coming.

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
    5. Re:Spawn camping? Wassat? by Lehk228 · · Score: 1

      CoH lacks fun as well, all you do is kill stuff and level up.

      --
      Snowden and Manning are heroes.
    6. Re:Spawn camping? Wassat? by Anonymous Coward · · Score: 0

      Apart from the whole storylines in the missions. If you are in to that sort of thing its pretty cool.

      Or socialising with other people. Fun too.

      Granted need PvP though. There are a few people I would like to kick in the super nads.

  16. By far, This is the best move SE has done yet by TJ_Phazerhacki · · Score: 1
    As someone who started on the Computer Version 2 weeks before formal release - I can wholeheartedly agree with this move.

    Understand the ppl they banned were harassing other players (by MPK'ing them - a DIRECT violation of the TOS), automating aspects of the game for exploit purposes (grey area, but...) and out right modifying the game code. Since SE controls the servers, well...

    FFXI is one of the most balanced, enjoyable MMOG's I've played in years. CoH is fun, agreed. But when games like WoW fall here in 3-ish mos. (What % of a population can max MULTIPLE jobs before the game starts to seem old?) the alternatives will be ready and waiting (and I just don't see EQ2 as an alternative.)

    --
    Physics is nothing like religion. If it was, we'd have an easier time trying to raise money!
    1. Re:By far, This is the best move SE has done yet by samdu · · Score: 1

      FFXI was fun until I hit around level 63. After that I realized that I had as much XP left to get to level 75 as it took me to get to level 63. And I had over 70 rl DAYS invested already. That's a LOT of time and it just ended up being a level grind that I was no longer willing to devote that much time grinding out levels. It really was fun up until that point, though. Good luck in your travails through Vana'diel. :)

  17. Gil seller? by clean_stoner · · Score: 3, Interesting

    Am I the only one who has absolutely no idea what a Gil seller is?

    --

    Sigs are for the weak.

    1. Re:Gil seller? by Anonymous Coward · · Score: 0

      Gil is the FF game currency. Gil sellers are exchanging real currency for that of the game.

    2. Re:Gil seller? by falcon5768 · · Score: 1

      in all the FF games gil = money thus they sell in game gil for rl money

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    3. Re:Gil seller? by dodonpachi · · Score: 4, Informative

      "Gil" is the currency of Vana'diel, the world of Final Fantasy XI. A gil-seller is a person who sells gil for dollars.

      The problem is that they monopolize some monsters and zones that give good items. They sell the items to obtain gil to obtain dollars. So the "normal" players like me, are forced to buy the items at the ingame "ebay" instead of getting them the normal way... killing those monsters. It's possible to wait for the monster to appear and fight it before a gilseller, but unlikley.

      Worst of all, some gilsellers bring highlevel monsters near the spawn spot of the monster with the good item... so, the new foe kills you and they are alone to get the item. That is the kind of player SQUARE-ENIX is banning.

      Excuse my poor english (Spain here) and I hope this comment helped

    4. Re:Gil seller? by Dachannien · · Score: 1

      It's just like quatloos, but in Final Fantasy.

  18. MOD UP +25 BRILLIANT! by Palshife · · Score: 1

    Holy crap, why hasnt this been modded up to +25 Brilliant?!

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
  19. seriously by Fr05t · · Score: 2, Insightful

    I needed those 50 Monster Signas! Sure you can only equip one at a time and I don't have any jobs that can actually use it, but thats why I had to sell them on the Auction House. Of course that generated more gil than I could hold so I had to sell it in real life. :P

    On a serious note - I played FFXI for almost 2 years. I had 2 jobs leveled that needed a Monster Signa (fancy staff for Bards and Beastmasters). 6 months I camped the monster that dropped it and didn't get it once because there was constantly campers there running bots. Eventually it became apparent the only way I could obtain this item would be to either farm a low level area and ruin the game for someone lower level than I, or pay real money to get the gil I decided it was time to go.

    1. Re:seriously by falcon5768 · · Score: 1
      you would love it now... that staff costs about as much as astral rings these days.

      My GF and I camped it for her bard for months, in the end 100k was just easier to farm, she was well on her way when our LS surprised her with it.

      I had the same issue with O Kotes for my monk, in the end I realized its a game and you dont need this stuff to play good.

      once I learned that everything became so much easier.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    2. Re:seriously by Fr05t · · Score: 1

      On Midgardsormr (home of the Japanese FFXI mafia - they controlled everything including the AH prices) I think it was going for 300k-500k. That was about the same price I paid for my elemental staffs with Black Mage :P

  20. Why not let the players decide... by $1uck · · Score: 3, Interesting

    How difficult would it be to mark some servers as "approved for IGE economy 'enhancements'" and some servers where such activity will get you banned. The MMOG company can take IGE up on its offer to share a portion of the proceeds, and sign a contract that heavily penalizes IGE (or any other group) that violates server agreements. And if no one wants to play on the servers offering the "enhancements" well then scrap it and tell IGE to get lost. But the people who don't like it don't have to play with it and the people who do will have a "safe haven" to do it in. /crazy I know give everyone what they want.

