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Blizzard Drops the Hammer on Gold Farmers

evviva writes "Blizzard has kept its word and finally closed over one thousand accounts related to gold-farming and character sales. It was about time!" The post reads: "Over the recent weeks we have been investigating the activities of certain individuals who have been farming gold in order to sell it in exchange for real world currency. After researching the situation, we have issued permanent suspensions to over one thousand accounts that have been engaging in this practice. We do not condone such actions and will take decisive action as they are against our policy and damage the game economy as a whole.""

245 comments

  1. Even Playing Field by Anonymous Coward · · Score: 5, Insightful

    That makes it interesting, as they'll be one of the first MMORPG's to truly enforce an even playing field. While many companies do not condone the sale of in-game items, most allow for the sale of an individual's "time and effort" put into recieving those items. Seems like a fine line, and I'm glad Blizzard chose not to cross it.

    1. Re:Even Playing Field by interiot · · Score: 3, Insightful

      There's a huge difference between someone selling a major item or two, every once in a while, or even selling their character once they stop playing the game... and people who SET UP ENTIRE COMPANIES and employee lots of people who PLAY ACCOUNTS 24/7 and whose sole purposes is to sell in-game currency for US dollars, and who do it on an industrial scale. People who pay chinese people to do absolutely mindless boring repetitive tasks, on an industrial scale, force games to move in the direction of mindless/repetitive/boring. This is a GAME. It should be ENTERTAINING. In-game economies should not merge with the real-life economy.

    2. Re:Even Playing Field by saurik · · Score: 5, Insightful

      Does that make any sense at all? "People who pay chinese people to do absolutely mindless boring repetitive tasks, on an industrial scale, force games to move in the direction of mindless/repetitive/boring." It should do the exact opposite! There is no point in playing a game that involves doing mindless/repetitive/boring things. If the people who make games don't like this, they should _remove the mindless/repetitive/boring things from their games_. Don't try to outlaw the market: make it irrelevant. Banning the accounts of people who take advantage of what is really an insightful opportunity simply to maintain the status quo of crappy games is about as stupid as putting into effect a law that states that people can't talk about exploits in software because noone wants to fix them.

    3. Re:Even Playing Field by mobby_6kl · · Score: 4, Funny

      >do absolutely mindless boring repetitive tasks,

      Isn't this a description of the RPG gameplay?

    4. Re:Even Playing Field by Lisandro · · Score: 4, Funny

      Obligatory Penny Arcade link here.

    5. Re:Even Playing Field by zoips · · Score: 1

      That's interesting...except:

      SE already did this. Granted, they missed some of the commonly known gilsellers on my server (one of the Angles got it, but the rest escaped somehow >_<). Though it wasn't just gilsellers that got the boot, they banned some people for repeated MPKing (though the majority of the people doing that is gilsellers...)

    6. Re:Even Playing Field by edgedmurasame · · Score: 2, Insightful

      Also, the more likely one will get banned for it, the more likely it will get scammed - see Lineage II.

      --
      "Forget the engineers." -Carly Fiorina, briber of MIT Technology Review.
    7. Re:Even Playing Field by Dachannien · · Score: 5, Insightful

      Don't try to outlaw the market: make it irrelevant.

      Unfortunately, it doesn't work that way.

      Star Wars Galaxies, for example, originally tried to make the route to becoming a Jedi so incredibly difficult and unpalatable that few would go through with the task. (You had to master several professions which were selected by the game, whether you were actually interested in those professions or not.) The idea was that when the task was made so difficult that nobody would intentionally *try* to complete it, the result would be that only the few who happened to pick their combination by accident would succeed.

      Of course, this didn't work. People were so enamored with becoming uber leet Jedi that they would suffer through the intense boredom to crank out professions on a character they would never play again after they opened their Jedi character slot.

      Now, I realize that you're saying that without the mindless/boring tasks in the first place, this would never develop. But the problem is that there will always be the *possibility* of undertaking even a fun task in the most boring way possible. I honestly don't believe that it's possible to design a game that makes the fun way equal to the most time-efficient way while maintaining persistence.

      So, people who don't play the game for the journey but rather "for teh win" will always take the quickest, most boring route. If they can make it even quicker by spending money on it, they will. The best way to stem this problem is to take care of it on the supply-side.

    8. Re:Even Playing Field by grumpygrodyguy · · Score: 3, Interesting

      There is no point in playing a game that involves doing mindless/repetitive/boring things. If the people who make games don't like this, they should _remove the mindless/repetitive/boring things from their games_.

      This is a very very very hard problem. You don't see people making comments like "coal is inefficient, so why aren't you jokers using cold fusion?!?"

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    9. Re:Even Playing Field by egarland · · Score: 4, Insightful

      If by "even playing field" you mean one where kids who can play 95 hours/week can pwn me because they're level 72 and I'm only level 25 because I have a job and can't, then yes... they are making things more "even".

      The fact is, as long as you put barriors in place that can only be overcome with the investment of time, there will be people who pay someone else to overcome them. A game built around skill instead of time investment doesn't have this problem. You don't see this issue in any of the UT's or Quakes do you?

      --
      set softtabstop=4 shiftwidth=4 expandtab nocp worlddomination
    10. Re:Even Playing Field by Minna+Kirai · · Score: 5, Insightful

      Don't try to outlaw the market: make it irrelevant.

      You have a partial point. From a naive, short-term perspective, it would be easy for Blizzard to make those businesses irrelevant. The administrators of a game server can always undercut a 3rd party seller. Whatever price is offered for gold on ige.com (currently $0.21 each), Blizz can beat with no effort (and, they have untouchable advertising positioning and established billing arrangements with the customers).

      But in the longer term, legitimizing the sale of gold (or other in-game resources) will devastate the MMORPG business model. Players are attracted by 3 factors:
      1. Artwork. An initial attraction that doesn't last long.
      2. Achievement. The virtual Skinner-box model.
      3. Association. The 3d-accelerated chat window.

      Each stage feeds into the next. If the "Achievement" of step 2 were available on the open market, players will do one of two things depending on their personal wealth: Rich players will pay the money, get the ultimate stuff, and then be bored with the game 2 weeks later. Poor players will look at the effort they're spending, see that rich people can buy past it for a few bucks, get discouraged, and quit the game.

      Either way, putting a visible price tag on the results of playtime makes it seem less like entertainment and more like a job. Customers don't pay to work at a job.

      In a way, this is just revealing the game for what it is: a non-fun level grind. One might say that the optimal solution would be for Blizzard to publish a better game, that will be enjoyable for the journey itself, and not just the tantalizing destination. But it would take major leaps of artistry and technology to accomplish that, and the development cost would likely appear prohibitive.

    11. Re:Even Playing Field by DerWulf · · Score: 1

      While I think that you are mostly correct I wouldn't make this about rich and poor. Seriously, people that are willing to invest in a game that is as time consuming as an MMORPG do probably not have to work two jobs. Also, consider the 40$ price of the box and the 10$ subscription (WoW). A better way, in my opnion, to think of this is Archivers vs. Buyers. Many people complaining about this could probably afford the money to buy that uber char or item effordlessly but it just wouldn't be the same. And their fun would be spoiled by knowing that the status symbol (char or item) needn't be worked for in-game.

      --

      ___
      No power in the 'verse can stop me
    12. Re:Even Playing Field by Anonymous Coward · · Score: 1, Interesting

      One might say that the optimal solution would be for Blizzard to publish a better game, that will be enjoyable for the journey itself, and not just the tantalizing destination. But it would take major leaps of artistry and technology to accomplish that, and the development cost would likely appear prohibitive.

      Why? The makers of single-player RPGs have no difficulty making games that are fun to play without the level grind. Consider Morrowind - it's practically an MMORPG without the other players, it has the guilds, the exploring, boatloads of side quests... you can play it for months and never touch the "main story". And while becoming a powerful character and acquiring cool stuff is part of the fun, it's not all of it by any means.

      I can have fun in Morrowind without spending a week killing the same kind of enemy in the same place over and over again. Why can't I have the same kind of fun in an online game? What's so inherently difficult about online games? Instancing basically turns them into single-party RPGs connected by chatrooms ANYWAY, and STILL the offline games are fun and the online games aren't!

    13. Re:Even Playing Field by mowph · · Score: 1
      A game built around skill instead of time investment doesn't have this problem. You don't see this issue in any of the UT's or Quakes do you?

      The companies that make Alienware systems, oddly-shaped mousepads, and graphics cards with more heat dissipation than a SHOgun-modded Ford Festiva seem to have a significant part of their business model based on the concept that it is possible to compensate for lack of skill with the newest and leetest hardware. Anyone who can afford that kind of hardware probably doesn't have their entire day free to play on it, unless they're a pro gamer.

      Seriously, in today's sniping matches, someone who's only getting a mediocre framerate at 640x480 is going to get pwnt by the neighbor's kid's X600. At 640x480, you can't even make out the guy getting a bead on you at 3 times that resolution.

    14. Re:Even Playing Field by hikerhat · · Score: 3, Insightful
      There's a difficult balance here though. A game would be no fun if it was so hard to get rich in the game that it would take a single person years to get the good stuff. That would only be fun for the true fanatic. The game would go out of business. But a game would need to be that had to prevent farming.

      If you make it easy enough that it only takes a few months to get the good stuff, well, then it is cheap enough to hire people to farm the good stuff and sell it on ebay, but still difficult enough that there would be a demand to buy the high level stuff on ebay. At the same time the challenge level in the game would be enough to keep many players playing.

      If you make it so easy to get the good stuff that there would be no demand for it on ebay then there would be no farming, but the game would be so easy that nobody would want to play. Again the game would go out of business.

      Anyway, finding the economic sweet spot where there is no demand for buying high level stuff with real-world cash might not be possible. The only option left is to try to artificially regulate the economy.

      Imposing some sort of regulation on the market isn't unrealistic or 'OOC' anyway. In the real world truly free markets don't work either. That's why we have real world economic regulation, unions, etc.

    15. Re:Even Playing Field by uofitorn · · Score: 0

      You don't see this issue in any of the UT's or Quakes do you?

      They're called aimbots.

      --
      "What kind of music do pirates listen to?" -Paul Maud'dib
      "Yeeeaaarrrrr n' Bee!!" -Stilgar, Leader of Sietch Tabr
    16. Re:Even Playing Field by wickedj · · Score: 2, Insightful

      You might want to give Guild Wars a try. Sure the big draw will be the no monthly fees but one thing I found interesting is they are trying to get rid of all the time-wasters.

      Instant free waypoints from place to place (no more gryphon riding)
      The max level cap is (currently in beta) 20.
      If you don't feel like building up to level 20, you can start with a prebuilt level 20 character.

      The way combat is set up is almost like a card game (ala Magic). You can earn a hundred skills but only have 8 or so slots to fill. Before each battle, you have to pick and choose what you want to use.

      Most of your battles will be party battles so choosing your skills depends on your role in the party (ie. healer, tank, support, etc.).

      In the end, this allows those who work 40 hours a week and go to night school 10 hours a week plus take karate to compete with those 14 year olds who spend 90+ hours a week playing the game.

    17. Re:Even Playing Field by Anonymous Coward · · Score: 0

      Even for what? A MMORPG is not a competitive game. It's a social environment. DUH.

      If you're playing a MMORPG "to win" you're going to spin your wheels quite hard and for an arbitrarily long time without getting ANYWHERE.

      You might want to re-evaluate what you're trying to get out of this "game" as it seems like you're trying to something that does not exist. Good luck with that!

    18. Re:Even Playing Field by superpulpsicle · · Score: 2, Funny

      I agree with the original poster though. That's like leaving a bank wide open with no security, and tell people to not steal a penny.

    19. Re:Even Playing Field by MoeDrippins · · Score: 3, Interesting

      > "People who pay chinese people to do absolutely mindless boring repetitive tasks, on an industrial scale, ... Welcome to the US, and almost every other western country. Look at the "made in..." tags on almost anything you buy today.

      --
      Before you design for reuse, make sure to design it for use.
    20. Re:Even Playing Field by spyrral · · Score: 1

      Are you joking? Where do you think that skill comes from? I had to stop playing certain FPS games because the time required to maintain my skills was unreasonable. The addict who spends 12 hours a day palying UT or Quake will most likely own the casual player who only has 10 hours/week to play.

      Halo 2 solves this problem somewhat, in that it pairs you with people of the same skill level in random ranked matches. But if I haven't played for a couple weeks, I'm screwed! I'll have to wait for the system to realize my skill level has dropped and pair me with people I can actually compete against.

      I'm not sure this is a problem that can actually be solved.

    21. Re:Even Playing Field by Moonlapse · · Score: 2, Insightful

      Practice helps, but there are some people that can stop playing for 6 months, and come back and still pwn people who play 12 hours a day. That's the skill he's talking about. Moving a mouse quickly to land on someone's head is in your DNA!

      --
      - I got my free iPod and a free Nintendo DS....why not
    22. Re:Even Playing Field by Anonymous Coward · · Score: 0

      "they should _remove the mindless/repetitive/boring things from their games_. Don't try to outlaw the market: make it irrelevant."

      Blizzard has attempted to address this explicitly in their design of WoW. And in most ways, they have succeeded! The balance in this MMO is fantastic, the leveling curve is organic, and i've never once had the feeling of "grinding" to accomplish a task to get my reward. nothing about the game has been drugerous -- i've enjoyed the ride very much.

      the problem IS the gold farmers and the people who patronize them. Because WoW is a competative game (on PvP servers anyway), people will do whatever it takes to claw their way to the top fastest. this not only damages the economy and makes it much harder for new players to enter the fray, it also ruins the qualitative aspects of the game -- atmosphere, pacing, exploration, and a sense of accomplishment. what becomes obvious is that it is the farmers who turn the game into a mindless grind because they ruin the balance blizz put so much time into perfecting.

      i applaud blizz and support their policy as do the vast majority of WoW gamers (check the official forums).

    23. Re:Even Playing Field by Jaeph · · Score: 1

      I find these discussions fascinating. Somehow the gamers with more money than time are worse than the gamers with more time than money. So it's ok for the time people to have more time to get the best equipment and then trouce the money people, but it's wrong for the money people to buy the equipment to make it a fair fight.

      Time=Money. Some gamers have more of one than the other; arguing that one is right or wrong is just silly, IMO.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    24. Re:Even Playing Field by Anonymous Coward · · Score: 0

      If by "even playing field" you mean one where kids who can play 95 hours/week can pwn me because they're level 72 and I'm only level 25 because I have a job and can't, then yes... they are making things more "even".

      It's not only that, the servers economies get messed up because the level 60 kid makes another character, levels him up to level 25 and gives him 200 gold from his main character. Meanwhile you have 1 gold and you have to try to buy goods from the same auction house as him.

      The problem on the WoW server I play on has hit hard in the last few weeks. Basically Rare items that are for people under level 50 have no chance of going to a "first time" player because they have become overpriced for the level from people making new characters and using their old ones to feed the new ones gold.

      At least the ebay sale of gold would even the playing field between those who had jobs, and those who play WoW 24/7.

      200 Chinese serfs are going to starve because blizzard is taking their jobs away. Someone should call the WTO police on their asses.

    25. Re:Even Playing Field by Psykechan · · Score: 2, Informative

      200 Chinese serfs are going to starve because blizzard is taking their jobs away. Someone should call the WTO police on their asses. ...except that those jobs were never allowed in the first place.

      You might as well complain when some shop selling pirated goods gets closed down. Or when the people selling very low price appliances out of a van gets busted.

      From the EULA:
      Section 4
      B. You agree that you shall not, under any circumstances,
      (ii)exploit the Game or any of its parts, including, but not limited to, the Game Client, for any commercial purpose, including, but not limited to, use at a cyber café, computer gaming center or any other location-based site without the express written consent of Blizzard;


      It also states that if you fail to comply with section 4 then your license is revoked and it may subject you to civil and/or criminal liability.

      I don't think that the farmers have any hope here.

    26. Re:Even Playing Field by drinkypoo · · Score: 2, Insightful

      The people who patronize gold farmers are like the people who patronize spam. Because the gold farmers negatively affect the economy, the people who patronize them are the real problem. If they didn't do so, no one would farm gold. If [some] people didn't buy stuff from spamvertisements, pop-ups, et cetera, no one would bother to utilize them as a marketing tool.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    27. Re:Even Playing Field by interiot · · Score: 1
      It's just a feeling I have that's the combination of a couple different things...

      One is that Blizzard's initial response to chinese farming was to making the professions "Fishing" and "Cooking" basically worthless. You could still do those professions, but there was basically little point in doing so. So chinese farmers had the indirect effect of making something that was previously enjoyable now not enjoyable.

      Second is that... people play games to escape the real world. If we allow the real world economy to merge with in-game economies, the game will be reduced to something like stock market trading or factory work or something like that. Seriously. Economic principles taken to their fullest extent result in required work that is interesting to some, but definitely is not something that most people would want to pay $15/month for to use as an escape.

      Third... even if it WERE possible to design a game that people would pay $15/mo to play, but still be merged with the real-world economy, it still limits Blizzard quite a bit in what they can do. Everything would need to be economically sound... rare items would either have to be exceeeeedingly rare, or not be worth very much. The whole point to the game is to make this artificial combination of electrons look/act like a very powerful weapon, and so be rewarding to receive, but it still fundamentally is a completely artificial creation that's functionally useless other than its entertainment value. It's not something you should apply real-world economics to.

    28. Re:Even Playing Field by servognome · · Score: 1

      In a way, this is just revealing the game for what it is: a non-fun level grind. One might say that the optimal solution would be for Blizzard to publish a better game, that will be enjoyable for the journey itself, and not just the tantalizing destination. But it would take major leaps of artistry and technology to accomplish that, and the development cost would likely appear prohibitive.
      It would require a change to the psychology of players, which isn't going to happen. Pretty much the only difference in gameplay between level 35 and level 60 is the models of the monsters you fight. If the journey is the same as the destination, the only difference is in the mind of the player.
      Why will a +5 sword sell for 10x the amount of a +4 sword? Not because it is that much better in terms of game play, but because it is better in the mind of the players.
      If there is a goal many people will focus on reaching the goal, and look for any shortcuts they can along the way.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    29. Re:Even Playing Field by Anonymous Coward · · Score: 1, Insightful

      An RPG has 1 story. Multithreading fails because the story never was about the lost dingus or the salvation of humanity, its about the journey of your character. You can't remember the names of the earliest places explored or enemies bested without looking them up, because they were unimportant. The player looks past semitransparent layers of fluff toward the personal story of their choices. Usually the backstory has the quality of a dimestore paperback with hackneyed themes and repeated archtypes, except that you're paying 40 times what its worth and turning the page is a Herculean task.

      The number of PvP battles you engage your friends in over a FPS is equal to the number of stories you find in it. You don't really care that the stupid space ring is really a weapon, because you cannot use it. You DO care that you can run your best friend over with a tank. Usually the backstory has the quality of a dimestore paperback with gratuitous gore and repeated archtypes, except that you're paying 40 times what its worth and turning the page is a Sysiphan task.

      Current MMOs have tried to take the horribly uninteresting backstories and the requirements only an actuary could love from RPGs and fit them over top of a substandard FPS. I submit to you that the two themes are not compatible. Death in FPS is a laughing matter, death in RPG means a prolonged bitchfest. Picking up a lame weapon in an FPS can be resolved in a few seconds, picking a lame or nerfed skill in an RPG means you have to start over with a new character or suck until you do.

      There is a free MMO called Runescape. It boasts numerous crafting and battle skills, equipment, and quests. I logged in expecting to see people escaping from day-to-day drudgery. Instead, most of the people were trying to sell materials of artificial scarcity to other players at exorbitant prices. The number of salespeople and their shouted wordbubble advertisements filled the screen. In their spare time they were engaging in the very drudgery they might have done during work. Except most of them were too young to work, most were only 13 years old. Why? Because they didn't know what else to do.

      If you care about fun, refuse to pay for a game that does things wrong. It's the only way they'll get it.

