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Hunting Down Gilfarmers

Milkman, over at 1up, revels in the discovery that gilfarmers are finally starting to fall in the battle with Square-Enix. Final Fantasy XI has always had a problem with these Real Money Trader pests, and the company has recently stepped up its efforts to eliminate the problem. From the article: "Is it difficult, time-consuming, and an absolute time and money sink to farm, camp and craft your way to profit in FFXI? Absolutely. But it's been made even harder due to the unbelievable inflation the game has suffered as of late. In reality, FFXI was in danger of becoming a gilfarmer's domain, practically owned and operated by RMTs until the recent purge, if it is indeed a purge. How else to explain the disappearance of gilfarmers across all servers in the last week? While we're still waiting to hear something official out of Square-Enix HQ, the writing is clearly on the wall for currency resellers worldwide."

141 comments

  1. Riiiiight by TubeSteak · · Score: 3, Interesting

    We'll see how long that lasts.

    The thing about cockroaches, is that no matter how many times you purge your home, they'll come back.

    The only way to keep gilfarmers away, is to smack them down immediately (which risks false positives) or to change the economy so that their services are no longer profitable.

    --
    [Fuck Beta]
    o0t!
    1. Re:Riiiiight by TubeSteak · · Score: 1

      To clarify what I meant to say: You can purge your home of the roaches/gilfarmers, but unless you change or remove whatever drew them in, they will keep coming back.

      Kudos for the mass bannination, but the problem is only going to repeat itself. Even if they remain vigilant, the farmers might just try to come back and operate with a lower profile

      --
      [Fuck Beta]
      o0t!
    2. Re:Riiiiight by NeMon'ess · · Score: 1

      Think creatively. If scripts can identify 90% of the farmers, then the remaining 10% can be investigated by admins who won't be overwhelmed trying to police 100% of the farmers. Once the admins get the upper hand, it no longer becomes worth it to the farmers and IGE, since high-level characters who do the farming are time-consuming to make.

      Example of a script, automatically look for characters raking in huge amounts of loot/cash. Then automatically narrow those down to the ones who are inexplicably giving away most of it for no aparent reason, or if they're getting something in return, the item(s) are disproportionately cheap for the value of the exchange. That catches the farmers, and the store-front characters who stand in town spamming the channels. To avoid snaring people who are farming to help their legitimate guilds, make a whitelist of guilds. If a player is often giving away money or loot to someone(s) outside the guild over the course of days or weeks, that gets flagged as suspicious too.

      Finally, look for suspicious usage patterns. Regular people can't play for 24 hours a day. Flag those, and also those who play an account more than 12. Automatically compile a list of who these accounts are grouping with. If the farmers have power leveling teams set up, this will flag the teams. Ban those accounts, and the farmers will have to find regular players to group with. The regulars will level the farmers more slowly so it costs more to raise the characters.

      I assume some of the MMO's already do this sort of thing or will be soon enough.

    3. Re:Riiiiight by Anonymous Coward · · Score: 0

      In a game* I play, it's common for people to run games and trivia quizzes in chat and give away enormous sums as prizes. Others run or donate to "Help the newbies" funds.

      I assume from this discussion that the larger MMOs don't have a significant level of this kind of positive activity which would certainly look very similar to real-cash traders from a script's point of view. What techniques (apart from human moderation) could be used to distinguish between the two and promote a more sociable atmosphere?

      * Which shall remain nameless since we're already in need of a server upgrade... I don't think slashdotting the game would earn me many friends.

    4. Re:Riiiiight by Cookie3 · · Score: 1

      Actually, your suggestion won't work in the Real World (TM).

      >Example of a script, automatically look for characters raking in huge amounts
      >of loot/cash. Then automatically narrow those down to the ones who are

      Individuals sometimes buy additional characters/accounts just for the sake of additional storage, some of which is used for AH'ing, some of which is used for general item storage. Of course these characters/accounts will have items flowing cheaply to (and from) them. This isn't illegal. Also, this would potentially cover guilds, which you mention below:

      >make a whitelist of guilds.

      And so the farmers will form 'legitimate' guilds and play together. They only need 1 generally-english-speaking representative to approach the GMs to 'prove' they are legitimate. Instead of eliminating farmers, this would INCORPORATE them further. GG.

      >Finally, look for suspicious usage patterns. Regular people can't play for 24
      >hours a day.

      I knew a guy who played for 40 hours in a row, then he'd sleep for 8 hours and repeat. Once the account hit 60, he'd sell it on ebay/IGE/whatever. Point was, he was a one-man operation. He could have just as easily been a millionaire with no need to work, ever, and just liked playing 40 hours at a time with small breaks in-between.

      It's not so cut-and-dry as one might hope. Farming is, in no case, against the rules of any MMO.. only when the farmers sell their gains for real world cash does it become illegal.

      --
      present day... present time... hahahaha...
    5. Re:Riiiiight by iluvitar · · Score: 1

      Example of a script, automatically look for characters raking in huge amounts of loot/cash. Then automatically narrow those down to the ones who are inexplicably giving away most of it for no aparent reason, or if they're getting something in return, the item(s) are disproportionately cheap for the value of the exchange.

      Actions like this just encourage more devious methods of money laundering. In FFXI, it is not uncommon for players to walk around with very very little gil, and have almost all their savings on a mule so as to prevent potential unecessary spending etc. In these situations, almost all your mules will be flagged for giving away gil (legitimately) for trades or purchases or whatnot. Mules designated as storage for entire linkshell treasuries may be removed innadvertently.

      Also, you run into the logistical problem of determining what the 'disproportionately cheap' values are for items are. For most items, you could go to the auction house to determine the current going rate of an item, but the really rare items that don't sell often, the auction house isn't a proper place to determine the market value (which might be 10s of times higher). Selling an Axe for 40 million gil on the AH means you lose 4 million gil to AH Tax. So almost all high priced sales are private sales only through the use of search comments and bazaaring in known server bazaar hotspots (on Gilgamesh, it was not uncommon to see 50+ mules at the Port San d'Oria mog house entrance bazaaring).

      People make a lot of gil buying items at low prices (because the seller didn't know the going market value) and then reselling into the same market at the current price, or slight discount to move inventory. I've done it on numerous occasions, buying items at their current Auction House price from bazaars (usually from players that just did a KSBCNM and got a ton of rare drops but didn't know that the market demand was so high).

      Flagging players because of playtime in an MMO is absurd. When the name of the game is 'who can spend the most time online?', flagging people for 24/7 gameplay (which in FFXI is not uncommon) is almost futile in itself. People in FFXI have separate accounts for the sole purpose of bazaaring (just so you can bazaar your wares while you're actually playing on your real character in another zone), and it's not uncommon for players to leave their clients connected to servers 24/7 for any multitude of reasons. Maybe they're camping and only come back during the 30 second pop window every 15 or 30 minutes, or shadow camping, or just idling in a zone to get the time of death for a certain NM, or just don't feel like logging off so they can read the linkshell chat when they wake up. Or they want to remain in the game world to be able to receive /tell's. Or they consistently fall asleep while playing and don't log off.

      Flagging players because of power leveling doesn't really work in FFXI. Power leveling in FFXI is limited to about level 50 give or take a few levels. After that point, extra outside healing won't make xp'ing any faster. If you look at experience point charts for FFXI, level 50 isn't even close to halfway to level 75. In fact, even after the xp nerf, level 60 is about halfway to level 75. And no amount of power leveling is going to make your xp party better at those stages.

      When it comes down to it, it's a losing situation for companies to spend money policing their MMO's. It's a better solution to put that money into developing long term solutions that will eventually negate or reduce the impact certain problems have on the world. That is the path that Square-Enix has taken with FFXI. Fish botting is probably the single largest problem they have had, and not only did they nerf fishing, the resulting change was that they IMPROVED the fishing experience by adding more player interaction (fighting the fish with left/right motion) and put in fatigue systems to limit the number of fish players could catch a day to render the advant

    6. Re:Riiiiight by NeMon'ess · · Score: 1

      Again, think creatively. If the mules are giving AND receiving, they won't get flagged. If the script looks for patterns over a week or two instead of a day or two, there will be fewer false positives. The scripts don't necessarily auto-ban accounts, but flag them for investigation. A human then looks at the account's usage patterns and statistics and makes a judgement call.

      Why would the threshold to prove a guild is legitimate be just one representative? If other players are reporting that so-and-so is a farmer, and several complaints come from the same guild, that's going to cast suspicion and make it easier to know who to investigate.

      For the guy who slept 8 hours, the point is that for 8 hours his character ought to doing nothing, since running a bot is against the TOS. The script looks for characters that are inhumanly always active and flags them.

    7. Re:Riiiiight by NeMon'ess · · Score: 1

      The scrips looks for behavior over a week or two, not a day or two, mules won't get flagged because they give AND take.

      Disproportionately cheap can be a low threshold, and more importantly, the script looks for actions over a week or two. Repeatedly giving away large sums of gil because real money was involved, will get flagged. Repeatedly giving large sums of gil for cheap items, will get flagged.

      All human beings need sleep. Bots are against the TOS. Characters that aren't standing around doing nothing for at least a little while each day or two are being played by several Chinese farmers.

      Admins can look over the statistics before deciding to ban the account instead of the script doing it automatically. The point is the script flags accounts to save admins time. I don't play FFXI, but my ideas are for all MMOs and can be adapted.

      If developers want to leave a system in that is more fun for most players, but succeptable to abuse, that's their call.

    8. Re:Riiiiight by Anonymous Coward · · Score: 0

      "The only way to keep gilfarmers away, is to smack them down immediately (which risks false positives)"

      The problem is they have also banned many legitamite players with this scenario. The blanket method of banning has taken out legitamate chinese players alongside chinese gilsellers. SE has a terrible customer support department so there is very little hope of them being able to return with thier old characters. We're talkign player than have a 3 year + investment in this game. banned (not deleted) but unable to return no matter the plea and or reason.

      How they banned:
      The game was originally released in japan. You needed an address in japan to sign up. many of these chinese players went through one company who provided them with an address for the purposes of signing up. these addresses also happen to be popular with the gilsellers. SE banned all accounts that fit this criteria, regarless of actual evidence of being a gilfarmer.

      SE forced these players into using this service versus not playing. And now with a blanket ban, they are all gone. Did they do something wrong, yes. Did SE ban based on this, no, they were trying to eliminate gilsellers and got innocents (well kinda innocent).

  2. Polluting the Experience by SilentOneNCW · · Score: 4, Interesting

    I see this as a potentially game-threatening problem, not just for Final Fantasy XI, but every popular MMORPG on the market today. These farmers ruin the game experience, not just through their direct effect on the market, but also by polluting the gaming experience - many people play these games to escape the real world, and having a significant portion of players run the game as a business operation damages the realism that the game hopes to instill. I am curious as to what companies can do to combat this problem; not even the Warden (courtesy Blizzard Entertainment) can defeat farming accounts.

    1. Re:Polluting the Experience by lt.com.riker · · Score: 1

      I'm supprised how many people dont want to put time into farming (and I can't blame them). That is why the RMTs will always be around, a simple supply and demand: as long as people want to be able to buy gil, then the marketers will be around to supply them.

      The only time I ever see this ending is when the game itself supports an exchange rate between the real world and the game world. Then people can put their money they earn IRL into the game to spend the same way they would if they were going to another country (or pull money out to buy their groceries).

    2. Re:Polluting the Experience by Danse · · Score: 1

      Then people can put their money they earn IRL into the game to spend the same way they would if they were going to another country (or pull money out to buy their groceries).

