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."
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?
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!
Who is this Gill Sellers guy and why does he have to be struck?
IMarv
Trusting software vendors is no smarter than trus
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.
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.
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.