    30. Re:Even Playing Field by Anonymous Coward · · Score: 0

      The problem is that the MMOs are copying game ideas that have been around forever. Imagine if I sold you a game on the premise of whirlwind adventure and when you played it it felt like Tic-tac-toe (RPG) or Whack-a-mole (FPS). Compare Nethack to Diablo II and you'll see what I mean. Most of the ideas came from tabletop RPGs, which came from tabletop wargames, which came from chess, which came from tic-tac-toe. The ideas that have stuck around (hit points and experience points) are horrible abstractions that never made any sense, but are easy to program. The ideas that have merit (the ability to try anything that makes your DM laugh, the concept of losing something in-game for out-of-game gains) are stomped by the medium.

      Temporary success can be had by stealing from other games that have not yet been tried in the medium. But permament success involves innovation at the tic-tac-toe level. The scope is too great for most developers or companies, so they settle for flavor-of-the-day development.

    31. Re:Even Playing Field by aichpvee · · Score: 1
      Pretty much the only difference in gameplay between level 35 and level 60 is the models of the monsters you fight.

      Not true, at level 60 you can pvp the crap out of people and at level 35 you're (on a pvp server) going to get ganked by the level 60s or (on a non-pvp server) going to get ganked by level 60s if you try to pvp or run into level 20s who won't toggle.

      Personally I think a lot of the people commenting on WoW either don't know the game well (or only know it at all from reading the opinions of others) or aren't into what it really is, that being, at it's most basic level, a massively online Diablo-clone in full 3D.

      --
      The Farewell Tour II
    32. Re:Even Playing Field by aichpvee · · Score: 1

      Hey, what are the aimbots for UT? I haven't seen one before. Not for Quake either, but I don't play that. I have seen tons of them for HL though.

      --
      The Farewell Tour II
    33. Re:Even Playing Field by servognome · · Score: 1

      Not true, at level 60 you can pvp the crap out of people and at level 35 you're (on a pvp server) going to get ganked by the level 60s or (on a non-pvp server) going to get ganked by level 60s if you try to pvp or run into level 20s who won't toggle.
      If people played carebear games any differently you might have a point. People power level in EQ2 where PvP is not an issue. PvP may be a contibuter but the primary driver for power levelling and grinding is to reach 60 for the sake of being level 60

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    34. Re:Even Playing Field by Lonewolf666 · · Score: 1

      But in the longer term, legitimizing the sale of gold (or other in-game resources) will devastate the MMORPG business model. Players are attracted by 3 factors:
      1. Artwork. An initial attraction that doesn't last long.
      2. Achievement. The virtual Skinner-box model.
      3. Association. The 3d-accelerated chat window.


      There could and should be also:
      4. Challenge. It takes playerskill to take down a monster.

      Unfortunately, all MMORPGs seem to fall short on this one. Even Neocron, which is closest to a FPS among the MMORPGs I've tried so far, could use a somewhat faster and more action-packed PvE gameplay. Maybe on the level of HalfLife 1, which was truly groundbreaking.

      --
      C - the footgun of programming languages
    35. Re:Even Playing Field by Alizarin+Erythrosin · · Score: 1

      I was actually thinking that would have ended up being this one

      --
      There are only 10 kinds of people in this world... those who understand binary and those who don't
    36. Re:Even Playing Field by Slime-dogg · · Score: 1

      Star Wars Galaxies, for example, originally tried to make the route to becoming a Jedi so incredibly difficult and unpalatable that few would go through with the task. (You had to master several professions which were selected by the game, whether you were actually interested in those professions or not.) The idea was that when the task was made so difficult that nobody would intentionally *try* to complete it, the result would be that only the few who happened to pick their combination by accident would succeed.

      What I would have done, which would have caused much whining, is make force sensitivity a random thing. At 100 days, the force sensitivity of the character is revealed (a random chance), and the player is given the choice of becoming a jedi (if the amount of sensitivity is high enough).

      That way, you won't have so many jedi, and only the ones who are dedicated to the game have a chance of becoming one. Since its random, it is non-descriminatory.

      The point is that not everyone in the SW world was a jedi, or even had a chance of becoming one. They probably all would have loved to be one, but it just wasn't the reality of the situation. As for me? I'd much rather have been Han.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    37. Re:Even Playing Field by Minna+Kirai · · Score: 1

      AC: I can have fun in Morrowind without spending a week killing the same kind of enemy in the same place over and over again.

      I think there are 2 large, important differences between Morrowind and an MMORPG like WOW. First, the people who actually play and enjoy Morrowind for months on end are fairly rare in comparison with the 300,000+ subscribers WOW has. Targeted in a smaller market of more "elite" gamers, Morrowind can work, but won't reach the same popularity WOW and EQ2 aim for.

      Why can't I have the same kind of fun in an online game? What's so inherently difficult about online games?

      The difference is that at some points during the game, you see other players going around, and compare your stuff (level or loot) against them, and feel inadequate or retarded if they all advance much faster. A Morrowind player COULD download a savegame editor and immediately reach god-like combat levels and billions of gold, but you don't, because it's a challenge against yourself only.

      Its a peer-pressure thing. Hard to go slow "for the love of the game" when steroid-enhanced competitors are zooming all around you.

      Instancing basically turns them into single-party RPGs connected by chatrooms ANYWAY, and STILL the offline games are fun and the online games aren't!

      Well, I think that instancing hasn't gone far enough yet. In WOW, you can still somtimes come into a monster's lair only to find another group already waiting for it to spawn, so instancing isn't universal. I predict that future MMORPGs will take instancing even further, so that the entire world will seem instanced as soon as you step out of the homebase city, with the only other visible players being those in your party.

      But even with more instancing, there will still be some places where players see each others' characters and compare levels, and those times will either irritate players who advance slowly because they don't spend money, or bore players who spend to max out quickly.

      Further prediction that could help MMORPGs: Even with instancing, players compete with each other for resources- parties to group with is kind of a resource, and players of too low a level won't be able to get a group. This creates more pressure to grind your way up, so the others don't shun you. Future games may expand on the sidekick feature of COH, which allows players' levels to automatically equalize while they stay grouped.

    38. Re:Even Playing Field by Minna+Kirai · · Score: 1

      Unfortunately, all MMORPGs seem to fall short on this one.

      The sameness of combat across MMORPGs from UO to EQ to WOW is striking. I'm personally bothered by the word "AGGRO", which is MMORPG-speak for "monster's intention to attack". There are skills you can get to either add or remove aggro, to control an NPC opponent's behavior.

      Its a sign of failure that NPC behaviors are so simplistic they can all be manipulated this way, instead of, for example, actually allowing the AI to attempt to win the fight to the limit of its ability.

    39. Re:Even Playing Field by Incoherent07 · · Score: 2, Insightful
      Well, I think that instancing hasn't gone far enough yet. In WOW, you can still somtimes come into a monster's lair only to find another group already waiting for it to spawn, so instancing isn't universal.
      I'll tell you a story from my WoW play as a counterargument. A week or so ago, I was doing a quest which required a group to go through a densely packed area of elite (balanced for groups) mobs to find an Ancient Egg. My group worked its way through the area, which wasn't instanced, and finally reached the final objective. As we turned to leave, we saw a single human rogue run from behind us to get the egg as well. Turns out he'd found another way to accomplish the quest, even though he was not grouped, he was too low to sneak past everything, and he certainly couldn't fight his way there: he simply followed our path of destruction and finished the quest. No exploits, no bugs, just a clever way to avoid trying to find a group.

      If that area were instanced (which would be easily possible, although currently instancing in WoW is not transparent because the instances are on a separate server), it would not be possible to do what he did. Is this something we want, to make everyone do things in a conventional manner? I think the imaginative solution is worth something as well.

      I predict that future MMORPGs will take instancing even further, so that the entire world will seem instanced as soon as you step out of the homebase city, with the only other visible players being those in your party.
      This game is called Guild Wars.

      The problem with this model is that the whole point of a MMOG is that you can and will run into other people; sometimes you'll work together, sometimes you won't, and sometimes the other player is an enemy and you'll decide your best option is to fight it out. (Also, the reason I told the story above is that it, too, couldn't happen if the area were instanced.) Making the entire world instanced means that none of these things can happen outside of towns. The effect is that you're proving the grandparent's point anyway, because the more you instance the more you make the MMOG like, say, Diablo II.

      Honestly, finding a party is one of the most boring parts of a MMOG. Will you be able to find the specific set of classes you need to make a balanced party? Will you be able to find X number of people who want to go to the same place you do? You wait 2 hours for a party, so that you can spend 3 hours together, and this is fun? Honestly I would think that there are other ways of having players interact without reducing the game to single-party zones.
      --
      This is my sig. There are many others like it, but this one is mine.
    40. Re:Even Playing Field by Archon · · Score: 1

      This is a GAME. It should be ENTERTAINING.

      But this is the U.S., where Capitalism is sport.

    41. Re:Even Playing Field by aichpvee · · Score: 1
      Funny, I thought we were talking WoW? And the lamers who hit 60 and don't PvP in that tend to be bored as shit.

      Regardless, all of that is beside the point of my post. And a Carebears MMORPG would probably be more fun than both of the EQs combined.

      --
      The Farewell Tour II
    42. Re:Even Playing Field by Anonymous Coward · · Score: 0

      Oh yeah, this is a fucking troll. Right. Some idiot Square-Anus comes here, suggesting that Square-Penix did this "first", which is blatantly false, and this is the troll.

      Hey, morons: Square-Penix did NOTHING of the sort. They've solved NOTHING.

      Blizzard is actively combatting the problem.

      Square-Penix is just pretending it doesn't exist.

    43. Re:Even Playing Field by Anonymous Coward · · Score: 0

      Pretty much the only difference in gameplay between level 35 and level 60 is the models of the monsters you fight. If the journey is the same as the destination, the only difference is in the mind of the player.

      Except in FFXI, where you fight the same stupid blue crab you fought at level 10 at level 60.

      No, seriously. They're identical - model, move list, everything. That's the primary reason why people who have only played FFXI aren't allowed to discuss how MMORPGs should run.

    44. Re:Even Playing Field by Lonewolf666 · · Score: 1

      I was thinking more of the way your attacks are performed in most MMORPGs:
      -point at mob, not much aiming skill required (if any)
      -click and wait for the attach to play out, playerskill does not play a role in the success of the attack

      Also, mobs are often too slow and stupid to be much of a challenge.

      Last, some comments on aggro:
      Adding aggro should be trivial, just shoot at the mob to make it angry. So I consider the ability to "add aggro" a given and not a design weakness.
      Skills to remove aggro are more problematic, but they might be an interesting alternative to Hack&Slay. The game designer should, however, not make them 100% reliable, otherwise the challenge is gone.

      --
      C - the footgun of programming languages
    45. Re:Even Playing Field by Ohreally_factor · · Score: 1

      You have a partial point. From a naive, short-term perspective, it would be easy for Blizzard to make those businesses irrelevant. The administrators of a game server can always undercut a 3rd party seller. Whatever price is offered for gold on ige.com (currently $0.21 each), Blizz can beat with no effort (and, they have untouchable advertising positioning and established billing arrangements with the customers).


      The thing is, Blizzard need not "compete" long term, but need only destabilize the market to make it an unprofitable business for the gold farmers. And they can use the same underground economy, without having to set up an official shop.

      Any devaluations of the currency could be temporary if handled properly in game, perhaps even enhancing the game. Imagine if a gang of NPC thieves started robbing those with great concentrations of offline-derived wealth. This would effectively decrease the (game) money supply as well as provide a basis for new quests or missions. And unlike a "real economy", you wouldn't need to account for the money in any detail. The thieves spent it on whatever it is that NPC thieves spend their money on, so it is not recoverable. (I know, it actually sounds more like our "real economy".)

      --
      It's not offtopic, dumbass. It's orthogonal.
  2. Stupid Gold Farmers! by chrislees · · Score: 5, Funny

    Ruin my economy.THEY'RE the reason my gnome has been out of work for the past 6 months...

    --
    "I work outa the home"
    1. Re:Stupid Gold Farmers! by TykeClone · · Score: 3, Funny

      Nah - his job was outsourced to the dwarves.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
    2. Re:Stupid Gold Farmers! by PedanticSpellingTrol · · Score: 2, Funny

      Dey took arr jobs!

    3. Re:Stupid Gold Farmers! by Megane · · Score: 3, Funny

      Sheesh, now even our entertainment is being outsourced to Asia!

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    4. Re:Stupid Gold Farmers! by Anonymous Coward · · Score: 0

      Notice how it kept getting more and more incoherent every time somebody said it? I wonder how you spell "Derr ducker durrr!"

      Oh, wait....

    5. Re:Stupid Gold Farmers! by Anonymous Coward · · Score: 0

      DERKER DER!

  3. But without them by dtfinch · · Score: 5, Funny

    How can people with no skill ever hope to buy their way to the top? This is insane!

    1. Re:But without them by fm6 · · Score: 4, Funny

      Yeah, money can't buy success, everybody knows that!

    2. Re:But without them by b0r0din · · Score: 1

      Maybe they should go to the President for support. After all, that's what he did.

    3. Re:But without them by Anonymous Coward · · Score: 0

      Not even Paris Hilton?

  4. A losing battle? by Prien715 · · Score: 2, Insightful

    If one sits down and thinks what real-world money represents, it means time and effort owed. The one and only thing each of us truly own is our time; money allows us to trade our time for someone else's time (that they spend making games, growing food, running the gov't, etc for us). It's only natural to expect that people will want to trade the time they spend in game for other people's time in the form of money (I'll beat the level 6 boss for you if you'll wash my car).

    Gold mining has been around since Ultima Online (AFAIK) and no one's ever been able to stop it. What makes Blizzard so sure they can? Perhaps an even better question, what makes the virtual property in WoW unlike other virtual property we trade for (like the fees to allow use of a movie or game)? What good or bad comes from allowing players to buy and sell virtual property in this way?

    And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?

    --
    -- Political fascism requires a Fuhrer.
    1. Re:A losing battle? by QuantumG · · Score: 3, Insightful

      Because it makes the game shit which results in everyone leaving your game. To make a stupid analogy, what you're asking is similar to asking why golf clubs don't offer a for-pay service to knock your ball closer to the hole before your competitors get close to the green.

      --
      How we know is more important than what we know.
    2. Re:A losing battle? by Hatte · · Score: 1

      Since level, powerful equipment, or ammount of gold is akin to skill in MMORPG's, buying anyof these is like wallhacking in a FPS, it gives an unfair, and undeserved advantage. If you can't play the game as it's ment to be played, you shouldn't be playing at all.

      I'm glad Blizzard is taking such steps to stop this behavior, hopefully this will start a trend in all online games. Any true gamer will love Blizzard for doing this, for they play the game for the fun of playing the game.

      --
      ... the original
    3. Re:A losing battle? by Anonymous Coward · · Score: 0

      "And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?"

      Ultima Online sells special characters that start with certain skills at higher levels than normal.. Project Entropy (don't know what ever happened to it) was supposed to be a MMORPG without a monthly fee where you could purchase in-game cash with real money from the company running it. I think you could also exchange in-game money for real money. The idea was that it was really hard to get in-game money through playing the game, so people would rather just buy the in-game money from the company. I could only imagine what would happen when the eventual dupe bug was discovered >:o I was in the beta for a bit, but at the time it was boring and buggy so I stopped playing after a couple days. A Google search on "project entropy" comes up with nothing, so I can only assume the game flopped :>

    4. Re:A losing battle? by Anonymous Coward · · Score: 0

      Er.. I was thinking of Project Entropia. Apparently it's still going.

    5. Re:A losing battle? by cipher+uk · · Score: 1
      And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?
      http://search.ebay.co.uk/WoW-gold_PC-Video-Gaming_ W0QQcatrefZC12QQfromZR40QQfsooZ1QQfsopZ1QQsacatZ12 49QQsojsZ1/ Just click one and look what else they are selling. Yeah, quite a few of them.
    6. Re:A losing battle? by DingerX · · Score: 5, Insightful

      Well, shucks. If you design a game where being logged in and doing something mindless generates value, and where social status is determined by a simplicistic system of fancy items and levels, then yeah, you're going to have a market of people willing to do the mindless things to sell to the rest of the world.

      It's a basic problem with this design, especially in an open economy were cash and value are just spawned in game. I don't think you can effectively police it; and I doubt you can social-engineer the problem. But you could consider bringing economists in on your next game design session, and figure out how to make hoarding and transfer of resources unprofitable. For example, have a large closed economy where hoarded wealth beyond a certain quantity has to be stored in a PvP-friendly area of the game. Got a lot of cash? Well, it's gonna cost you security to store it. Suddenly cash farming, while still possible, costs three times as much (one person to collect, one person to guard, plus losses), and its value to the average player decreases considerably. But what do I know?

    7. Re:A losing battle? by Anonymous Coward · · Score: 0
      why golf clubs don't offer a for-pay service to knock your ball closer to the hole before your competitors get close to the green

      Because they're inanimate objects?

    8. Re:A losing battle? by Anonymous Coward · · Score: 0

      Hint: It's not called a clubhouse because that's where the golfbags sit.

    9. Re:A losing battle? by Dagmar+d'Surreal · · Score: 1

      Thievery, murder, and child molestation have been around for time immemorial, but we still do everything we can to stop those activites, BECAUSE THEY ARE WRONG.

      A moral compass is not just another shiny bauble to hang from your watch chain.

    10. Re:A losing battle? by djdavetrouble · · Score: 4, Funny

      +1 Wierdest analogy EVER

      --
      music lover since 1969
    11. Re:A losing battle? by Malor · · Score: 4, Insightful

      The only way to stop people buying commodities is to ensure they have no value. In other words, to prevent people from trading them, they have to be useless. If they're useless, why are they in the game at all?

      When there are such enormous disparities in income in the real world, and all characters can generate resources at about the same rate, the 'cheap' people will sell things to the 'expensive' people. That is just how things work.

      Ultimately, it's not about commodities. Instead, it's about time. All of the MMORPGs are designed to be time sinks. That is, you spend a lot of time doing things that are 'less fun' (in theory at least) to gain the ability to do things that are 'more fun'. So people buy their way out of the 'less fun' time using real money.

      The only way the Chinese people will not be able to find a way to sell their cheap time is if the game experience and items have no value. If time you have previously invested has no real bearing on time you spend later, there's nothing to trade for.

      As long as the games continue to be designed as time sinks, then some method of selling the cheap Chinese time will be present. Even if you can't trade items, they could trade time helping you level up your characters. The only way to avoid it is to remove all value from time invested. Given the current design of MMORPGS, that means to make the game no fun.

      Personally, I'll take a game that's fun and has gold farmers.

    12. Re:A losing battle? by Anonymous Coward · · Score: 1, Insightful

      Thievery, murder, and child molestation have been around for time immemorial, but we still do everything we can to stop those activites, BECAUSE THEY ARE WRONG.

      So how do you account for the fact that the rich frequently AREN'T punished for thievery (and many companies get away with acts that many people consider thievery)? Maybe "thievery" isn't such a simple concept as all that.

      How do you account for the fact that some people think euthanasia should be legal, while others think abortion is murder? And some people consider the death penalty murder while others think it's the only valid punishment FOR murder? Maybe "murder" isn't such a simple concept as all that.

      How do you account for differing ages of consent around the world? In some countries it's child molestation if the younger party is below 18, while in others it's fine to marry a 12-year-old. (Historically that was the case in America, too, at one time.) Is it child molestation if two 13-year-olds have sex? Some say yes, some say no! Maybe "child molestation" isn't such a simple concept as all that.

      Looks like morals aren't as black and white as you'd like to think, mister. Typing "THEY ARE WRONG" in capitals is not an adequate substitute for defining what you mean by the words you use. And any set of definitions you choose will inevitably be contested by at least a quarter of the world's population.

    13. Re:A losing battle? by Dachannien · · Score: 2, Informative

      The thing is, at least some of these games (including WoW) aren't mindlessly repetitive and boring. If you actually play the game with the intentions of enjoying it while you level up, you can have a lot of fun even if you aren't yet level 60 with tons of uber gear and a huge bank account.

