Crackers Slam EQ2 Economy
Gamespot.com is reporting that third parties are manipulating the currency in EQ2, leading to massive inflation on the Station Exchange. From the article: "The players then began trying to sell the ill-gotten plat on Station Exchange, the official auction exchange for EQ2 weapons, armor, currency, and other virtual goods. 'The amount of money in the game increased by a fifth in about 24 hours,' Kramer said. 'We have a lot of alarms for this kind of thing, and they all went off on Saturday.'" Thanks to some exhaustive data tracking, most of the duped currency was removed from the economy by Sunday.
Im glad I dont play MMORPGS anymore, it would be too fustrating to have these economies inflate right about the same time I would be able to scrap together enough plat/gold whatever for X. item I wanted/needed.
Wish I could pull THAT off in Scrabble.
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Maybe because SOE gets some of the take on the exchange was motivating, but still, it's nice to know that they have the tools to prevent this from happening again.
'We caught the dupe fast, worked overtime to fix it, proved that our alerts worked, and got this here nice advertisement on Gamespot.'
This article seems like one big advertisement for EQ2 and Sony Exchange. Since when is it Sony's policy to disclose every little dupe in their games?
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Props to SOE on their swift action to alleviate the problem.
Now of the good folks at blizzard could respond to duping in a simalair fashion for WOW
deal with the problem of these auctions adding value to the 'vitual' items? i.e. if I buy $100 dollars worth of EQ gold and Sony causes it to devalue to $1 dollar, how do they avoid liablity?
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It's interesting what they left out of the story. Item duping (done by exploiting bugs in the in game broker system that allows charters to sell items between each other for in game gold) really caught on weekend before last causing an emergency shut down of all servers on 8/7. Since then brokering has been either disabled or enabled for short amounts of time until someone noticed that the bug is still in the game. Also a ton of accounts were banned mainly because they were considered to have 'too much money for their level (lots of guilds lost their guild bank mules in this sweep)
The interesting thing is that people noticed issues in the broker system months ago and mentioned it in the eq2 forums but nothing was done.
to create a Central Bank of Everquest, setting the interest rates at which players can borrow money and thus controlling prices through monetary policy.
OH MY GOD! I bought stock just last week and its value went down 25 cents yesterday@!@!$ Quick! Who do I sue?!
Good thing too. I thought everybody had left for WoW.
Feeling strange need... to.. play.. Guild Wars.
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It's only a matter of time before economist majors are getting their degrees with papers on the results of massive 'state' intervention in virtual economies.
Thanks to some exhaustive data tracking, most of the duped currency was removed from the economy by Sunday.
I wish slashdot would employ some of this exhaustive data tracking to its stories.
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I'd like to see a MMORPG that takes a more realistic approach to their economic system. My idea is to only allow a fixed amount of money and resources to exist in the game. This fixed amount would be directly related to the number of accounts that have a character on the specific server. This would better control inflation and force a more interesting (and perhaps more enjoyable) situation to occur.
This would require the system to be more closely regulated, however. They would have to make sure that a certain amount of currency and some items are being absorbed back into the NPCs so that the mobs can drop loot.
This could create a more interesting tradeskilling system as well. There would be limited resources to build up skills on. This would allow them to make the tradeskills faster to learn without flooding the market with stuff. Tradeskill items would be worth a lot more.
But then, this is just an idea.