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Boycott the Gold Farmers?

Next Generation is running an editorial penned by former PC Gamer Editor-In-Chief Gary Whitta, wherein he calls on gamers to shut down gold farmers. From the article: "PCG's refusal to accept their advertising is a bold first step toward suffocating these reprobates. But it won't do the job completely: there will always be less-scrupulous outlets who won't be so picky about where their ad dollars come from. The only way to really cut off gold farmers at the knees is not by refusing to take their money, but by refusing to give it to them. And that responsibility falls to you, the community of players they target."

207 comments

  1. Does anyone like Gold Farmers? by Nos9 · · Score: 2, Insightful

    And yet somehow people keep buying stuff from them. no-one I know likes it, but a few people have owned up to buying gold off of them because most MMORPGs are time/virtual money sinks, and when you only play a few hours a week it's hard to stockpile gold you need for quests/supplies.

    1. Re:Does anyone like Gold Farmers? by Anonymous Coward · · Score: 0

      I like gold farmers. They do that job that I do not wish to do. They also provide important consumables at a cheap price, such as major mana potions. I miss the Dire Maul hunters :(

    2. Re:Does anyone like Gold Farmers? by Anonymous Coward · · Score: 0

      I like gold farmers.

      I also like paying someone to do my taxes for me. I like mechanics who rotate my tires and change my oil, even though I could do those things myself for free. I like paying extra for the convenience of online shopping, where the product is delivered to my door. I like paying for pizza delivery, even though I could save money by picking it up. I like Dell computers, even though they're more expensive and not as good as building from parts. If there was a for-pay method of getting TV shows that was more convenient than bittorrent, I'd like that too.

      I work all day, and I like using the money I earn to make my life easier in the evening.

      I like gold farmers.

    3. Re:Does anyone like Gold Farmers? by AuMatar · · Score: 5, Insightful

      I like gold farmers. I have used them in the past and will use them in the future.

      I play games for fun- not as a second job. Farming for gold isn't fun. Its mind numbing, boring, tedious work. Yet due to flaws in game design, many MMOs require it. Since I don't like doing it, I'd rather pay someone else to do it for me, allowing me to skip directly to the parts which are fun. Its a win/win/win. The gold farmer gets cash, I get to have fun, and the game company continues to have me as a subscriber.

      You want to stop farming? STOP MAKING FLAWED GAMES THAT REQUIRE IT! Remove the god damned grind already. Get rid of uber items. Get rid of items that drop once a week or once a year. There you go- we now have no reason to farm, so we have no reason to buy gold. And the game is better as a result- you've removed a monotonous, repetitious bore from the game. Until the industry evolves away from the EQ idea of time sinks as content (hint to developers- no, its not), gold farming will live on, as its the only thing that makes the games playable.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Does anyone like Gold Farmers? by The+Snowman · · Score: 1

      The other side of the issue you present is that some people do put more time in the game, and feel they should have greater rewards for it. To use Warcraft as an example, I only have the time to run the 5 and 10 man instances such as Blackrock Spire, Scholomance, etc. I will never have the uber elite items that drop from raid instances such as Onyxia. By your logic, we shouldn't even have Onyxia or Ragnaros or any of the other raid bosses. However, some people want more challenge than running Stratholme over and over. Blizzard added diversity because their player base is very diverse in terms of the amount of time they have available or even want to invest. I don't see raid instances or uber elites as a symptom of a broken game, I see it as a reward for people who have more time than I do.

      Yes, the game has grinds -- gold, items, reputation, experience, etc. Nobody said you had to be king of the hill with thousands of gold, honored by all factions, level 60, all elite items, etc. Do what makes the game fun. While I don't support gold farming, I don't judge people who keep them in business. I deal with the ripple effect they have on the auction house market and do just fine. I have fun, gold buyers have fun, Blizzard and the farmers both get paid. The system works.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    5. Re:Does anyone like Gold Farmers? by caffeination · · Score: 2, Insightful
      In software terms, this sort of article campaign and the measures taken by the likes of Blizzard are known as solving the wrong problem. Trying to get the users to change their behaviour instead of fixing the glaring software issue that's driving them to do it.

      For some reason though, these MMORPG developers seem to see themselves as above this basic design principle.

      The question is, why?

    6. Re:Does anyone like Gold Farmers? by The+Snowman · · Score: 2, Insightful

      The question is, why?

      They have over 5,000,000 subscribers and rake in millions of dollars per month. Their shit doesn't stink.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    7. Re:Does anyone like Gold Farmers? by Diabolus777 · · Score: 3, Insightful

      You buy a game.
      You have to pay a monthly fee to be able to play the game you already paid for. You have to pay someone else to play for you because you think the game is boring.

      Why did you buy the game?
      Why do you still play the game?

      Boycott the game, not the farmers.

      --
      We should have been
      So much more by now
      Too dead inside
      To even know the guilt
    8. Re:Does anyone like Gold Farmers? by Ohreally_factor · · Score: 1

      Maybe if Congress would show some backbone, and enact a law that would secure the borders and prevent these illegal aliens from sneaking into World of Warcraft instead of rewarding them with gold, then maybe . . .

      Oh, sorry. Wrong issue.

      --
      It's not offtopic, dumbass. It's orthogonal.
    9. Re:Does anyone like Gold Farmers? by AuMatar · · Score: 1

      I don't play the game anymore, not since they killed world PvP with battlegrounds and uber loot from raiding.

      Before then- I found some parts fun, and some parts not. I payed someone to skip the not parts, and found the cost to do so acceptable. Much like in real life. For example- I like to drive. But I pay someone else to change the oil.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    10. Re:Does anyone like Gold Farmers? by Knightking · · Score: 1

      As someone who has never bought gold:

      Yes, I like gold farmers. The only reason why I can raid in WoW without buying gold is because the gold farmers exist. They've caused mass deflation in the value of many of the important consumables, reducing the moneysinks.

      In WoW the farmers mostly focus on farming items to sell for gold, rather than farming the gold directly, so they actually remove money from the economy rather than adding it.

    11. Re:Does anyone like Gold Farmers? by Guppy06 · · Score: 1

      Nobody likes spam, either, but people buy stuff from them as well.

    12. Re:Does anyone like Gold Farmers? by Keill · · Score: 0

      Sounds like your looking for the game I'm trying to write...:) (And have been working on for almost 6 years now). Unfortunately it's taken me this long just to get most of the basic game mechanics right - I made the age-old mistake of making the basic underlying game systems a little too complicated - now though I think I've fixed it - quite a few little very simple mechanics in a very modular, very flexible system. IF you take the 'whole thing', as-in I designed it for a full MMORPG, then no, it won't have any of the problems you've been talking about - nor kill-stealing/loot-stealing/camping etc. - however, if you want to use it to make a nice little 'limited-multiplayer-game - (like D2) - then some of the problems might still be there - just minimized as much as possible - (though if you want to make another repetitive gear based game - you can do that too ;) ).

      The thing about my game is that it's a SKILL based system - not item/gear/money etc. - yes, it still has those elements - but they're supporting the main gist of the game rather than BEING the main gist of the game. The main 'point' about my game is for the character to earn experience points - (which can be done in LOTS different ways - therefore minimizing the repetitiveness) - and then spend them as your character develops, again, in LOTS of different ways and areas - though not TOO many ways - and each way is just as viable as any other - because it's been DESIGNED that way... (Not slapped together like a lot of games seem to be these days).

      So no 'the same thing but better' syndrome like WoW - or even Oblivion suffer from that seems to have pervaded RPG's since the beginning of time - i.e. the illusion of depth, but not a true reality. (Which mine is aiming for). (I have an old version - (very incomplete and out of date) - of some of the stuff I've written online - if anyone wants to read it? lol).

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    13. Re:Does anyone like Gold Farmers? by Lisandro · · Score: 1

      THANK YOU. Glad to see we have some spare common sense arround here.

    14. Re:Does anyone like Gold Farmers? by Rubel · · Score: 1

      On my server, you can get Major Mana potions from a friendly undead gentleman who opens up a shop called Phials every Tuesday night. It's a big RP event -- people gather to gossip, plot, and of course to stock up on potions for the rest of the week. Much more fun.

    15. Re:Does anyone like Gold Farmers? by ultranova · · Score: 2, Insightful

      In software terms, this sort of article campaign and the measures taken by the likes of Blizzard are known as solving the wrong problem. Trying to get the users to change their behaviour instead of fixing the glaring software issue that's driving them to do it.

      The problem with solving the issue is that MMORPG business model is built on monthly payments. In order to make money, you have to keep people playing the game, preferably forever. This, of course, requires there to be some play content. Now, how long does a typical single-player game take to play through, and how long does it take to make ?

      It is simply impossible to make enough hand-crafted content to keep players for long. That leads either community-crafted content or a threadmill. Given the maturity level of community, which one would you choose ?

      Hint: I wouldn't chose the option that lets someone insert a mountain in the shape of the Goatse man into the game ;).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    16. Re:Does anyone like Gold Farmers? by Anonymous Coward · · Score: 0

      Regarding your comment:

      "...is that some people do put more time in the game, and feel they should have greater rewards for it..."

      My opinion is that they can 'feel' however they want about it, but the fact is that I pay the SAME $14.99 a month for the SAME thing that they do. Even though I am not some jobless, coke-bottle-glasses, virgin, geeky, mommas-boy, psychopath, (insert your own flame inducing slam here), etc., who sits at the keyboard 16 hours (or more) a day 7 days a week (or more) and is completely ate up with the game, I should not get any lesser value for my same amount of hard earned cash simply because I have a job and a life.