      Then the current farmers will find their jobs offshored to someplace cheaper so that the companies selling the game-money can undercut the current rate of the game company.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    3. Re:Polluting the Experience by Anonymous Coward · · Score: 1, Insightful

      Simple: keep a set ammount of money in the gameworld. Closed economy. Allow banks to be taken over and money stolen, and require money to be transported instead of magically being at all your banks.

      Add dynamic events where certain players' hordes are likely to be broken into by npc bandits - but only if they control too much of the currency in his bank(s). Yeah, it might piss off some players - maybe they should pay the bank to hire more guards ;) Every coin in the game should be really in the game, be it in a shopkeep's pocket or an npc mayor's safe. It's just a matter of getting to some of it.. of course, that introduces a vital role in the whole dynamics of everything.. you've got to have each npc buying food every day, even if it's not visible to the player. Then you've got the bakers, et al, paying taxes and buying raw materials etc. Then you've got your guards, who get paid by the mayor to protect everyone else from players or npcs that try to get their money.

      Not only would a closed economy provide a more dynamic and exciting play environment, but it would keep currency inflation in check.

    4. Re:Polluting the Experience by AuMatar · · Score: 1

      I disagree- they're the only thing that makes the games playable. MMO companies keep coming out with games where I'm forced to spend hours or days grinding for cash. This is boring. The ability to buy gold is the *ONLY* thing that makes them playable for an extended time- it lets you skip the mind nullingly dull parts, and do only the fun parts. Until one of these dev companies wakes up and makes a game where you don't need to mindlessly grind cash, the gold farmers are the best thing thats happening in them.

      ITs particularly bad in FFXI, where its hard to even get a group if you don't have near perfect equipment. That game's economy is hopelessly broken by design, the gilfarmers help it.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:Polluting the Experience by Flyboy+Connor · · Score: 1
      having a significant portion of players run the game as a business operation damages the realism that the game hopes to instill.

      No, having a significant portion of players run the game as a business operation damages the fantasy that the game hopes to instill. It only helps the realism.

    6. Re:Polluting the Experience by Daengbo · · Score: 1

      I posted recently about something like this, and would love to see it. Try to model weather as accurately as possible, then the system will change when some mage calls down a hail storm. The amount of the gold is relatively fixed in the game, yes, but so are many other things. Someone can choose to become a baker, but he'll never own his own land or make enough to travel anywhere that way. Someone can decide to adventure for a living, but the odds of survival are dismal. Even if you become successful, suddenly people are after you for your money, for prestige, for revenge, or whatever. I would love it.

      Famines throughout the world, terrible storms, and evil barbarian hordes destroying entire cities for no apparent reason. If the world gets out of balance for some reason, there is a rectifying event -- a Pompei or Sodom -- to get the game back into line. Sure, some innocent people will die, but innocent people die by the thousands in every good fantasy book. Players will just need to get used to starting characters over and over again.

    7. Re:Polluting the Experience by abbamouse · · Score: 2, Interesting

      There is a limit to this, however. You can decrease farmers' hourly wages, but you can't decrease the per-hour charges set by the game designers. If gold farming makes less real-world cash than it costs per hour of farming, then the practice will die, even if the farmers are willing to do it for free. It starts to cost money to farm.

      Of course, if you make it cheaper to buy gold than game for it, you're going to lose a lot of revenue from people that would otherwise grind for it. So the trick is to find the perfect exchange rate.

      --
      Make cheese not war 8:)
    8. Re:Polluting the Experience by Robotech_Master · · Score: 1

      Until one of these dev companies wakes up and makes a game where you don't need to mindlessly grind cash...

      Ahem, cough, cough, City of Heroes, mumble...

      --
      Editor Emeritus and Senior Writer, TeleRead.org
    9. Re:Polluting the Experience by Anonymous Coward · · Score: 0

      I play guild wars regularly. Over their recent factions event weekend, a new dungeon was created with new rare drops at the end, some of which were very powerful. Over the course of two days I saw the prices asked for some of these items skyrocket from 50-75 thousand gold to as much as two hundred thousand gold in cash plus at least another hundred thousand in rare crafting materials. the asking prices were litterally out of reach for anyone who didn't farm for gold and materials or buy some currency online. This despite the fact that the number of people making runs into the dungeon over those two days also skyrocketed (and presumably so did the number of people making it through and receiving the drops) As far as I'm concerned this is certainly an indirect result of the availability of gold and items availble for cash on the net. More games should make an effort to ferret out such resellers and get rid of them.

    10. Re:Polluting the Experience by iCEBaLM · · Score: 1

      ITs particularly bad in FFXI, where its hard to even get a group if you don't have near perfect equipment.

      As an elvaan 65 BLM, 56 SMN, 37 DRG and various other ~30 level jobs who has never had perfect equipment I have to say that you are wildly mistaken.

      I have never bought gil. I farm. I harvest. I mine. I craft. There are plenty of ways to make good gil without mindlessly grinding out for 8 hours.

      If you don't want to play the game the way it is, and feel the need to ruin it for everyone else by supporting gil sellers who screw with the economy and monopolize whole mines and NMs then I would rather you just quit.

    11. Re:Polluting the Experience by __aailob1448 · · Score: 1

      I farm. I harvest. I mine. I craft. There are plenty of ways to make good gil without mindlessly grinding out for 8 hours.

      I eat cherry-flavored shit, orange-flavored shit, kiwi-flavored shit, strawberry-flavored shit. There are plenty of ways to feed myself without eating shit. Oh wait...

    12. Re:Polluting the Experience by tbannist · · Score: 1

      So what you are really trying to say is that you want to have a character with the best equipment that money can buy without having to do anything to actually get it?

      You don't need the best equipment in the game to play and enjoy it, you just want the best equipment in the game so you can be "better" than other players.

      --
      Fanatically anti-fanatical
    13. Re:Polluting the Experience by iCEBaLM · · Score: 1

      I actually have fun farming, harvesting, mining and crafting. If you don't find a game fun then don't play. I wouldn't pay someone else to play all my chess games up to the point where all the pawns are gone so I can play the "really good parts". Bottom line: don't fuck it up for the rest of us.

  3. FINAL FANTASY XI by Anonymous Coward · · Score: 0

    The commercial version of the waiting game

  4. I'll tell you how to stop gilfarmers... by joNDoty · · Score: 2, Interesting

    Create a MMORPG that *gasp* doesn't allow character trading. Honestly, inventories could be treated just like single player RPG's handle it. The real fun of online gaming comes from the shared experience of the adventure, not trading loot.

    1. Re:I'll tell you how to stop gilfarmers... by RingDev · · Score: 3, Insightful

      believe it or not, there are some of us who craft for the fun, reputation, and social atmosphere. Puting a stop to all tradable inventory pretty much kills any craft master.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    2. Re:I'll tell you how to stop gilfarmers... by SilentOneNCW · · Score: 1

      I think that the game economy is a vital part of the experience; in the real world, economics is one of the major driving forces. To take that away crushes an entire section of the game, so the challenge is not to merely stop farmers, but to stop farmers in a way that allows the game economy to continue unimpeded.

    3. Re:I'll tell you how to stop gilfarmers... by joNDoty · · Score: 1

      Puting a stop to all tradable inventory pretty much kills any craft master.

      A game based on trading will always be susceptible to people making real money trades. There are ways to make it less profitable, but it will always be a problem unless you limit trading to NPCs. You could still do well as a craft master, but inflation and scarcity would be totally controlled by the server (a good thing, considering the alternative).

    4. Re:I'll tell you how to stop gilfarmers... by Perey · · Score: 1
      The real fun of online gaming comes from the shared experience of the adventure

      Not for everyone. For a lot of people, the fun comes from the immersiveness. This means that yes, people want to engage in the mundane crap like creating and trading items, rather than buying these items from minimally-interactive merchants who seem able to pull them out of their... magic stock rooms.

      And moreover, there's a peculiar kind of feedback effect in the gilfarmers' favour. 'Shared experience of the adventure' games have been around for ages. But people wanted more immersive MMORPGs, so the game companies gave them to them. And now they can't just take them away, because they'll lose out big. This effect benefits the people who want to be able to sell their game achievements for real cash: they create demand for such a game, and so the game companies supply.

      That's why the companies have to target the farmers explicitly, rather than trying to cut off their supply by restructuring the games. Cut off their supply, and this faceless mass of gamers leaves for another game that hasn't altered. But do a targeted crackdown, and you (and the public) know why these people are leaving. Much better PR.

    5. Re:I'll tell you how to stop gilfarmers... by thesupermikey · · Score: 1

      maybe, but there are a lot of lazy people out there who are willing to play cash to get to the highest levels of the game with working for it.

      --
      Mikey
      I've always been the kinda guy to fall for the girl dressed like an eskimo.
    6. Re:I'll tell you how to stop gilfarmers... by AKAImBatman · · Score: 1

      A game based on trading will always be susceptible to people making real money trades.

      Here's an odd thought... Why worry about the real life trades? I mean, it's still commerce. The buyer pays for an item (in this case virtual), and the seller provides it. AFAIK, there's no law against such trades, nor do I really see the big problem as long as the developers are not encouraging it. (Games where you have to pay real money for stuff just to keep up with the Joneses would definitely not be fun, so the developers need to not endorse the practice.)

      Yeah, it's probably one of the stupider things to spend money on. But then we can't protect everyone from themselves.

    7. Re:I'll tell you how to stop gilfarmers... by Nivoset · · Score: 1

      the economy dies because there arn't enough sink holes. the gold just rising up in total amount, and only gets traded between characters.

      they need a way to limit the gold "found" from no-where. or make useful things to spend gil on. i know scrolls in ffxi were insane sometimes. some were 10x cheaper in the store than the AH (its how i made money) and other times, 10x more in store than the AH.

      They need mroe services like maybe more hero party things (npc's) you pay for there use. would help with the party problems at times.

      but the problem with that, is the whole idea of balance and going, "they need to prefer real people, but the npc's cant be so horridly lame there useless"

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    8. Re:I'll tell you how to stop gilfarmers... by Eivind · · Score: 3, Insightful
      The reason we care is because it forces everyone to buy Gil. The thing is, Gilfarmers greatly increase the amount of Gil in the game. More Gil means higher prices for the rare items.

      These higher prices aren't payable for normal players playing normally, because it'd literally take like years of playing to get the money.

      Yes, they could try to get the rare item themselves. A good idea ! Only, there's a problem: the area where the monster with the item spawns is camped by a dozens of chinese, your odds of ever actually getting to tackle with the monster, even assuming you're *also* willing to camp there for a week, are slim.

      So what are you to do ? Accept that the game is now split in three: One, normal players, that play with the weakest gear, and are prevented from meeting the most powerful monsters. Two: players who buy Gil and thus gets the best gear for no in-game investment. They can *also* still not challenge the most powerful monsters, since these are camped. And three: Campers and Farmers that have no interest in playing the game or contributing to the society, but only camp the monster that gives them the most Gil, or does the same farming-thing over-and-over-and-over for literally years.

      Can you see why this environment migth detract from the fun for someone ?

    9. Re:I'll tell you how to stop gilfarmers... by Anonymous Coward · · Score: 1, Insightful

      Progressive taxes, perhaps?

    10. Re:I'll tell you how to stop gilfarmers... by Daengbo · · Score: 2, Interesting

      But why have monsters respawn? Why would you create a world where things keep getting killed and reappear in the same place, then expect some kind of realism to spring out of that initial, insane decision?