    1. Re:Why not let the players decide... by @madeus · · Score: 1

      That's the first time I've seen that suggested, I think it would be worth trying out.

      While some people disagree I maintain that it's not hard to spot sellers automatically (with decent transaction tracking - I'm sure /I/ could impliment it and I'm not rocket scientist) and this would remove the incentive for them to muscle in.

      While I think it's all well and good to try and design a game that avoids this sort of thing it's not always possible unless you simply decided to drastically change the game you are going to offer.

      Seperate PvP/RP servers certainly work for the most part, so this could work, inflation would be *really* interesting to see though!

    2. Re:Why not let the players decide... by Anonymous Coward · · Score: 0

      The thing is, I can't imagine everyone on an entire server following the rules. It just doesn't happen. Dark Age of Camelot has servers designated as roleplaying servers where players are supposed to stay in character, but I've heard that it wasn't long before that broke down and now they say that people who do try to roleplay end up being mocked.

      I have this sinking feeling that even if you had a dialog box at account creation asking the player for their preference on whether gold selling should be legal or not and then forever forbid them from changing server types, you'd still find plenty of people wanting to buy gold.

      The companies running the games can't shut down the gold sellers completely. Sometimes they get banned but they usually find a way to avoid scrutiny. And when they do get banned they still manage to come right back under a new account.

      Furthermore, the gold sellers have the ability to create demand for gold. These folks also drive up the prices for items until people who otherwise wouldn't consider buying gold are driven to it.

    3. Re:Why not let the players decide... by Anonymous Coward · · Score: 0

      Simply monitoring gil sent through the delivery NPC at every auction house would give SE a fairly good idea of who is gil-selling. Someone that regularly sends large amounts of gil to different unconnected characters (not tied into the same POL account; people often move large amounts of gil between their own mules, but those are tied to the same POL account) is likely someone that is gil-selling. With that, it would be merely a matter of just outright banning the POL account, which would force the gil-seller to buy another copy of FFXI and the expansions. Eventually it would be far to costly for the gil-seller to keep that up, and they'd be forced to quit.

      It'd be very unlikely that gil-sellers would resort to moving the gil through trade transactions (though I don't see how it'd be any harder to monitor those), as that would require the coordination between the seller and the buyer to be in the same city at the same time. Even if the gil-seller only sent gil through a mule once, then deleted the mule and recreated, the mule's are always attached to the same POL account, which would make it pretty much impossible to avoid detection that way.

  21. They arn't even NM, and they cheat! by DynStatic · · Score: 1

    I play FFXI currently and on my server, Bismarck, the gil sellers camp Stroper Chyme and the Ooze. Both are NOT Notorious monsters. They are normal monsters that spawn on a set interval over many spots., but rarely drop items of worth. Stroper has 2 spawn spots while the Ooze has about 3-4.

    What's disturbing is when you check the auction house and see 1 item worth 600,000 gil sold by 1 person for the whole history. They keep an artifical price hike on the item. When I started this item was around 250k. Since then it's sky rocked. The item which is crafted from this item has sky rocked too.

    Also, these gil sellers have been known to cheat. Every NPC, item, and monster are stored in DAT files on a users hard drive. 1 file is 1 monster etc. These gill sellers will remove all the DAT files but their intended prey so they see nothing but this monster. The way the target system works, if you just spam an ability to claim a monster, it try's to claim what ever is closest. It's impossible to pull the wrong mob when you see nothing but the Stroper. So if someone pulls in 5 bats, they don't even see them! This is against the TOS, and is something that needs to be addressed in a game patch. Not only do gil sellers use this tactic, some linkshells use this tactic to claim HNM/NMs.

    It's about 6 to 7 in characters which camp a spot 24/7. And it's usually more then 1 person who takes turns playing each character.

    1. Re:They arn't even NM, and they cheat! by Ayaress · · Score: 1

      If you can remove or tamper with files like that, then there is some SERIOUS bad development in the game. EVERY MMO I've played checks the integrity of every data file before starting, and compared them against server-stored values. Any file that failed or was missing is redownloaded before you can log into the game. Try to hack a data file? It redownloads. Delete it? Redownloads. Random corruption? Redownloads.

    2. Re:They arn't even NM, and they cheat! by Anonymous Coward · · Score: 0

      FFXI only does that on version updates. It caches the hash values of the files, and rehashes them for version updates for some reason.

      Other than that, you can edit the data files to your heart's content. A Google search should bring up plenty. People have been replacing DAT files with others to create new armor models, or replace certain NPCs with others. Somewhere you can even find an edit to alter the base female model to replace the default clothing with a bikini. (But no further.)

      FFXI is pretty fucked up.

      The fact that it's been out for three years and banning 800 players is BIG NEWS should tell you something.