      I have a job and a family and only get to spend a couple of hours a night a few nights a week playing. I won't let my son become one of those afore mentioned types, either, although he does get the luxury of a lot more playing time than myself. If it means that I have to shell out some extra RL cash to obtain some GL items that I simply don't have TIME to spend to get, then I am happy that there is someone out there to sell it to me. That way, I get to go places and do things with my loser friends that have no job and no life that I otherwise wouldn't be able to do, AND keeps me (barely) happy enough with the game that I'll continue paying to play it for a little while longer.

    17. Re:Does anyone like Gold Farmers? by Derkec · · Score: 1

      I think he's pretty clear. He finds the game fun - just not the gold grinding part. If he finds the other parts of the game fun enough to both pay for the game, and a service that removes the boring parts, what's wrong with that?

      I think what we also forget in these discussions is that the gold farmers are often having fun too. They don't get to keep the stuff they worked to get, but they get to play a game for a living and that aint too bad.

    18. Re:Does anyone like Gold Farmers? by Maggott · · Score: 1

      The people who made that decision are considered irrelevant because they don't play the game. They're not even allowed to post on the forums. (I think the primary reason for that is to keep the forums under control; otherwise spam and such would crush them. Though if it were me, I would at least allow people with previously active accounts to continue to post...)

      They're in an awkward position as far as time-sinking is concerned. They have a massively successful game, and it's difficult to predict how much of that success depends on time-sinks. The problem is that some people actually enjoy grinding. (Definately not me, but plenty of people I know.) Others don't really care either way.

      The question is, how do you make a game that is constantly rewarding, yet remains in balance when you throw in people who will play it for 200 hours a month for months or years on end?

      They've done their best to balance moderate and heavy playstyles but they've basically lost accessibility to casual players, especially when you consider that casual players usually have to solo. They've taken a lot of effort to fix this, but I know I find it almost impossible to find a party for anything without waiting for two hours--which was usually longer than I had to play.

    19. Re:Does anyone like Gold Farmers? by The+Snowman · · Score: 1

      My opinion is that they can 'feel' however they want about it, but the fact is that I pay the SAME $14.99 a month for the SAME thing that they do. ...I should not get any lesser value for my same amount of hard earned cash simply because I have a job and a life.

      Odds are you pay the same amount of hard earned cash for other services such as internet, cable TV, etc. yet I am sure other people use those more than you. Just because someone else watches more TV than you, should they be forced to stare at a blank screen because they choose to invest more time than you do?

      Yours is a very selfish attitude. If you don't like how WoW rewards people with more free time than you, stop playing. Cancel your subscription. Whatever it takes to remove your negative, selfish attitude from the game. We don't need it.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
  2. Competitive feature of the game? by dada21 · · Score: 4, Insightful

    I don't play any game that has an endless money supply in it -- I don't think there are any games yet that have a fixed amount of commodities in the gaming world, but I'd appreciate seeing it. It would really make people strive to earn (or steal or barter) their "income" online.

    That being said, isn't the gold farmer there specifically because it does reduce the most boring part of the game? I think this is exactly what the game needs to prove that the money situation is broken. If money is so easy to get by "farming" it, it means the gaming companies need to come up with a new way to handle the situation of money (preferably by fixing the amount available and only allowing more of it through mining or what not). I'd even say dump the gold-is-the-only-money idea entirely, and fix commodities based on the amount of PC players rather than the amount of NPCs in a game. This will let other commodities find value as a bartering mechanism.

    I don't see the reason for ignoring something valuable such as the gold farmer -- if it saves YOU time, then it is worth the cost. Money is a store of time, nothing more. If something saves you time, you give them your money (stored time) in exchange. Someone elsewhere in the world is willing to do your dirty work, compensate them if you can't do it yourself.

    1. Re:Competitive feature of the game? by danpsmith · · Score: 3, Insightful

      How about actual game economics? What you need is a fixed amount of money to flow into the game at all times, instead of merchants constantly willing to buy items off of you and an unlimited amount of gold available. Now I know in games there's _technically_ a limit, but I think this should be more regulated in game form. MMOs are starting to echo the real world in the need for real economic controls. I think prices for things, instead of varying from town to town in game, should also vary based on other factors. I honestly think that a game with a more complicated virtual economy might be able to curtail some of these issues, by making it harder to get cheap gold by tricks, and making it easier to get enough gold to afford what you need. Just imagine if a game had a flaw where you could find an infinite amount of some type of sword by killing something over and over again, but as the market gets flooded with the sword in the game, the price for it goes down just like it would in real life. Now that's a game I'd like to be a part of.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    2. Re:Competitive feature of the game? by Anonymous Coward · · Score: 0

      One of the biggest problems in these games is that they're designed so that Money (through purchase of gear, leveling of tradeskills, etc.) provides large benefits to those who can gain access to it that it gives people reason to start to look outside of the game rules (explots/buying gold) to satisfy their needs. What game designers 'should' be doing is finding different ways to handle this situation; you could have a large portion of a person's gear/stats dependant on 'mutations', as in if you get beaten on a lot you gain higher armour rating and constitution, a lot of physical attacks will increase your strenght, use of magic increases your inteligence, etc.; in this situation what you buy would be less important as to how you play. In my (hypothetical) situation applied to WoW, if you wanted to be a 'melee hunter' you'd get into melee combat more often rather than spend 1000G on a new armor set.

    3. Re:Competitive feature of the game? by shaitand · · Score: 1

      Nobody ever accumulates much wealth by selling to NPC's anyway. It is by selling on the players market that you make significant sums of coin. The players market most definately reacts to a flood of items with price drops.

      The Auction houses in Wow for instance, represent a capitalist economy with all the dynamics of supply and demand. That hardly eliminates gold farmers.

    4. Re:Competitive feature of the game? by TinyManCan · · Score: 1
      Indeed. Eve Online uses a similar model, with the NPC characters making up less than 10% of the galactic economy.

      By far, the most realistic and player driven economy around. It only works because there is 25,000 people playing at the same time, ON A SINGLE SERVER INSTANCE. Try it.

    5. Re:Competitive feature of the game? by Cthefuture · · Score: 1

      The problem is that opens up a huge can of worms. What do you do about monopolies? You know, the 10 year old kid with way too much time on his hands that controls 90% of the money flow.

      This provides a situation where certain game players can have a massive influence on the entire game world. That would not a good thing but now the game you just bought is being run by some unknown random people on the network that can do whatever they want.

      There are surely ways to balance this but it ain't gonna be easy.

      --
      The ratio of people to cake is too big
    6. Re:Competitive feature of the game? by shaitand · · Score: 1

      Great, so I can stick with my newb clothing and just setup a macro that runs me back to my body. That way I can have a level 1 rat beat on me for weeks and increase my armor rating.

    7. Re:Competitive feature of the game? by DerekLyons · · Score: 1
      I don't play any game that has an endless money supply in it -- I don't think there are any games yet that have a fixed amount of commodities in the gaming world, but I'd appreciate seeing it. It would really make people strive to earn (or steal or barter) their "income" online.
      Puzzle Pirates. Resources spawn at a more-or-less fixed rate, and must be purchased at auction. Virtually all the items manufactured from these resources are either consumable or decay.
    8. Re:Competitive feature of the game? by Eideewt · · Score: 1

      How about taxes?

    9. Re:Competitive feature of the game? by TexVex · · Score: 4, Insightful

      I don't think there are any games yet that have a fixed amount of commodities in the gaming world, but I'd appreciate seeing it.

      Ultima Online did early on. People hoarded. The system broke. It sounds good in theory, but there are too many variables you can't easily account for in practice. What about the guy who has a nice collection of some commodity, then doesn't log in for six months? Do you release his supply back into the system? What about when he returns to the game -- is he screwed out of his stuff, or is his supply allowed to go over the limit? I think this is exactly what the game needs to prove that the money situation is broken. The situation needs deeper analysis. MMORPGs are a new layer on top of the RPG. Classically, the "economy" in an RPG is a combination of game world flavor, a way to inflate the game's play time, a flow controller (i.e. to prevent you from buying powerful high-level equipment too early), and a sub-game of decision-making about things like exactly how important it is to have the Uber Sword of Donkeylizard Slaying or if the Elite Sword of Donkeylizard Slaying is good enough.

      Single-player RPGs contain things look like economics but really aren't -- it's just part of the game.

      Early MMORPG designers built the game systems the same way, without giving much thought to how real economics were going to come into play. It's just a game, one that happens to be multiplayer, right? It's obvious to add in trading of stuff between players. But, as soon as you do that, a real economy emerges. The real one interacts strangely with the fake one built into the game world. The classical RPG economy has the hero being uber-rich by the end of the game, because accumulated money is just another scorecard. But when that useless stuff can be traded between players and the game is designed for all players to get steadily richer over time, then you end up with this huge disconnect between the value of money in terms of the game rules and the value of money between two players. A friend signs on, you give him a small fraction of all the excess money you've piled up, and that little gift allows him to never have to worry about gaining money in the game on his own.

      Money is a store of time, nothing more.

      In an MMO, currency has the dual role of being a scorecard in a sub-game, and being real currency for player-to-player transactions. On the game engine side, the system is immutable. On the human side, the value of the currency fluctuates constantly in response to uncountable things. It just doesn't work right. No matter how much you bandaid it.