    11. Re:I'll tell you how to stop gilfarmers... by Eivind · · Score: 1
      That migth appear a fair question, but actually, the reasons are pretty well-known;
      • If there's *no* predictable (or semi-predictable) way of finding a given monster, then this also means there's no way to find a monster for a non-gil-farmer.
      • A world where *all* monsters spawn randomly is a world where a high-level gamer spends most of his time swatting butterflies -- he has no way to find the more challenging mobs.
      • Lots of monsters have *stories* connected to them. The *stories* frequently involve *places*, it's part of making it seem like a *world*. That's *really* hard to combine with random spawns.
      • Some people *enjoy* practicing, trying to do something they already did. Say see if you're able to take down Foo with being singl,even though you already killed him in a party. I realize that's not "realistic", but "realism" is secondary to "fun" in games anyway. (or supposed to be)

      So, in short: because noone has thougth of a better way.

    12. Re:I'll tell you how to stop gilfarmers... by Kamots · · Score: 1

      You mean like chocobo expenses (the price is dependent on how popular that rental location is... more popular, the more expensive)?

      You mean like the 1mil gil cost to get into some high level areas?

      You mean like the tax on everything sold through the AH, and the 10% tax applied to everything sold through bazaars in Jeuno?

      You mean like nerfing the NPC buy costs on items when they're being abused?

      You mean like being able to desynth items that you buy from vendors into raw ingredients to sell on the AH? That in itself places a cap on inflation on all but the quest/drop-only items (and items made from those). Currently there's raw ingredients that have essentially been capped in price because I can go to an NPC and have a limitless supply of items to buy, and I can make them into raw materials for a profit.

      Heck, there's even some materials that can only be obtained by buying a 7mil item from a vendor and attempting to desynth it.

      SE does take steps to remove gil from the economy, I think there's just a huge amount of "extra" gil to remove... as evidenced by IGE slashing prices by half or more, not buying gil, and still being able to sell gil for a month or more before running low and starting to buy again.

      I find the recent economy really interesting as IGEs actions have a direct correlation with the massive inflation and deflation of the economy. Is there causation? Noone can say for sure, but I'm guessing so.

      As for NPCs to fight with you, those were added a while back. They're not popular in real xp parties, but for 2-3 person little groups they work great.

      As for the party problems... I never found it a real problem, but that's probably because I'm fascinated by the economy, as it's a game in itself. I'd play with crafting and market speculation while I waited for a party. Alternatively there's tons of quests to do while you wait. People standing around doing nothing and bored while they look for a party isn't the games fault.

    13. Re:I'll tell you how to stop gilfarmers... by halltk1983 · · Score: 0, Offtopic

      Read about this the other day. Not out yet, but looks *really* good. Haven't really played an MMORPG since EQ, but I'm gonna try this one: http://www.darkfallonline.com/

      --
      Watch for Penguins, they eat Apples and throw rocks at Windows.
    14. Re:I'll tell you how to stop gilfarmers... by Slime-dogg · · Score: 1

      They are games, not real life. The more realistic it is, the less of an escape it is. You can eliminate the problem of camping by instancing the difficult monsters, ala WoW.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  5. Chinese New Year by RalphtheDwarf · · Score: 5, Interesting

    The lack of Gilsellers is a result of the Chinese New Year that started on January 29th. The RMT'ers have a week off to celebrate, as was the case last year. They'll be back before the weekend's end. There has been a noticeable change in NM (notorious monster) hunting on my server, and there's been a slight population hit as well. It's sad that my favorite game is so horribly infested by RMT'ers.

    1. Re:Chinese New Year by Anonymous Coward · · Score: 0

      Since, you know, everyone who takes time off for the chinese new year is an RMT.

    2. Re:Chinese New Year by biocute · · Score: 1

      Looks like these farmers are so much better off than EA employees.

    3. Re:Chinese New Year by ratnerstar · · Score: 1

      Of course not. He's saying that most RMTs take off for the Chinese New Year, not that most people who take off for the Chinese New Year are RMTs. Having rather little idea of what an RMT is, I don't know if that is true, but I can tell you that the two statements are quite dissimilar and have very different implications.

      --
      Just because you sold your soul to the devil that needn't make you a teetotaler. --The Devil and Daniel Webster
    4. Re:Chinese New Year by Anonymous Coward · · Score: 0

      If I'm not mistaken, the logic is Chinese new year-> a bunch of people disappear -> must be lots of RMTs on my server.

      Could just be random, unfortunately juxtapositioning of ideas though.

    5. Re:Chinese New Year by Anonymous Coward · · Score: 0

      If you've played the game long enough and noticed the same people in the same zone 24/7 for 6 months straight, always disconnecting at certain 12 hour intervals as they change shift, wearing crappy low-level gear, all the characters using similar names, and the auction house history shows that they're the main seller for the item that drops from an NM in that area, AND they disappear the week of Chinese New Year, then yeah, you can tell that they're probably Chinese gilsellers.

  6. Damage is already done. by Anonymous Coward · · Score: 3, Interesting

    I play FFXI, and have been for the last year and a half. I've seen the economy turn to shit in that time. Prices have easily tripled, and in some cases, gone up by 50% in a week's time. I lucked out in getting while the going was semi-decent and invested in a way to make money. Now, anyone ending up on my server is completely economically fucked.

    There's been an outbreak of recent "I'm quitting the game" posts on Allakhazam (website dedicated to various MMORPG's) and the people quitting are the one's who were around for longer then me. I either knew them personally or knew of them, via the boards or meeting em in game. Almost all of them were upright folks who I got to know to varying degrees, and they were willing to help out me and others who has just started.

    So, since the higher level folks seem to be dropping away like Fox's good shows, people joining the game now and in the future look like they're screwed, economically and socially. The game has definitely stopped being as fun as it was, and what Squeenix is doing might not cure it.

    1. Re:Damage is already done. by garylian · · Score: 1

      It was essentially the same in Lineage II. That game was taken over by farmers in a brutally fast fashion. Within a few months of release, the economy was already hopelessly borked.

    2. Re:Damage is already done. by Anonymous Coward · · Score: 0

      What's really funny is that the guy who started Alaka... (can never spell it properly, thank you Google) quit WoW about a week ago.

      Poor sad MMOs that can't keep membership!

    3. Re:Damage is already done. by Anonymous Coward · · Score: 0

      Original poster for this mini-thread. This experiance showed me that MMORPG's either need a facist regime of police in terms of RMT'ing and permantly banning account's/players or a barter economy.

      The latter option I've heard of working on occasion, but never experianced directly myself. The first one will never be implemented due to, sadly enough, real life economics. The RMT'ers help sustain the corporate bankroll by being subscibed. Since they (the RMT'ers) are motivated for profit, they stay subscribed.

      The players aren't as motivated since they can quit and gain by it (ie not paying any fees). In order to keep the player base, Squeenix would have to continue creating new challanges/updates/areas/etc, which becomes a hassle for the programers and the player base. Imagine having to buy an expansion every 6 - 8 months.

  7. I admit it by Anonymous Coward · · Score: 1, Interesting

    I bought gil when I used to play FFXI. That game was seriously a timesink, I wanted to play with my brother, and unlike him didn't have unlimited time (I make $150 an hour, so I figured it would be better to spend $50 on gil than farm for 8 hours).

    That game was seriously a timesink, and it took forever just to get anywhere or do anything. I've since moved to WoW, and although I havn't even hit level 30 yet, I felt like I havn't needed to buy gold yet (although my bro did set me up with 5 gold and a couple packs). The 5g has gone a long way.

    Uhg, I still have nightmares of walking all the way to the dunes.

    1. Re:I admit it by Ignorant+Aardvark · · Score: 0

      I'm not ashamed to say I considered buying gold in WoW.

      Let's face it, time can be valuable. Especially in your case. I don't make nearly as much as you but even for me my time would be better spent working for money and buying that epic mount rather than working for in-game gold. In the end I stepped back and realized, geez, I'm considering paying real world money to get something in a game ... and my solution was to stop playing the game. But I can easily see how, if one doesn't want to quit the game, the expenditure could be worth it. Some things you just "have to have" if the game is going to be as fun as possible. The epic mount was one of them ... faster travel was a big plus and on large scale battles if you didn't have one and your opponent did you would never be able to run away.

    2. Re:I admit it by Anonymous Coward · · Score: 0

      I'm not ashamed to say I considered buying gold in WoW.

      I'm sure some homosexual men would pay gold to cyber with you in game. I'm sure you'd like it too, you dirty faggot.

    3. Re:I admit it by SquisherX · · Score: 2, Insightful
      Let's face it, time can be valuable. Especially in your case. I don't make nearly as much as you but even for me my time would be better spent working for money and buying that epic mount rather than working for in-game gold
      Herein lies the problem. People dont even recognize that they are playing a game. Does getting that gold or item make the game more enjoyable? It simulates progression when there really isnt any at all. That level 60 character is having no more fun than the level 10, I would even argue that he has less fun. These games are time sinks, and I actually find it amusing that people can pay a company to work for them....because it is work. If you are seeing getting gold (AKA playing the game) as a tedious, boring task, then perhaps you should consider that you shouldnt be playing. But I cant just throw away my account....ive made such a huge investment of time. The reality is that there is no investment. You were playing a game, you should have been having fun. There are tons of people with more stuff/levels/jobs/whatever than you, and no matter how much you play, there will always be. Consider this: Take your account, no matter what level, and erase it. Make a new account. Are you looking forward to playing now? If the answer is no, then that means that, in all that time you played, you probably were never having fun anyways. Just my thoughts....
    4. Re:I admit it by Damvan · · Score: 1

      I don't buy that argument at all. Take someone, in any game, especially when they are close to finishing it, and delete their saved game. Would they, even though they enjoyed the game up until that point, want to start over? Not many, and only for select games. Repeating content, even enjoyable content, is not something everyone wants to do. Sure I enjoyed that movie I just watched, but would I want you to start the movie over 5 minutes before the end? Hell no. I want to see the end.

  8. Good, I'm not losing my mind..... by ShyGuy91284 · · Score: 2, Funny

    I thought that the fact that Final Fantasy was the first thing that came to my mind with the term "gilfarmers" was wrong, and that this story Was about some odd form of fish....

    --
    In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
    1. Re:Good, I'm not losing my mind..... by Jakeypants · · Score: 1

      I was thinking more along the lines of people giving weapons to hot grandmas.

  9. Crafting? by uvsc_wolverine · · Score: 1

    The only MMORPG I've ever played that I really enjoyed is one that completely lacks any sort of crafting system. I am a total City of Heroes/Villains addict. The game is about enjoying the experience of playing, and there is a very limited amount of stuff to buy in-game: enhancements and inspirations. That's it, nothing else can be purchased in-game. No crafting, very little player-based economy and it was MMORPG of the year last yeat.

    --
    This space for rent...
    1. Re:Crafting? by ronjeremysjohnson · · Score: 1

      Crafting and an economy isnt the only thing CoH/V lacks, they also have no content. By level 14 you have experienced the whole game. Which "Game of the year award" are you talking about? The only one I saw started with something very similar to "there was almost no competition this year so this award defaults to COV".

  10. But what will become of the children? by ian_mackereth · · Score: 3, Interesting
    This is handled very well in Cory Doctorow's short story, "Ander's Game"
    (Yes, the Cory from Boingboing)

    http://craphound.com/000187.html

    (with links to a podcast version as well)

  11. O RLY? by Anonymous Coward · · Score: 1, Interesting

    It's a fairly well suspected secret that Square-Enix actually allows gilfarming, or at least their GMs do. There are plenty of stories of GMs refusing to take action against obvious gilfarming groups when they break the TOS, and then taking action against the people reporting the gilfarmers for minor infractions.