      Unfortunately, our on-demand society has trained people from childhood to expect something now if enough cash is thrown at it. The result is that a game that's fun to play is reduced to (a) a game that is, for the gold buyer, a fraction of the size of what's been designed for them; and (b) a mindlessly repetitive and boring chore for gold farmers (because while you can get plenty of gold just playing the game normally, the most efficient way involves mindless repetition).

    14. Re:A losing battle? by Anonymous Coward · · Score: 0

      There is no such thing as 'wrong'.

      Disgust is simply the result of evolution; a sequence of physical chemical reactions firing in your brain; nothing more.

      Not to say morality is not useful - it helps keep individuals in line, which is best for society as a whole. However, as stated, it has nothing to do with 'right or wrong' - these do not exist.

    15. Re:A losing battle? by Anonymous Coward · · Score: 0

      That was a truly excellent post!

    16. Re:A losing battle? by Doctor+Cat · · Score: 1
      BECAUSE THEY ARE WRONG

      I think there's a bit more flexibility in game worlds than in real life about what can or cannot be "WRONG WRONG WRONG". In real life, there's no way to implement genuine thievery or murder without someone losing their property or their life. Someone who probably didn't want to. In games, we have all sorts of games where you can't steal or kill (tic tac toe, for one), and other games where you can do plenty of it (Grand Theft Auto, anyone?) In neither case does playing the game cause some real person to be dead or lose their real property. I don't think we have to say choose between which of those two, or a hundred other types of games is the "acceptable" way for a game to be, and call other games that don't match those rules "unacceptable". (Though if we did, World of Warcraft would fall into the category of "games where you kill and rob (from NPCs)", which some folks would like to ban or discourage. (Certainly a lot of people reacted that way to Grand Theft Auto).

      If we can handle that kind of distinction (and I think most gamers are ok with games where you pretend to kill and steal - many gamers praised the Thief series for instance)... I think we ought to be sophisticated enough to handle the division between games where it's considered unacceptable to buy and sell game reources for real life money, and those where the game company explicitly says it's ok, encourages it, and/or even sells such resources themselves. Second Life, Project Entropia, or Achaea to name a few. Or my own Furcadia, to a small extent. I don't think we have to say "Warcraft is ok and Second life is WRONG" or "Second Life is ok and Warcraft is WRONG", any more than we have to say "hamburgers are right and hot dogs are wrong". They're just two different kinds of games (or two kinds of meat-encased-in-bread food products), let the players that prefer each type go to the one they like best.

      Some people will even play both types at different times, depending on the mood they're in. Go figure!

      --

      Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

    17. Re:A losing battle? by grumpygrodyguy · · Score: 1

      The only way the Chinese people will not be able to find a way to sell their cheap time is if the game experience and items have no value.

      Why are you so convinced of this? How difficult do you think it is to write a script that detects trades of say...50G for no items in return? Then you just create a graph and arbitrarily decide that anyone at the center of that graph, say someone who's given free money to more than 10 different persons is designated a farmer, and then just ban those accounts?

      Blizzard's programmers could probably do this with one hand tied behind their chairs, after all it's their program and they probably designed it to show all kinds of data about players.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    18. Re:A losing battle? by Anonymous Coward · · Score: 0

      Since level, powerful equipment, or ammount of gold is akin to skill in MMORPG's, buying anyof these is like wallhacking in a FPS, it gives an unfair, and undeserved advantage.

      Like not having a job and playing six hours a day also gives you an unfair, and undeserved advantage?

      Levels, items, and cash represent time spent getting them, not skill. People who buy from gold farmers are just people with more money than time who want to play a character which rides horses and casts powerful spells without giving up their lives for six months to do it.

      If you can't play the game as it's ment to be played, you shouldn't be playing at all.

      That's an interesting point, but you know what? Fuck you. I'll play the game any way I like.

      (For the record: I don't buy gold either... I just don't get my panties in a knot if somebody else does.)

    19. Re:A losing battle? by MBraynard · · Score: 2, Insightful
      Your sig suggests that I could find more reality in a Lewis Carrol novel than in your worldview, but I'll bite anyway.

      The problem with your description is that it will inevitably lead to false positives - someone who spends a lot of time getting gold and trading it to other players. It would also miss a lot of folks - the result of making tasks more difficult is that they simply challenge the macro writers even more. Known a good deal about what in-game macros are capable of - I can assure you that it will make it harder for lesser programmers to access them - at first - and enhance the profits of the skilled programmers - at least until the script kiddies get ahold of the code and they inevitably will.

      The solution is to ensure that in-game activities require a human brain to engage in them. It may be as simple as having to interpret text in a very complicated image file (like when you create a new account on certain gaming forums).

    20. Re:A losing battle? by grumpygrodyguy · · Score: 1

      Your sig suggests that I could find more reality in a Lewis Carrol novel than in your worldview, but I'll bite anyway.

      Oh, well thanks for responding. It's always a pleasure to have a visitation from the condensending intellectuals club.

      The solution is to ensure that in-game activities require a human brain to engage in them.

      The problem with being so academic however is that you have very little experience with the subject matter you're referring to. The issue here is that a single individual can hire out a dozen chinese workers for 35 cents a day to do nothing but comb resources from the in-game environment. These are not robots, they're people with brains.

      someone who spends a lot of time getting gold and trading it to other players. It would also miss a lot of folks

      Who? Noone jumps on e-bay and searches for a pirate map to the the combination of the safe hidden under the tree south of stormforge. They search for gold which they want transferred in bulk. There's no way to hide that transaction. Regardless of whatever machinations these people think up, they ultimately have to deliver the product. Detecting that delivery is trivial.

      I can assure you that it will make it harder for lesser programmers to access them

      Oh? Care to outline an algorithm that can evade the detection of customer delivered goods? If you have no delivery people, you have no business.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    21. Re:A losing battle? by Anonymous Coward · · Score: 0

      Hint: It's called a clubhouse because it's at a "country club."

      Spelling it out for you...

      Golf is played at country clubs.

      Golf is played with golf clubs.

    22. Re:A losing battle? by Malor · · Score: 1

      You just end up in money-laundering schemes. In WoW, for instance, there's the auction house. If I want to buy a bunch of gold, I list an item for an unusually high amount of money, and they buy it. If someone else buys it first, then I really made out! I just list another item at the same stupidly high price.

      Any time you try to automate this kind of detection, people will find their way around it, and you will punish innocent people by trying to catch the guilty ones. Remember, the Chinese are just as smart as we are, and they have a great deal of cheap time to invest in thinking about how to beat any system we come up with.

      The REAL problem is real-life income disparities, and that problem will probably never go away.

    23. Re:A losing battle? by Anonymous Coward · · Score: 0

      It's valid, though.

    24. Re:A losing battle? by dakryx · · Score: 1

      See you're talking about ethics. Ethics is what humanity in general considers wrong, for example murder. Now the catch is what is considered murder. Morals are what the society/culture you live in considers right and wrong.

    25. Re:A losing battle? by Aadomm · · Score: 1

      Brilliant analysis of the situation. The 'selling time' perspective is one of my favourites and often clarifies economic situations nicely.

      --
      Mention the Lord of the Rings one more time and I'll more than likely kill you.
    26. Re:A losing battle? by aichpvee · · Score: 1
      I know it's not a really in the same class as a WoW, UO, or EQ, but the guys who run Gunbound do this though they limit it to certain items. Some items you can't buy with real money and other ones you have to, with most of them going either way. And as far as I can tell from the times that I have played it it hasn't ruined the balance of the game.

      Which obviously doesn't directly correspond to these games which are far less linked to skill and where stats are a lot more crucial to success. But it seems to me that there's a way to do something like this without ruining the game for those who aren't going to pay in.

      Maybe someone could even run a MMORPG where the customers who pay to buy items and what not actually fund the accounts of those who don't, making them either a much cheaper monthly subscription or a free one.

      --
      The Farewell Tour II
    27. Re:A losing battle? by Minna+Kirai · · Score: 1

      You just end up in money-laundering schemes.

      Money-laundering is illegal in the real world, and the police to a moderate job of identifying and punishing the perpetrators.

      So consider how much easier "police work" is in WoW. The players have no rights against survelliance, search, and seizure. There is no requirement of due process, jury of peers, or overwhelming evidence. And most importantly of all, the game admins hunting for a gold-farmer can log and review every single in-game action any player has ever done. Imagine real-world law enforcement if the police could just dial the Time-Viewer to examine any particular event from the past... it's TOO easy!

      Detecting them really only requires noticing accounts which give away a lot of gold to many other accounts, with little in return. To prevent false positives, there can be a large error zone: legitimate players might give huge gifts to 10 random strangers, but not to 500. The only way to "launder" past that test is to make new accounts for each new handful of transactions- but Blizzard's signup fees to get a new account would elminate their profit.

    28. Re:A losing battle? by dommer2029 · · Score: 1

      I was following your argument, right until you got to the conclusion. I'd argue for the redesign of MMORPGs. The design that says you spend time doing 'less fun' to get to 'more fun' activities is flawed. The act of playing the game should be fun in itself. If it's not, why play? Doesn't the existence of gold farmers imply that the game has tedious, un-fun bits? Shouldn't those bits be designed out of the game?

      --
      VFX is more influential than you think.
    29. Re:A losing battle? by Anonymous Coward · · Score: 0

      The solution was well known in the days of the LP MUDs. Depending on the codebase, goods wore out in about 8 hours, money did not. You had to spend money to heal enough to win the fight for some item. Otherwise someone else would steal it while you were in the next room resting and getting free healing. Once you had the item you had to turn it into money for more healing, etc. Eventually you would become able to increase your fighting ability enough to where you could use better items. Those items cost most of the money you had saved up. So you were poor again but you had a better tool with which to make money. You could eventually get "rich", but by then your wealth was meaningless because you had all the best items. The money was just a tool for winning the game.

      The only way to even "cash out" of the game wasn't feasible because it required an escrow service, otherwise one side, having received payment, might not reciprocate. Escrow service costs a lot, and paypal is no substitute. So people just gave their imaginary cash away.

      On some MUDs, you could only buy or sell from NPC shopkeepers. On some MUDs the shopkeeper would take all your gold, fully arm you with the best you could use, give you a healing voucher, and send you on your way. The currency thus became experience points. XP were non-transferable in game, but you could sell your account to someone outside the game.

    30. Re:A losing battle? by Anonymous Coward · · Score: 0
      And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?

      Yes, if the gold farmers are making so much real money then why doesn't Blizzard sell gold too?

      Blizzard could undercut the gold farmers prices since Blizzard can farm gold with no effort. Gold prices in real money would be worth people's time. If Blizzard got gready and raised the prices, then gold farming would sprout up again. This would become a free economy. And Blizzard would make an easy buck!

  5. Re:Let it be. by Asmor · · Score: 1, Offtopic

    Dude, that's total BS. Of course the government could make money off of MJ if it was legalized, it would be taxed just like cigarettes or alcohol.

  6. I signed up for the 7 day trial of Second Life by QuantumG · · Score: 1, Offtopic

    After running (and flying) around the various zones I came to a simple conclusion: it's one big shopping mall. There's absolutely no gameplay. Of course, there are properties you can go to and play slot machines. There may even be some "really interesting stuff" somewhere but no-one has a chance of finding it in 7 days. In a way it's kinda funny. The best way people could make money in Second Life would be to show people on their 7 day trial around the world. Of course, no-one does that.

    --
    How we know is more important than what we know.
    1. Re:I signed up for the 7 day trial of Second Life by QuantumG · · Score: 4, Insightful

      Oh, for the people who can't join the dots and see why this is relevant: Second Life is the supposed MMOG which "encourages" real world exchange for virtual world currency. The result is that no-one actually does anything in Second Life except try to figure out some way to make a buck. If games like WoW were to take a lenient stance against gold farming, WoW would become just as bad.

      --
      How we know is more important than what we know.
    2. Re:I signed up for the 7 day trial of Second Life by Anonymous Coward · · Score: 0

      One word:

      Whores.

    3. Re:I signed up for the 7 day trial of Second Life by Anonymous Coward · · Score: 0

      The result is that no-one actually does anything in Second Life except try to figure out some way to make a buck.

      That, or produce porn in-game.

    4. Re:I signed up for the 7 day trial of Second Life by Drantin · · Score: 1

      There's also Project Entropia...

      --
      Actio personalis moritur cum persona. (Dead men don't sue)
  7. They can take my gold when they pry it from my.... by infonography · · Score: 0, Offtopic
    Cold Electronic fingers.

    On a serious note, I never like playing Monty Hall/Haul Dungeons [what prize is behind door number.....]. Those were games where the DM/GM would rain wealth and items down on players in a twisted attempt to gain popularity. I quit role playing games in 1982, but the rule still applies.

    --
    Sorry about the writing. Robot fingers, you know? Cliff Steele in DOOM PATROL #23
  8. Game definition. by Inoshiro · · Score: 5, Insightful

    "And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?"

    When the game has it so that it takes time and effort to get ahead, getting ahead is valued. Once you can just spend a few shillings to become a grandmaster in some skill, it's not worth your time because you could just pay to be there. You'd never be exposed to the content, and most people would follow a path of lesser resistance and just pay to have higher level chars.

    Entertainment on this scale isn't open to everyone; it's open to the people it targets. If people beyond that target also enjoy it, more the better. Enjoying it isn't a right, and people shouldn't destroy parts of the in-game balance just so they can enforce their own ideas of how the game should unfold on it.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Game definition. by snuf23 · · Score: 1
      "most people would follow a path of lesser resistance and just pay to have higher level chars"

      Seeing as about the only reason to get to the higher levels is to experience the high level content once you have completed the low levels, it always struck me as odd that there are people who would want to just jump to the late game.
      I can understand someone who has already grinded a character up to high level wanting a shortcut for a second character.

      --
      Sometimes my arms bend back.
    2. Re:Game definition. by Anonymous Coward · · Score: 0

      Seeing as about the only reason to get to the higher levels is to experience the high level content once you have completed the low levels, it always struck me as odd that there are people who would want to just jump to the late game.
      I can understand someone who has already grinded a character up to high level wanting a shortcut for a second character.


      The key word there is "grind". People want to cut out the grind and just play the content! They don't want to skip the interesting parts of the early game, they just don't want to spend a week bashing worms and then another week doing "quests" that consist of fetching five small pebbles and half a rat for a random NPC!

      Here's a challenge for MMORPG makers... cut out the fucking grind and give us content all the way. Offline RPG makers can do it, why the fuck can't you?

    3. Re:Game definition. by snuf23 · · Score: 1
      "Here's a challenge for MMORPG makers... cut out the fucking grind and give us content all the way. Offline RPG makers can do it, why the fuck can't you?"

      To be fair, single player offline RPGs tend to be much more linear. They do have a bit of grind, but obviously it's much less grind between story encounters.

      And obviously, while you might power through a single player RPG in a couple weeks - a MMO company needs to keep you playing and paying for longer.

      --
      Sometimes my arms bend back.
    4. Re:Game definition. by aichpvee · · Score: 1

      All this talk about cutting out the grinding in relation to WoW is really amusing to me. Because from what I've played of it the grind seems like most of the game. I guess you could read the quest descriptions and all that, but it really seems a lot like a massively multiplayer Diablo, in a huge seamless world, with quick descriptions of what to do that make actually reading the contrived backstory behind it irrelevent. Which leaves grinding from level to level with your friends and ganking Alliance as the whole point of the game, the latter part being harder on PvE servers where they sissies won't toggle.

      --
      The Farewell Tour II
    5. Re:Game definition. by Anonymous Coward · · Score: 0

      When the game has it so that it takes time and effort to get ahead, getting ahead is valued.

      Remember when you were in grade school and you dropped $40 in quarters every week until you got the high score on Pole Position? Remember how you carefully entered "R A D" in the place for your initials? Nobody gave a rats ass then, and nobody does today. Remember the next day when you came back and your initials had disappeared because they powered the place down every night and it flushed memory? You would have been better served to bring a permanent marker and write "R A D" on the screen over the top score. Congratulations, goofball, you are now the proud owner of having the number 99 displayed after your name instead of 98!

      I disagree with the statement "it's not worth your time because you could just pay to be there". It's NEVER worth your time.

  9. Re:Let it be. by dauthur · · Score: 0, Offtopic

    But seeing how anyone can grow it, and how most people can sell and smoke under the radar as it is, there's no gauruntee that the government would still be able to keep a hand in on it.

  10. Re:Let it be. by RogueyWon · · Score: 2, Insightful

    This is rubbish. Blizzard could make money off gold sales if they wanted. After all, WoW gold is nothing more than an insubstantial product that exists on servers that Blizzard themselves run. If Blizzard wanted, it would be an absolute doddle for them to set up a "buy some gold" button on each player's subscription page. Players give money to Blizzard and Blizzard creates some gold out of thin air to give to the player. I'm pretty sure one of the MMORPGs out there (sorry, can't remember which) is already moving in this direction.

    Sorry to burst your little bubble, but this almost certainly about Blizzard wanting to enforce a level playing field.

  11. Reasons to dislike money-farming in MMORPGs by RogueyWon · · Score: 4, Informative

    It's good to see Blizzard taking real action on this. Hopefully, WoW hasn't been around long enough for there to have been serious damage to the economy already.

    Most of what I'm about to say is based on my experiences in FFXI, where there have also been well-publicised problems with money-selling and recent attempts by the GMs to crack down on it (yes, I tried WoW, but I didn't like it, so I went straight back). However, it should hold true for any MMORPG where you have to "farm" (be it by killing monsters, crafting items, fishing or whatever) to make in-game cash. Basically, the selling of in-game cash is one of the biggest cons I've ever encountered. Two basic reasons for this:

    First of all, as many posters have remarked in previous threads on this subject, all the gold/gil-sellers are selling you is a quantity of a virtual resource which has no independant physical or legal status. If Blizzard or Square-Enix go broke, the money you spent is lost. Ok, this isn't very likely. However... let's just say that the GMs decide to "evaporate" all the large sums of money that were transferred out of the characters who were suspended for selling money. This is one of the perfectly plausible responses they may choose to make. It'd be perfectly legal for them to do this, as it wouldn't be "real" money they were taking away and the player who bought the in-game money wouldn't have a leg to stand on, as he would have been in violation of the Terms of Service by buying the game-cash to begin with.

    The second reason why it's a huge con is more subtle. As many FFXI players have noticed, gil-sellers attempt monopolise some of the scarcer (yet still essential) items in the game. By doing so, they drive up inflation across the game. Chances are that a lot of the people who buy money from gil-sellers are people who feel (wrongly) that they need to buy the money in order to not get left behind this inflationary trend. In other words, gil-sellers often have to create a problem before they can milk it. If they didn't exist, the "need" for them would be greatly reduced. If you're wondering about the effect that gil-seller driven inflation has had on FFXI, it's instructive to keep an eye on the prices at www.ige.com (link provided for instructional purposes only, please don't buy anything and support them), who are the largest of the MMORPG-cash-and-items traders. I started watching these in October (and yes, I admit that this was largely due to wanting to gloat over how much my legitimately-obtained gear would sell for in real life). At that time, 1 million gil cost around $160 dollars. Today, you could buy 1 million gil for £36. The irony here is that the people who bought gil back in October essentially wasted their money and, if the trend continues, the same goes for people who buy it today.

    In short, the game-cash-for-real-money trade sucks. Don't do it and don't support it. Please.

    1. Re:Reasons to dislike money-farming in MMORPGs by The-Bus · · Score: 3, Insightful
      At that time, 1 million gil cost around $160 dollars. Today, you could buy 1 million gil for £36. The irony here is that the people who bought gil back in October essentially wasted their money and, if the trend continues, the same goes for people who buy it today.


      That, to me, doesn't make any sense. That's like saying today you are wasting your time spending $40,000 on a brand new BMW when you could've gotten one for $10,000 many years ago.

      Also, what you've described is actually currency deflation, as now each real US dollar buys MORE gil. If you mean items in-game are now more expensive, then yes, that is inflation (compared to gil). However, you didn't really mention that.

      The whole argument boils down to this:

      1. "I don't have the money to just buy a mansion with five Wherecats and +6 Pantaloons of Obedience."
      2. "I don't have the time to be unemployed and play the game for eight hours each day."

