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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.""

6 of 245 comments (clear)

  1. 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.

  2. 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.

  3. 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
  4. 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.

  5. 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
  6. 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.