    (Stuff like gilfarmers repeatedly MPKing other players, those players calling a GM, and then the players being MPKed having their accounts suspended for breaking language rules by saying "wtf" or something similar.)

    I'd be honestly amazed if Square-Enix actually banned any gilfarmers. The last time they did a "gilfarmer ban" they banned a total of 800 accounts out of 600,000. Woot. (Although doing that now might decimate their current subscriber count, hehe.)

    I'm still waiting for them to mass-ban people using the windower to try and make the PC client bearable. The fact that a program exists soley to WINDOW THE GAME should suggest to Square-Enix that they may have something wrong with their client...

    1. Re:O RLY? by Anonymous Coward · · Score: 0
      (Stuff like gilfarmers repeatedly MPKing other players, those players calling a GM, and then the players being MPKed having their accounts suspended for breaking language rules by saying "wtf" or something similar.)

      Whoa! Where did you hear THOSE stories?! Most of the stories I heard about usually turned out to be the campers simply calling GMs to get rid of xp parties (who caused extra lag) or campers who used bots (and were therefore AFK) and got MPKed themselves. And then of courses there were the usual abuse calls 'so-and-so is spamming/harassing me, you should ban him' when of course it was just a ploy to get rid of them.

      As for banning gilsellers, I once knew and talked to a gilseller. A LOT Of the methods they use to actually farm gil is just barely legal within the EULA. Technically, certain methods of 'botting' isn't illegal and is only punishable/bannable if the player is AFK while the bot is running (read: farming bots). Gilsellers/gilfarmers get around this simply by having one person monitor around 10 computers at a time. If they get a message from a GM, they respond and the GM can't do anything since its within the EULA. (As for MPKing and NM camping, thats a whole other can of worms since players are generally/arguably the main offenders there.)

      Blizzard and WoW simply gets away with this by having an extremely strict EULA agreement (they basicly the game, the account, the characters, the items, the name and the right to take it all away at any given time for any given reason). Throw in a client-end computer scanning software, a near useless player crafting system and the extreme pace which the game progresses at and WoW is simply designed to be resistant against goldfarmers.

    2. Re:O RLY? by Anonymous Coward · · Score: 0

      Posts like this always amuse me.... maybe it was because the GM was hiding behind the grassy knoll? Has it ever occured to you that the GM's can't do something about they DONT WITNESS? Frankly most call centers, if you swear at them, are allowed to hang up on you, why should GM's be forced to tolerate being swore at?

    3. Re:O RLY? by Anonymous Coward · · Score: 0

      The game will be four years old in May of this year. They've so far done ONE banning of gilfarming accounts, two years ago. It solved nothing.

      When a company refuses to take action for so long that the fact that they MAY have taken action (which is UNCONFIRMED still) is newsworthy, you have to wonder if they may just so happen to be in on the deal.

    4. Re:O RLY? by Anonymous Coward · · Score: 0

      They've done one mass banning that they shouted from the mountain tops about.. Oh but wait, because they don't tell you personally all of their business dealings, it must not happen eh? Riighhttt.

  12. Game economies and the real world by garylian · · Score: 0, Flamebait

    As long as there are game economies that allow you to make items, buy/sell items, and store bucketloads of cash, you will see farming done. In fact, of all of the many MMOs I have played (over a dozen, either in beta, live, or both) there have been problems with the economies, with the exception of CoH/V (which doesn't really have one.)

    I see one of the biggest problems being that, especially here in the U.S., there is a sense of entitlement. And you have to buy that entitlement.

    Players want to have stuff to show off and brag about (the e-penis effect), or simply to be the best at the game in the shortest possible time. So, they are willing to spend real life cash to have these in-game entitlements.

    It is no different than their buying cars that they cannot really afford to have. My wife works for a major car manufacturer's credit company. You would laugh at how many people lease luxury cars because they can't afford to buy them, and then default on the car lease because even it is too much for their wallet. Their tales of tagedy all boil down to the fact that they should have never obtained the car they did, because the just have enough income to afford it. The car lease became popular because people wanted to drive what they couldn't afford. It's a sucker's ploy, and look how many suckers you know.

    It's also like getting a huge cell phone plan so you can talk to your friend down the street, instead of using a land line. Or getting a lot of "bling bling" for showing off. Or decorating your body with numerous and stupid looking tattoos. Or breast implants/liposuction and other cosmetic surgeries. They are all luxuries you don't need. And most folks are willing to pay through the nose for them.

    The farmers know this about MMO players, especially with us Americans. (Hey, I am one of those Americans, and I shake my head at the way kids today think they DESERVE stuff.) They prey on that. They probably run more sweatshops than all the sneaker companies combined.

    And it works.

    1. Re:Game economies and the real world by Anonymous Coward · · Score: 0

      Uh oh. You pointed out a flaw in Americans and their way of life. Prepare to be modded down into oblivion.

    2. Re:Game economies and the real world by Anonymous Coward · · Score: 1, Insightful

      Hey, though I agree with you about most of your post, the tattoo remark was a bit irksome. Most people who get large tattoos take great personal pride in them, and I am not talking about the Tazmania Devil/Nike Swoosh/Tribal armband crowd. There is a difference between personal expression and pointless materialism. When I am dead, my car may get reposessed, but my tattoos are mine forever. /rant off

    3. Re:Game economies and the real world by Anonymous Coward · · Score: 0

      The farmers know this about MMO players, especially with us Americans.

      Not surprisingly, before the US release when the game was only available in Japan, there were no gold farmers. One month after the US release, the game was full of gold farmers. Hmm...

    4. Re:Game economies and the real world by Anonymous Coward · · Score: 0

      Boy, you weren't joking.

      It's always nice to know that we Amerwicans can't take a serious look at ourselves.

  13. Farmers by queenb**ch · · Score: 4, Insightful

    Seriously, a lot of that stuff is run by automated processes. I know a few guys that got real world rich of UO and EQ in that very manner. The trick is to make it so that it requires interaction with a live human or two or more in order to craft some of these high powered items. I know of several smaller privately run RPG game servers that have serious crafting components for those that choose to do so. You can also restrict raw materials. For example, if you want to make leather armor, it takes 10 hides. Now, you can't just walk over to another merchant and get 10 hides. You'll have to get them from a player who's been out hunting and who has the "skin animal" skill. He might only have one or two. You may end up having to buy hides from 7 or 8 people just to have the skins you need. Now you need metal too... You get the idea.

    You can stop the farmers if you design it properly from the get go.... Maybe not completely but at least keep it down to a dull roar.

    2 cents,

    Queen B

    --
    HDGary secures my bank :/
    1. Re:Farmers by RalphtheDwarf · · Score: 2, Interesting

      That's not an entirely accurate assessment of the situation. Let me give you an example of what part of the problem is:

      Let's say there exists a dragon that drops a valuable item. This dragon spawns approximately once a real life day (randomly somewhere between 21 and 24 hours to mix it up and make sure it doesn't stay in the same time zone forever), and the item that it drops isn't guaranteed. This item is also highly sought after.

      That would make this item pretty darn valuable, wouldn't it? There is at most one of this item entering the game world every day. This is a perfect target for a RMT (real money trader) organization to try to monopolize.

      For the average player, there are times this dragon will spawn when you are at work, at school, doing guild events, out to dinner, asleep, etc. And there are also times when you just don't have a clue as to when that dragon is due to spawn again.

      But it is just perfect for an RMT company to go after since they are always online, playing in shifts around the clock. And since they were there last night, they'll know exactly when it is due to appear tonight. You can do your best to try to compete against them, you might even get the item a few times, but they're always there.

      Now repeat the process for every monster in the game that has a multiple hour spawn window and drops a valuable item, and you can see why so many players are getting angry. It's very hard to get anywhere when facing competition that never sleeps. And the worst part is that there are enough RMT workers to cover almost every monster that fits this description.

      This is a fundamental design flaw of the game and it allows the RMT companies to get a serious chokehold on a game's economy. I'm not blaming every single problem with the economy on RMTers, much of it is player greed, but they aren't helping.

    2. Re:Farmers by Slime-dogg · · Score: 1

      This is solved fairly easily. Make said dragon very very difficult, to the extent that it requires many individuals with some of the best armor on to defeat. The majority of RMTs that I've seen around are decked out in some of the crappiest gear that I've ever encountered. I am unaware of the number of people that they can organize to take the dragon down, but I imagine that it would require more people than they have on at any point in time.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  14. Real economy? by Max+Threshold · · Score: 3, Insightful

    Why not make a game with a real economy instead of one where gold comes from the hacked and dismembered corpses of innocent woodland creatures? Put a fixed amount of cash into circulation, and issue more as needed via NPC merchants.

    1. Re:Real economy? by Confused · · Score: 1

      If you have in a game a real economy with limited resources, it will break even faster when new players join. Either they will have a hard time to come up with money because none is available, or the resources made available for them are taken by high level players. No fun in both situations.

      In the end, creating money all the time is the only way to give a fair start to new players.

    2. Re:Real economy? by Max+Threshold · · Score: 1
      Then give a little bit of money to new characters, and put a limit on the number of new characters [with money] that can be created on an account within a given time period.

      Creating money all the time does not give a fair start to new players. As the amount of money in circulation grows, trading prices are inflated. New and casual players, whose income is fixed by cash drop rates, find it harder to obtain the cash needed to buy crafted items and rare drops from wealthy and powerful players. Increasing the cash drop rate would only make the problem worse. The only solution for this kind of economy is a large NPC cash sink. But those are to design in a way that doesn't hurt poor players more than rich players.

      Dark Age of Camelot, for example, has no such cash sink, and inflation is rampant. When I made my first platinum, it was actually a significant amount of money. But now there are single items selling for 80-100 plat, and I only have about 30 plat across all my characters! There's not much hope for a casual player to keep up with inflation, unless you get really lucky and win a roll for a rare drop. If you're not in a big farming guild, you're left in the dust.

    3. Re:Real economy? by QuantumPion · · Score: 1
      Ultima Online began that way. I played it back during the beta test. The NPC vendors were not gold-sinks and could only buy resources at fixed intervals. Resources also only reappeared once they were taken out of circulation by NPC's. Also, there was no "vendor trash" like in WoW, vendors would not buy worthless items. The only way to get money was from tougher monsters, or buy selling farmed items to higher-up players.

      The result of this was that there were very few powerful or rich players, almost everyone was equally poor. High-level mages were almost unheard of, as reagents were too expensive to afford. Going on a dungeon crawl and casting higher level spells would be a significant financial hit. You didn't start with any money or resources on a new account, and it was very difficult to even come up with enough money to buy implements for gaining resources, such as a pick-axe or skinning knife.

      Because of this, there was zero inflation, and even deflation at many times. This is in stark contrast to WoW, where even before the farmers there is built-in inflation due to the rising cost of higher level supplies like potions and food. Having a few hundred gold in UO was significant at any skill level, and it meant you were quite wealthy. This system worked reasonably well, but made entering the game prohibitively difficult. You would have to farm and grind for weeks before becoming powerful enough to fight mobs which gave any amount of treasure.

      Then the players got more whiney, and OWO got greedy for new accounts, so they started down the slippery slope. First, they gave new characters starting money. Then they let vendors buy trash and other resources. They put more money into the system and recirculated resources faster to accomodate the larger player base. This caused significant inflation. Once the game got popular, the gold farmers arrived. And that's what it all comes down to.

      So to summarize, the developers start with a fun and challenging game, then they make it easier for noobies to start out in order to draw in more accounts, then add high priced or rare rewards for higher players in order to keep them from quitting, and voila, a perfect market for RMT's.