      The only way to combat this is to make the game fun at every level. Have being a Level 1 character be just as fun as being a Level 40 character. There will still be some people who, no matter what, still want to be a high level character to show off how cool they are but this works about as well as the idiot driving around in a yellow Hummer who thinks he's the cat's imported Chinese silk Neiman Marcus pajamas.

      But, ultimately, in your example, the people who spent $160 for 1M gil in October presumably could buy more with that 1M gil than the people who spent $68* for 1M gil today.

      * Honestly, why switch around currencies to make your point? It just muddles up the post.
      --

      Small potatoes make the steak look bigger.

    2. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 2, Interesting

      Yes, it is inflation - The in-game items are becoming more expensive due to (flawed) measures put in by Square to try to thin out the gil supply.

      The problem in XI is that there were multiple ways of milking the cash cow - bot fishing and gil buying are the two most prevalent. While gil buying doesn't directly affect the economy (all of its effects are indirect - the theory being that if the gilsellers weren't camping the monsters, someone else would), bot fishing does, because the bot fishers will catch fish, and then, to save time, sell those fish to an NPC shop for pure profit. Instantly, there's more gil in the economy, so the value of gil is deflated.

      Inflation comes in because the gilsellers are increasing the prices on their loot to help counter the effects of the deflation from bot fishers. Inflation also comes in because Square instituted a new auction tax which works differently from the old method - AH fees are now determined as a fixed percentage of the item's value. While this was intended to be a pricing control (it costs you more to list for me), people started just including the AH fee in their listing prices, and so the prices just kept creeping up. Others with plenty of money in their pockets would buy out the supply of rare items on the market and then relist them for a higher price.

      I stopped leveling my Thief at Lv. 46 because the next piece of armor I needed would have cost me 650K, and so I needed to spend a while either earning money for it or learning crafts so that I could make it myself. This was about two months ago. I checked on the price Friday night, and it was running 1.5M. And from what I hear, this is not uncommon. One of the most in-demand armor pieces for heavy melee classes at Lv. 60 used to run 2M (because making it involved using a rare item dropped from a rare monster that takes a large party to beat). It's now 4M.

      In the most recent patch, Square changed the fishing system to attempt to combat botters, but from what I've seen with my own eyes, the bot builders have already circumvented it. They recently banned 800 accounts claiming that part of them were for violations of the Real Money Trade clause of the AUP, but those accounts were of people who were MPKing other players who were interfering with their gilfarming activities. IGE has large groups of people on each server that are *plainly* identifiable as gilsellers (IE - a group of players all named Jerry* that sit 24 hours a day in one zone with a monster that drops an item worth around 1M), but Square does nothing. The fact that Blizzard's game has only been running for a few months and they've already nuked 50% more accounts is very telling to me.

      I have to be honest - I never cared for botters at all, but the way the economy is going, I may have to start using a bot to survive.

    3. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      WoW's economy is not as fucked up as FFXI's, so the comparison is mostly moot. FFXI has many ultra-rare items that are basically essential for playing most of the job classes.

      To add insult to injury (a Square-Enix specialty) they often need a high-level crafter to turn them into something truely useful.

      High-level crafting requires tons of time and tons of in-game money to buy materials.

      The end result: high level crafters either have to play massive amounts of time or just buy thier gil online.

      If I were to still play FFXI, I'd be buying gil just to avoid farming, something that I absolutely hate in FFXI. (Curiously enough, I actually don't mind it in WoW - probably because the pace is much faster.)

      The ultimate difference between FFXI's messed up economy and WoW's is that WoW actually removes money from the system via Soulbound items. Once you equip a rare item, you can no longer trade it. It's removed from the economy. You can sell it to an NPC for gold, but you'll get far less money from the NPC for the item that you would if you could have sold it to another player. This creates a path for money to leave the economy that most people don't see.

      Simply put, banning gold sellers in WoW isn't nearly as important as it is in FFXI. Of course, Blizzard has been actively discouraging gold sellers since day 1. Square-Enix has banned 800 accounts for MPK, almost three years after the game launched. FFXI at this point is totally messed up and unfixable. WoW is still going smoothly and does not look like it will ever get as messed up.

    4. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 2, Insightful

      Or, you could quit FFXI.

      Square-Enix is never going to do anything to fix their game. You've noticed this. They finally took a small, token action nearly three years after the game launched. And as you pointed out, it didn't solve a damned thing.

      Stop giving them money.

      They don't deserve your money. Stop playing the game. If you don't enjoy the game, stop playing it.

    5. Re:Reasons to dislike money-farming in MMORPGs by RogueyWon · · Score: 2, Insightful

      Well... I could, but...

      The simple fact is that for the relatively serious MMORPG player who's willing to put a good bit of time into a game over months/years, there still isn't a better game than FFXI.

      I tried World of Warcraft. I played it fairly heavily for a few weeks. I enjoyed most of this time quite a lot. Then I stopped. I was bored. I'd basically exhausted most of the possibilities of the game after just under a month of (admittedly fairly heavy) play. I'd played around with quite a few of the classes, on both Alliance and Horde sides. I'd experimented with the PvP, which left me cold. I'd gotten to a high enough level that I could see that there was just a complete void where the high level content should be. World of Warcraft is very "front loaded". The initial stages of the game feel very fast and exciting; there are a vast number of fairly varid quests to do, which mean you barely need to grind at all. Your character gets a lot of new abilities very quickly. You're exploring a lot of new areas. Then the new stuff just stops coming. By contrast, a lot of FFXI players say that the game doesn't even start properly until you hit level 70 and start doing dynamis, sky raids and HNM hunts. I've also experimented with SW: Galaxies and Everquest 2. Both seemed competent in their own ways, but neither had anything particularly interesting to do. In the mean-time, every single one of my friends in FFXI who quit for WoW has now returned to FFXI, mostly cancelling their WoW subs.

      It's not as if Square-Enix have been sitting on their arses since FFXI was released. They've created a vast amount of new content for the game, both in and out of the paid-for expansions. We've had a new PvP system, new missions, boss fights and a whole slew of top-level content. I hadn't noticed gil-selling as a real problem until mid 2004, so while Square's response is a little on the slow side, it's not catastrophic. If Blizzard can maintain their player-base anything like as well as Square-Enix have maintained theirs, in the long run, I'll be very surprised and impressed indeed.

    6. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      In the mean-time, every single one of my friends in FFXI who quit for WoW has now returned to FFXI, mostly cancelling their WoW subs.

      Yeah, right. Of all the FFXI players I know who left for WoW, NONE of them have returned. Most have killed their FFXI toons already, and a couple are still playing Squenix $15/month for - well, nothing.

      But if you honestly love the carebear love-in that is FFXI better than a real MMORPG, well, whatever. Enjoy playing toons from three warring nations that determine who's "winning" based on how many crabs its citizens have killed.

    7. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Inflation doesn't happen that quickly naturally. Using your car analogy, it's like a BMW that cost $40,000 in October now costing around $94,000. That would scare the shit out of most consumers, myself included. These people are indeed having a very deleterious effect on the game. I don't honestly know how you can stop them, though.

    8. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 1, Insightful

      Of all the FFXI players I know who left for WoW, NONE of them have returned.

      Then obviously you two are talking about two different types of players: one type likes the fast-paced killing spree that is WoW, and the other likes the slow-paced level-grind that is FFXI.

      Stop comparing apples and oranges and go easy on the ad homs. Your vitriol isn't helping your case at all.

      -Random Simultaneous WoW & FFXI Player

    9. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Yeah, and there are masochists out there who like being whipped. That doesn't mean I have to understand them. People who still play FFXI need help, and soon. That game is simply a huge waste of time. It's not fun. It's not entertaining. It's just boring.

      But, hey, if it gets the carebears off WoW, I suppose it's serving a purpose. I just don't have to understand why people would rather get reamed by the Square-Penix than play a game that's actually fun.

    10. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Conversely: people who play WoW need help, and soon. That game is simply a huge waste of time. It's not fun. It's not entertaining. It's just boring.

      But, hey, if it gets the n00b WAR/WHMs off FFXI, I suppose it's serving a purpose. I don't understand why people would rather get reamed by Bli$$ard than play a game that's actually fun.

      -Random Simultaneous WoW & FFXI Player

      P.S. - Yes, I actually like WoW. In fact, I rather enjoy ganking people with my almost-uber-leet Holy-build Paladin, and the speedy crafting system, and the entertaining questing model. That doesn't mean that FFXI isn't also fun. Find some argumentation and stick by it--your irrational whining isn't making the point you want it to... unless your point is to troll, in which case I'm more than happy to troll right back at you.

      While it pleases me.

    11. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Oh please. You claim to have played both, you have to be lieing. Absolutely everyone I know who has played both hands down refuses to touch FFXI again. Everyone. We're talking like 50+ people here.

      All I said was that I refuse to even bother trying to understand why anyone would want to play FFXI. It's an excellent case study in how to suck all the fun out of a game.

    12. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      /me sighs.

      Oh please. You claim to have played both, you have to be [lying]. Absolutely everyone I know who has played both hands down refuses to touch FFXI again. Everyone. We're talking like 50+ people here.

      For a moment, let's entertain the notion that you actually know, in person, 50+ people who actually "refuse to touch" FFXI again after playing WoW. Again, we're talking about people who you associate with; it's well-known that people generally associate with like-minded individuals, so of course you'll find that these people have the same taste as you do in games. You don't like FFXI's type of MMORPGing, so it's likely that these people who you associate with IRL also don't like that same type. Nothing to see here, please move along.

      Now let's consider the more reasonable possibility that these 50+ people are people in your WoW guild. Again, these are probably people who are much like you--they like the way WoW works in comparison to FFXI, and as a result, they stay in the game. Of course you're not going to see people leaving in droves to get back to FFXI, because these are people with whom you usually associate in-game. The same people who joined the game with you and grew with you as you built up your skill tree and did quests are these same people who you're choosing as your sample. Again: nothing to see here, please move along.

      Fact: you know 50+ people who will not play FFXI again.

      Error: you take this (admittedly meager) sample to be representative of WoW and FFXI players everywhere.

      All I said was that I refuse to even bother trying to understand why anyone would want to play FFXI. It's an excellent case study in how to suck all the fun out of a game.

      I play FFXI because I rather enjoy the sense of team-play that I get when I'm playing FFXI. I get a sense of satisfaction out of being forced (yes, being forced) to cooperate with other people in order to accomplish something. No, I can't solo in FFXI, but again, I don't play FFXI to solo--I play it to play with other people and to get things done as a team.

      Likewise, I play WoW because I enjoy the fact that I don't have to cooperate with other people. I can solo. I can get the sense of accomplishment that comes from doing things fast, and getting things done without having to seek for three hours to get a party going. I like having quests are are tied together and fun to do. I like getting experience for finding new areas. I like instances.

      So, then: examples? What is it exactly that "sucks all the fun out of a game"? Up to this point, all you've done is talk about anecdotal evidence that says "people I know don't like FFXI compared to WoW." Not once have you stated what parts are bad and what parts just suck the fun out of the game.

      -RSWoWFFXIP

    13. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      I never said "everyone I know IRL". I'm counting guild, people who've played FFXI that I ran into in WoW, on message boards, etc. None ever want to play Final Farming XI again. This is a large group of people.

      So far, you're the first person I've ever heard claim to want to get reamed by the Square-Penix again. And while I believe that you really do, I don't understand why and I'm not going to bother trying to understand why. OK?

      Like I said, some people enjoy things that I can't possibly understand why they would ever enjoy. FFXI is one of those things.

    14. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Well, that's a shame. I really did want to know what complaints you had, something more substantial than "they said so and I say so, so it must be true."

      It seems that some of the things I enjoy about FFXI are the things you (and those anonymous 50+) seem to hate, but it would have been nice to actually hear you articulate your reasoning in a more erudite manner than "Final Farming XI," "Square-Penix," and "carebears." But that's life--if you can't be bothered, you can't be bothered.

      In any case, happy hunting. Thanks for your time.

      -RSWoWFFXIP

    15. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      You really want the list? Let me see if I can pull the short version out from somewhere. Nope, oh well, have to regerate it.

      - Squenix totally ignoring the user community.
      - Squenix never doing anything about TOS violations. That they did so months after I quit is basically irrelevant, and since everything I've read about that says it solved nothing, I don't care.
      - Over dependence on excessively rare items in order to ever hit monsters.
      - Brain-dead crafting system. Crystals suck.
      - No PVP, except for a ghetto ball game.
      - No monster variation. This is inexcusable, because they reskin and scale various monsters on occasion, but the fact that the crabs in Valkrum look like the crabs in the Boyhada Tree is unacceptable. At least make them green in the tree or something. Anything. (On this note, Leaping Lizzy is a scaled Rock Lizard. The Bumblebees in Saruta-Baruta are reskinned Hornets from Gustaburg. WHY THE HELL CAN'T THEY DO THAT MORE OFTEN?!)
      - Crappy music.
      - Crappy graphics. I know it's limited to the PS2, but every zone is basically one flat color. They've got to be able to do more variation than that.
      - Excessively long quests to break limits. Papyrus? Bomb Coal? WTF?!
      - Excessively long quests for single items. As much as I love needing 17 other people to get AF gear, it's a little stupid to require that many people to do something in which 1 person gets a reward.
      - Excessive death penalty. The XP loss I don't care about until 50+, when it becomes insane. Cap it at 500, please.
      - Pointless death penalties. On raise, you get raise sickness, and an XP loss. WTF was the point of the raise?
      - Annoying class system. I want to play a Ninja NOW, and I don't want to be forced to play a Warrior which I hate half the time just to do that.
      - Annoying quest system. To get to the worthwhile quests, you have to do thousands of pointless ones.

      There's more somewhere, but I can't find the link, so you'll have to live with that.

    16. Re:Reasons to dislike money-farming in MMORPGs by Anonymous Coward · · Score: 0

      Your response is appreciated. Since you don't wish to argue any points, I'll simply respond with this: I disagree with points 3-5 and 7-14. I agree with points 1, 2 and 6.

      I trust you'll go back to playing WoW, I'll go back to playing both WoW and FFXI, and we'll forget about this in a week or so. Happy hunting.

      -RSWoWFFXIP

  12. Re:Let it be. by dauthur · · Score: 1

    But then you'd have a Diablo II type problem where people would start duping the gold, and the game would start having D2 type problems where people get banned all day long. I'm only being practical.

  13. Re:Let it be. by Anonymous Coward · · Score: 0

    Blizzard has long realized that they could ban Diablo CDKeys and monkeys would run to the stores to buy new copies.

    Banning gold farmers makes the create new accounts which makes Blizzard happy.

  14. Take a hint from US ag department. by AtariAmarok · · Score: 5, Funny

    No need to get all draconian about this. Just pay the farmers NOT to produce gold.

    --
    Don't blame Durga. I voted for Centauri.
  15. Intresting idea but reqiuires a rethink for design by SmallFurryCreature · · Score: 3, Interesting
    The idea is pretty good. Some people can spend an awfull lot of time in a game and worse they can stand to do all the time doing just 1 thing over and over to rake in the cash.

    It is similar to the "exploits" in single player rpgs where a mob keeps respawning to give in theory infinite xp. If you got the patience to kill the same mob, go through the same conversation, clear the same dungeon again and again.

    The problem is that most MMO designers are pretty clueless about basic economy (why do they insist on "repair" or whatever costs to get money out of the system instead of simple taxes?) but worse the few clever ones think that real world capatalism is the thing to emulate.

    Small problem is that capatalism isn't much fun for the majority wage slaves. In real life the wage slaves ain't got much choice but in game they do. They can stop paying and find something else to do.

    The problem is that unlike the real world it is very easy to calculate expenditure vs profit in an mmo. Weapon A costs so much but will allow me to gain that much profit in its lifetime that I make enough profit to buy a new one. In general the more powerfull a weapon the more costly but also the higher the return on investment. Result, in order to make a reasonable income you got to invest in good weapons meaning you have to do the money grind.

    MMO's need to stop thinking they are single player games, they need to stop thinking that real world economics work in a fun enviroment.

    Single player RPG economies are already screwed up enough. Or I am the only one swimming in unneeded and even unspendable money in games like Baldurs gate, Neverwinter Nights, Deus EX, Morrowind, etc etc. Add taxation and tax the high earners more. But at all costs avoid where a big enough group of superrich exists to ruin it for the rich. Or at least if you want this similarity of the real world add other things from the real world as well. REVOLUTION. Murderers and thiefs. Paternity suits and frivolous lawsuits.

    But frankly there are so many problems to fix with the MMO scene. First they should figure out a way for a game to remain fun for month after month without betting on the "maybe I will have fun with just 1 more level" element.

    But maybe a simple way of doing both is to decrease the reliance in combat on "super" weapons but instead make for a character depended weapon performance. Meaning that both a newbie and elite warrior use exactly the same weapon but the elite will just be better at it. No expensive gadgets needed then no need for gold to pay them. Focus on character development OVER gadget hoarding.

    Hard? Well yes and no. Both EQ2 and WoW apparently have added more involved combat. Expand on this.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  16. Re:Intresting idea but reqiuires a rethink for des by QuantumG · · Score: 1, Troll

    Yep, the people who make MMORPGs for a living have no idea about online economies.. but you, random dude on Slashdot, has all the answers. Why do we even bother studying anything? All the answers are on Slashdot!

    --
    How we know is more important than what we know.
  17. Re:Let it be. by NMerriam · · Score: 1

    But seeing how anyone can grow it, and how most people can sell and smoke under the radar as it is, there's no gauruntee that the government would still be able to keep a hand in on it.

    Huh? It's not difficult to grow tobacco, or to make alcohol, but most people don't waste their time and effort since they can just buy it at the store for a nominal fee, and get a product with consistent, predictable quality.

    If you could buy MJ at the 7-11 with regular cigarettes, it would be pretty rare for someone to go to all the trouble of growing and/or selling their own just to save the taxes.

    --
    Recursive: Adj. See Recursive.
  18. What has Michael Jackson to do with it by Zentac · · Score: 1

    no really!
    And how would the government make money off of child abuse? by taxing it? dude, you are seriously wasted!

  19. Re:Intresting idea but reqiuires a rethink for des by DingerX · · Score: 3, Insightful

    Well, sure, it's easy as hell to sit back here and throw out ideas. Implementing them in a multimillion-dollar venture is a different story.
    But you're dead on about capitalism, if you take it in the sense of providing a free market with unrestrained controls on wealth.
    I'm not sure most gamers will want to play in a socialist worker's paradise either, though. There has to be the illusion of glory.

    You can certainly have taxes though, especially ones that can be bypassed using an expenditure of time several times the cost of the tax (e.g., toll bridges), or where a valued service is being offered (such as a secure two-party financial transaction).

    But there's more to economics than just free-market capitalism. Hell, you could create a game where any form of interest was considered illegal (since money is "dead"), and the official rules varied considerably from economics (they already do).
    Or you could use the classic technique employed in many marginal economies (such as illegal ones in federal penitentiaries), of using multiple currencies and "flipping" the exchange rates periodically. With a couple of monopolistic organizations (=run by the company) aware of when the flips are going to occur, the company can eliminate or severely reduce concentrations of wealth that it does not control. Besides, imagine the chaos of an ebay auction during the periods of wild currency fluctuations.
    What? My 400 quatloons are now worth peanuts?

    Ultimately, the problem is in your comment about character development vs. gadget hoarding. I've always preferred games that rely on skill and ability rather than supertoys, but the problem is not everybody has an equal shot at skill and ability. Let's face it, at any game based on such things, most people suck. And people play games to escape their own mediocrity. The advantages of time-based levelling and gadget-driven gameplay are A) like gambling you get intermittent positive feedback that keeps players addicted, B) Nobody's excluded on the basis of incompetence. Play long enough, and you'll get where you need to go. and C) It's really, really easy to write. Experience points, levels and level-based narratives. the only downside is that some people will pay to enjoy the social benefits of higher-levels (including that of seeming a bad-ass in front of one's peers), and to avoid the tedium of playing the game.

  20. income taxes! by Anonymous Coward · · Score: 0

    Simple solution: assume a (plausible, dynamic) average playing time for an account. If an account's playing time is well over the average, tax that account's income, to a point where farming degenerates in diminishing returns.