      The key is to fix it so that the game engine "economics" adjust themselves dynamically in response to the real economics that happen as a result of player action. Ultima Online took a small step in that direction a few years back, when they made it so that NPCs would adjust their prices in response to player purchases and sellbacks. It was shown to be a successful experiment when, later, an NPC shopkeeper was placed in a dangerous and hard to access are of the game world. Players found it preferable to spend the gold they gained in that dungeon locally with that shopkeeper, because it was literally not worth their time to truck the loot back out for deposit into their bank accounts. Prices on that vendor skyrocketed to more than ten times the price for the same item in an easily accessible part of the world. They eventually stabilized when players began finding it worth their time to truck goods into that area specifically to sell to that vendor. That simple little change in game mechanics allowed actual economics to emerge in that game.

      On the whole, MMO developers aren't generally interested in playing with economic theories. They are much more interested in providing a fun play experience that is visually stunning. Experimentation with the basic game design is a Bad Thing because the results might be unknown and if you f

      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    10. Re:Competitive feature of the game? by dada21 · · Score: 1

      Actually, my reason for starting this thread was because the gaming world directly emulates the real world. Just as there are gold farmers in gaming, our own governments are doing the same thing -- creating new money out of "thin air" and devaluing all the money that we own.

      The gaming world is no different -- the value of an item versus another item are completely dictated by supply and demand. If some ten year old can spend 90% of his waking hours hording gold, this is no problem from a free market perspective, although it might be hard for the NPCs to be programmed properly.

      If there are just 100 gold coins in the virtual world and they're not horded, you set your price for a good based on knowing how much people are willing to pay. If some kid hordes 90 of the coins, leaving only 10, you would drop your price in order to attract the remaining money. If all of a sudden the 10 year old decided to flood the market by buying up all the cheap stuff, prices would return to normal quite quickly as the money would be returned -- a few people might get "hurt" by dropping their price 90%, but it would be VERY temporary.

      Funny thing is, this is what the world was like on the gold standard -- the entire market of prices fluctuated to attract money at the rate that money was available within a given economy. Markets that were very close to gold rushes saw prices go up 10-50 times overnight when new gold strikes were found, and countries that exported all their gold saw prices go down quickly to attract gold back.

    11. Re:Competitive feature of the game? by SatanicPuppy · · Score: 0, Flamebait

      For the most part, they're not getting cheap gold by tricks, they're legitimately going out and mining minerals, picking herbs, grinding mobs and instances, and selling the loot on the open auction house. It's the exact way I make all my money in the game.

      The difference is, they then turn around and sell the proceeds to people who don't want to do that much work. That's just the devil of human nature. You're always going to have people who're lazy, who want things to be easy, and don't mind throwing down 30 bucks so they don't have to do hours of grinding.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    12. Re:Competitive feature of the game? by Swanktastic · · Score: 5, Insightful

      The Auction houses in Wow for instance, represent a capitalist economy with all the dynamics of supply and demand. That hardly eliminates gold farmers.

      No, the auction house represents a market system. Markets have been around since the dawn of civilization. Supply and demand is a market force, but not necessarily and indicator of capitalism. Socialist counties also have markets you know.

      Capitalism implies that the means of production (factories, farms, etc) are privately owned. WoW is definitely not capitalist in that there are no in game assets that produce income, AKA Capital.

    13. Re:Competitive feature of the game? by TopShelf · · Score: 2, Interesting

      Hey, Alan Greenspan just retired from the Federal Reserve, so he'd be a natural to help develop something like this. Managing the overall level of the money supply has been his gig for many, many years.

      --
      Stop by my site where I write about ERP systems & more
    14. Re:Competitive feature of the game? by dada21 · · Score: 1

      Thanks for that insightful information, it sounds like UO would be a game I'd like. Games can easily facilitate supply and demand just as UO did, and I don't see why it should be any different.

      In fact, I believe if a game properly reflects supply and demand in real time, we'd see the inflationary problems that we face in reality very quickly in a game that allowed an endless supply of "money" or any commodity that is over-created without labor of another.

      Good post.

    15. Re:Competitive feature of the game? by Frozen+Void · · Score: 1

      There is Unlimited Supply(Gold) In The Game And Unlimited demand(ingame requirements/fees/NPC purchases).
      Just think why they called "Gold Farmers".Its only Time(and amount of computers extracting "wealth") that limits the capital present there.

    16. Re:Competitive feature of the game? by AuMatar · · Score: 1

      30 bucks isn't an hour of grinding. 30 bucks is about 10 hours of grinding, if you know the most efficient ways of doing it. If it was that expensive, noone would do it.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    17. Re:Competitive feature of the game? by Anonymous Coward · · Score: 0

      > It only works because there is 25,000 people playing at the same time, ON A SINGLE SERVER INSTANCE. Try it.

      Uh. No. Wait, scratch that. Not just no: HELL no. I'm sure I'm in the minority in my opinion here on /., but I'm from the old school generation of muds. In my experience, the optimal number of players online at one time is somewhere between 100 and 150. If there are only 50 online, the place feels deserted: there's nobody around to group, and there's nobody to help you get your corpse when you inevitably die solo because you were trying something way beyond your level. If there are 200 online, the place is too crowded: the narrate channel is saturated and there are several groups competing for the same minor xp routes. (Note: I'm talking about a mud with over 25,000 rooms and at least 10,000 mob spawns.)

    18. Re:Competitive feature of the game? by Hubbell · · Score: 0

      AC and WoW each have 3k server pop limits. DFO will, hopefully atleast, have a 10k server pop limit.

    19. Re:Competitive feature of the game? by SatanicPuppy · · Score: 1

      I said hours. It all depends. I logged on once, slogged across a zone, turned off a path to pick a damn herb, and got aggro'd by a scorpion who dropped an epic ring worth 900 gold. That's 100 bucks or so worth of gold, and it took, what, half an hour? Mind you, the odds of me ever finding another one are nill, but still.

      Farmer that I am, I gave it to a friend of mine because he needed it, and couldn't have afforded it.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    20. Re:Competitive feature of the game? by The+Snowman · · Score: 1, Informative

      Nobody ever accumulates much wealth by selling to NPC's anyway. It is by selling on the players market that you make significant sums of coin.

      If I sell an item to you on the auction house, we trade an item for gold. You have less gold, I have more gold. Gold is neither created nor destroyed (well there is a cut that's taken, but it's not much). However, I regularly pick up all the vendor trash (gray items) when I run level 60 instances. I can make 4 or 5 gold each run. Some of the high level gray items will sell to a vendor for 1.5 gold. THAT is creating gold. I have more gold, you have the same amount. There is now more gold in the economy.

      The Auction houses in Wow for instance, represent a capitalist economy with all the dynamics of supply and demand. That hardly eliminates gold farmers.

      Yes, it is fairly capitalist in the sense that the money is in the hands of the people, not the government. In other news, the Atlantic Ocean is very wet. The real issue goes like this. I farm an item and sell it to you. I make gold. You level up and find a better item, and sell the old one to a vendor since it is soulbound. You create more gold. The net result is that you have a better item and there is more gold in the economy. As time goes on this effect becomes larger and larger. This is also why even low level herbs and minerals may sell for a few silver per stack on a new server, and 1 gold or more on an old server. As more people join the economy this gold creation force picks up steam and more and more gold gets created. Gold farmers have the goal of making sure that gold winds up in their hands so they can sell it to you.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    21. Re:Competitive feature of the game? by samkass · · Score: 1

      If I had mod points I'd mod ya up... Puzzle Pirates is probably one of the most interesting MMORG economies around. Just moving money from place to place is either dangerous or expensive (you choose). Although I haven't played in a year or two, I hear they're doing even more experiments with economies on some oceans where they allow dollars to be spent in-game on certain things.

      Anyone interested in MMORG economic principles should definitely give Puzzle Pirates a look.

      --
      E pluribus unum
    22. Re:Competitive feature of the game? by DerekLyons · · Score: 1
      Puzzle Pirates is probably one of the most interesting MMORG economies around. Just moving money from place to place is either dangerous or expensive (you choose).
      Not anymore sadly - over the virtually unanimous outrage of the playerbase, they've implemented a 'universal purse'. All your POE is available to you everywhere you go - and is safe from brigands so long as it isn't in your [ships] coffers or booty chest.

      They did this to 'make the game more understandable to newbies'. I always find that explanation for game changes suspicious - after all, were not the existing players newbies once upon a time? Haven't they figured it out?

      Although I haven't played in a year or two, I hear they're doing even more experiments with economies on some oceans where they allow dollars to be spent in-game on certain things.
      It's a different dollar purchase model than other games. You can purchase doubloons with dollars, and then doubloons are required to purchase items or perform certain functions within the game. *However*, there is also a (officialy sponsored) player-to-player exchange where you can buy doubloons for POE. (I.E. obtained from gambling, pillaging, whatever.)
    23. Re:Competitive feature of the game? by jellybear · · Score: 1

      Conversely, the $30 comes from a person grinding burgers at McDonalds or grinding hours at a law firm or whatever. What's the problem?

    24. Re:Competitive feature of the game? by Chris+Mattern · · Score: 1

      > WoW is definitely not capitalist in that there are no in game assets that
        > produce income, AKA Capital.

      Really? What would you call that Sword of Uberness that you paid an arm and a leg for and that you just used to kill the mob with the really keen drop, which would have been difficult/impossible to kill without the uber weapon? Looks like a game asset that produces income, AKA Capital, to me...

      Chris Mattern

    25. Re:Competitive feature of the game? by ak3ldama · · Score: 1

      I would propose a more severe auction house take. If i knew that the more expensive the item the more it would get taxed, I would hopefully have less incentive to sell super high.