    4. Re:Real economy? by Anonymous Coward · · Score: 0

      Sounds like they forgot the one cornerstone of the financial industry, the federal reserve bank. The loan is what drives our inflation rates. It 'creates' wealth as people can buy what they can not afford. It also lets the governing body control the inflation by 'soaking up' money by setting the interest rate. Taxes are another way to remove money from an economy. To truly control an economy the creator of the money must sometimes remove money or add money.

      Though the risk level in loaning in a game like this would be huge...

      They created a simple barter system which can get very inflationary if new items are constantly added and nothing removed. On the other hand if nothing is added and new people are added the wealth will be fairly evenly distributed and everyone is poor. With a few exceptions here and there.

    5. Re:Real economy? by smileyy · · Score: 1

      Gold farmers in WOW deflate the economy.

      --
      pooptruck
    6. Re:Real economy? by Max+Threshold · · Score: 1

      They would deflate the NPC economy, where prices are fixed. But DAoC has a comprehensive system for trading between players, with searchable consignment merchants. That economy has become inflated, and it makes things worse because it keeps more money changing hands between players rather than going into NPC sinks.

    7. Re:Real economy? by Khaotix · · Score: 1

      qft

      BOE (Tradeable) items become more common in the AH leading to a huge drop in prices. Dire Maul class books went for 75-150g depending on class. After chinese new year there was a flood of books that resulted in them selling for a little as 5g. Needless to say I bought up an armful in hopes of turning a profit once the supply isn't as great.

      There are some things that end up with an inflated price, but for the most part I think the economy is no worse due to gold farmers. They offer a solution to grinding for gold to pay for various things and act to provide more supply of any given item.

      WoW did a great job at insulating itself from farmers, especially on PVP servers.

  15. Just like Law Enforcement -Do Sting Operations by Anonymous Coward · · Score: 1, Interesting

    Set up sting operations. Buy gil from IGE and then ban the accounts that come forward to give you the gil. Alternatively buy the gil from the person and then flag the account so you can see with whom they are trading items/gil. Pretty soon you will be able to see within reason the network of buyers and sellers. Proceed to ban all of the sellers and warn all of the buyers (or ban them, I'm a little more understanding as to their motivation). Repeat as necessary.

    Buying 2,000,000 gil is only $37.95 on IGE right now, which is what, 3 subscriptions? The key is to make it not worth it to them. Watch their hours and gil amounts and then hit them when they have the most gil on them and they've sunk the most time in the game.

    If they want to get overly serious about locking down the gilfarmers they could also move to just start banning Chinese IP ranges that the accounts come from and suing the companies that sell gil. Granted, I hate to encourage a more litigous environment but wrecking online economies that people play for fun is not something I take kindly to.

    Will it ever be possible to eliminate farmers/sellers? Definitely not. Just like the war on crime and war on drugs have taught us, you can't enforce your way out of a crime problem. The most they can hope for is reduction of harms, and that's something I think they can definitely achieve.

    1. Re:Just like Law Enforcement -Do Sting Operations by garylian · · Score: 1

      Just banning Chinese IP ranges won't cut it. You are making an assumption that ALL farmers are Chinese. It wouldn't surprise me if Russian Mafia types are doing the same.

      I mean, they can't just survive on kiddie porn, can they?

    2. Re:Just like Law Enforcement -Do Sting Operations by wolfmanXUG · · Score: 0

      Also there is the aspect that to get on a US server you need an IP from the US.

    3. Re:Just like Law Enforcement -Do Sting Operations by Anonymous Coward · · Score: 0

      "I mean, they can't just survive on kiddie porn, can they?"

      Well, It's worked for CowboyNeal and CmdrTaco all these years . . .

  16. Kill the farmers by king-manic · · Score: 2, Interesting

    make gold irrelevant. Like diablo 2, gold was mostly meaningless. make all the good items bind on pickup and have no more gold sinks, make it quests. For instance instead fo 80 gold to buy a mount, make it a quest that takes 1-5 hours. instead of making your castle require upkeep in gold, make it so you have to spend a X amount of time doing administration (in the form of little games you play for a certain amoutn of time). Make gold available and make it variably avaialble based on how much is in the system, if it starts hoarding gold, make a tax system that robs anyone who hoards it. Got 1mil gold well the kingdom of astermouth will force you to tithe 10% of the first 100,000 20% of the next 400,000 and 30 of the next 500,000. Make it so having those amounts will be hard to force farmers to do more admin work. And deduct your taxes at random (say no more then X times in a period of X days totalling the entire amount. So for a 30% tax, you can take onyl a total of 30% in a 1 mo period but it's taken at random and calculated at random. may 5th it calculates, 16th 19th, 25th it withdraws a third of what the calculation woudl be) all of sudden hoarding gold seems stupid, farming it it not all that worth while. They wont' go away but at least you've made thier lives very difficult.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    1. Re:Kill the farmers by falcon5768 · · Score: 1

      basically make it like WoW... which has its own very publicised gold farming and RMT issues themselves. Even Diablo had hackers who duped gold so your idea doesnt work very well.

      --

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

    2. Re:Kill the farmers by king-manic · · Score: 1

      basically make it like WoW... which has its own very publicised gold farming and RMT issues themselves. Even Diablo had hackers who duped gold so your idea doesnt work very well.

      Dupes are bugs, their a problem outside of what I proposed, and Wow has gold farmers because gold is still very very useful. Item farming not so much because everything is bind on pickup. Another idea would be a commodity system where items that are farmed a lot lose value, promoting everyone hunting something different. Add supply and demand to the seller junk economy which would force farmers to think and not just farm a single area.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  17. Inflation is natural in Online Games by LKM · · Score: 2, Insightful

    As long as gamers can create "money", for example by farming gold, the amount of money (or assets bought by the money) in circulation will increase, which will deacrease the value of the money.

    There's only one way to solve this: Have a more or less fixed amount of money in circulation. Don't let gamers create money. Only create money if the population increases.

    1. Re:Inflation is natural in Online Games by mammux · · Score: 0

      You ignored money sinks. Players spend money too, you know.

      -Magnus

    2. Re:Inflation is natural in Online Games by pclminion · · Score: 1
      But obviously they don't spend it as fast as it is sourced, or inflation wouldn't be happening. Why not adjust the buy/sell rates for items in NPC shops by a multiplier which adjusts dynamically to keep the total supply of money as constant as possible?

      The result would be that if 100,000 units of currency per hour were flowing into player inventories, the prices of shop items would adjust, based on the current demand for items, to keep the average outflow of currency in the shops close to 100,000 units per hour.

      In the real world vendors react to supply and demand realities, why not in these worlds?

    3. Re:Inflation is natural in Online Games by LKM · · Score: 1
      Players spend money too, you know.

      Yeah, but on what? If they spend it on items which won't disappear (weapons, for example), that doesn't change anything. The monetary value has already been added to the game.

      And since it's so easy to "make" more money, players will always make more money than they spend.

  18. Bingo: change the economy by Moraelin · · Score: 5, Insightful

    An observation I've made long ago is that humans (at least the smart ones) do what works, and as a result any game gets the kind of gamers it "deserves". E.g., if a FPS rewards camping more than anything else, it gets swamped in campers. E.g., if a MMO rewards farming, it gets farmers. It's that simple.

    And doubly so when the game is a brain-dead exercise for the most brain-dead grinders. If the way to get ahead in the game is to be an obsessive-compulsive clicker willing to _work_ 8 hours a day on mind-numbing repetitive stuff (and pay each month for the privilege), yes, eventually some people will say "screw this, if I wanted more work, I'd do overtime and get paid for it." So they'll buy gold instead or cancel their account. It's that simple.

    That creates the demand.

    And conveniently most "me too" MMOs also create the supply. There's an abrupt differential in how much money you make per hour at each level. E.g., in WoW even a gray (junk) item dropped off a level 60 NPC is worth about 1 gold at the vendor (i.e., without even bothering with the auction house), while for a newbie 1 gold will pay for all your skills (trade skills included) and equipment up to level 10. E.g., in COH a level 50 can make more than 3 million per hour, money which you don't even need any more (no repairs, no more stuff to buy, etc), while for a new character 3 million will last you until level 35.

    So you have:

    1. a bunch of people who badly need gold (and face a non-fun repetitive grind of days, maybe weeks, to get it)

    2. a bunch of people who can easily supply a newbie's need for gold (in a tiny fraction of that time)

    So is it any surprise that a gold trade forms between the two? It's only common sense, not to mention elementary economics.

    Complaining about the "evil" gil farmers when the game creates that slope, sorry, it's just brain dead. It's like complaining that things slide down a water slide. ("Waah, things should have slid up hill, and it's such an evil world when they go downhilll instead!") Well, what did they _expect_ there?

    Want to make gil farmers go away? Well, yes, how about changing the economy then? Or for that matter, how about designing a game so it's fun for the casual gamer who plays it to relax after work, not to get more mind-numbing repetitive work?

    Heck, it _is_ possible to design a game without gold at all.

    E.g., look at Planetside. You're a soldier, so your tank or weapon are supplied to you for free. The balancing factors are your certifications (you don't get a tank if you're not certified to drive one) and the timer on some equipment (you have to play infantry a bit until you get your next tank, if you just drove your old one off a hill.) And unsurprisingly, there is no gold farming or trade whatsoever in Planetside. Go ahead, search ebay. You won't see gold or equipment for sale for Planetside.

    The same could work in a lot of other games. E.g., in COH, you don't even have equipment or such, you have new techniques or enhancements for your signature moves: it's a trivial exercise to re-design that to work basically as skill points gained at level-up, instead of being bought. E.g., in WoW, you don't even need to go that far: bump quest rewards up to be actually suitable for the quest's level (as opposed to getting a level 12 mace as reward for a level 30 elite quest), and you've just made money entirely unnecessary. Etc.

    And in FFXI's case, heck, they just need to get a brain and realise that the Japanese kind of "work simulator" is entirely the wrong game concept for the vast majority of us Westerners.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Bingo: change the economy by Anonymous Coward · · Score: 0

      in FFXI's case, heck, they just need to get a brain and realise that the Japanese kind of "work simulator" is entirely the wrong game concept for the vast majority of us Westerners.

      Yeah, because Western MMOGs are totally all about stimulating gameplay. No sir, no level grind at all in Everquest or WoW.

      Face it - America has made more MMOGs than Japan, and the American MMOGs that have tried to include interesting gameplay - basically just Planetside and EVE Online - have been commercial failures compared to the "work simulators" that you inexplicably assume have something to do with the Japanese.

    2. Re:Bingo: change the economy by hrieke · · Score: 1

      I think the real problem is that there are Levels.
      Think about this for a moment, your skill in the game is not directly linked to your real skills and abilities as a player.
      I see this all the time in ET:RW, where you have 3 star generals who still have no clue to what the objectives are, or how to defend them, who's xp is there just because they've put in the time into the game, and they lose all the time to those people who play for the objectives.
      It's no fun for either group, really.
      So back to my point, if the skill of the player was directly converted to the skill of their avatar, I think the games would be much more balanced and there would be less oportunity to game the game.

      --
      III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIIIV IIVIIIIIIVIII...
    3. Re:Bingo: change the economy by nickyj · · Score: 1

      Some of this I can agree with and some I can't. I have played FFXI for about 5 months, then cancelled my account. I couldn't deal with having to play for +5 hours straight just to get some gil or xp. It was fun and great when I started and the gil was easy to get and the xp was tough. I tried started another character to get that fun part back, until my clan got on to help me level, but they had their own missions to do. So I quit.

      Now I also play ET (Enemy Territory), and I like that because I can play for an hour or 8 hours. I liked the fact that after one day the XP was reset for everyone. MMOs were too slow for action for me, but sometimes FPS are annoying when some people at stupid.