  21. Hasn't fixed anything by Anonymous Coward · · Score: 0

    I thought I'd point out that while slashbots will congratulate Blizzard websites like IGE just raised their prices by a little and are still selling.

  22. Re:Let it be. by space_jake · · Score: 0

    That would destroy the economy so fast. I wish my government would print us all a million dollars so that I could pay $10,000 for a soda. Thats what would happen if Blizzard made a buy some money button.

  23. May I be the first to say... by Luigi30 · · Score: 0, Offtopic

    "Flush that, you bitch."

    30 points for the reference, 20 more for the next line.

    --
    503 Sig Unavailable

    The Signature could not be accessed. Please try again later or contact the administrator
    1. Re:May I be the first to say... by KevlarTheSleepinator · · Score: 1

      do you mean mod points?
      Score!!

      --
      Move Sig, for great justice.
    2. Re:May I be the first to say... by jay!!! · · Score: 1

      Sealab 2021 pilot?

      Completely off topic though, no?

  24. Re:In other news... by satoshi1 · · Score: 1

    Broken forums != broken game. From what I can tell, the game is running just fine.

  25. Has to be said ... by arhar · · Score: 1, Funny

    Dey took our jabs!!

  26. Re:Let it be. by satoshi1 · · Score: 1

    Duping items was a D2 bug that existed when players logged out of a game and quickly logged back into the game before it closed, or something. I don't remember the exact details. It had a lot to do with timing. I don't see how this could be done on a persistant world, such as that of WoW. Besides, do you really think they would have neglected this? They probably coded the game with these kind of bugs and exploits IN MIND. It's only practical.

  27. Re:Let it be. by Guppy06 · · Score: 3, Interesting

    "If Blizzard wanted, it would be an absolute doddle for them to set up a "buy some gold" button on each player's subscription page."

    It would be even nicer if they did this in lieu of monthly subscription rates.

  28. Re:Let it be. by Anonymous Coward · · Score: 0

    These games are already prone to massive inflation as it is. If they did that with a game of this size the economy would collapse in weeks and people would leave the game.

  29. Re:Intresting idea but reqiuires a rethink for des by Danse · · Score: 3, Interesting

    Yep, the people who make MMORPGs for a living have no idea about online economies.. but you, random dude on Slashdot, has all the answers. Why do we even bother studying anything? All the answers are on Slashdot!

    He didn't offer an answer really. Merely some thoughts about the current systems and a few ideas for improvement. As for the professional MMORPG makers, name one that has done a better-than-mediocre job of creating an in-game economy. All of the games out there have very flawed systems, which is why we see so much of this stuff going on.

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
  30. UBUYGOLDHERE by TheGuano · · Score: 3, Informative
    Even gold farmers have to eat! Think about their families. Poor little gold children slaving away in the gold fields in a decreasingly gold-agrarian society...it brings a tear to my goldeneye...

    http://www.penny-arcade.com/view.php3?date=2005-02 -16

  31. Re:Let it be. by joper90 · · Score: 1

    it takes far more skill to grow good bud, that it takes to make cider.

    But, who makes cider when you can buy it?

  32. Disabling accounts in an MMORPG? by IntergalacticWalrus · · Score: 2, Interesting

    Just wondering, all those people who got their accounts closed, do they just lose all their characters or lose their full rights to play the game? Since it's an MMORPG, losing online rights would basically make you lose everything you bought (with your real money, that is). I hope Blizzard won't make any mistakes...

    1. Re:Disabling accounts in an MMORPG? by Anonymous Coward · · Score: 0

      It seems to say that they closed the accounts of gold FARMERS, not their clients.

      I hope this is the case.

    2. Re:Disabling accounts in an MMORPG? by Dachannien · · Score: 4, Interesting

      Presumably, the accounts are banned permanently, which means the characters, and all the cash stored on them, is permanently inaccessible. But, as it turns out, there's no downside here.

      The way these gold-farming rings work, the people who own the vast bulk of the accounts which were closed were not really playing the game.

      For a given gold-farming ring, you have a number of accounts which are shared by several people. These people log in, farm gold for several hours, and then give all of the gold and items they received to a boss. The boss tabulates how much they received from a person on their shift and sells the items in-game for more gold (in WoW, this happens in the Auction House). When a customer purchases gold, the boss transfers the gold to the customer (either by trading with the customer, or as happens in WoW, through in-game mail). If one of the grunt farmers doesn't meet a quota on their gold-farming shift, they don't get paid. The grunt farming accounts, being shared by several people, are generally logged in 24/7. Even the individual characters are shared. They are powerleveled up without doing any quests, meaning they have substandard gear and make inferior opponents to regular players' characters; however, they are tailor-designed for farming whatever monsters make for the best farming.

      The vast majority - if not all - of the closed accounts were involved with these gold-farming rings. That means that, with the possible exception of the bosses, it's very unlikely that a particular account was ever used by just one person to *play* the game. Since most of these rings are based in China, it's also unlikely that Blizzard will ever have to worry about somebody trying to sue them for the account closures.

    3. Re:Disabling accounts in an MMORPG? by Anonymous Coward · · Score: 0

      It's all in the terms of service.

    4. Re:Disabling accounts in an MMORPG? by will_die · · Score: 1

      They have made a bunch of mistakes, and have baned a bunch of legitamate players.
      From what is being understood what they did was look for charactes for huge amounts of gold that was given to them and bane them and the people. Well that also includes all the guildes that pool money to purchase mounts.
      Not sure what the status of all them is,but from what I have heard the offical forums were down a good portion of last week and over the weekend.

    5. Re:Disabling accounts in an MMORPG? by DerekLyons · · Score: 1
      Just wondering, all those people who got their accounts closed, do they just lose all their characters or lose their full rights to play the game? Since it's an MMORPG, losing online rights would basically make you lose everything you bought (with your real money, that is).
      What you bought with your real money was acess to the servers for a period of time. (Same as paying your cable bill.) So when you lose acess, you haven't lost anything but any pro-rated time.
    6. Re:Disabling accounts in an MMORPG? by Anonymous Coward · · Score: 0

      People have talked about class-action lawsuits for account closures before, but the non-lawyers all seem to agree that Blizzard would probably come out on top -- suing for loss of product (either through crash or account closure) doesn't make sense when the loss is $0, and when the property isn't even "yours" to begin with. ToS seems pretty clear that Blizzard owns everything, not you.

      Maybe a lawyer could point out a case where someone won a suit over virtual property? Or a case where a court favored the idea that people own their virtual property, rather than the company that produced it?

  33. Re:Let it be. by mowph · · Score: 3, Informative

    It would be even nicer if they did this in lieu of monthly subscription rates.

    This has been seen before, and seems to be working rather well for the makers of Gunbound. You can play (for free) for hours and hours to accumulate "gold" wealth, or pay a nominal fee directly to the company to receive an injection of "cash". "cash" could be thought of as a service which increases the enjoyment (and thus has "value", considering that games are a vehicle for selling fun) of an otherwise free game.

    The interesting thing about Gunbound's model is that "cash" and normal "gold" are not the same, nor are they directly interchangeable, as I recall. I haven't played for so long that I can't remember, but I believe you aren't able to directly transfer "cash" in Gunbound. "cash", which can only be bought, generally has (IIRC) 10 times the value of "gold", which is earned by playing matches.

    This reminds me of the old, old days when BBS sysops would sell Trade Wars credits for real cash. That never seemed fair at all, however, since Trade Wars is a long-term strategy game which generally has an eventual "winner". Giving one player money would unbalance the game terribly. Note that Gunbound, however, is a simple shooting game that revolves around matches, and not an RPG or long-term strategy game. Items gained by long-term players give them a slight advantage in matches on high-ranked servers, but it is possible to play the game without worrying about economics at all.

    The choice is left up to the user -- live in "high society", where (real) money and (virtual) possessions are quite important, or just play the game on the casual servers, where items are simply status symbols of cosmetic value.

    Considering that the game still seems to be alive and kicking, I would say that this is a viable model for "legalizing" and regulating the currency trade in online gaming.

    Perhaps an expert player of Gunbound could give an estimate of the real world value of cash, in terms of roughly how much grinding time worth of wealth one US dollar buys.

  34. Re:Intresting idea but reqiuires a rethink for des by cgenman · · Score: 2, Interesting

    Most of the MMO designers I know are aware of basic economic principles. Heck, most companies have someone who is specifically tasked to make sure that the economy doesn't fall to pieces.

    The problem with expanded-skill based combat is that you must account for lag, which while not as bad as it used to be is still a reality in most MMPORPG's. You can't rely upon the skill and timing of the player, because lag throws that totally off. You could do combat on the local machine, but then you have all sorts of security issues. So unless by skill you mean take the focus off of power leveling and gold hording and put it squarely on just power leveling, then this is unfortunately a no-go.

    I do agree about the wage-slave problem, though. It isn't much fun. But if you take out leveling, gold/resource farming, then you can only progress through items and quests. And while quests can be nice, and do need to take an expanded role in games, there just isn't the resources to create enough quests for a group of people who may be playing 6 hours a day every day for a year. Player created quests would be better, but it seems like everyone who has done player-generated content over the years has gone seriously overboard with it (see 2nd life).

    I'm not saying the current situation is ideal by any stretch of the imagination, I'm just saying that it is complicated.

  35. Re:Let it be. by Dachannien · · Score: 3, Insightful

    but Blizzard should let it happen because it attracts people to the game.

    I doubt the correctness of this statement.

    First of all, in a market that's increasingly competitive, people will jump ship for the next new game if they think the company running their current game isn't running it properly. That's a ton of people who don't want their game ruined by gold farmers like they ruined FFXI/Lineage 2. Keeping them happy by doing something to stop gold farming is a good business decision.

    And second, there are two big obstacles that stand in the way of growing the MMOG market further: an uninformed populace and the cost of playing the game. Both of these indicate that gold farming will do nothing to increase customer base. If people don't know about a game - even if the game permits or encourages third-party gold farmers - they won't buy it. And if people are already reluctant to pay the monthly subscription costs for a game, they're certainly not going to fork over extra cash to buy gold in that same game.

  36. Thank You Blizzard by cbuskirk · · Score: 2, Interesting

    The best part about this whole scam is that you should never need to buy gold in WOW. It is so easy to come accross. However the primary means of sale in WOW is the Auction House. These same companies that farm gold have accounts that sit at the Auction Houses all day. They purchase any and all items of rare value and then relist them at 2x - 3x their normal price, causing artificial inflation. The person who wants that item now has to either play 3x as much to earn enough gold or purchase from a farmer, who sells 500 gold for a $100 and then gets that 500 gold back when the person buys the auction and then the sells it to the next sucker. And all the farmer had to do is farm 200 gold.

    1. Re:Thank You Blizzard by Anonymous Coward · · Score: 0

      These same companies that farm gold have accounts that sit at the Auction Houses all day. They purchase any and all items of rare value and then relist them at 2x - 3x their normal price, causing artificial inflation. The person who wants that item now has to either play 3x as much to earn enough gold or purchase from a farmer, who sells 500 gold for a $100 and then gets that 500 gold back when the person buys the auction and then the sells it to the next sucker. And all the farmer had to do is farm 200 gold.

      It's more likely that level 60 characters are causing AH inflation than farmers. The level 60 characters pass their gold on to low level guild mates or their twinks (low level characters of their own on the same server) who then buy out stuff on the AH at higher than normal prices. Pretty soon people auction stuff at higher prices because they figure out they can get it.

      Gold farmers are more interested in farming gold than reselling Rare items on the AH. Farming gold is a predictable way to make money. If one of these guys buys out an auction on the AH then relists it and it doesn't sell they lose gold. I doubt that is a risk they like taking as they have gold quotas for every day they work. Plus most of them have trouble reading english, so the AH isn't a great place to be when they could be grinding for gold which is a sure moneymaker.

  37. Re:Let it be. by ameoba · · Score: 1

    One of the things about gunbound is that the -only- advancement in the game results from buying better gear and that it's strictly PvP - there is no concept of characters becoming stronger over time. This means that a total noob willing to spend money on the best gear, while not completely unstoppable, will be able to defeat significantly more skilled players.

    Granted, they're only really hurting themselves in the long run since players with 'low-level' gear are unlikely to play with overdeveloped chars, leaving the only opponents available to be other characters with that type of gear. Meaning they're going to be either playing people who actually worked their chars up, meaning they'll be completely destroyed, or other similarly rich noobs, in which case they might as well have not purchased the gear & just played with the gear they 'rightfully' own.

    --
    my sig's at the bottom of the page.
  38. Great idea by SteelV · · Score: 1

    Now they can slowly cut down on server load by banning accounts!

    Then again, I don't play the game so maybe 'gold farming' is worse than it appears to be? (I'm sure it violates the TOS, but still...).

  39. Re:Let it be. by zoips · · Score: 4, Insightful

    I fail to see how it could possibly attract people to the game to allow gold farmers. The single biggest annoyance in FFXI are the gilsellers. They have no decency (steal logging, mining, and harvesting points), they'll MPK (violation of the ToS by the way) you without a second thought if you try to camp the same NM as them. They work in teams to monopolize NM spawns, which gives them a monopoly on the drop, which in turn damages the economy (granted, on Ramuh most of the gilsellers that camp NMs quite frankly suck at claiming them, so it's a moot point).

    Allowing gold farmers to continue doesn't help the game. It ruins it for everyone that wants to play the game as it is meant. Average people will not monopolize some monster spawn, or do the same repetative task and monopolize a certain kind of item drop, day in and day out for months at a time like a gold farmer would (of course, since I've never played WoW, I'm trying to imagine what it would be like based on my experience with gilsellers in FFXI).

    It's really an either-or situation. Either the company itself sells in-game money for a fee to their players, and that's really the only worthile way to get the money (which puts everyone on the same level field), or the company does not allow anyone to buy in-game money and makes sure that there are plenty of ways to earn decent money in-game (again, putting everyone on a level field, except WHMs, who can't farm for crap =P). You can't have both without totally hosing the economy.

  40. Too little too late by SamBeckett · · Score: 3, Insightful

    I just canceled my account today, after (and this has been grating in my mind for sometime now) a young member of my guild asked a player who was level 60: "Wow, XxX, what is it like to be level 60?" To which he replied: "It's pretty cool. I just started a new undead toon." Granted this has nothing to do with gold farming--but I seriously don't see how there was a market for such things.

    Compared to DAOC, at least, there is NOTHING to do in WoW after you reach the pinnacle. In other MMORPGs, you could buy a house, fight enemy realms for something tangible, etc. In WoW, you either continually raid the same dungeon or start a new toon. "But you can raid towns!" Sure, what's the fucking point? There is no penalty for death and no reward for taking over a town (for 5 minutes before the NPCs respawn).

    "But the honor system will change this!" The honor system as currently outlined sucks ass. I don't have time to play forty-hours a week just to have the best items just so I can kill more players just so I can get more honor just so I can get better items.

    Don't even get me started on the social aspect of the game--it just doesn't exist. There is no situation where concerted group effort is required as all fucktards can easily succeed in the grouping game.

    1. Re:Too little too late by DJ+Wipeout · · Score: 1

      Well, the nice part is that cancelling your account doesn't kill your characters like FFXI can, so shelve it for 6 months or so and then check the state of the game.................

    2. Re:Too little too late by Anonymous Coward · · Score: 0

      What the hell is a toon?

    3. Re:Too little too late by Anonymous Coward · · Score: 1, Insightful

      No other MMORPG in existance has such an innane account closing policy as FFXI does. Every other company I'm aware of is more than willing to get customers back. I guess maybe it's a Japanese thing, but Square-Enix seems to take someone quitting as a personal insult and never wants them to come back, ever. It's the only thing I can think of that would make them ever decide to delete characters.

      I currently have no intention of ever playing that game again, but it doesn't matter, because my character is already permenantly gone. If I could get my character back, I might actually consider it. Since I can't, Square-Enix is never going to get any more money from me for FFXI again. If they don't want my money, there's no reason to give it to them.

    4. Re:Too little too late by Anonymous Coward · · Score: 1, Interesting

      The game has been out for 3 months. The people that rushed to the "end game" now have hit this ceiling and think there is nothing to do. Well, what exactly did you do to get there. WoW is huge, there is months of content to explore but this "end game" mentality is destroying it for new mmorpg's like WoW and EQ2. People who played EQ1 didn't rush to level 50 when the game was released to see the "end game". It's good they didn't because there wasn't one - just like in WoW. There's no question that Blizzard will add expansions and other things to do but I certainly when they are ready and not because some people rushed through the initial game.

    5. Re:Too little too late by Winterblink · · Score: 1

      To Blizzard's defense, they ARE working on PvP battlegrounds which should be familair to DAoC folks like myself. I like what they're planning to do with it. However I agree, one runs out of things to do very very rapidly with WoW, and I too have cancelled my account until something interesting happens in the game.

      With regards to the social aspect to the game, I'll agree it just isn't there. Every zone I go to it's always some kind of flamewar between a bunch of 12 year olds, and there doesn't seem to be any real working mechanism to find mature players to group with.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    6. Re:Too little too late by rpillala · · Score: 1

      I don't really see the problem here. There was another post some time ago about how WOW has no staying power, and honestly I don't know that it needs to. Blizzard might be counting on a steady stream of new players, in the way they seem to be with Diablo 2. People are still playing Diablo 2 and still buying it. Maybe not in the same nubers as before, but the game is pretty old. Frontloading the content means that people picking up the game new won't be sorry. All these bans (if they've done them right) mean people won't join the game and buy lots of gold to get started.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    7. Re:Too little too late by DangerSteel · · Score: 2, Funny

      Can I have your stuff?

    8. Re:Too little too late by devnull17 · · Score: 1

      It works the same way that it works in real life--there are some thoughtful, intelligent, interesting people out there, but they're lost in the vast sea of fucktards. It's not hopeless; you just have to do some networking.

      Throwing up your hands in disgust isn't a viable solution. Just group with people. Lots of people. Add the ones you like to your friends list. If you meet someone you don't like (and you will--often, if you're older than 14 and have any semblance of standards), don't group with them again. And eventually, you'll find a good guild to join, or, in the absence of that, enough good people to make your own.

      You can't expect to find good guild friends in general chat. The guilds that advertise there are terrible precisely because they advertise on general chat and accept everybody. But they do exist, and if you're a mature, thoughtful player, they're looking for people like you.

      I guarantee it.

    9. Re:Too little too late by 222 · · Score: 1

      I've played both Daoc and WoW, and i simply cant believe anything you've said here. My experiences in both games focused on raid level content.

      "There is no situation where concerted group effort is required as all fucktards can easily succeed in the grouping game."

      Ever been to molten core, or taking scholomance as it was intended (with a single group?)

      I play with a dedicated group of people, and with 40 of us we still had trouble killing some of the least difficult bosses in MC. I had a blast.
      If you're seeing a lack of high end content, you might consider organizing a raid.

    10. Re:Too little too late by Anonymous Coward · · Score: 0

      Yeah no staying power for people who put their real lives on hold to play 80 hours a week.

  41. Economics 101 by droleary · · Score: 2, Interesting

    and damage the game economy as a whole

    Really? Would anyone from Blizzard care to point to a healthy economy that is fueled by the lack of free trade? It's rather amusing to see how Blizzard's actions mirror the heavy handed use of power by those governments that are globally most despised. It'd be less far less funny if it weren't just a game (but, then, if it's just a game to them why are they being such dicks?).

    1. Re:Economics 101 by Anonymous Coward · · Score: 2, Informative

      These aren't real economies. Don't treat them as if they were real economies. Gold farming creates massive inflation which alienates the casual players (and even less casual players who just don't want to pay money for gold) and ultimately results in subscribers cancelling. Blizzard owns the servers and requires that players agree to certain terms in order to play the game. They are within their rights to try to control the "economy" so as to not lose subscribers and in fact I would estimate that 90% or more (based on my experience in another game) of the players of the game support banning gold sellers.

    2. Re:Economics 101 by droleary · · Score: 0

      These aren't real economies. Don't treat them as if they were real economies.