      --
      "but money is the God of Algiers & Mahomet their prophet." - Rich. O'Bryen June 8th 1786
    26. Re:Competitive feature of the game? by jchenx · · Score: 2, Insightful

      First of all, that was a really nice post. Too bad I can't mod you up anymore. It's nice to see Slashdot is still capable of having great posts like these. Now, my comment:

      If you think it's cheating that someone can buy gold from another player, do you also think it's cheating if your guild donates money and equipment to new members? Is it cheating if you give your buddy a bunch of extra gold you don't need? If you don't, then why do you object to the use of real-world money to purchase something when you don't mind if people give it away free? Isn't it unfair that groups of people can work together with synergy that is unavailable to the player who tends to be a loner, only there for the socializing but not hte hard-core guild experience?

      There is a difference between the person who buys gold from another player, versus the person who gets it from a friend or a guildie. It's not cheating, and you've already covered why. It is because of the synergy and the socializing that I wouldn't consider it nearly "cheating". (Now there is a line you can cross, such as uber-twinking for PvP situations, but that's a separate topic) If I take the time to establish good relations with someone, or a group of people, then I have no problem with them returning the favor (often with gold/items/time). More often then not, it's because you have or will take the same action: give your lesser loot to the new person, run a friend through a lesser dungeon, etc.

      If I'm a stranger just asking for free gold and loot, chances are that I'm not going to get much. That's to be expected. That's just how socialization works.

      The only thing the gold buyer does to "earn" the gold is know how to write a check. Now, I wouldn't nearly have a problem with this if this were something officially sanctioned by Blizzard. There ARE online games where currency buying and selling are allowed. Second Life and Kingdom of Loathing are two examples.

      So, what's the difference between gold buying in a game where it's sanctioned and where it isn't? A few things ... if it's unofficial, then you're stuck with a lot of the shady circumstances that pop up. Like in WoW, you've got those gold farmers that ruin game experience for others simply because they're trying to earn a living. (I don't fault the people behind the gold farming themselves, they're just trying to feed mouths) Also, if it's official, then the entire playerbase has the expectations that there will be people who "buy" their way to the game, and that it's appropriate. (Well, there will always be the negative stigma associated with it)

      I think you can find similar real-life parallels to gold buying. For example a college degree. I'm proud of my Masters degree in CS, since I did a lot of work for it, and I appreciate the degrees of others that I know who went to college. But if you come up to me and say that you just bought yours online from a fake school, then yes, you are a shmuck.

      --
      -- jchenx
    27. Re:Competitive feature of the game? by Anonymous Coward · · Score: 1, Insightful

      I've bought EvE ISK ($$) off Ebay.
      I've bought EvE implants off Ebay.
      I've bought EvE blueprint copies off Ebay.
      I've bought Eve game time cards to 'legally' (according to Eve staff) convert to Eve ISK.

      This last one is key ... because its the link that gives the 'gold farmers' their way to keep playing ... for free. I pay them in game time for fake money. Basically, I paid CCP (the Eve staff) for that other person to play the game.

      I've done all this because my time is better spent earning real money so I can afford to enjoy the time I get to play the game. I am an adult and this is how I manage my free time effectively. If I was a child, sure, I'd have a gazillion hrs to spend farming fake money for my adventures.

      This has allowed me to enjoy much more of the Eve experience and to reduce the amount of boring stuff I have to do. That doesn't mean I don't mine, it just means I no longer head out to mine by myself after spending the majority of my freetime mining and joking with my corp mates.

      I'm rather shocked that a PCG editor would think this narrowly about this topic ... in 2006 no less!

    28. Re:Competitive feature of the game? by LearningHard · · Score: 1

      I would think it is a fairly free market. I've discussed this whole idea with my professors as I come closer to finishing my economics degree. We came to the conclusion that it is incredibly hard to apply any kind of economics theory to something like WoW on a consistent basis.

    29. Re:Competitive feature of the game? by LordNimon · · Score: 1
      Ultima Online did early on. People hoarded. The system broke. It sounds good in theory, but there are too many variables you can't easily account for in practice. What about the guy who has a nice collection of some commodity, then doesn't log in for six months?

      I don't play MMORPGs, but this problem is easily solved. It should cost in-game money just to keep the character alive. In the real world, people still have to pay rent/mortgage, buy food, etc. to live, regardless of what they do. The character should starve to death if the character doesn't have any money and the player doesn't log in.

      --
      And the men who hold high places must be the ones who start
      To mold a new reality... closer to the heart
    30. Re:Competitive feature of the game? by TexVex · · Score: 3, Insightful
      Yours was a very good reply and I thank you for it; it's nice to see that Slashdotters can still be civil and engage in meaningful discussion.
      For example a college degree.
      The degree is just a piece of paper that says you're educated; it's different from the education itself. With top-tier equipment in an MMO, though, you aren't buying a lie. You're buying the real thing. If I buy a fake PhD and call myself "doctor", that doesn't mean I can do a job that only a PhD can do. But if I buy elite gear in WoW, then it buffs up my stats exactly how a fake diploma won't. :)

      Now, I think you've hit the nail on the head with this statement:
      if it's unofficial, then you're stuck with a lot of the shady circumstances that pop up. Like in WoW, you've got those gold farmers that ruin game experience for others simply because they're trying to earn a living
      What the real deal here is, is that gold buying in an MMO becomes almost exactly like real-world vice crime. When something victimless like pot smoking or prostitution is legal and is reasonably regulated like any "legitimate" business would be, then it doesn't cause a stir. Brothels are peaceful, secure places where money changes hands, people enjoy themselves in privacy, and disease is not spread. Herb dens are like pubs except full of happy stoners instead of rowdy drunks.

      But, when those things become illegal, that doesn't stop the basic human desires that lead to the demand that creates the market; people want to enjoy themselves, get laid, or whatever else without being bothered and without hurting anyone. So, they do these things anyway. But, without the protection of law, they have lots of negative ancilliary effects and secondary crime, all of which reinforces the negative perception of the original vice and clouds peoples' judgement over what the real solution is.

      On the gold farming thing, I think the best way to handle it is to sanction it and not try to stop it. You'll waste a lot of time and effort trying to stop it, ruining the game experiences of the "cheaters" who just wanted to skip over some of the boring parts along the way, and you won't really stop it. By "criminalizing" it, you're exacerbating the problem that you created in the first place. It's better to noturinate into the wind, right?

      I think creating a real no-grind MMORPG will require creating a whole new kind of beast. These games must have huge subscription revenues to be profitable, because they cost boatloads of money to make and maintain. You can't put content into the game cheaply enough and in enough volume to keep your playerbase engaged and still make a profit. So, you have to put in the level grind and the loot grind to give players more hurdles than just the quests and instances you build into the game. Otherwise, they power through all your content in no time, and you might as well have sold them a single-player game, because they won't subscribe and will move on to the next RPG. Since the grind is required for an MMO to be sustainable long-term, then you have to embrace the "seedier" side of people just engaging in capitalist economics vis-a-vis gold farming and gold buying.

      It's interesting watching things like Second Life emerge and evolve. SL is all about being a virtual world and not about being a game; there's no grind to it and there's an officially sanctioned currency market for it. But, it's not a game. However, I do bet that eventually we'll see an MMO that is somewhere between Wow and Second Life, where player-generated content provides enough playability to eliminate the ridiculous grind.
      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    31. Re:Competitive feature of the game? by caranha · · Score: 1

      Nonono... That's the old meaning of Capitalism.

      Nowadays Capitalist is everything good/we agree with. Communism is anything bad/we don't agree with.

    32. Re:Competitive feature of the game? by jchenx · · Score: 2, Interesting
      On the gold farming thing, I think the best way to handle it is to sanction it and not try to stop it. You'll waste a lot of time and effort trying to stop it, ruining the game experiences of the "cheaters" who just wanted to skip over some of the boring parts along the way, and you won't really stop it. By "criminalizing" it, you're exacerbating the problem that you created in the first place. It's better to noturinate into the wind, right?
      Yes, I agree completely. We're already seeing this trend in MMOs now. See Sony's new Station Exchange for Everquest. It won't be long till Blizzard follows suit. A large driving factor is going to be the fact that this is now a new source of revenue for MMO companies too.

      As for level grinds in MMOs, I think the biggest problem is due to people's different play styles. As you mentioned, there always be power gamers that just breeze through the normal quests/instances/etc. For those folks, maybe a level grind isn't enough, so you force them to go through reputation grinds, gold grinds, and raid grinding. For casual gamers, the normal level grind might be enough. I think WoW does this fairly well actually. But it could always be better. And there's the problem with casual gamers seeing what the hardcore gamers are getting and wishing they had access to that content as well.

      Maybe an MMO that does something similar to what Oblivion does, would be good. In Oblivion, the enemy usually scales in level with you. So if you walk into a dungeon at level 5, all the mobs are around that level. If you came in at level 10, then they're also around 10. What's missing, though, is the sense of progression, that you really ARE getting more powerful. Maybe if there was an MMO that combined both level scaling (keeping casuals and power gamers at the same skill level, despite how much time each put in), but still gave people a sense of progression, that would be a good thing?
      --
      -- jchenx
    33. Re:Competitive feature of the game? by Anonymous Coward · · Score: 0
      When something victimless like pot smoking or prostitution is legal...

      Challenge 1: Neither pot smoking nor prostitution are victimless. Observe: Amsterdam, Vegas. Legalization of an intoxicant is not without social cost (Note: criminalization of the same carries its own social cost. Observe: prohibition.). Legalization of a sociably unacceptable vice is not without social cost (Note: criminalization of the same carries its own social cost. Observe: the 'red-light' district of any city).