      The whole party system in FFXI is also terrible. What if you don't want to stick with the same group all the time. After level 30 I got pissed because more than half my time was wandering around for a party where someone won't aggro some insane mob++ (or more than one). Now in ET you fight and you gain XP without having to party with people. Basically you should be able to party without creating one. How many times have you had a party member do nothing but collect XP? Well I say the XP should be distributed based on your actions (damage to mob/healing party) and your level. So you can have a wider range of levels. It was so stupid that once I was 2 levels a head of the lowest level in our party that I had to leave or wait until they level him/her up.

      Just my rant, MMOs are just not for me until they change up the game schema a bit.

      --
      Causing Chaos Everywhere,
      Nik J.
      The strange world of a loner, in a populous city, drowning in society
    4. Re:Bingo: change the economy by Flaming+Babies · · Score: 1
      How many times have you had a party member do nothing but collect XP? Well I say the XP should be distributed based on your actions (damage to mob/healing party) and your level.
      It would have to be a slightly more complicated method of distributing xp...
      Damage from mob would have to be a factor or there would be no tanks...
      and then back-up tanks would be virtually non-existant.
      It's annoying when a party member does nothing but collect xp...that's when you tell them to pay attention or you'll boot them.
      --
      The right to be heard does not automatically include the right to be taken seriously.
    5. Re:Bingo: change the economy by Anonymous Coward · · Score: 0
    6. Re:Bingo: change the economy by Aero · · Score: 1

      The problem is that in most MMOGs, there's no good way to measure the player's skill, either quantitatively or qualitatively. Puzzle Pirates manages to do this, but that's because all of the game actions that matter the most require the player to puzzle, and performance at the puzzle can be measured against all of the other players on the server. So you can have an "Expert" (relatively high experience level, can take many weeks to get there) at something who is rated "Able" (lowest performance rating), which tells you that they've spent a lot of time doing very badly at that particular puzzle. Or you can have a "Neophyte" (second-lowest experience level) rated "Legendary" (second-highest performance rating), which means they've either gotten lucky a couple of times, or they're a prodigy.

      The system can fall down when alts get involved, but it doesn't take much playing of an alt for the performance ratings to start syncing up with the player's real skill. Unless the player of the alt is trying to shark people, but that takes work, and it's not a particularly lucrative career path anyhow.

      --
      We can believe in you for 3 minutes, but beyond that, even the King of All Cosmos can't be expected to wait.
    7. Re:Bingo: change the economy by JordanL · · Score: 1

      You completely avoided the point of any game: to be fun and challenging. You basically said that you can prevent gold farmers by making the game not challenging... well duh. I'm glad you're not a game designer.

    8. Re:Bingo: change the economy by protoshoggoth · · Score: 1
      The balancing factors are your certifications (you don't get a tank if you're not certified to drive one) and the timer on some equipment

      Yow, yow, yow. No way I'm playing a game where something called "certifications" control things. Every time I'd see the word I'd think of how I should instead be working on real-world certs. :) Hm, in fact...[off to study].

  19. So alone... by Anonymous Coward · · Score: 0

    What, am I the only one who read the headline about Milfarmers?!

  20. Blaming the economy isn't the solution. by iluvitar · · Score: 3, Insightful

    I think the point that most people are missing, is that the economy of FFXI has components similar to many of the solutions suggested by posters above. You can't just assume that the inflation of all the items is due to the fact that gilfarmers are 'farming' gil. In actuality, gilfarmers in FFXI don't really contribute as much gil to the system as the fishbotting problem did. The rapid inflation of rare items (like Haubergeon+1, Juggernaught, Nobles/Aristocrat's Tunics. etc etc) are due to both the massive RMT that takes place, and the declining server populations.

    When somebody quits, they don't quit with all their gil. They give it to their friends, in hopes that their friends can use the gil to jump ahead and get those items they truly wanted (Astral Earring, Juggernaught etc). This leads to less people in general holding the same total amount of gil. Obviously the prices of items will go up in this situation.

    Solutions like taxes have been implemented in FFXI for a long time now. Large (10%) taxes on bazaar sales, on all auction house sales in Jeuno/Tavnazian Safehold, increasingly demanding chocobo fees (5k/chocobo for a 3 minute ride is normal), Dynamis, Limbus etc are all money sinks that are implemented with the sole purpose of sucking gil out of the system to try to control the average gil holdings of all the people left on the server. As with all solutions, people get away with tax evasion (bazaaring in starting nations or in open fields), direct trading, etc, but the solutions are still implemented with varying success.

    The problem with gil farmers in FFXI lies in the fact that they monopolize NM/HNM's and become the sole source of rare items deemed fundamental for normal play or crafting synthesis, and then abuse the discrepencies in supply and demand to make huge profits of gil that they later RMT back to players. Somebody suggested making crafting require absurd amounts of materials as a solution. Some recipes in FFXI require 8 ingredients (that may or may not be stacked, requiring intense travelling) of varying rareness or origin, multiple craft sub-skills, etc.

    It's not like WoW where gilfarmers just sit there killing monsters and collect the gold that they drop. No mob in FFXI (goblins dropping 5gil/kill) is worth farming like that (better to farm beehive chips in giddeus and HQ beeswax for hundreds of k worth of gil on the auction house). And, almost all mobs worth killing require at least 6+ people to do it (either for experience points, or camping HNM).

    To counter this, Square-Enix started to move away from HNM centric loot distribution, and towards instanced battles, with participation rates determined by how many beastman seals you could collect (not so common), and then later with more fights with participation rates determined by how many Kindred Seals (even less common) you could collect. These were the right direction in the end, and they implemented fixed interval fights ENM's that proved rewarding and fun. These are really good changes and any FFXI gamer that has experienced the effects of these will tell you they add to the enjoyment of the game.

    The problem almost all FFXI->WoW converts complain about is that it takes too much effort to get items in FFXI with little gain. Almost all the items in the game worth getting are the results of huge collaborations of team effort (and organizational nightmares). This is the part that seems to separate the average WoW gamer and a true FFXI junkie. The WoW convert detests investing insane amounts of time/effort into the game without quick rewards/satisfaction, while the FFXI junkie will not have it any other way.

    In FFXI you camp kings for 3-9 hours/day (rotating times so it might be 3pm - midnight today, and in 3 days the spawn windows could be 3am to 9am) for the 'chance' to be able to fight (150+ people in a tiny zone trying to claim a mob that pops every 21-24 hours at 30 minute intervals and 12-18'ish people get to fight it for 15 minutes to an hour) and out of that chance, the 1/11 chance that t

    1. Re:Blaming the economy isn't the solution. by RevRigel · · Score: 1

      Do you have a job?

    2. Re:Blaming the economy isn't the solution. by Slime-dogg · · Score: 1

      The problem almost all FFXI->WoW converts complain about is that it takes too much effort to get items in FFXI with little gain. Almost all the items in the game worth getting are the results of huge collaborations of team effort (and organizational nightmares). This is the part that seems to separate the average WoW gamer and a true FFXI junkie. The WoW convert detests investing insane amounts of time/effort into the game without quick rewards/satisfaction, while the FFXI junkie will not have it any other way.

      Eh? Sure, you can get "ok" items in WoW with a minimal amount of organization, but the best items in the game require one of two things: Massive organization of many people in a very difficult dungeon, or Massive amounts of PvP farming. A 40 man raid is an orgnizational nightmare.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  21. Some thoughts from a "hardcore" FFXI player by Anonymous Coward · · Score: 5, Interesting

    I'd consider myself a "hardcore" FFXI player. I've got one job at level 75 on the Odin server and another getting very close. I'd estimate my weekly play-time to be in the 15-20 hours range for an average week. It's been blatantly obvious since November or so that *something* has been changing in the dynamic between GMs, RMTs (real money traders) and other general griefers.

    First of all, just to clarify what I mean by "farming" in this post. Farming is not, in itself, an illegitimate activity, or against the terms-of-service. If you want to make some money in FFXI, farming is one of the most reliable ways of doing so. Run out to a zone where you can kill the mobs easily and quickly and where the mobs drop items that you can sell on for good money. The longer you stay there farming, the more money you make. As you will need a lot of high value items in FFXI, some of them from quite an early level, most players will spend a lot of time farming at various points. "Farming" only deserves its negative connotations when it is done with the express purpose of exchanging the gil made for real-world money.

    Although I haven't bought gil myself (despite extreme temptation on a couple of occasions), I'd estimate the proportion of players who have at about 25%, mostly for when they've wanted an expensive, one off item that's essential for their job (the Haubergeon for melee jobs is the classic example). I'd also estimate that maybe 10% buy gil on a regular basis (as in, several million gil per month). I've no hard evidence to back this up... just observations of how many people seem to be able to get by with little or no farming, acquire expensive items at a suspicious rate and so on. To be frank, anybody levelling Ranger or Ninja at a rate of more than one or two levels per week is almost certainly buying gil, unless they started with a vast amount of capital.

    Now, for a long time, this had been widely known and the situation had been more or less stable. There was a constant, but managable, level of inflation in the game. Most players looked down on people suspected of buying gil and nobody would actually own up to it, but it wasn't significantly unbalancing the game and those who didn't buy gil could generally get along just fine without it. However, in October/November, IGE started a series of price-cuts on gil. I'd only been monitoring their prices since August or so, but I'm told that price-cuts up to that point had been relatively minor and relatively evenly spaced. At the start of October, 2 million gil would have set you back about $50-60.

    By early-December, 2 million gil was down to $30. This was already having a significant impact in-game. The price of many of the "premium" items, such as the Haubergeon, Scorpion Harness and Peacock Charm had doubled. In early October, the prices of those items were 2 million, 4.5 million and 8 million respectively. By the start of December, 4 million, 8 million and 15 million.

    Then came the Christmas-sale. Suddenly, IGE were selling 4 million gil for about $22. Lots of idiots who got cash for Christmas ran right out and spent it on gil, tempted by the insane prices. Of course, this was a pretty futile exercise, as inflation immediately went insane. The three items above peaked at 12 million, 19 million and 32 million respectively during the week between Christmas and New Year.

    Now, the big problem was what this meant for the people who didn't buy gil. See, when people buy themselves gil for Christmas, it's not because they want to use it to pay for their food or ammo costs for the next few months, or to level a craft. It's because they want a big, shiny premium item. So the inflation was confined almost entirely to the highly desirable items in question. The number of hours that an "honest" player would need to farm for to afford one of these items had pretty much quadrupled overnight. For the first time, those who didn't buy gil were at a real, almost insurmountable disadvantage. This was nothing less than an attempt by IGE to sieze outright cont

    1. Re:Some thoughts from a "hardcore" FFXI player by Fr05t · · Score: 1

      2000k @ 20.00 on Midgardsormr, which is down from 24.00 a month ago.

    2. Re:Some thoughts from a "hardcore" FFXI player by way2slo · · Score: 1
      While I do not doubt your thoughts, there is one point that did not seem accurate:

      "To be frank, anybody levelling Ranger or Ninja at a rate of more than one or two levels per week is almost certainly buying gil, unless they started with a vast amount of capital."

      That seems a lot low, to me. If you find a good party to group with (full of people that know what they are doing), know where to go and what mobs to grab, you can gain one level every 2-3 hours barring accidental linkage induced death. I know because I do it. I play MAYBE 5 hours a week. One night.

      But, you have to have a good group built (enough Healers, Damage dealers, and a Tank that is on top of things) that runs like a well oiled machine. All doing their skill chains for the extra damage, which leads to faster kills that lead to the experience chains for the extra experience. It all adds up over the course of a few hours.