      You are very much mistaken. When it come to economies, there is very little line (if any) between "real" and "virtual". All the game represents is another fabricated border with another currency and various import/export imbalances. It is entirely natural and should be expected to see trade happen, and Blizzard is acting like an iron-fisted dictator who purports to know what is best for their people, economics be damned.

      Gold farming creates massive inflation which alienates the casual players (and even less casual players who just don't want to pay money for gold) and ultimately results in subscribers cancelling.

      Firstly, I don't believe you have the stats to make such a statement. Secondly, so what? You're acting as if massive inflation doesn't happen outside the game. You're acting as if there have never been any devalued currencies in all of history. You're acting as if someone farming a resource in the real world should be allowed to suspend the laws of supply and demand simply because they want to keep asking the same price. No! If there is an unacceptable imbalance in the game, then Blizzard should fix their bloody game!

      They are within their rights to try to control the "economy" so as to not lose subscribers and in fact I would estimate that 90% or more (based on my experience in another game) of the players of the game support banning gold sellers.

      Then those players are idiots. By that kind of thinking, they demand nothing of value to show for their efforts. Sure, they're playing for entertainment but, like sports stars, that doesn't mean they should want to make it a complete black hole of their time and money. Blizzard naturally likes the idea of all the money flowing in to them, but the players should wise up. It is a real economy, and cutting off trade will eventually stagnate it to the point where the won't just lose subscribers, they'll lose all their subscribers and they won't understand why.

    3. Re:Economics 101 by guru42101 · · Score: 1

      It is more analogous to a mafia or cartel. The gold farmers will generally also farm some rare but highly needed item to the point that the only way to aquire it is thru them. They then charge outrageous prices where your only option to get the cash is to buy it from them.

      In WoW, as previously mentioned, it works by them buying out all of the good items and reselling them at much higher prices. They haven't built up the capital to completely put a stranglehold on the economy but they're working their way up. The end result is that the entire economy will be run by them, IE not free trade. This would basically be equivalent to a bank buying every bit of quality habitable land in a city and then reselling it at largely marked up price as well as providing you the loan. You could argue that then the citizens could move, but that wouldnt' be good for the nation or local government. Just like it wouldn't be good for the game developer.

    4. Re:Economics 101 by zoips · · Score: 1

      No! If there is an unacceptable imbalance in the game, then Blizzard should fix their bloody game!

      The obvious, and best solution to this specific problem is to ban the people who are causing the problem.

      There is a specific set of people who are driving costs up. Okay, that sucks, no reason to ban them, we can all agree on that. The difference here is that same specific set of people is violating the ToS at the same time (selling gold for real-world money). Because of the nature of how the gold- sellers work in the game (they sell an item for gold, some Joe User with too much disposable income and not enough time purchases in-game gold with real world money, to buy an item that is being sold by the gold-seller, thereby giving them back their gold, which they resell for real-world money back to the same old Joe User), they over-inflate the economy at an extreme pace, eventually making it so the only way to actually get rare/wanted items is to buy the gold, which just feeds the inflation.

      So with that in mind, what is the fix? Increase gold drop rates so that people who don't want to buy gold with real money can buy items in an over-inflated economy? Yeah, right, that'll work for maybe 10 minutes, tops. The only real, viable solution is to ban the gold sellers, which is well within Blizzards right, specifically because the ToS disallows selling in-game items for real-world currency. Who gets hurt by banning the gold sellers? The gold sellers (but who gives a flying fuck about them), and Joe User with too much disposable income and not enough time to play the game. Personally, I don't care about them either, but they certainly have every right to play the game, unlike the gold sellers, they deserve consideration in how to try to balance the game, but frankly, maybe the game just isn't for them if they don't want to invest the time in actually playing the stupid thing.

    5. Re:Economics 101 by droleary · · Score: 1

      They then charge outrageous prices where your only option to get the cash is to buy it from them.

      This is an obvious strawman. There are tons of options for Blizzard to balance the game properly. The one that stifles the farmers in no way prevents the problem (if it can even be seen as a problem) from cropping up again. The economic imbalance that allowed them to exist in the first place remains for anybody to fill.

      The end result is that the entire economy will be run by them, IE not free trade.

      Nice gloom and doom story, but this will likely never happen. Blizzard prints all the money and can at any time make items in the world appear and disappear. Their shutting down accounts is evidence of their willingness to use (and abuse) their position of power. Nowhere to be seen, though, is a solution that fixes the game and makes farming an unattractive proposition. Again, that's assuming it can be made unattractive in an economic sense.

    6. Re:Economics 101 by droleary · · Score: 0

      The obvious, and best solution to this specific problem is to ban the people who are causing the problem.

      Did you stop to think for one second about the principles behind that statement? It's like saying summary execution is the universal solution to all the worlds ills. How many days before we hear about someone who got unfairly axed by Blizzard? Are you eager to have your character deleted by fiat just because it triggered some unknown flag at Blizzard?

      Because of the nature of how the gold- sellers work in the game (they sell an item for gold, some Joe User with too much disposable income and not enough time purchases in-game gold with real world money, to buy an item that is being sold by the gold-seller, thereby giving them back their gold, which they resell for real-world money back to the same old Joe User), they over-inflate the economy at an extreme pace, eventually making it so the only way to actually get rare/wanted items is to buy the gold, which just feeds the inflation.

      Your story does not support your point. If the game already has the gold and already has the item, the economy is unchanged. That is, what is the difference in game compared to if they just gave the item to Joe User? There is none. Every time this topic comes up, it seems there are always so very many that don't understand that basic point.

      So with that in mind, what is the fix? Increase gold drop rates so that people who don't want to buy gold with real money can buy items in an over-inflated economy?

      There are any number of things Blizzard could do to balance the game properly. If the root of the problem is gold drops creating wealth out of thin air, then they should stop handing out cash like that. The problem you don't seem to acknowledge is that the economy is already vastly over-inflated because of their non-zero-sum policies.

      Who gets hurt by banning the gold sellers?

      You do. You don't see it yet, but hopefully you will before I have to start quoting Martin Niemoeller.

      Personally, I don't care about them either, but they certainly have every right to play the game, unlike the gold sellers, they deserve consideration in how to try to balance the game, but frankly, maybe the game just isn't for them if they don't want to invest the time in actually playing the stupid thing.

      Then, really, you should be in favor of stopping all trade, because money isn't the only reason items change hands. Would you give your friend an item in favor of a stranger? Why should that be allowed? What Blizzard should do is tie every item to the individual that first gets it. Then nobody will be able to play unless they actually play, just like you wanted. Happy, or is summary execution still more your style?

    7. Re:Economics 101 by chompman · · Score: 2, Informative

      "some unknown flag at Blizzard?" it's right there in the terms of service that you can't sell in game items for real world money. which part of this are you having trouble grasping? They violated the ToS, they were kicked. Simple.

    8. Re:Economics 101 by Anonymous Coward · · Score: 0

      Have you ever played one of these games?

    9. Re:Economics 101 by Rallion · · Score: 1

      Would anyone from Blizzard care to point to a healthy economy that is fueled by the lack of free trade?

      Just as soon as you show them an economy that makes life fun, maybe they will.

    10. Re:Economics 101 by Anonymous Coward · · Score: 0
      Did you stop to think for one second about the principles behind that statement? It's like saying summary execution is the universal solution to all the worlds ills.

      You know... just yesterday I was thinking about how to solve the worlds problems... and I concluded that we need more executions. Not just for murderers but for meth heads and corrupt CEOs too.

    11. Re:Economics 101 by droleary · · Score: 1

      "some unknown flag at Blizzard?" it's right there in the terms of service that you can't sell in game items for real world money. which part of this are you having trouble grasping?

      The part where summary execution is an acceptable practice for a ruling body when a law forbidding free trade is broken.

      They violated the ToS, they were kicked. Simple.

      So Blizzard claims. It is convenient for you to believe it is true, to believe that killing their accounts is the "best" solution. There is no evidence to back you up, and history has shown that such behavior is actually a negative influence on the population. Nobody has the full story because there was no public investigation, no formal charges, no prosecution, no sentencing. The principles are quite simple, and Blizzard is wrong to act as they have. You are wrong to support them as you have.

    12. Re:Economics 101 by devnull17 · · Score: 2, Insightful

      The problem with arguments like yours is that WoW is a game. It's supposed to be fun. I don't frankly give a rat's ass whether someone can profit enormously from it. If that's what you're looking to do, you're playing the wrong game.

      The issue is that when the stakes get high enough (in any economy), people turn into unethical assholes. That's why drug violence is such a problem in our society. It's why there's so much trouble with insider trading in the stock market. Hell, it was even responsible for that comical London IKEA store riot last month.

      The problem with purely free markets is that a large percentage of people tend to end up getting treated like shit. Which sucks in real life, but that's an entirely separate issue.

      But why in the world would you want to deal with these issues in a game that you're supposed to play for fun? Do you want to have to work around Chinese sweatshop grunts perpetually camping the enemy that you have to kill for a quest? Is that an acceptable price to pay for the opportunity for a few people to get rich in a game world? Is your right to make money in the virtual world of Azeroth more important than the desire of a vast majority of their subscribers to just have a fun, balanced game to play? I don't think it is.

      And, in more direct terms, Blizzard owns the servers, the software and everything in between. If they don't want you doing something, that's their prerogative. If you don't like it, return the game and go play the stock market. Granted, there are financial ramifications for bad decisions--people will cancel their subscriptions--but that simply gives them more incentive to cater to the vast majority of subscribers who want these pricks removed.

      And finally, do you actually play WoW? If not, you are, in my humble opinion, not the least bit qualified to comment on what's good for the gameplay experience. But hey, this is Slashdot, after all, and that's never stopped anyone before...

    13. Re:Economics 101 by Anonymous Coward · · Score: 0

      Nice gloom and doom story

      I refer you to an excerpt from one of your previous posts on the subject:

      It is a real economy, and cutting off trade will eventually stagnate it to the point where the won't just lose subscribers, they'll lose all their subscribers and they won't understand why.

      I agree that banning these accounts won't solve the problem. I'm sure they're at least entertaining other ideas as longer-term fixes. But in the meantime, I'd love to see some heads roll. These people deserve it.

    14. Re:Economics 101 by Anonymous Coward · · Score: 0

      What did methheads ever do to anyone? What people do in the privacy of their own homes is their own business, Hitler.

    15. Re:Economics 101 by droleary · · Score: 0

      The problem with arguments like yours is that WoW is a game. It's supposed to be fun. I don't frankly give a rat's ass whether someone can profit enormously from it. If that's what you're looking to do, you're playing the wrong game.

      Nice rhetoric, but entirely disingenuous. Everyone spouting "just a game" needs to immediately go in and wipe out all their characters. If you are unwilling to do that, if you value what you've created, I don't even want to hear that we should be treating it differently. It like the old argument that sports stars should be in it for the love of the game and not the dough; say it all you like, but economic forces dictate that they can draw millions for game play. Is it really so wrong to point out similar forces in a MMORPG?

      The issue is that when the stakes get high enough (in any economy), people turn into unethical assholes.

      Maybe, but I don't see you running around shooting people dead. I mostly don't even see government agents acting with such disregard. Yet that is exactly how Blizzard is behaving, and far too many are giving them a pat on the back for it. It's kind of funny that nobody has at least tried to argue that Blizzard's dictatorship is benevolent. You all seem to be attacking on economic grounds, which is just about the weakest position to take on this.

      The problem with purely free markets is that a large percentage of people tend to end up getting treated like shit. Which sucks in real life, but that's an entirely separate issue.

      Totally untrue. What you're probably alluding to is more corruption and not purely free markets like you claim. If you can't give an example, I must assume you're just making stuff up here. You shouldn't do that, because it weakens your argument as a whole.

      Do you want to have to work around Chinese sweatshop grunts perpetually camping the enemy that you have to kill for a quest?

      You're missing the big picture. Blizzard is quite able to fix their bloody game so that camping is not economically advantageous. Instead, they are arbitrarily killing accounts. If you're not comfortable with any other governing body doing that kind of thing, you should not be comfortable with Blizzard doing it.

      Is your right to make money in the virtual world of Azeroth more important than the desire of a vast majority of their subscribers to just have a fun, balanced game to play? I don't think it is.

      You'd be right, but Blizzard's means do not achieve those ends, and that is my point. The economic forces are still in play, and you're a fool if you think farmers won't return to continue claiming their crops. So, what, Blizzard goes through the whole process again (and again and again)? All it's going to do is result in stronger (read: more annoying to other players) farmers.

      And, in more direct terms, Blizzard owns the servers, the software and everything in between.

      Rookie debate mistake! You pointing out Blizzard's absolute control favors me. Of all the things they could do to fix the system, they picked the least acceptable (i.e., summary execution). And while you can try to "just a game" justify that, that also just means those same people will be back and farming tomorrow with different accounts. It doesn't solve the problem. Blizzard is treating symptoms when they have all the power in the world to create a cure.

      And finally, do you actually play WoW? If not, you are, in my humble opinion, not the least bit qualified to comment on what's good for the gameplay experience.

      Two problems with that attitude: you're reject what might be an objective viewpoint, and I'm not making a case on gameplay. In fact, everyone seems most upset that I'm point out that your gameplay isn't really changing. No, I don't play WoW. You see that as a liability, but in truth it means I can look at the economic system without getting all emotional over it. From that position, I can easily see that Blizzard is in the wrong, as are all such MMORPGs that try to restrict trade. I'm sorry if your gameplay experience sucks, but it is what it is because of what Blizzard has done.

    16. Re:Economics 101 by droleary · · Score: 0

      I refer you to an excerpt from one of your previous posts on the subject:

      The key phrase you should have absorbed is "they won't understand why". Your doom mistakenly suggests it's at the hands of farmers, when in reality it is at the hands of Blizzard, who are unknowingly cutting their own throats. It doesn't seem like anyone is getting that, and I'm getting tired of repeating it.

      But in the meantime, I'd love to see some heads roll. These people deserve it.

      How would you know? I don't think Blizzard has release any details on their action. You have absolutely no idea everyone whose account was cancelled actually deserved it. Again, the solution should be to balance the economy properly, and not simply kill off people who thrive in the situation that Blizzard has created. We all offhandedly say we'd like to see heads roll from time to time, but that doesn't mean we fire off 1000 shots, or expect anyone else to do it without due process, either. That is exactly the objectionable action that Blizzard has taken, and people need to stop defending them.

    17. Re:Economics 101 by Beyond_GoodandEvil · · Score: 1

      "Nobody has the full story because there was no public investigation, no formal charges, no prosecution, no sentencing. The principles are quite simple, and Blizzard is wrong to act as they have. You are wrong to support them as you have. "

      You seem to be laboring under the impression that the customer and Blizzard have some sort of egalitarian social contract. They don't. There is a TOS and banning accounts in violation of said TOS is standard operating procedure. On the other hand, there is nothing to stop Joe User from setting up a blog decrying his mistreatment at the hands of Blizzard. So it's not as if Blizzard has done anything, but reinforce the fact that MMORPG's are not a productive use of Joe User's time by banning Joe User, and rendering his in game efforts to nothingness.

      --
      I laughed at the weak who considered themselves good because they lacked claws.
    18. Re:Economics 101 by droleary · · Score: 1

      You seem to be laboring under the impression that the customer and Blizzard have some sort of egalitarian social contract.

      Nope.

      There is a TOS and banning accounts in violation of said TOS is standard operating procedure.

      Yep.

      So it's not as if Blizzard has done anything, but reinforce the fact that MMORPG's are not a productive use of Joe User's time by banning Joe User, and rendering his in game efforts to nothingness.

      And there's the rub. By acting without accountability, they hold the threat that they'll kill any account and claim it was a TOS violation. In doing so, they make all accounts worthless and give players little reason to stick with WoW once the next hot game comes along or, hell, little reason for anyone to play the game in the first place. I'm certainly not going to constantly sink time and money into playing when they can just vanish me tomorrow. I'll stick with UT2004, where I'm assured of frequent death and spawn camping without all the needless gnashing of teeth about it.

    19. Re:Economics 101 by Anonymous Coward · · Score: 0

      What did methheads ever do to anyone?They totally neglect their kids and they have a hard time paying the rent or their drug bill without resorting to crime. More executions would definately be worthwhile. The world could be like that star trek: tng episode where wesley nearly gets executed for walking on the grass. That was a nice place.

    20. Re:Economics 101 by Minna+Kirai · · Score: 1

      You are very much mistaken. When it come to economies, there is very little line (if any) between "real" and "virtual".

      Do you know the definition of "economy", which you hear on the first day of Econ 101? Economics is the study of the allocation of limited resources to unlimited needs.

      The resources inside the game are NOT limited. Blizzard, with the push of a button, could multiply everyone's gold by 100 or 10000 percent- and avoid inflation by multiplying all the available buyable goods, too.

      The game's "economy" is necessarily fake, because games are supposed to be fun, and navigating a real economy is not fun: it's work.

      The only reason there was any resource limitation in the WOW economy at all was at Blizzard's whim- the game designer thought players would have more fun if advancement was limited. So don't act like Blizzard is a tyrant coming in and trying to push around the free market- because he created and sustained that market from the start.

    21. Re:Economics 101 by Minna+Kirai · · Score: 1

      This is an obvious strawman. There are tons of options for Blizzard to balance the game properly.

      No, there is really no way it can be balanced, except possibly by outlawing the exchange of gold & items entirely. (Which would move the problem to the exchange of whole accounts).

      For a game to be fun to more than a silver of the player base, it must be based on illusionary achievement: the game gives you some challenge which is really easy, but which both the player and the game designer pretend is hard. Everybody's a legendary champion. ("All the children are above-average") If players really can hardly ever kill dragons, they will quit. To keep them in, designers must make those challenges beatable.

      By making them artificially beatable, the reward/risk and payout/investment goes down. What might have been zero-sum or negative-sum events become positive-sum. As you should know, the real universe is a negative-sum game. Any positive-sum effects are localized, and more than cancelled out by external costs. Positive-sum events are a sign of a disfunctional command economy, like how the USSR mandated bread be sold at less than the cost of the grain needed to bake it. (Meaning a baker could earn more money by not doing his job)

      Balancing the game by increasing the difficulty of earning gold could indeed create "balance" in the sense that risk-reward comes back to a sustainable ratio- but it will drive away players, who after all are paying to experience a fake world where the harsh realities of our own zero-sum universe don't apply.

    22. Re:Economics 101 by devnull17 · · Score: 1

      Nice rhetoric, but entirely disingenuous. Everyone spouting "just a game" needs to immediately go in and wipe out all their characters. If you are unwilling to do that, if you value what you've created, I don't even want to hear that we should be treating it differently. It like the old argument that sports stars should be in it for the love of the game and not the dough; say it all you like, but economic forces dictate that they can draw millions for game play. Is it really so wrong to point out similar forces in a MMORPG?

      Similar forces, but not identical. The economy in which sports stars (and we) live is vitally important to our everyday life. The economy in WoW exists only to support a game that people (presumably) play for enjoyment. The stakes are entirely different, and while that might not mathematically affect the way the economy works, it certainly has to be taken into consideration. I value my level 52 mage, but not as much as I'm sure Barry Bonds values his paycheck.

      Maybe, but I don't see you running around shooting people dead.

      Now that's just silly. I don't sell gold, either. In both cases, it's an issue of a small, ruthless minority causing problems for "the rest of us."

      It's kind of funny that nobody has at least tried to argue that Blizzard's dictatorship is benevolent.

      In this case, I think it pretty much is. Every transaction that anyone has ever made is in a database table somewhere. If that were the case in real life, trials would be a lot simpler. Comparing account suspension to summary execution is somewhat disingenuous, considering that the losses suffered in summary execution are orders of magnitude higher. Additionally, Blizzard has a financial incentive to not piss off their honest customers, who clearly comprise a vast majority of their subscription revenues. I don't think that simply deleting accounts will solve the problem, but, again, it's a start, and it makes it slightly less palatable to farm gold.

      What you're probably alluding to is more corruption and not purely free markets like you claim. If you can't give an example, I must assume you're just making stuff up here.