      Challenge 2: Farming in the sense presented has more direct victims than the so-called "victimless" crimes presented. Consider: each of the resources (ores, herbs, monsters, etc.) could be gathered by players playing the game as intended -- except for the fact that a single gold-farmer account played in shifts can reap the benefits of each in a well-planned loop denying legitimate players from the opportunity to retrieve the items needed to advance.

    34. Re:Competitive feature of the game? by Stanza · · Score: 1
      On the whole, MMO developers aren't generally interested in playing with economic theories.

      I'd like to kindly say to this one line, "Bullshit!" I lurk around on the MUD-Dev mailing list and some days it seems that all they want to do is talk about economic theories and how to fix them in multiplayer games.

      Of course, it seems to me that not a lot of those ideas were put into practice, and not all of them were feasable.

    35. Re:Competitive feature of the game? by ultranova · · Score: 1

      If there are just 100 gold coins in the virtual world and they're not horded, you set your price for a good based on knowing how much people are willing to pay. If some kid hordes 90 of the coins, leaving only 10, you would drop your price in order to attract the remaining money. If all of a sudden the 10 year old decided to flood the market by buying up all the cheap stuff, prices would return to normal quite quickly as the money would be returned -- a few people might get "hurt" by dropping their price 90%, but it would be VERY temporary.

      I just thought of something. In real life, the reason why money supply is discreet - that is, the reason why there is "gold coins" as opposed to simply "x grams of gold" - is that it is much easier to handle; if the price was "10 grams of gold" you might not have suitable-sized piece available, and need to go through the hazzle of cutting one up to form it.

      However, this is a virtual world we're talking about here. You don't need to worry about the physical properties of money. So, instead of saying that the world contains "100 gold pieces", simply say that the total amount of gold in the world is "1". Then represent each players amount of gold with a fractional number, "0.9" in our horder kids case.

      The reason why this is neccessary is that the system scales much better than the discreet gold piece system. If you have gold pieces, then the minimum number of pieces for one transaction is 1 piece; as the player base grows, the available money will get spread over more and more players, and each player will therefore get less. Consequently, that 1 gold piece will represent a larger and larger proportion of a players total gold, until you finally reach the point where the number of gold pieces / number of players falls below 1, making the whole economic system fall apart. Basically, as the hoarder hoards gold, the prices can only drop down to 1 gold piece; after that, the only way to get them further down is to start bundling multiple items (say, healing potions), but that means that only people who gather a lot of potions (such as farmers) can sell with profit. And eventually your inventory just plain can't hold enough potions to be worth that 1 gold piece, grinding the economy to a halt.

      The fractional number system, however, will allow prices to drop towards zero (relative to the total amount of gold available) as the economy grows without running into such problems. From a players point of view this means that, say, a healing potions price will stay at approximately the same relative to an average players gold supply. No need to add gold to the system, no need to remove it, no matter how many players may arrive or leave - as long as the new players don't get any starting gold as they arrive, and the gold held by leaving players is removed from the game (by multiplying every remaining players gold supply with (1 / (1 - old_players_gold)) - this scales the remaining gold supply to be equal to 1 without changing how it's divided between people). Prices can scale up and down without hitting artificial limits.

      Obviously, a 10-digit long fractional number is not a very pleasant way to get price information, but it is trivial to make code that represents the prices relative to your current gold supply - say, a healing potion costs 3 percent of you current gold. Or you could show all prices as relative to the price of a healing potion or something. Or you could even tell the computer that "I have 1000 gold coins right now, show all prices as gold coins to me, until I tell you otherwise" - obviously the program needs to guard against a division by zero here ;).

      So, anyway, here's my thoughts on the matter. You have a virtual world, so take full advantage of the malleable nature of reality there.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    36. Re:Competitive feature of the game? by Kaziel · · Score: 1

      The problem is it takes control of the economy out of the normal player's hands, and puts it, pretty much, in the hands of the farmers and their companies, like IGE. While goldfarming is an issue, it's a relatively minor one, with things such as soulbound items, being able to sell items to a vendor for a decent price, high value global drops, repair costs and AH fees taking money out of the economy, and instances with mostly Bind on Pickup high value loot. All of these steps were taken and they allowed gold farmers to have a much smaller impact upon the economy.
      On the other hand, you have games like Final Fantasy XI, which was in the design phase during the start of goldfarming. I'm not certain when the "big boom" of gold farming started, but IIRC it was in the early 2000-2001 timeframe, which would put FFXI at the final stages of development in Japan, and thus steps that Blizzard took with WoW were not implemented, leaving many facets of the game, which would have been fine or minor irritants without gilfarmers, have become crippling issues. Monopolization of NMs, high quality gear being crafted, a strong reliance on rare dropped items for crafting, and a lack of regularlly available ways to siphon gil from the economy have all led to almost crippling situations with economy. An example of this situation would be IGE's christmas sale, where (I believe) they cut the prices of all of their currency in half. This lead to FFXI gilbuyers flooding the market with gil that had been saved up by the gilfamers, and prices on almost everything on the market at least doubled, in some cases tripled or quadrupled.
      With a minority of the people holding onto a large percentage of the funds, and willing to give it out with little regard to the in-game economies can (and usually do) cause high amounts of inflation. This basically leads players to either be forced to buy in-game money or to have to spend more time than they would in a situation w/o gold farming just to afford basic things like potions or food or other things (depends on the game).
      Of course the counter-argument is that inflation on items without a control (i.e. the only place to get the item is in the field, not from a vendor) makes everything go up in price, thus meaning you are making more gil/gold/whatever per hour, which is true, but there are two things to take into account: First, inflation is not universal, so item A (which you are farming) goes up by 100% while item B goes up by 150%, so you have to farm item A more to get item B. Second is competition, specifically other gold farmers. Odds are you aren't getting the best farming spots because they are already taken and held by individual, or more often groups (gangs) of gold farmers. These people practice this day in and day out, and become perfect at it, making it extremely hard to actually get the prime farming locations, which leaves normal players relegated to farming less ideal places which means the process is drawn out even longer.

    37. Re:Competitive feature of the game? by Maggott · · Score: 1

      I don't play any game that has an endless money supply in it -- I don't think there are any games yet that have a fixed amount of commodities in the gaming world, but I'd appreciate seeing it. It would really make people strive to earn (or steal or barter) their "income" online.

      Ultima Online did that at first. It was a complete disaster.

      The problem is, you're not removing farmers and grinders, but you're making players compete with them for limited resources. So what happens is that the highest-level farmers utterly deplete the entire game world of every resource and commodity, making the game economy utterly inaccessible to everyone else. (Imagine trying to hit level 60 without ever having any money, equipment, or access to crafting materials because they're all monopolized by existing level 60s...)

      If you have a persistant economy and a limited money supply, lower level players will lose all access to money. The merchants will have no money to give to players and a level 10 has nothing a level 60 will want to buy. And if there are no infinite (i.e. farmable) money sources, it will stay that way permanently.

      Balancing a game of this nature requires that you set the supply according to the characters, not the world. Ideally you want to make sure that a level X player has reasonably easy access to at least Y gold, but has to make an effort to get more. But since the player base is always increasing, so too must the money supply. If you're indefinately generating more gold, eventually the economy will explode, so you need to drain gold out of the system too. This is where money sinks come in.

    38. Re:Competitive feature of the game? by Anonymous Coward · · Score: 0

      Like America did with alcohol in the past, the Netherlands show that legalizing drugs in a responsible way actually lowers both the abuse and the amount of victims. The same would probably go for prostitution (whose biggest problem is illegal forced prostitution).

      I think that this would also go for gold-farming. The problem with gold farming is that it lowers the value of in-game objects for people who abide by the rules. Hence there is more incentive not to, and a public call to 'please just don't' will not work. I think they should either remove the base incentive (grinding == rewards), or come up with some way to actually make it 'legal', and in such a way that the illegal way with it's problems is less attractive than the legal way.

  3. I don't know how I feel about it... by halivar · · Score: 2, Interesting

    Whenever a sweatshop closes, a family starves. Now, I don't know if that's necessarily how goldfarming operations work (certainly not to the same degree), but it seems like more people stand to lose more from goldfarming's collapse than players have to gain.

    1. Re:I don't know how I feel about it... by AcidLacedPenguiN · · Score: 1

      Bullshit! I say!

      there are plenty more blood, sweat, and tears jobs for the gold farmers to have if they really need it. Hell, I bet the majority of the gold farmers are people who have regular jobs and just farm on the side for whatever commission they earn. Either that or they don't have regular jobs and just do it for the little extra income, but I can tell you that i'd eat my PC if a gold farmer was actually supporting a family.

      On another note I'd like to see a fixed commidity based on national production and trade in some of these game worlds. Where people who want to "gold farm" actually mint money and trade with other nations to generate the money. Everyone else contributes by either making the trade items or finding them during dungeon crawls, etc. Or even if you could raid other nations' stockpiles.
      I suppose the only way to do that though is to force people to play the game right, so you'd have to have like 24/7 griefer ban or something.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    2. Re:I don't know how I feel about it... by caffeination · · Score: 1
      Which is precisely why this both must and will be fixed on an evolutionary basis. The balance and mechanics issues that promote gold farming need to be addressed as MMORPGS grow.

      That way, it won't be a case of someone having the rug pulled out from under them, they'll have time to find a new job as the demand for gold winds down in one game while it dies, and it'll becomes clear that there's no demand in any of the growing new games.

    3. Re:I don't know how I feel about it... by caffeination · · Score: 1
      Something I forgot in my other post: this isn't something you can go into expecting it to be stable. It's stated in the ToS and a well known fact that gold selling is strictly a no-no. If somebody is retarded enough to try to support their family off something like that... I know it sounds repulsive, but it's evolution at work.