      The trick is to latch onto a good Perma (a regular group). Mine happens to be made of good friends that I know outside of the game, so I know that they are not lying when they tell me that they have never bought gil with real money. Besides, I know what they make, where they sell it, and how much they get for it (mostly because they are bragging about it all the time on the linkshell) and trust me, they don't need to buy gil with real money.

      The very fact that IGE was pumping up the prices on good gear that can be made brings in hoards of cash to the people that sell them. The extra gil gets re-distributed though-out the game as the crafter's spend it, but there is some lag in this so it is not that apparent and the wealth gap does develop.

      Knowing how to spend it wisely, buying only what you need to help your role in the group, it will last you a while. Even more if you can get hand-me-downs. ;) Hey, it's not a freebie as much as you'd think. I've saved some of their in-game lives with certain acts of thrilling heroics....so they owe me a little. :)

      Anyway, I'm not saying that buying gil with real cash is not hurting the game. I am saying that it even though it goes on it won't hurt you that much if you play smart. Heck, you can even take advantage of it and make a nice pile of gil for yourself.

    3. Re:Some thoughts from a "hardcore" FFXI player by pogle · · Score: 1

      "To be frank, anybody levelling Ranger or Ninja at a rate of more than one or two levels per week is almost certainly buying gil, unless they started with a vast amount of capital."

      What he's saying there isn't that someone who levels multiple times in a week is buying gil (I do it all the time), but that someone who levels a RNG or NIN as their first job (aka not having tons of funding from another high level job) is most likely buying gil, due to the extremely high costs of those jobs. I spent about 1million gil to craft a ton of ninja tools to use (something that would probably cost me 3million now), and I could have sold them for 2-3 times what it cost to make them. They'll see me thru for maybe 4-5 levels, and thats pre-50. At higher levels the cost per level increases dramatially. As my Ranger, I would spend a significant amount of time (a couple hours) farming and crafting for each session I would go and level with it. Simply to afford all the ammo I would use during that time. Those are the two jobs that require constant consumption of consumables, and the price of those consumables is constantly rising, especially for ninjas.

      That said, if someone is smart, they can easily level RNG or NIN almost non-stop, without having to buy gil. So it is possible, however unlikely given the mindset of so many players. I do it myself, simply by applying my craft skills and long term investments such as gardening. But when I see a player whom I helped as a newb (level 1 no subjob, etc, had to explain how the basic game mechanics worked) as a L75 ninja 3 months later, with all that nice multi-million gil equipment, I get a wee bit suspicious. Whats the point in powering thru all those levels on bought gil, there's no accomplishment to that. You're not earning anything, you're only investing time for the xp. At least crafting, farming, NM camping, etc, require some thought and skill (and luck!) to do well. The level grind is the least part of the game.

      Yeah, I'll stop now. Must get back to work.

      --
      http://thechubbyferret.net - Ferret pictures and informative links.
    4. Re:Some thoughts from a "hardcore" FFXI player by Anonymous Coward · · Score: 0

      I'd consider myself a "hardcore" FFXI player. I've got one job at level 75 on the Odin server and another getting very close. I'd estimate my weekly play-time to be in the 15-20 hours range for an average week.

      That's not really hardcore. I played about 40-50 hours a week (with a 40-50 hour/week full time job) for two years.

  22. Fix crafting, nerf drops. by allforcarrie · · Score: 1

    If wow emphisised crafting over drops i think a few problems would be fixed...

    1. Re:Fix crafting, nerf drops. by Anonymous Coward · · Score: 0

      On the contrary Lineage 2 has a system where droprate really sucks so crafting is emphasized. The economy there is worse then any i've seen in a game. Prices are extremely high for most weapons if you buy them already crafted. People do sell recipes and materials for them, but normally the price they sell them for makes it cheaper to buy it outright. Lineage 2 probably has more farmers then any other games i've seen.

    2. Re:Fix crafting, nerf drops. by Anonymous Coward · · Score: 0

      Changing WOW would fix a problem in FFXI? That's amazing!

  23. too bad... by TheClam · · Score: 1

    I was hoping this would be a story about 'posses' going out and about hunting down and PKing known gold farmers.

    Darn.

  24. Simple really. by indy_Muad'Dib · · Score: 1

    square enix undercuts the gillfarmers so badly that they cant turn a profit anymore.

    why bother to spend the time to farm that 1mil gil when anybody can buy it straight from square for $5?

    gilfarmers die off and square turns a nice profit.

    win/win

    1. Re:Simple really. by Reapman · · Score: 1

      ... not to flame but... um. NO. The problem with inflation in FFXI recently is because gil prices got disgustingly LOW. Basically if you make a million gil sell for $5, it's worth $5. If you make a million gil sell for $10, it's worth $10. So by making the money CHEAPER, your DEFLATING the VALUE of gil. Which basically leads to where FFXI is. Gil can be bought for so low, that what used to cost 8 million a month ago now costs 24 million. Remember, the people setting prices are the players. So if the players can get 20 million gil for almost nothing, then 20 million gil will be worth almost nothing. Yeah, your solution "print more money, and everyone has more money!" doesn't work in real life or the virtual one.

    2. Re:Simple really. by east+coast · · Score: 1

      Yeah, your solution "print more money, and everyone has more money!" doesn't work in real life or the virtual one.

      Indeed, ask some old Germans about that.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    3. Re:Simple really. by Anonymous Coward · · Score: 0

      you really didnt get it did you?

      dont make it any easier to obtain in game, have the company sell it instead of the farmers.

      not really worth the trouble if the farmer has to spend a few hours pulling mobs for almost no profit.

      easier to go straight thru your play online accoutn than to fuck around on ebay or other auctions sites.

      less chance of being scammed as well.

    4. Re:Simple really. by Reapman · · Score: 1

      No I totally get it. 100%. Even if your logic was correct, What's left? a destroyed economy. Observe:

      Pre official sanctioned selling of gil:
      Little Johnny, an mmo noob, creates a character, starts with 100 gil. Knows nothing about gil selling.
      Squareenix sells gil:
      Little Johnny, an mmo noob, creates a character. He chooses the "start me with 5 million gil for $20!" option. Now instead of having money as a limited option, he hsa 5 million gil. Does that actually make him richer? No. Because almost everyone else has 5 million gil to start with, because it's so cheap. So what used to sell for 50 gil, now sells for 2.5mil. The crystals he farms, that would have gone for 1000 gil... well.. 1000 gil is worth a fraction of a penny, so now he sells it for 50million gil. What have we created? A worthless gil. Yeah, no more gil farmers, but no more economy either. GOOD JOB!!!

      However, the POINT YOUR MISSING, is this. Why do people sell gil? to make a profit. So Little Johnny, now a vertern, decides to "sell his account" does Squareenix buy it? Or does he sell it to IGE? Should Squareenix get into the business of buying gil and characters and items then? If so all we've done is turned SE into IGE, except stuff is even CHEAPER then IGE (and lately the problem is that IGE prices have been dropping) and not removed the problem with inflation.

      I don't major in ecomomics, but I think i "get it" better then you do.

  25. Secret Support by Johnny+Mnemonic · · Score: 1

    I believe I could stop gold farming today, right this minute. (I'm only familiar with WoW, however). Here it is: don't allow large sums to be received through the mail from sources that don't receive anything in return. Put it on a timer, so that the farmer doesn't work around it by simply sending many smaller shipments; scale the value to the respective level. I guess lvl 60 characters might be legitimately receiving 100 GP from their guild mates, but if that amount is going to anyone under lvl 30 over the course of less than a month, that character has paid for the transfer with real money.

    Wow, simple, huh? I have a hard time seeing what's wrong with this solution. Not hard to think of, either, which means that Blizz must have thought of it themselves already--and dismissed it, because they don't truly want to shut down farmers, for any number of reasons.

    The problem is that if you depend on tediousness to increase the play time for the game that you develop, you're going to attract people that want to circumvent that. If you make your game fun to play for it's own sake, nobody will want to circumvent it. My chief gripe with WoW is completing a quest, only to get a later quest that returns me to the same area I just left--now to get another item. If those quests are chained, I can't even do them at the same time. Not only does this break the suspension of disbelief--"didn't I just get done killing all the creeps in this area? where do they come from?" it signals lazy development. Why develop two interesting spots when you can just send the character back to one? Yeah, I'd pay something to someone else to take my PC through that again.

    --

    --
    $tar -xvf .sig.tar
    1. Re:Secret Support by Reapman · · Score: 1
      First red light while I'm reading this:
      I believe I could stop gold farming today, right this minute
      No problem that's existed for over 10 years can be solved in under a minute. Let's go deeper tho.

      Perhaps the reason this hasn't been implemented is not that there's a secret agreement between gold sellers and the game makers, but because things are in fact more complex then your making it?

      Here it is:
      don't allow large sums to be received through the mail from sources that don't receive anything in return


      Sooo. Last night, because my friend is on dialup, I agreed to bazaar (sell off my character by leaving him logged in, a fully legal thing to do) an item that takes a long time to sell. So she gave me an item, with nothing in return, to my level 1 mule that I tried to sell with. It did'nt sell, I gave it back to her, and she ended up selling it anyways. She then decided to be nice and give me a small percentage of the sale. So she again gave me something "for nothing" In your world her kindness and mine would be returned with a ban or something like that. Wow, great idea.

      Or let's make it even simpler. Two friends play. Friend A has a birthday, friend be buys the sword of l33t+4 for them as a gift. Friend B is 30 levels higher then friend b. BZZT BAN!

      Or, your "but low level's should'nt have a sword of l33t" argument.. what about Guild banks? My level 1 mule stores the gold / items for my group. Is that wrong? What if I start a new character. I sell all my stuff, give it to a friend, create a character, and get the gold back. Is that wrong? And what if a level 30 gets 30 gold by farming for 3 months? Or do you set an "allowable" limit, where anyone going over that will be denied trade rights for a certain time, or banned? Who sets the ban? What if there's a legal excepetion? What if inflation makes the ban level too low? too high? Who monitors? What if they start trading items to get around it, that are in turn sold for gold?

      Sorry, I've heard these "simple fix solves all" solutions before, and if you actually try and work out the details... they just don't work or are more unmanagable then the old ways. Want an example? Try Star Wars Galaxies, where they made things simpler, but not better.
    2. Re:Secret Support by Johnny+Mnemonic · · Score: 1

      Last night, because my friend is on dialup

      I'm willing to concede that I don't have the kind of friends that give away leet loot to my starting characters. I had a hard time conceiving that anyone would; but you give a counter-example.

      And btw, I wasn't suggesting necessarily banning those characters, just disallowing the attempt. And in your case, I'm not sure that disallowing "in-person" gifts would be an issue--I think there'd be enough time involved in coordinating a meetup that it would make it too inefficient for pros to do, but still remain possible for cases such as yours. In WoW at least, you can mail things to any one else of the same faction on the same server, so you can be worlds apart but yet transmit rare and expensive items.

      And your main point is that I think any such restriction would hit legitimate transactions too, and I can concede that. But I think farmers make more use of such a system than legitimate users; then again, presumably WoW watches that and it could be that legitimate transactions outweigh the farmers, which is why they don't want to stop it on that level.

      --

      --
      $tar -xvf .sig.tar
  26. Random thoughts from a non-game developer by RingDev · · Score: 1

    Here's a few thoughts.

    * Remove spawn camping from the game. Use only instanced environment for PvE combat.

    * Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.

    * Use collision detection. Farm scripter will have a much harder time automating the process if someone blocks their route.