      The two are very closely related. History has shown time and again that when a situation allows one to gain at the expense of others, there are always people willing to do it. In a zero-sum economy, what someone gains, someone else must lose, right? As for examples, look at how workers were treated in the late 19th century under industry moguls such as Carnegie. Hell, look at the rampant present corruption in the current Bush administration.

      You're missing the big picture. Blizzard is quite able to fix their bloody game so that camping is not economically advantageous.

      How? Do you have any suggestions? I don't think that you could do much of anything that would have a profound effect without drastically altering the game.

      So, what, Blizzard goes through the whole process again (and again and again)?

      Yeah, pretty much. I don't really think the farmers can get much more annoying, and if they do, it will be by committing even more blatant violations, and their accounts will be suspended even faster. It also takes at least a month (even going 24/7) to get a character to the point where he can farm the valuable enemies. If you can make it less profitable (by, for instance, forcing a farmer to spend a month with no return on his investment), it will drive gold prices up, decreasing demand for gold. Maybe it will drive some of them away. In any case, it's a start, and I'd rather they do this in the interim than wait six months while they sit on their hands and develop a better solution.

      Two problems with that attitude: you're reject what might be an objective viewpoint...

      True, but this economy only matters within the context of the game. Without that context, I'd say you lack the perspective to do more than hold a hollow de

    23. Re:Economics 101 by Minna+Kirai · · Score: 1

      By acting without accountability, they hold the threat that they'll kill any account and claim it was a TOS violation.

      Ha ha ha! Good one! You, who've been going on and on about the virtues of the free market, now say that Blizzard, a public company funded by voluntary subscription payments from customers, is somehow "without accountability".

      If you have enough faith in the free market to think it can work in a game, why don't you also believe the invisible hand has some power in real life?

      The fact is that gold-farmers make the game less fun for most players. Their very presence disrupts gameplay for the customers who pay the bills to keep the servers humming. If Blizzard either ignores/condones gold-farmers, or undercuts their business by selling gold themselves, they will be cutting their own throat.

      UT2004, where I'm assured of frequent death and spawn camping

      You can try a mutator to make you briefly invulnerable on spawn.

    24. Re:Economics 101 by Anonymous Coward · · Score: 0

      Nice argument; very depressing Slashdot nickname. :)

    25. Re:Economics 101 by Anonymous Coward · · Score: 0

      Maybe it's because you're wrong. If you don't always carry that possibility with you into an argument, you're a fool.

      And WoW is not a democracy. It is a dictatorship. Many things are. Running a democracy takes a significant expenditure of effort on the part of everyone involved. It makes sense when it comes to protecting inalienable human rights, but I don't have that kind of time to keep tabs on what Blizzard is doing.

      But I have time to post on Slashdot, you say? Umm, well... Shit, I got nothing.

    26. Re:Economics 101 by Minna+Kirai · · Score: 1

      AC: very depressing Slashdot nickname. :)

      Well, I am both depressing and depressed so it really fits well.

    27. Re:Economics 101 by droleary · · Score: 1

      The resources inside the game are NOT limited. Blizzard, with the push of a button, could multiply everyone's gold by 100 or 10000 percent- and avoid inflation by multiplying all the available buyable goods, too.

      That does not support your point. By changing the granularity (whatever the order of magnitude) you do not change the economy. If they maintain a balance, where does your purported "NOT limited" come into play? Shall I take a guess at what your Econ101 grade was?

      The game's "economy" is necessarily fake, because games are supposed to be fun, and navigating a real economy is not fun: it's work.

      You're wrong. That you find it work says more about you than it does about economies. The reality is that their "fake" economy is making the game less fun because people are exploiting the system. That's what this whole bloody article is about!

      The only reason there was any resource limitation in the WOW economy at all was at Blizzard's whim- the game designer thought players would have more fun if advancement was limited.

      Wrong again. Resource limitations (and the way said resources are attained) make the game. Because they have chosen to badly implement that economy it makes the game less fun. You limit advancement because it's boring as hell to level up by doing nothing more than clicking an up arrow. But if these farmers can succeed in the game, then clearly there is much work that needs to be done by Blizzard in the "fun" department.

      So don't act like Blizzard is a tyrant coming in and trying to push around the free market- because he created and sustained that market from the start.

      What the hell are you talking about? The is no free market in WoW because the TOS prohibits it. All there is is a way for money to flow into the game via Blizzard. They selfishly thinks that's a good idea, but in reality it's isolationism and creates a less interesting world.

    28. Re:Economics 101 by droleary · · Score: 1

      The economy in which sports stars (and we) live is vitally important to our everyday life.

      Are you fucking kidding me!? What does it matter if the Bulls beat the Nicks (or whatever)? Just because they broadcast that shit on the news doesn't make it matter. Same can be said about the comings and going of movie stars. None of that is vitally important. There are huge economies surrounding it, but everyday life would get on just fine if those people weren't taking in huge money to entertain.

      I value my level 52 mage, but not as much as I'm sure Barry Bonds values his paycheck.

      Wrong analogy. The question is whether you value your mage more than you value Bonds. Hell, I value a disposable life in UT2004 more than I value the contributions of anyone playing in a spectator sport for boatloads of cash.

      Now that's just silly. I don't sell gold, either.

      Uh, but you do charge others for the time and effort you expend to accomplish some task, right? How again does that differ from these people charging others for the time and effort they expend to accomplish some task?

      Comparing account suspension to summary execution is somewhat disingenuous, considering that the losses suffered in summary execution are orders of magnitude higher.

      Exactly wrong. Someone gets killed in real life and they still have property or other valuables that can be used by friends and family. By all reports, Blizzard's actions froze everything about the accounts in question. I think what you were trying to say is that a killing in WoW is not a "real" killing, but that misses the point that it is a real killing from the character's perspective. You're not adopting a proper "in game" mentality to rationally discuss the ethical backdrop of their actions. You dehumanize everyone when you suggest that actions of foreign leaders can be brutal and unaccountable. You can try to handwave it all away with "it's just a game", but the principles remain the same.

      History has shown time and again that when a situation allows one to gain at the expense of others, there are always people willing to do it.

      I want you to reread your own words over and over until you realize why Blizzard's actions solve nothing.

      As for examples, look at how workers were treated in the late 19th century under industry moguls such as Carnegie. Hell, look at the rampant present corruption in the current Bush administration.

      Are you attempting to claim that either is a purely free market? Hell, you even make my point by flat out stating there's corruption.

      How? Do you have any suggestions? I don't think that you could do much of anything that would have a profound effect without drastically altering the game.

      I've already given suggestion (maybe not directly to you, but elsewhere), as have many other who have posted with this article. They need to create a real ecology and stop having things just spawn with gold all ripe for farming. You know what I'd like to see: extinctions. You fucking over feed on a species, and you're both in trouble. Yes, that drastically alters the game, but I think it alters it for the better. No more of things popping up out of thin air. Boy meets girl and, if you're part of that world (I mean really part of the game and not just mindless level grinding), then killing them means no spawn, and killing all the spawns eventually means the same thing.

      In any case, it's a start, and I'd rather they do this in the interim than wait six months while they sit on their hands and develop a better solution.

      It's not a start, it's a terrible misstep that they might not be able to fix. Do you have any reason to believe they are working on a better solution? And not even drastic change like I'd want, but simple things like adding a "reaper" to the game that hunts the hunters. I'm not going to pat them on the back unless t

    29. Re:Economics 101 by droleary · · Score: 1

      And WoW is not a democracy. It is a dictatorship. Many things are. Running a democracy takes a significant expenditure of effort on the part of everyone involved. It makes sense when it comes to protecting inalienable human rights, but I don't have that kind of time to keep tabs on what Blizzard is doing.

      The funny thing is, your position is probably the most agreeable opposition I've seen. Everyone else is trying to defend Blizzard as being right, but you nail it by saying they don't have have to be fair and they don't have to care if I think they're behaving badly. That would be a chilling admission for most playing the game (which seems to be where all the defenders are coming from), but I've got no investment in Blizzard doing bad things with WoW. If the players want to cheer them on, so be it.

    30. Re:Economics 101 by droleary · · Score: 1

      Ha ha ha! Good one! You, who've been going on and on about the virtues of the free market, now say that Blizzard, a public company funded by voluntary subscription payments from customers, is somehow "without accountability".

      You are confusing two issues. Corporate accountability is about actions in this economy; that they have. Character accountability is about actions in their game; that they don't have. What accountability do they have if they axed an account that wasn't a gold farmer? There is no court to appeal to. Hell, there may even be no record that the character ever existed. They control everything in game. They can make you vanish and not answer to anyone. Understand?

      The fact is that gold-farmers make the game less fun for most players.

      The fact is that gold farming is deemed acceptable by Blizzard. What is not deemed acceptable is selling farmed goods at market, an action that occurs entirely outside the game.

      Their very presence disrupts gameplay for the customers who pay the bills to keep the servers humming.

      Are the farmers not paying their bills? If not, then that is the reason to cut them off. If they're simply playing Blizzard's game as Blizzard wants (hint: they are!), then they are not influencing the gameplay at all. Blizzard can fix the gameplay if they wanted to; booting certain farmers doesn't accomplish that.

      If Blizzard either ignores/condones gold-farmers, or undercuts their business by selling gold themselves, they will be cutting their own throat.

      Not at all true. First, again, they already condone gold farming. Hell, most gameplay probably rests firmly on the grounds of the farming economy created by Blizzard, it's just that most people move on to other parts of the game while the farmers are content to work the same piece of land. So the issue is selling gold. The fact is, Blizzard already establishes an exchange rate because they charge to play the game. So gold prices reflect the cost to buy into the game and the cost to pay someone to play the game and farm the gold. Could I hire someone to play my own account for me to gather that gold? That certainly seems OK according to the TOS. So why should it be wrong to pay for gold similarly gathered with another valid account? The only issue, then, with Blizzard selling gold themselves is where that gold comes from, because if they'd just dump money into the game then, yes, their actions devalue the currency.

    31. Re:Economics 101 by devnull17 · · Score: 1

      Just because they broadcast that shit on the news doesn't make it matter.

      No, I said the economy in which they live. In other words, the economy in which we live. Nothing to do with the actual game.

      Wrong analogy. The question is whether you value your mage more than you value Bonds.

      Huh? Weren't you trying to make a point about "the love of the game?"

      Uh, but you do charge others for the time and effort you expend to accomplish some task, right? How again does that differ from these people charging others for the time and effort they expend to accomplish some task?

      Because what they're doing is disruptive to other players. It's a matter of consideration.

      Exactly wrong. Someone gets killed in real life and they still have property or other valuables that can be used by friends and family. By all reports, Blizzard's actions froze everything about the accounts in question. I think what you were trying to say is that a killing in WoW is not a "real" killing, but that misses the point that it is a real killing from the character's perspective. You're not adopting a proper "in game" mentality to rationally discuss the ethical backdrop of their actions. You dehumanize everyone when you suggest that actions of foreign leaders can be brutal and unaccountable. You can try to handwave it all away with "it's just a game", but the principles remain the same.

      OK, wait a second. You're trying to tell me that you think an account suspension in a game is more damaging than the murder of a loved one because the loved one's possessions are redistributed afterwards?

      I don't take a character's perspective because I am not a level 52 mage. That's a fictional character in a game that I play for fun, and to say that the in-game world of WoW and real life are anything similar to each other is, in my humble opinion, rather delusional.

      Are you attempting to claim that either is a purely free market? Hell, you even make my point by flat out stating there's corruption.

      Yeah, the U.S. in the late 1800's was pretty much a completely free market, at least until the passage of the Sherman Anti-Trust Act. The other one was admittedly a bit of a stretch, but the point remains the same: without some manner of imposed artificial control, systems tend to become corrupted by a few greedy individuals that ruin things for everyone else.

      I want you to reread your own words over and over until you realize why Blizzard's actions solve nothing.

      Here's where we differ philosophically. You seem to think that whatever is physically possible is acceptable behavior, whereas I feel that people have a responsibility to behave in a civilized manner, regardless of whether their environment is conducive to bad behavior. I also think that the percentage of people abusing the system is miniscule, and that if you make sweeping changes that impact everybody, you're pretty much killing the patient to cure the ailment.

      They need to create a real ecology and stop having things just spawn with gold all ripe for farming. You know what I'd like to see: extinctions. You fucking over feed on a species, and you're both in trouble. Yes, that drastically alters the game, but I think it alters it for the better. No more of things popping up out of thin air. Boy meets girl and, if you're part of that world (I mean really part of the game and not just mindless level grinding), then killing them means no spawn, and killing all the spawns eventually means the same thing.

      WTF? I don't even know where to start on this one. I reiterate that this is a game, and not an economic or ecological sandbox. Nor is it supposed to be a parallel world to reality. A large part of the game is indeed level grinding. Remove that, and you have an entirely different game.

      They need to create a real ecology and stop having things just spawn with gold all ripe for farming. You know what I'd like to see: extinctio

    32. Re:Economics 101 by droleary · · Score: 1

      No, I said the economy in which they live. In other words, the economy in which we live. Nothing to do with the actual game.

      Then I've lost your point. There is nothing that distinguishes "their" economy from "our" economy. The issue at hand is foreign economies like WoW presents. Perhaps a better parallel is how much less I care about cricket or rugby players. Not only does their play not interest me, their contributions to my economy is limited by an independent exchange rate. Same holds true for the value of play in the WoW economy.

      Huh? Weren't you trying to make a point about "the love of the game?"

      Yes; your point seems lost again. What does Bonds' love of the game have to do with your mage?

      Because what they're doing is disruptive to other players. It's a matter of consideration.

      Rubbish. It's simple competition for available resources. Am I being inconsiderate if I get a job we both apply for? Oh no, I've been "disruptive" of your ability to contribute to the "real" economy! Please . . .

      OK, wait a second. You're trying to tell me that you think an account suspension in a game is more damaging than the murder of a loved one because the loved one's possessions are redistributed afterwards?

      Yes, in the bloody game. Why you're not getting the distinction is beyond me. You're treating the virtual border between your country and WoW as though it is abstractly different than the border between your country and any other foreign country. From the perspective of economic trade, it is not.

      I don't take a character's perspective because I am not a level 52 mage. That's a fictional character in a game that I play for fun, and to say that the in-game world of WoW and real life are anything similar to each other is, in my humble opinion, rather delusional.

      Empathy is delusional? Again, it's all about the principles. The game is virtual in the same way you will never meet virtually 99.99% of the world's population. Which would matter more to you, the loss of your own mage or the death of thousands (e.g. the tsunami disaster) you will never know? Odds are your knee-jerk reaction is to say the "real" disaster victims, but the reality is that your game play affects you more than many aspects of the real world, including distant disasters. So, yeah, it may sound a bit delusional to care about abuse of power in a virtual world, but I do because my principle is to care about abuse in any world.

      You seem to think that whatever is physically possible is acceptable behavior, whereas I feel that people have a responsibility to behave in a civilized manner, regardless of whether their environment is conducive to bad behavior.

      More correctly, I think that whatever is physically possible is eventual behavior. Whether or not I find it acceptable doesn't matter; it will happen and I'd be a fool not to properly plan for it to happen. Only Blizzard has the power to keep it from happening, done by changing the game, yet their approach is to act after the fact in a harsh and apparently irreversible way. That is inexcusable.

      I reiterate that this is a game, and not an economic or ecological sandbox.

      That you draw a distinction is where you go wrong. Consider that all the complaints here are precisely issues of economy and ecology that you claim the game is nothing about. They may not be worded exactly as such, and you may actively refuse to acknowledge such elements in a game, but the competition for limited resources is there and can be dealt with using the same abstractions.

      You say Blizzard has established an exchange rate; I say that it was established by those trying to trade virtual gold for US dollars, a practice that the game's creators have prohibited.

      You are wrong. The obvious measure is simple: can you play the game for free? Blizzard's fees establish a connecti

    33. Re:Economics 101 by devnull17 · · Score: 1

      Whatever. You have your economic views, which are probably academically sound. I have my more pragmatic views, which have the benefit of being held by someone who actually plays the game. Each of us believes that his position is right, and we don't seem to be getting anywhere.

      This seems to have degraded into a formal debate (as opposed to a discussion--the difference being that discussions are held to share ideas, and debates seem to be all about condescendingly pounding your opponent into the ground), and I don't see the point of continuing it.

      I suppose you'll see this as impetus to declare victory or whatever. So, umm, congratulations. Maybe someday you can write a textbook.

  42. Conspiracy: AGAIN by CrazyJim1 · · Score: 1

    "And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?"

    AO and DAOC employed a gold seller, making $100,000/month over a few months.

    Everyone would be banned if they tried to sell something, but this guy with 3 pages of gold for every seller never got banned.

  43. ragnarok online by Anonymous Coward · · Score: 0

    Ragnarok Online (www.ragnarokonline.com)

    anyone played this game? Basically there's no quests, to simply put it. Sure, a couple one or so, but not compared with other mmorpg's. So you live off killing monsters and praying for rare drops and then sell them!

    I have to say this game has by far the most simple and entertaining economy i've seen. You can actually engange in a merchant profession and just place your character to sell your stuff with stores you make, which btw are intuitive and simple to use.

    Then again, you can make money in a simple fashion way. Either sell rares or sell the loot to npc's. As for rares, prices vary. From 3 million to 12 million. You name it. Godly items, like this card that blocks magic can hit the 1 billion easy. That's right. 1 friggin billion zeny (game currency).

    Shit, if you like business, this is the game folks. You can be a merchant. Buy items at discount price (24%), like potions and stuff, then resell to players. That simple.

  44. Re:Let it be. by mowph · · Score: 1

    Haven't really played it deeply enough to see the long term effects of character "development". Thanks for the insight on that one. In my experience, most of the items only tip the odds very slightly. But I can see they could create a virtual goliath when stacked up by a big enough budget.

    amoeba wrote:
    [Rich noobs are] going to be either playing people who actually worked their chars up, meaning they'll be completely destroyed, or other similarly rich noobs, in which case they might as well have not purchased the gear...

    Hmm... that would mean that the hardworking are rewarded by the rich and foolish. Overall, I like the sounds of that economic model! If only the real world were so just.

  45. Re:Intresting idea but reqiuires a rethink for des by Minna+Kirai · · Score: 4, Insightful

    You can't rely upon the skill and timing of the player, because lag throws that totally off.

    I think there are more important obstacles than lag which prevent player skill and reaction time from factoring more into combat resolution.

    1. There is the unfair distribution of "twitch gaming" skills in the customer population. MORPGs aim for the biggest possible market segment, and have partly succeeded with a old and more female user base than the average videogame. But if reaction time and mouse accuracy are required to do well, then the best players will be 14-year old males. Many of the other customers will lose interest.

    2. There is truth to the saying that "MMORPGs are chatrooms with pictures". Longterm players enjoy chatting with their teammates equally or more than playing the game. (Players often comment that the only reason they maintain a subscription is to keep playing with their established online friends, and not because the game itself is compelling). The slow-paced combat in today's MMORPGs allows players to engage in chat or other distractions without endangering their prospects for combat success.

  46. Economies by Markavian · · Score: 2, Interesting

    I think the whole idea of buying extra cash for an online game just plain sucks. You should play these sort of games for fun. I played the demo of WoW for 2 weeks and did find it utterly boring - addictive, but boring.

    They really do need to think about the economies - the better characters all have the best gear / weapons, and they basically hand it down to lower levels. You never see any low level people making stuff for high level creatures. Its all based around what gear you've got, your actual level is pretty pointless... I certainly felt no sense of acheivement leveling up.

    People should be doing better things with their time then playing computer games for that long, to make money out of other people playing computer games. Blizzard are right putting a stop to that kinda thing, and I'm sure they'll make plenty of cash out of the game regardless of the money farmers.