      And please, nobody get all righteous in the name of the poor poverty-stricken Chinese clutching at the final straw of gold farming. Anyone who can get access to a WoW subscription and an internet connection is at no risk of starving between jobs.

    4. Re:I don't know how I feel about it... by The+Snowman · · Score: 1

      You realize that these gold farmers work for companies that provide WoW and a computer, right? And that they work in cramped, hot cubicles in 12 hour shifts while they do their farming? It isn't exactly some guy who comes home from work, decides to earn a little extra money, and logs on to his computer and WoW account to sell gold. Not even close. Most gold farming companies are run like sweatshops.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    5. Re:I don't know how I feel about it... by caffeination · · Score: 1

      I'll stand up and say that I momentarily forgot about this. I went into rich-guy mode and just forgot that not everyone lives like me. 99% percent of the time, I would have realised this.

    6. Re:I don't know how I feel about it... by Anonymous Coward · · Score: 0

      Whenever a sweatshop closes, a family starves. Now, I don't know if that's necessarily how goldfarming operations work (certainly not to the same degree), but it seems like more people stand to lose more from goldfarming's collapse than players have to gain.

      As opposed to one of seven that go hungry in the United States. Yes, please buy gold to support a starving Chinese...

    7. Re:I don't know how I feel about it... by aqsalter · · Score: 1

      I agree. It feels good to know that I'm paying a small child in China to play WoW, instead of knowing they are slaving in a sweat shop...

  4. Wrong! by dsands1 · · Score: 5, Insightful

    "only way to really cut off gold farmers at the knees is not by refusing to take their money, but by refusing to give it to them."

    Wrong, wrong, wrong. The only way to really cut off gold farmers is for companies like blizzard to change the game such that there isn't so much focus on "gold". I don't like the idea of having to spend 3 months of farming herbs to be able to afford to buy an epic mount, hence i go buy gold to get the epic mount. If they made it based on completing quests we wouldn't have this issue? No gold necessary to get the epic mount. Just quests. The reason above is the only reason that I've yet bought money in an MMO.

    I agree there's a need for some currency to be used in MMOs, but the current implementation of it in games like WoW is the issue.

    --
    "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    1. Re:Wrong! by aminorex · · Score: 1

      Truly, they do manage to find "realism" in the places where real-life sucks the most.
      Fortunately other elements of the game are more enjoyable, but the sadistic bastards
      aren't happy just taking your money, they want you to suffer through their notion of
      a personal growth experience, and enjoy the savor of the crushing disappointment you
      feel when you realize you've endured all that crap for....nothing.

      --
      -I like my women like I like my tea: green-
    2. Re:Wrong! by SatanicPuppy · · Score: 1

      I've never played an MMO without a currency system. To have a currency system, you must have things worth buying, otherwise why bother? The things that are most worth buying ought to have this reflected in their value. Prices on the Auction House are not set by Blizzard, they are set by good old Adam Smith.

      The only reason in the world that they make you pay for things like mounts, epic mounts, skill training, repairs, etc, is to remove money from the world. This is necessary to counterbalance the constant influx of money taken from mobs, shopkeepers, and received as quest rewards. The only other option would be to make the money supply fixed, and this has vast problems associated with it...inactive high level characters with a ton of money in the bank would create a financial crisis. Your other option would be to have people lose significant gold when they die.

      So how else would you do it? Can't make money too easy to get, or you'll just cause inflation. Can't fix the supply without strangling the noobs...It'll hit a point pretty quick when almost all the money will be in player hands, and killing mobs will net you nothing but items which can't be sold to a vendor because the vendor can't pay for it. So what do you do?

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:Wrong! by shaitand · · Score: 1

      Definately. The sad thing is that high gold items like epic mounts are put into the game with the intention of removing gold from the game and balancing the economy.

      Personally I think the game should implement sanctioned gold shops. After all, game companies like Blizzard are out to make money, there is not reason they shouldn't be allowed to do so.

      Nobody would take the risk of purchasing gold from a gold farmer if there was a sanctioned source for doing it. At the same time, because nobody will buy from a gold farmer there won't be gold farmers ninjaing loot and camping locations.

    4. Re:Wrong! by Anonymous Coward · · Score: 0
      At some points in City Of Heroes life it essentially had no currency system. They have "influence" which is like money, and "enhancements" which are like equipment, but at most levels of the game you had more than enough influence to buy whatever you needed. Recently they've been trying to "solve" this by reducing influence rewards, but I never understood what the problem was.

      Unlimited money works in a superhero context, where money is really a foreign concept anyway. Fantasy based rpgs have always been far more centered on money and loot since the original D&D. This doesn't necessarily have to be the case though, most of the rpg source material (Tolkien, Morcock, etc) ignores money almost entirely (No one thought of selling the hobbits' magic swords to buy Aragorn some armor)

    5. Re:Wrong! by revlayle · · Score: 1

      IIRC (which I very well may not...), I think City of Heroes doesn't have the gold farming problem because their game mechanics do not revolve around a currency per-se (not that can be exploited via farming). Maybe more online RPGs need to take that as a case study in avoiding the farming issues?

    6. Re:Wrong! by Anonymous Coward · · Score: 0

      I don't like the idea of having to spend 3 months of farming herbs to be able to afford to buy an epic mount, hence i go buy gold to get the epic mount.
      I know right. Barry Bonds didn't want to go through the years of physical training to become a great athlete. He wanted to just pay some money and get it done for him through steroids. See where I'm heading with this?? You are basically defeating the whole purpose of playing the game. Why go through all the trouble of buying a computer, buying that game, paying each month to play it, then paying ADDITIONAL money NOT to play it. That's all you are doing when you buy farmed gold.

    7. Re:Wrong! by keyne9 · · Score: 1

      People would, then, just purchase "Quest farming services." Really, it's all about a desire to have something--once deemed "extra"--right now. If there is any currency, item, or otherwise interactive portion that requires "earning" (even quests) to obtain, people will attempt to hock & purchase it.

    8. Re:Wrong! by revlayle · · Score: 1

      except buying the gold won't do you any physical harm.

      steroids can have some major physical (and *sometimes* mental) ramifications down the road


      EVEN then, the use either one is up to the person who want to take that advantage. Whether is is right or not is to up to other "people" who make "rules". In this case, steriod sin athletic use (esp. anything resembling professional) is illegal. Blizzard apparently frowns upon gold farmers and most of them had broken the EULA.

    9. Re:Wrong! by dsands1 · · Score: 2, Insightful

      "You are basically defeating the whole purpose of playing the game."

      Funny I though the whole point of playing the game was to have fun. I'm sorry if my idea of fun doesn't line up with yours, but please don't imply that I'm wrong because of it.

      Summary: I'm paying money not to play the parts I don't like. Say I make $50 bucks an hour in real life. Should I pay $60 bucks for gold to get an epic mount, or spend 3 months of game time doing something I don't like to get that mount? I'd rather blow the $60 bucks, which is only 1.25 hours of my work time. See the logic?

      --
      "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    10. Re:Wrong! by SatanicPuppy · · Score: 1

      It also works there because there really aren't that many items, and almost all of them you buy from NPCs, so the economy doesn't really encourage you to have a big pile of influence lying around in case some cool thing goes on sale at the local shop. In CoH the most important thing was your build, and your leveling choices...Different levels of enchancements mattered, but it was a bigger deal that you'd added more enhancement slots to skill X as you leveled.

      But with MMOs like WoW, with so much of the economy driven by players and random drop items, building large stockpiles of money is necessary in order to get the best equipment. Hell, there was a brief period where player run casino's were thriving, and they were competing with each other for odds and crap. It was wild. Bliz ended up banning them, for whatever reason, which I thought was a mistake. What better sign that your currency system is working well?

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    11. Re:Wrong! by Maarek_1 · · Score: 1

      Planetside does not have a currency system and I do not think they suffer from it (but rather from other things). The equipment available to you is detemined by where you spend your skill points. Now in this case the available equipment is a lot more limited than on something like WOW but I still think it could apply. Story wise this concept would be hard to fit into a fantasy RPG though.

    12. Re:Wrong! by SatanicPuppy · · Score: 1

      Well Planetside is more of a MMOFPS, but I take your point. I always thought the game DID suffer for not having an economy, if only because everyone and their mother could grab one of those damn mortars...

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    13. Re:Wrong! by Maarek_1 · · Score: 1

      Well it's still an economy of sorts it's just not an economy that supports the gathering of wealth. Instead you use your skill points as a sort of "one shot" (well unless you unlearn things) type of money to purchase upgrades that you felt you wanted or needed. What might be interesting to see would be to see what would happen if the price of learning the skill in points was directly set by the number of people using this skill. That is those skills more in demand cost more than those that were not. This could serve to balance the game and encourage the use of less popular skills (kind of like magic in Asheron's Call). I think the answer to Gold Farmers (if they are indeed a problem, they have never bothered me at all) is to implement a system that does not deal in accumulation of wealth. The MMORPG that I see having the easiest time working this into the story will be the upcoming Star Trek MMO. I pray to the heavens that they stay true to the idea that there is no money in the 24th century. If that game manages to be both fun and money free then perhaps it will provide insight into how to best avoid having gold farming in an MMO.

    14. Re:Wrong! by Anonymous Coward · · Score: 0
      Barry Bonds didn't want to go through the years of physical training to become a great athlete.

      Who is this Barry Bonds? What guild is he in? I don't think he is on my server.