    * Control the economy similar to a real economy. The game server is like the Department of Treasury, they control how much new money is going into the game. The trick is they need to work on ways of preventing the money hole. In the real world money doesn't just 'disappear' when you buy a weapon or a house. If you buy a house, someone is getting paid to build that house. And that person is paying someone else to gather resources. True, this would mean that the MMO would have to include tons of non-combat orriented classes (or skills). House builders, lumber jacks, miners, smithies, jewelers, seamstriss, armour smiths, weapon smiths, tanners and leather workers, etc... The end goal is that you reduce the 'disappearing' money to a minor amount spent by newbs on low level gear.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    1. Re:Random thoughts from a non-game developer by Anonymous Coward · · Score: 0

      * Remove spawn camping from the game. Use only instanced environment for PvE combat.

      * Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.

      * Use collision detection. Farm scripter will have a much harder time automating the process if someone blocks their route.


      Dipshit thing is, they already do all three of those things. BUT:

      * The best items are dropped outside of the instances that require NPC interaction to get the quest for...

      * The instance quest require a ton of rare drops to get...

      * Finally, the third instance option requires 1 million gil per attempt.

      * Collision detection is client side, and ranged attacks ignore collisions - most players "claim" mobs using instant ranged abilities.

      As for your last comment, you WANT money holes. When you have mobs that can infinitely respawn with cash on them, you NEED pointless holes where that money disappears to. FFXI is severely lacking them. When it comes to the economy, FFXI does basically everything it can to encourage gold farming - it's not called Final Farming XI for nothing.

    2. Re:Random thoughts from a non-game developer by RingDev · · Score: 1

      "As for your last comment, you WANT money holes. When you have mobs that can infinitely respawn with cash on them, you NEED pointless holes where that money disappears to."

      That is exactly my point. Get RID of mobs that can infinitely respawn with cash on them. Create a real economy. Create an environment where the primary means of income is not the slaughter of some AI mob.

      Sure, have places for adventurers to explore, places where the line between civilization and wilderness is blury (and moves!). Have soldiering oppertunities where lords can pay soldiers to attack and defend strong holds.

      Maybe I'll throw some ideas together in a journal entry...

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    3. Re:Random thoughts from a non-game developer by Anonymous Coward · · Score: 0

      Problem with that is that players also randomly spawn in, just not at the same rate as monsters do. See, a player joining the game is effectively the same as a monster spawning - it's a force that exists in the world that didn't ahead of time. When a player starts a new character, they essentially "spawn" in to the existing world.

      The obvious response then is to "increase available resources with the number of players" but that isn't so obvious, because you'd still get inflation: as players stopped playing, their resources would remain. And you can't just remove them, because the player may not have stopped playing permentantly, but may instead simply be taking time off from the game for a wide variety of reasons.

      Then you have questions about how the resources should be distributed - do new players just cause more resources to spawn in new areas? What's to stop the lowbie areas from being entirely farmed out, screwing new characters over? What's to prevent the high level areas from being entirely farmed out when the new characters finally get to them?

      The problem with MMORPGs is that they simply are not zero-sum games, because players join and leave as the game progresses. Not to mention that most games add content as time goes on, and this new content causes inflation.

      There's really no simple answer if you want to allow people to join the game at any time and still have a fair chance to get resources. (FFXI is an example of a game where new players who join are completely screwed out of ever hoping to obtain "high level" resources because they're monopolized.)

      But I'd be interested in hearing your ideas - please do write them up, I'll try and remember to take a look.

    4. Re:Random thoughts from a non-game developer by RingDev · · Score: 1

      http://slashdot.org/~RingDev/journal/128132

      It's easier to keep updated if you don't post anon ;) But take a look, it's just some ideas I've been tossing around in my head. I've been out of the MMORPG scene for almost two years now (ever since my son was born) so alot of my info and interests is based off of second hand reviews and market trends of what people like.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    5. Re:Random thoughts from a non-game developer by bmorton · · Score: 1

      A few thoughts about your thoughts...

      Remove spawn camping from the game. Use only instanced environment for PvE combat.

      You could remove spawn camping by instancing, but I would assume that there are still rare things (and not rare things that can be sold to a vendor) that appear in an instance. You would remove spawn camping and replace it with people repeating instances. Even if that is not the case, many MMOGers enjoy running into other players in the outside world. Some people even despise instances.

      Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.

      This already happens in games. But again, part of the fun is accidently running into the Uber Beast unexpectedly.

      Use collision detection. Farm scripter will have a much harder time automating the process if someone blocks their route.

      Assuming sophistication enough to automate the farming, I think it's safe to assume sophistication enough to move around monsters. Assuming you are talking about players blocking the scripters, what's to stop farmers from creating a wall of characters to block off access to an area?

      To your last point(s), the economy in FFXI is largely player driven. The craft system is very elaborate. A very large portion of the items you get *are* created by players who practice various crafts. There aren't very many money sinks in FFXI, and most of the ones that are there are a very small drain. Money largely stays in the system circulating between players. You could put a hard limit on the amount of money that enters the game, but that would only make it more scarce and more profitable to farmers...*burp*

    6. Re:Random thoughts from a non-game developer by RingDev · · Score: 1

      "You could remove spawn camping by instancing, but I would assume that there are still rare things (and not rare things that can be sold to a vendor) that appear in an instance. You would remove spawn camping and replace it with people repeating instances. Even if that is not the case, many MMOGers enjoy running into other players in the outside world. Some people even despise instances."

      Read my journal entry here: http://slashdot.org/~RingDev/journal/128132 for my complete write up. By using instances for low-mid level (inside safe zone) areas and a much more fluid and dynamic world outside you could greatly reduce the issue and still keep the social atmosphere. With a truely dynamic environment, where mob camps grow, shrink, advance and retreat based on player actions, farming would be much more difficult. If someone literally killed every last goblin in an area for hours apon hours day after day, they would eventually either kill all of the goblins, or the goblins would retreat to other places.

      "This already happens in games. But again, part of the fun is accidently running into the Uber Beast unexpectedly."

      I totally agree. I remember being a level 9 warrior and stubling into Njesse in DAoC. hehehe

      "what's to stop farmers from creating a wall of characters to block off access to an area?" /push. IMO collision detection and the /push command would be a huge advantage to any game. Imagine charging a line of soldiers, those soldiers you know get bonuses if their flanks are protected, but if you can get two people to charge the guy in the middle and /push him, you could split the ranks and drop their flank protection bonuses. And with griefers that stick them selves in door frames and what not, it would allow users to get past them with out having to wait for a CSR.

      I've never played FF online, so I have no idea how it's economy and crafting system works. I've heard a few mixed 2nd hand reviews though.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    7. Re:Random thoughts from a non-game developer by Eivind · · Score: 1
      Use only instanced environment for PvE combat.

      Works, for that particular problem, and some MMORPGs do exactly this. Has serious drawbacks though, even apart from the unrealism, and the fair question: If that's what you want, why not just make a single-player game with online-chat :-) (Ok, I realise that's extreme)

      Require NPC interaction to get a 'quest' to open an instance or spawn das uber beast.

      Doesn't work. Anything a normal player can do, a chinese gold-collector can also do. (I realize they don't have to be chinese, that's only the clichee)

      Use collision detection. Farm scripter will have a much harder time automating the process if someone blocks their route.

      Blocks *pure* stupid scripts, but also doesn't work: Even with the additional interrupt, one human who is running 20 farmscripts can easily keep them all active by manualy helping them out when they get stuck. If you make that common enough to significantly affect effectivity, it'll also be common enough to be really freaking annoying for normal players.

      Control the economy similar to a real economy.

      Works, sort of. But it means turning playing the game into a job. Which means nobody wants to play it -- there's no reason to *pay* for working.

  27. Probably not. by ZombieRoboNinja · · Score: 1

    Gold farming for low-level characters isn't really an issue in WoW. Quest rewards are typically pretty good for their level, and at the very least they're usually good enough to see you through to a higher level.

    Honestly, most people buying gold are level 60 themselves, and they could actually earn money QUICKER than most farmers if they put their minds to it (because they know how to play the game better than a guy who's just doing this as a crap job, and because they can find groups to get into high-end instances).

    The only reason there's a market for gold is that the farmers are mostly from China or third-world countries and value their time much less than American WoW players; they're happy to get $1 for an hour's worth of gold grinding. There's free-trade economics for ya!

    1. Re:Probably not. by green+menace · · Score: 1

      "The only reason there's a market for gold is that the farmers are mostly from China or third-world countries and value their time much less than American WoW players; they're happy to get $1 for an hour's worth of gold grinding. There's free-trade economics for ya!"

      How they "value" their time has nothing to do with it, it is how the $1 can do alot more there than it can here. Maybe I am just being oversensitive, but that sentence seems a little arrogant. Imagine how many of these American WoW players who would do it if they could make minimum wage doing it...

  28. It's not the farming that's the problem... by Errandboy+of+Doom · · Score: 1

    ...it's the prohibition.

    The reward from farming is largely the result of the artificial search costs created by deeming it illegitimate. If you made gold farming open and accessible, the profit on the activity would drop, fewer would engage in it, and the obnoxiousness factor would become negligible.

    No one would send spamming tells, because everyone would know where to go to turn gold into cash and vice versa. Also, to limit some rich kid's ability to make the game inherently unfair, just have periodic rampant inflation in the economy, effectively redistributing the wealth away from those who have amassed inappropriate fortunes. This might have drawbacks, but surely other discrete macroeconomic measures can be employed to encourage general fairness.

    It's tempting to think that a game that encourages gold/cash trading would never be worth playing. But consider Second Life, which runs a PayPal integrated stock system for trading in game currency for real money. The profit margins are so tiny as to make gold farming basically impossible.

    1. Re:It's not the farming that's the problem... by Errandboy+of+Doom · · Score: 1

      Sorry, maybe SL isn't on PayPal anymore... but it's some other service, the same sort of thing.

  29. Progressive tax? by dukerobinson · · Score: 1

    How about creating a progressive tax with an exponential curve? The more gold you have stowed away, the more the game gov't gets every day. Perhaps with the more tax you pay, you could gain some sort of prestige or privalige or something, so that a normal rich gamer would not be straight robbed.

  30. It's Chinese New Year by Anonymous Coward · · Score: 0

    The notorious gilfarmer people are busy celebrating Chinese New Year. This happens every major Chinese holiday. They should be back to work this weekend or next week.

  31. I almost forgot! by RingDev · · Score: 1

    Like so many things in this world, farmers are not a black & white issue. Especially when it comes to capital Communists. ;) You don't need to make a game that is farmer proof, you just need to make your game less efficient. If a farmer can work for $20/hr (farm and resall value) on a DAoC server, but can only work for $10/hr on your game, they will go to the $20/hr server to maximize profits.

    Like out running a hungry and pissed off bear, you don't have to be faster then the bear, you just have to be faster then the other guy running from the bear.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    1. Re:I almost forgot! by Anonymous Coward · · Score: 0

      But a farmer's hourly income will be inversely proportional to the amount of farming; if farming the other server pays better, farmers will switch services, the rate from farming yours will go up, and the rate of farming his will go down, until they're equal.

    2. Re:I almost forgot! by RingDev · · Score: 1

      or until other profit opertunities present themselves. Why farm for 10 hours a day making $4.50/hr when you can work an 8 hours day making $12/hr semi-skilled labor?

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    3. Re:I almost forgot! by Eivind · · Score: 1
      Sure. Even out the world and the problem likely goes away. The current situation is much because the world is so uneven that there are US kids that are willing to pay a weeks salary to some chinese for an accessory to a game. This is only possible because a chinese week-salary is peanuts to many US-kids.