  47. Bah These PPL should be flamed by Nerdboy121 · · Score: 0, Flamebait

    Flame these stupid cheaters at flameboards.com

  48. Re:Intresting idea but reqiuires a rethink for des by servognome · · Score: 2, Informative

    The problem is that most MMO designers are pretty clueless about basic economy (why do they insist on "repair" or whatever costs to get money out of the system instead of simple taxes?) but worse the few clever ones think that real world capatalism is the thing to emulate.
    Using "repair" or housing as money sinks can fit within the context of the alternate world. How would your "tax" be implemented, what if the player doesn't want to pay, and how would you be able to implement within the context of the game? All a tax would do is slow the rate for everybody, even with a progressive tax all the gold grinding companies would do is find the way to maximize gains. Instead of playing one character 16 hours a day, they might have their worker play 2 characters 8 hours a day to avoid higher taxes. Further, the economics of an MMO goes beyond just gold. Tax gold too much and you'll just have even more people grinding/camping for items to sell directly instead of gold.
    MMO's need to stop thinking they are single player games, they need to stop thinking that real world economics work in a fun enviroment.
    This gets to the heart of RPGs, should they be created as games, or as alternate worlds? It's a difficult balancing act, considering a "Role Playing Game" means different things to different people. For some they are entertained by exploring an alternate persona, for others the way the game plays is more fun.
    The problem is these aren't single player games. Some people don't want to be Ajax the Mighty Gnomeslayer, they'd rather be Ajax the Uber Alchemist. Creating professions that are not PvE means that some sort of economics need to be developed not just for adventurers but for non-adventurers, and they need to fit within the context of the game, and need to be "fun" for thousands of different people.
    The economic designs are evolving, and the only way to figure out what works and what doesn't is to make a game and see what happens when a couple hundred thousand people play. We're in only the 3rd generation of MMOs.
    REVOLUTION. Murderers and thiefs. Paternity suits and frivolous lawsuits.
    There are some people would would love to have those things, others would hate it (look at the clashes of opinion on things such as PvP or permadeath). You can't please everybody.
    But maybe a simple way of doing both is to decrease the reliance in combat on "super" weapons but instead make for a character depended weapon performance. Meaning that both a newbie and elite warrior use exactly the same weapon but the elite will just be better at it. No expensive gadgets needed then no need for gold to pay them. Focus on character development OVER gadget hoarding.
    What incentive would people have to enter a dangerous dungeon? If people can sit outside and kill a single pixie spawn over and over, why would they risk going into a dungeon? Why play after you reach maximum level? What do you do about the people who want to be artisans? Besides, all you do is shift the commodity these grinding companies make from gold/items to characters.
    It comes down to basic economics. If there is anything difficult to get that somebody wants, there is money to be made, and some entrepreneur will exploit it for all the money they can get.

    --
    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  49. Re:Intresting idea but reqiuires a rethink for des by metroid+composite · · Score: 1
    It is similar to the "exploits" in single player rpgs where a mob keeps respawning to give in theory infinite xp. If you got the patience to kill the same mob, go through the same conversation, clear the same dungeon again and again.
    I'd argue that this isn't an "exploit" at all. Controlling your own power level (whether RPG levels or Super Metroid energy tanks) is a built-in way to set challenge level. Often a second time through an RPG you won't get lost, and thus will gain fewer levels, thus making the game harder (despite still often feeling easier due to being familiar with the system...but that's a balance issue). Yes, there was a band of idiots on GameFAQs a while back who levelled up to 99 in the first reactor of FF7, but that takes about three times as long as playing the game normally, so they just get a big "YOU HAVE NO LIFE" stamp on their forehead.

    This same system breaks, however, when faced with a MMORPG, where the entire goal is to level up and gain resources. Best online RPG-esque game I ever played, actually, was a pretty basic text game which restricted you to three user challenges per day (only way to get exp) so those with the best strategy, not the most time, pulled ahead.

  50. Old /. addage... by Anonymous Coward · · Score: 0

    1. Artwork. An initial attraction that doesn't last long.
    2. Achievement. The virtual Skinner-box model.
    3. Association. The 3d-accelerated chat window.

    Well and good, but you missed two steps:

    4. ???
    5. Profit!

  51. How to fix by UES · · Score: 1

    Ahem.

    The real problem is that you can buy all the good gear in the first place.

    Wait, listen. In Marvel Comics (yes, I am a huge nerd), Thor's superpowerful magic hammer Mjolnir can only be held by someone who is "worthy". So, even the superstrong Hulk can't pick it up. No one is strong/powerful enough to wield it except Thor. Only someone who is a paragon of virtue like Captain America can pick it up. Everyone else struggles because the hammer is magically glued to the floor.

    So, the solution is simple- make it so you can't buy the +5 Vorpal Sword. You can't even pick it up unless you complete the proper quest. Trade it? No way, that's too dishonorable- the sword changes into a regular one, offended that you tried to pass it to an unworthy warrior. It's MAGIC, right? And it adds to gameplay- you can name your magic weapon, decorate it, perhaps even upgrade it (you need to find a wizard who can do such things, another quest). No grinding, either, you don't 'automatically' get magic gear when leveling up, it's not available in stores, you have to GO SOMEWHERE and DO SOMETHING. Getting top gear will involve hard quests, something that will build friendships and shared experiences, adding to gameplay.

    Camping? No, the game should be able to tell if you never leave an area for a certain period of time. Why not make it so a very very bad creature shows up and eats camping players? Better keep moving- don't want to tempt the Grue. Adds to gameplay.

    The owner of the servers can control how many magic swords are around in the first place. No reason why there can't be enough for everyone- as long as you play the game properly to get them.

    No reason to gold farm if huge quantities of gold can't buy you anything very interesting. A little imagination and breaking out of the job/salary/grind model of role-playing would help a lot.

    1. Re:How to fix by DarkFencer · · Score: 2, Informative

      Actually the vast majority of the better items in the game are like this. They are 'soulbound' on pickup, meaning they cannot be traded.

      The most expensive thing people need to buy in the game are their mount (100g at level 40) and their epic mount (1000g at level 60 which is a LOT of money).

      Yes, there are things people buy at auction, but rarely is there anything of real power in the game their. You have to raid for the real powerful stuff and cannot trade for it.

    2. Re:How to fix by @madeus · · Score: 1

      Actually I think you spot on, and fortunately to a great extent this is the way WoW already works. :)

      As another user points out, all the really good items are soul bound (so can't be traded or sold, except to NPC's for a comparitively small amount).

      They almost all occur in instanced dungeons, or as a result of a one time quest too, so that cuts out malicious camping.

      The only one down side of having so much good stuff as quest rewards WoW is that the current implimentation hurts crafters quite a bit (very expensive to do a crafting skill to a high level, and fairly low rewards, most are more of a money sink than anything you can profit by, which is not entirely bad and the lesser of two evils but it would be nice if people could also have had ways to make money).

  52. And the johns/prostitution enforcement by way2trivial · · Score: 1

    did they ban any of they buyers of the gold?

    surely they can track who recieved the products from these accounts-

    when cops fight hooking, they run stings against the hookers and the johns... it's a double sided coin

    close an account for buying gold, the game junkie will likely buy another copy and never do it again..

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  53. WHAMMY by Spazztastic · · Score: 1

    I just got WoW the other day and this is truly a great improvement for MMORPGs. I admit, I did buy gil on FFXI, but that was because the game was unbalanced and you get cheated out of money. As for gold in WoW, it is much easier to get and if you're too lazy to earn it on your own (questing), then you shouldn't be playing. Infact you should be playing no games. Ive gotten to level 14 in one weekend, and it was no trouble at all.

    --
    Posts not to be taken literally. Almost everything is sarcasm.
  54. Troggs, actually. by smileyy · · Score: 1

    They're willing to work much cheaper than their dwarvish cousins, and don't demand health benefits (just look at the boils and sores on some of them!)...

    --
    pooptruck
  55. Re:Let it be. by Anonymous Coward · · Score: 0

    Oh, bullshit.

    Let's assume for a minute that some guild decided to camp a given NM constantly (because they have enough members) so that they can get a monopoly on the Sword of Pwning or whatever it is. Would that be against the terms of the game? As long as they don't try and sell it, my understanding (based on other threads) is that it wouldn't be against the TOS Squenix set up and would be considered fair play.

    In other words: it's not the gold farmers messing up the game. It's that the game is already messed up. It shouldn't even be possible to "steal logging, mining, and harvesting points".

  56. Re:Intresting idea but reqiuires a rethink for des by devnull17 · · Score: 1

    why do they insist on "repair" or whatever costs to get money out of the system instead of simple taxes?

    Are you serious? Can you imagine what the message boards would look like if they did something like that? Can you imagine how many people would quit?

    Games are supposed to be a fun diversion in which one can leave real-world issues behind. Would you really want to accumulate wealth in a game, only to have it taken away? And, more importantly, do you think the subscriber base would stand for it?

    No thanks; I see enough 12-year old rants in broken English as it is.

  57. Re:Intresting idea but reqiuires a rethink for des by Ayaress · · Score: 1

    (why do they insist on "repair" or whatever costs to get money out of the system instead of simple taxes?)

    Because it's not just money you want to keep out of the system, it's items. If items last forever, then the economy eventually gets glutted, and even the best equipment is pocket change.

    There's also a practical reason: Those items are all data. That data has to be stored on the servers. More items means more data, which means less space on the server and more data being pushed around when people click their inventories and so forth.

  58. Re:Intresting idea but reqiuires a rethink for des by Anonymous Coward · · Score: 0

    Because it's not just money you want to keep out of the system, it's items. If items last forever, then the economy eventually gets glutted, and even the best equipment is pocket change.

    Unless they constantly create newer, better items. This seems like what they're actually trying to do--it keeps demand up there for high-level items (although specific items will certainly lose value as time goes on)--and it's new content, which keeps people paying the monthly fee.

  59. Markets will always admit arbitrageurs . . . by werdna · · Score: 1

    Game design is hard. Really hard. Mind-boggling awful, stay up all night thinking about it hard. To build a game that it, on one hand, adequately balanced on so many different planes, and on the other hand, entertaining and engaging, is a tremendously difficult art.

    Not everybody is up to it. Very good programmers and artists can get together and make a network-based, super-duper eye-candy fun to play for awhile game that will bring people together, but which will ultimate fall flat as people move on to other games.

    Unfortunately, the eye-candy and super-duper programming is expensive, very expensive. There isn't a lot of time to work on hard problems. So, instead of making a GAME engaging, companies often fall back onto smoke and mirrors, which is to say, fake markets that can be arbitraged so easily that it is profitable to set up a gold farm. Duh.

    Blizzard has no gripe. Yes, the game sucks when people are able to do anything the physics of the game permits. This means the game sucks, not that anyone else is doing evil.

    Blizzard's enforcement is a band-aid over a self-inflicted game design wound. Rather than work on solving the hard problem, they try an easy way -- kick people out of the game by micromanaging the simulation. That's simply solving one problem by creating others -- as they will discover, capital (both the real and in-game kind) is a force of nature, like a river, that is tremendously difficult to reroute. Unintended consequences from this effort are likely, and because their initial design was so flawed as to admit their current problem, it is unlikely their band-aid will hold for very long.

    Some games can long survive such atrocities. Others can't. Markets are funny that way. Hapily, there is only one market Blizzard can control, the false and defective one they set up in their game. Maybe they will make it. Maybe not.

    Pity the poor Davidson & Associates Cabal. They probably aren't able to do much better than this. They are now stuck in a hard place -- trying to heal a festering sore in a game design defect was exploited by the game players, fanatics and entrepreneurs who are in part the reason for their success. Their solution is probably sub-optimal. I would hope that they were up to the task of actually improving their product, better to redirect all that love and passion back to the game. Apparently not.

  60. The problem is still there... by Lord_Pain · · Score: 1

    The people that buy game content for real money are the same idiots that respond to spam. So after their miracle weener enlargement process fails to get results they have to buy the biggest polearm in the game to make up for it.

    I applaud Blizzard for making the attempt to stop this nonsense. I see them going from one server to the next cleaning out the vermin.

    --
    -- What's this '-r *' file doing here? -- Oh well, a simple 'rm' should do the trick.
  61. Re:In other news... by JavaLord · · Score: 1

    Broken forums != broken game. From what I can tell, the game is running just fine.

    It's not actually. The realm I'm on goes down at least once a week for hours on end. They had a hardware failure last week that took down 8-10 realms, which took 8 hours to make a 'temp' fix for. Then on Friday (two days later) they realized the game was near unplayable even with the fix so they took down the affected realms for 24 hours to install new hardware. They really do need to work on hardware/latency issues since they have so many more subscribers than they expected.

  62. Re:In other news... by satoshi1 · · Score: 1

    Alright, I hadn't heard much in the way of problems from my friends who actually play the game. I was just pointing out how the poster said the forums were broken and then went ahead and said the whole game was broken, just because the forums were broken.

  63. Taxes by madopal · · Score: 1

    The simple solution I see to all of this is to tax money EVERY time it changes hands between players. Other than the occasional money give to help my friends start, I never give money to any non NPC. I'm not sure what would be lost taxing player to player money exchange. The higher the transaction, the more money is taken.

    Sure, it's not realistic, but it would make it much harder to buy money. You could also get around it by trying to find a money substitute of some sort, but you could also tax that as well.

    Basically, if the game monitors every transaction and does something to reduce it, I think the problem would be solved.

  64. Pay them in real money, or gold? by Anonymous Coward · · Score: 0

    n/t

  65. Flooz by AtariAmarok · · Score: 1
    "Pay them in real money, or gold?"

    Pay then entirely in Flooz.

    --
    Don't blame Durga. I voted for Centauri.
  66. Best MMORPG.... L.O.R.D. and assorted Door Games by Anonymous Coward · · Score: 0

    Legend of the Red Dragon, Lunitix,etc
    They were a lot of fun to play. They had a good community. Nobody messing up the economy (There was no EBay yet) and depending on the Sysop the game would end in 3 months or so depending which came first someone beating the game or the time limit. So in three month's or so everyone was back at the begining just having fun trying to win.

  67. Re:Intresting idea but reqiuires a rethink for des by angel'o'sphere · · Score: 1

    Why got QuantumQ a troll rating? (The parent of this post)

    He is absolutely right. There are allready research projects and Phd. programs about game economies and about the interconnection of game economies with real world economoies.

    Its one of he biggest issues in game designed during the last years.

    Designing a working game economie is "NOT EASY". The suggestions here make most of the time not much sense.

    Blizzard did a somewhat good job ... but accepted other dissadvantages on the other hand.

    I suggest for further reading and getting a clue: http://www.igdea.org, the "inernational game developers education association" or http://gamasutra.com.

    Both sides publish reports and articles about university research, commercial research as well as ideas and principles in game design.

    angel'o'sphere

    --
    Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  68. Re:Intresting idea but reqiuires a rethink for des by Anonymous Coward · · Score: 0
    Or you could use the classic technique employed in many marginal economies (such as illegal ones in federal penitentiaries), of using multiple currencies and "flipping" the exchange rates periodically.

    1) Make cigarettes the official in-game currency.
    2) Get cigarette companies to pay for product-placement on the currency, with the higher paying advertisers' goods being more valueable.
    3) Get endorsement of anti-smoking lobby for discouraging smoking because cigarettes are more valuable for buying that shiny new sword than getting lunge cancer.
    4) ???
    5) Profit!

  69. You've got it backwards. by Jeff85 · · Score: 1

    That, to me, doesn't make any sense. That's like saying today you are wasting your time spending $40,000 on a brand new BMW when you could've gotten one for $10,000 many years ago. No, it's more like saying a 1980 BMW cost $40,000 in the year 1990, and it only costs $10,000 in the year 2000. (I know it'd depreciate a lot faster, but this is just an example.)

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  70. Seems to be a Blizzard typical problem by Blitzenn · · Score: 1

    This seems to be a type of problem Blizzard encounters over and over. The ability of individuals to take characters offline and enhance someone elses gameplay in the online world. Is this cheating? If you want to have benefits from both online and offline play with the same characters, then you don't have much choice. Personally, I don't seem much benefit in taking characters and or items offline. Ruins the gameplay for me. I guess I am one of the few morons who struggled through Diablo II the old fashioned way. Blood Sweat and Tears, no purchased items at all. I would not play World of Warcraft any differently. What is the point of playing the game if you are going to get to the end by buying the things you need on Ebay? You have lost most of the fun and challenging part of the game.

  71. Re:Let it be. by j.bellone · · Score: 1

    There needs to be some sort of Guild that just goes around and kills all of the gil-sellers camping for it. When the move, you follow. Make their life a living fucking hell, and keep doing it. That sounds like fun to me; it may get boring after awhile, that's why you have shifts. Square should pay people to do this.

    --
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  72. Re:Intresting idea but reqiuires a rethink for des by Minna+Kirai · · Score: 1

    both a newbie and elite warrior use exactly the same weapon but the elite will just be better at it. No expensive gadgets needed then no need for gold to pay them. Focus on character development OVER gadget hoarding.

    Would only help a little bit. In that case, the gold-farmers become level farmers. The only practical difference is that characters can't trade levels between each other, so the farmers will need to sell the entire character as one item.

  73. Re:Let it be. by Anonymous Coward · · Score: 0

    Final Farming XI is the ultimate carebear game. You can't kill other players. Ever. It's explicitly against the terms. Purposefully allowing someone to die to a mob is actually against the TOS.

    So that can't ever happen.

  74. Even Then by virg_mattes · · Score: 1

    > What I would have done, which would have caused much whining, is make force sensitivity a random thing. At 100 days, the force sensitivity of the character is revealed (a random chance), and the player is given the choice of becoming a jedi (if the amount of sensitivity is high enough).

    This would drive those who do this sort of farming for a living to make LOTS of characters, and then let them stew for 100 days. The ones that come force-sensitive would then be sold off for cash. Soon, there'd be a lot of Jedi running around. Your solution doesn't solve the problem of gaming the system by brute force.

    > That way, you won't have so many jedi, and only the ones who are dedicated to the game have a chance of becoming one.

    There'd also be one heck of an attrition problem after 100 days, as folks who worked so hard found that they'd never be Jedi and quit for other MMORPGs. In a gaming model where retaining customers for years is done regularly, you'd be cutting off a good part of your customer base that way.

    > The point is that not everyone in the SW world was a jedi, or even had a chance of becoming one. They probably all would have loved to be one, but it just wasn't the reality of the situation. As for me? I'd much rather have been Han.

    So, instead of being one in a million that can become a Jedi, you'd rather be the one in a million that parlayed being a smuggler into success instead of death? For every Han Solo or Lando Calrissian, there were planets full of Greedos.

    The point of the game is entertainment. People don't want to pay money to join a world where they're unimportant. They want to be heroes, and the game should cater to that by making the unimportant people NPCs so players can be the movers and shakers of the world. If my desire is to be a Jedi, and I only have a small, random chance to be a Jedi, why would I bother? There are a dozen other games that will let me slay the dragon or save the world if I can't do it in this one.

    Virg

  75. Shame on Square-Enix by akypoon · · Score: 1

    Recalling this previous article, I am quite impressed that Blizzard not only slash more accounts involving user agreement violation, but they are also straight to the point--these 1000 or so accounts are removed because they are involved with gil selling, which is illegal and will not be tolerated. The message is loud and clear.

    Why can't Square-Enix do something like this?

    1. Re:Shame on Square-Enix by Anonymous Coward · · Score: 0

      Because gil sellers pay them $12.95/month, just like everyone else. Blizzard wants to make a fun game. Square-Enix wants to make an MMORPG "service".

  76. Second Life is a 3D version of lambda MOO by merreborn · · Score: 1

    Well, it's more Lambda MOO than it is WoW, at least. It's really all about user generated content. Unforetunately, it lacks enough well-polished content to maintain much of a consumer community, so all you're left with is the tiny fraction of users that are interested in content production. If second life had some of There's refined look and feel, they'd probably be tearing up.

    1. Re:Second Life is a 3D version of lambda MOO by QuantumG · · Score: 1

      What I think Second Life needs is project management systems. Imagine if you set up land and accept contributions from others easily.

      Another thing it needs is the ability for owners of land to require players to give up their "special abilities" when they come onto the land (with a suitable warning). For example, if I buy enough land to put together a traditional RPG game, I'd want you to give up your telekinetic abilities before you entered the game.

      Basically what I'm saying is that Second Life appears to be a development environment for a game. That's good and all, but it needs a little bit more for us to implement recognisable games like RPGs in it.

      --
      How we know is more important than what we know.