    15. Re:Wrong! by SatanicPuppy · · Score: 1

      I don't mind completely skill based systems. I mean, if you limit the equipment to just off-the-shelf stuff, then skills become damn important, and a rich skill system coupled with a "free" economy a la Star Trek, could definitely be cool.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    16. Re:Wrong! by The+Evil+Couch · · Score: 1
      Yes, exactly. City of Heroes/Villians has no real loot system. And the entire economy is solidly based on NPC interaction. You gain influence/infamy by beating up on mobs and finishing missions. You can in turn spend that cash to improve your powers or to buy temporary powers.

      Since both money and the items that you spend them on drop fairly easily, there's no need to hoard it or buy from someone outside.

      They introduced a new form of currency (prestige) when they releaesd City of Villains. It cannot be traded between players. It sole purpose is to improve your supergroup's lair.

      It's really a good example of an MMO with a well-thought out economy. It's set up so that cash and loot are really insignificant. The only real exception are power enhancements that drop off of a raidable mob. And there's no marketplace, so there's no one hoarding up money to try to buy one off someone else.

    17. Re:Wrong! by Anonymous Coward · · Score: 0

      This is all part of the reason why I quit CoH after just a couple of months. It got a bit boring. There wasn't anything to look forward to besides killing a different looking enemy in a slightly different warehouse.

      Grouping with friends made for a good time, but I also enjoy the goal oriented gameplay of other MMORPGs.

  5. Wow, how insightful. by Phanatic1a · · Score: 4, Insightful
    Okay, I can almost understand why somebody might want to buy gold to cut out some of the more boring aspects of play and get them to their epic mount that much more quickly. But that's not all that these sludge barons offer. Aside from gold, they'll sell you a ready-made level-60 character if you wish. Or they'll even take your low-level character and play it for you, without you ever having to lift a finger. Hey, why confine this practice to MMOs? Why not pay an experienced Counter-Strike player to rack up several thousand frags in your name to earn you a killer online rep? Oh, that's right -- because it defeats the whole point of playing the game in the first place.


    Here, I thought that the point of playing the game was to have fun.

    Clearly, nobody purchases fragging services in Counterstrike because that would not be fun. You'd be paying someone to play the game for you.

    Just as clearly, people do purchase gold from gold farmers because grinding for gold...isn't fun. Grinding faction isn't fun.

    The fact that gold farmers exist, the fact that leveling services exist, these things speak to deficiencies in the game design. There's this game, that people are paying millions each month to play, and yet on top of the monthly fee many of them feel that it is worth additional money to pay others to essentially play part of the game for them. Why? Because that part of the game isn't fun.

    If MMORPG designers want to eliminate farmers, they need to look at what parts of the game people are paying them to play, figure out why those parts of the game aren't fun, and change them to make the fun. Bitching about people who are willing to provide a service at a rate people are willing to pay is, like in every other aspect of life, silly.
    1. Re:Wow, how insightful. by TubeSteak · · Score: 1

      Not to mention that in Counterstrike, every 'player' is equal. You might be more skilled than I am, but the character you're playing isn't going to be better than mine because you've spent more hours ingame than I have.

      And there's also the fact that your lack of skillz will be readily apparent the first time you join a game with leet players.

      --
      [Fuck Beta]
      o0t!
    2. Re:Wow, how insightful. by Anonymous Coward · · Score: 0

      Bitching about people who are willing to provide a service at a rate people are willing to pay is, like in every other aspect of life, silly.

      Agreed, from now on, now more bitching about:

      - contract killers
      - people who will do your homework for you
      - spammers
      - people who provide phoney licenses (not drivers, things like doctors/lawyers/etc)
      - drug smugglers

    3. Re:Wow, how insightful. by aminorex · · Score: 1

      Whinge, whinge. After I've built up two or three level 60 characters, when I want another one, I'll buy it. I'm here to have fun, not to jump through some anal-retentive moron's hoops repeatedly. Rather than wasting 40 hours of my precious life-blood painfully farming gold, how about if I just lobotomize myself with an ice pick? Would that satisfy your need to make others suffer?

      --
      -I like my women like I like my tea: green-
    4. Re:Wow, how insightful. by jchenx · · Score: 3, Insightful

      The fact that gold farmers exist, the fact that leveling services exist, these things speak to deficiencies in the game design. There's this game, that people are paying millions each month to play, and yet on top of the monthly fee many of them feel that it is worth additional money to pay others to essentially play part of the game for them. Why? Because that part of the game isn't fun.

      The problem is that fun is (obviously) highly subjective. What you deem as fun may be entirely different than what I think. The vast majority of gamers in WoW don't buy gold. The process of slowly accumulating wealth (which includes gold, equipment, and other loot) is supposed to be challenging and rewarding. That's just a part of the game design.

      Now the issue is always going to be "how much is too much?". I'll take WoW as an example. From most people that I've interacted with in the game, accumulating the 90 gold or so necessary for a mount at level 40 is a challenge, but it's something that everyone achieves. However at level 60, the epic mount costs around 800-900 gold, and that's something that many people (myself probably included) will never reach. So I can understand the argument that the cost of the epic mount is too high, and that might be considered bad game design. But that's not the problem.

      All it takes for one person to think that the normal mount cost is too much, and bingo, the gold farmers have a business. Heck, you can say having any type of economic system is going to invite farmers, since there will always be those lazy individuals where ANY amount of work is too much. These gamers are probably the same folks who cheat and hack their way through every single-player game, blowing through them in a fraction of the time that it's supposed to take. In my opinion (and many others would agree), that's a poor way to play a game. But all it takes is a few of these gamers to generate a business. I think of it the same way with spam. The only reason we still get e-mail spam is because there are a few idiots who still fall for the "Former King of Nigeria" tricks or buy Viagra through their inbox.

      I think TFA makes a good point. It usually is obvious when you've got someone who just paid his way to a high level character. Make it so they never want to do it again (don't group with them, ban from guild invites, etc). It should be the same stigma as someone who cheats in real life: cutting in front of a long line, snags a few dollars from a donation box, takes credit for other people's work, etc. General asshole behavior, even in on-line games, should not be tolerated.

      --
      -- jchenx
    5. Re:Wow, how insightful. by PepeGSay · · Score: 1

      All it takes for one person to think that the normal mount cost is too much, and bingo, the gold farmers have a business.

      No it doesn't! For the gold farmers to have a business, there has to be a significant number of people interested in buying what they sell. One person will not make a business for them. The fact that there has to be alot of people out there willing to do it is an indication that it is a game flaw more than anything.

    6. Re:Wow, how insightful. by khallow · · Score: 1

      First, you have to explain why paying for gold is a bad thing. These other things are illegal and usually obviously immoral.

    7. Re:Wow, how insightful. by dsands1 · · Score: 1

      "The fact that gold farmers exist, the fact that leveling services exist, these things speak to deficiencies in the game design. There's this game, that people are paying millions each month to play, and yet on top of the monthly fee many of them feel that it is worth additional money to pay others to essentially play part of the game for them. Why? Because that part of the game isn't fun."

      Exactly! My thought on this is the great OR statement. To get any things in the game you should have a variety of choices. Take for instance the Epic Mount of WoW. Would less people be inclined to buy gold if, rather than just paying 800 gold, you could pay the gold OR defeat 10 raid-level bosses OR earn 100K faction rep OR mine 2000 dark iron ore, etc, etc, etc.

      If the game had more options for getting the stuff that people buy gold for in the first place, I'm sure they could cut down significantly on the amount of guild being purchased.

      --
      "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    8. Re:Wow, how insightful. by jchenx · · Score: 1

      Fine, I should have said "a few" instead of one. So sue me.

      Actually, you do bring up an interesting point. How many people are needed to make gold farming a viable business?

      With a game like WoW, with a tremendous subscriber base, all it takes a small percentage of the playerbase to be dis-satisfied, and gold farmers have a business. For example, WoW has 5 million subscribers (last I checked). If just 1% of that audience were lazy gamers that wanted to buy their way to level 60 characters, that's already 50,000 people. I think that's enough to run a gold farming business, especially when you consider a lot of folks are repeat customers, and you constantly have people coming in and out of the game (1 out of 100 are willing to buy gold).

      So during the game planning phase, are you really going to spend that much time trying to prevent that 1% playerbase from wanting to buy gold? (And that may entail drastic measures such as not having an open economy at all) Or are you going to pay more attention to the 99% that is fine with the general MMO-style economy? It's probaly going to be the latter.

      The main issue I see is how much damage that 1% can do to the 99% through gold buying. For example, even though less than 1% of your audience may be trying to hack your game, all it takes is a few unscrupulous item dupers to totally wreck the economy for everyone else. So that's one instance where you really do care about locking down on a small percentage of your possible userbase.

      Going back to subscriber numbers ... there are many other MMOs that are completely open to gold farming. However, their subscriber numbers are far lower, so it's much less of an issue. It's just WoW is so popular so it's going to gain a lot attention from everyone (gamers, hackers, griefers, gold buyers, gold farmers, etc.).

      --
      -- jchenx
    9. Re:Wow, how insightful. by Jaysyn · · Score: 1

      No, but by all means don't let that stop you :D

      Jaysyn

      --
      There is a war going on for your mind.
    10. Re:Wow, how insightful. by AuMatar · · Score: 1

      Well 2 of the ORs you have (mining, faction grinding) are equivalent to gold farming- pointless timewastes. If I had been given an option to complete a difficult quest or instance instead, I would have taken that over buying gold. I wouldn't have done the raid level bosses thing because raiding isn't fun to me (I played WoW for PvP and single party instances- when these died I left the game).