    3. Re:They arn't even NM, and they cheat! by InsideTheAsylum · · Score: 0

      Unfortunately, FFXI has about 5-8 gigs of installation files. Everytime they update the client, it takes about 10 *MINUTES* to check the integrity of every file. Honestly, I don't think it's very feasible to check every time before playing. Also, the parent is completely wrong regarding the removing of files. Even if you don't have a model file, you can still target the "empty space" where the mob is at. To actually not have any targets on your screen is completely something else; to be exact, it's a modified .dll that only shows the positions of monsters that you allow to be shown. The funny thing is, the "gil sellers" don't use this modified .dll. How do I know this? Easy! I've used it and every time time I always got the claim before they did. Alas, I don't play anymore. It got to the point where I had to cheat to be "average."

  22. About your sig by Baikala · · Score: 0

    By simply lying you wouldn't get insigthfull mod points. It's lying with style what makes the trick.

    --
    16,777,216 comments ought to be enough for any forum!
  23. Penny Arcade by Megane · · Score: 1
    For the benefit of those of you who don't realize you can see the comic before the rant is posted, today's Penny Arcade has a strip on Gold Farmers of the Hinterlands.

    As usual, the lads are perfect in their topical timing.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  24. What would blizzard do? by shoptroll · · Score: 1

    Heh... 800 people? That's it...?

    C'mon... Blizzard can whack thousands of people at a time... Get with the program S-E! j/k

    --
    Insert Sig Here
    1. Re:What would blizzard do? by superpulpsicle · · Score: 1

      Hey that's not even Blizzard. They don't have the balls to do that. That's Square Enix.

  25. Victory! by Anonymous Coward · · Score: 0
    ... then all you need is this text on the wedding cake:
    You gained 1000XP.
    2500 Gil.
    1 Elixir.
    1 Marriage Certificate.
    Groom Level Up.
    Bride Level Up.
  26. Re:Your post, gizoogle-ized! by Palshife · · Score: 0, Offtopic

    Kick ass! What the hell mods, this is hilarious!

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
  27. You're all alone. by Anonymous Coward · · Score: 0

    Am I the only one who has absolutely no idea what a Gil seller is?

    Yes, you are. Everybody else read the many other posts written before yours which explained it for us. Could you not have done a bit of browsing of the comments first and saved us all time and mod points?

  28. To clarify some of the misconceptions by XellDx · · Score: 2, Interesting

    I see alot of confusion above, and rationalazation from those not familiar with what the big deal is.

    Firstly, They banned the PlayOnline accounts, not the characters. Which means, potentially they banned 25600 characters, with each POL account having the max of 32 characters per account. So its possible that in doing this they removed a signifigant amount of money from some of the servers. That is to say, if they got the POL account that had the character with all of the gil-sellers money (unlikely), its gone. As the prices on IGE are the same, I'm guessing they didn't manage this.

    Secondly, the gil sellers monopolized the drops using hacks and exploits. Everytime SE fixed an exploit or tried to circumvent it,another aspect of the game ended up suffering. See: Fishing botters. Everytime they tried to comprimise, the method of operation has changed. I do not believe that a 'fix the problem' is entirely nessecary, the people who play the game for fun are not the ones actively cheating.
    On the point of the static spawn zones - the monsters in question do not spawn staticly at cordinates XX:YY. They can spawn anywhere in on a square of the map, covering a pretty substantial distance. Gil Sellers got around this by haveing 2, 3, or 6 camping depending on the number of spawns.
    The problem is that when competing with a Gil-Seller, you'd see them use an ability or cast a spell on the monster before it would load on your screen. I saw one where the monster spawned DEAD. They where not doing this becuase they where better, they did this through using hacks and bots. When a monster is 'claimed', no one else can attack it. In essence, if the monster wins you get your shot, if the player wins too bad.
    SE could not fix the way this worked without changing the fundamental way that claiming monsters worked, which in turn would affect the way the entire game played.

    It was not written into the TOS that camping a mob is bad. Its no where in there actually that you cannot camp monsters. As other have stated though, many of the gil sellers took extreme actions on ensure that they where the only ones who got the items. They not only made it a hassle to try for these, they made it dangerous.

    Solutions mentioned:
    Put level limits on areas.
    This is not possible on the level where the problem actually is. There are many areas in which the monsters span a 20-30+ level range.
    They do have special level restricted areas for parties go to in order to fight for rare treasure drops. The gil sellers to my knowledge left these alone, and even if they had tried its not possible to interfer with other parties as they fight in these.

    Simply limit the distance a mob will pursue a target
    This is done to an extent. If you get far enough of a mob so that it cannot see you it gives up. If you leave an area it gives up. If you are a much higher level and stop so it can catch up, it will follow you until you do one of the previous two mentioned activities. The mobs in some cases are slower than the player, and can be outrun. The mobs that people have to worry about, and train on others, can keep up.

    Fix the modified DLL issue.
    Nothing more I can say. That needs to be addressed. The fact that it hasn't been fixed suggests that there may be technical limitations (Affect the PS2 version perhaps).

    On my server they banned many of the major sellers, lots of the AH prices have stared to flux. SE has done a very good thing.

    --
    X