      --
      I still have more fans than freaks. WTF is wrong with you people?
    11. Re:Wow, how insightful. by Frozen+Void · · Score: 1

      The deficiency is fundamental to any games which have transferable goods/character sets.
      Lets see if we eliminate all this grinding and gold farming and leveling business.Radically:Without gold,value would shift to items and real-world currency.If you make All Items Bind-to-char on pickup,people would trade characters(which are levelled and equipped the best gear).
      Now if you remove levelling and make game skill-dependant instead of item-oriented...People would develop scripts to "Improve their skills" (cf. http://en.wikipedia.org/wiki/Aimbot).
      Making a game where AI is out of competition and no hacks give you any advantage is extremely difficult.
      The Action PVP genre is too primitive to consider(and PVe is scriptable) as Skill game,so Strategy MMORTSs are where you
      can expect any breakthrough in design(MMO Starcraft?).Of course
      AI design doesn't stagnate,but when a game is too complex to predict or script,Humans prevail.
      This reminds me of Go.

    12. Re:Wow, how insightful. by dsands1 · · Score: 1

      Exactly my point! Everyone else has different kinds of fun in the game. The faction I was talking about would come from things like PvP. There are few things I like more in the game than running a team in AV and crushing the alliance. The offshoot of that is I get Frostwolf faction points. If I could use those points to buy an epic mount I would DEFINITELY go that route over buying gold. Why? Because I'm getting an item for doing something I enjoy in the game.

      --
      "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    13. Re:Wow, how insightful. by Bloater · · Score: 1

      It seems that what players really, want... What they think is fun, is to beat real humans at a task. Not to take a challenge against real people, nor to beat the computer, but to really beat other humans.

      Take the arcade game, it has a score card, the human wants to beat the other players to the top and if they can't they don't play the game for long - that's why the score card gets reset occasionally, and that's why they ban the people that just keep scoring the highest and fill up the score card as soon as it's reset.

      What an MMORPG operator should do is what gambling machine vendors do, let everybody win sometimes. Just pick a guy and stack it in his favour for a bit. Let everybody think that they are consistently beating people, losing sometimes, but having a steady winning trend. That's what people will pay for.

      Let somebody get killed, but give them an easy way to recover their character, so the killer thinks he's beaten somebody, but the one that got beaten gets a comeback.

    14. Re:Wow, how insightful. by Soul-Burn666 · · Score: 1

      GuildWars?
      Level is capped at 20 and quite easy to get.
      The bonuses of higher quality equips are pretty minor, but can give an edge.
      Wearables are customized for a character and untransferrable.
      The only thing you can really gain is new skills/spells which are well balanced between themselves. i.e it's possible you'd do the endgame missions and PvP with skills you gained early on.
      The only stronger spells are "elites" which aren't that hard to get and you can only have one in your skill set at each time.
      The skill set is 8 skills you choose while in town from the ones you've aquired.

      --
      ^_^
    15. Re:Wow, how insightful. by manonthespoon · · Score: 1

      Gold-farming and selling ingame items/money for real world money is expressly forbidden in the terms of service every player agrees to when they sign up to play WoW and many other MMOGs.

      It is "illegal". Those of us who feel that buying gold is cheating/immoral don't have to make a moral argument. We can simply point to the ToS.

    16. Re:Wow, how insightful. by Soul-Burn666 · · Score: 1

      Gold farming isn't fun for a very good reason, you're not supposed to do it!
      However, there is obviously an incentive to do it, which is to buy the best items and upgrade them to be stronger........ and then what? you "finish" the game?
      You did all that just to be the strongest and finish the game, but the game goes on...
      Did you enjoy the journey of levelling up all that way?
      You did? Great, then your money was well spent. If you're bored, go do something else.
      You didn't? Then why did you even play? Learn your lesson.

      There's nothing to "finish". There's no sense of accomplishment... everyone did it and the world goes on. It's not like a single player game where you "save the world" etc. You are not a hero... you are just another person.
      If you enjoy being just another person interacting with this fantasy world then it's great. But consider you're paying 10$/mo for a glorified chat program with pretty graphics and a not-too-great and quite repetitive mini game.

      Friends of mine kept playing some free MMORPG for years, even though they all agreed it's all repetitive grind and the game itself isn't even fun. They did it to chat with their friends online and sometimes enjoying fighting a new monster or finding a rare drop.

      It can be nice of some game makes stuff you do actually affect the world in some way. For example actually declaring war against another faction and take over their lands for resources, dropping taxes, having player controlled guards collecting this tax... then the enslaved populace revolting and overthrowing the leadership...........
      But then again, reaching this level will have the real life problems of elections, resource management, corruption, justice..... where a wrong desicion can throw the country to a state of chaos.

      Well, this turned into a salad of unresolved ideas......

      --
      ^_^
    17. Re:Wow, how insightful. by khallow · · Score: 1

      My take is that Blizzard did this to reduce their legal liabilities. The current ignoring of widespread gold farming confirms my suspicions BTW.

    18. Re:Wow, how insightful. by Phanatic1a · · Score: 1

      No, that's not illegal, it's just a tort. Big difference.

    19. Re:Wow, how insightful. by JavaLord · · Score: 2, Insightful

      All it takes for one person to think that the normal mount cost is too much, and bingo, the gold farmers have a business. Heck, you can say having any type of economic system is going to invite farmers, since there will always be those lazy individuals where ANY amount of work is too much.

      Is it being 'lazy' if player A with 10 hours a week buys gold to get a BoE epic to keep up with player B who plays 40 hours a week and has superior BoP epics?

      People buy gold in world of warcraft for two reasons:

      1. Mounts are overpriced, and it's a boring timesink to get them. 2. To keep up with other players who out gear them. 3. Gold is cheap. It would take me days of BOREDOM to earn 1000G in game. I can earn the money to buy 1000G in two hours of my real life work, which is actually more enjoyable than grinding in WoW which I play only for pvp. Why would I take 40 hours of my time to accomplish something that could be done in 2?

      These gamers are probably the same folks who cheat and hack their way through every single-player game, blowing through them in a fraction of the time that it's supposed to take.

      No, these are the gamers who have full time jobs and other responsibilies, but due to having those they can afford to buy gold. They are likely the gamers that played FPS games which only relied on skill, and came to world of warcraft and were disgusted by how much difference gear creates in the game.

    20. Re:Wow, how insightful. by Anonymous Coward · · Score: 0

      were disgusted by how much difference gear creates in the game.

      Then why are they still playing?

    21. Re:Wow, how insightful. by DavesWorld334 · · Score: 1
      Now the issue is always going to be "how much is too much?". I'll take WoW as an example. From most people that I've interacted with in the game, accumulating the 90 gold or so necessary for a mount at level 40 is a challenge, but it's something that everyone achieves. However at level 60, the epic mount costs around 800-900 gold, and that's something that many people (myself probably included) will never reach.

      Disagree. Generating the cash for an epic mount isn't hard. What's apparently hard for people is bothering to remember to do the things that generate gold. Take a gathering skill, loot and sell, daytrade or act as a supplier in the auction house, etc... They'd rather spend all their time grinding in dungeons for the current level version of the Awesome Scepter of Elite Uberness, than clearing zones with friends for cash, or constantly keeping an eye on profitable opportunities, or any of the other dozen plus things that generate cash while you're moving up. And this is even before you get to the task of actually grinding for gold when at high level.

      Does this mean people are lazy and take the easy way out? Yup; but it's been that way since the first guy figured out if he could talk Joe the Caveman into doing the hunting for him, he could still eat without having to use a spear. WOW gold sellers are simply the latest example of that same behavior.

      Gold Sellers will always be around as long as people are willing to pay others to play the game for them. That's the ultimate point in this discussion. Until the users as a whole are unwilling to pay third parties for game advantages, Gold Selling isn't going anywhere. Since I figure you're unlikely to change basic human behavior, the only way to curb Gold Sellers would be for Blizzard to devote serious attention to transactions in game. Since this is a task they're clearly unwilling to apply the necessary resources to deal with, I suspect come this time in 2016 (or 2026, or 3006) we'll have vocal members of the MMORG community bitching about Gold Sellers, and still have that silent percentage of the same that continue to make purchases.

      If you can fix it, Nobel or someone should honor you since that would mean major change in humanity. Easy way out is genetically coded.

    22. Re:Wow, how insightful. by murdocj · · Score: 1
      Clearly, nobody purchases fragging services in Counterstrike because that would not be fun. You'd be paying someone to play the game for you.

      Exactly what you are doing when you buy gold, or leveling "services" or a prebuilt character. You are paying someone to play the game for you.

      The fact that gold farmers exist, the fact that leveling services exist, these things speak to deficiencies in the game design.

      That's like saying that the fact that steroids exist speak to deficiencies in baseball. What it speaks to is deficiencies in some players, not in the game.

    23. Re:Wow, how insightful. by KurdtX · · Score: 1

      Hrm, what about the idea of adding level caps to the amount of wealth you can have? I mean, it's the same idea with having level requirements for weapons/armor: so you don't give your uber sword to your level 3 alt to go cruising through the game with.

      And notice I said "wealth", so even top level players won't be allowed to hoard 5 different sets of the best armor in the game. Perhaps the best implementation is to make the limit a soft one, where players are taxed 1% of their net worth for each RW day that goes by where they are above the wealth cap. Those who play every day should have no problem coming up with that, but it would mean for the less serious player who pays the goldfarmers to get that epic mount, they're going to have to keep investing in order to maintain that mount and their gear... making the epic mounts truly reserved for those that are on WoW every day and much more of indicative of their status in WoW than in RL.

      It'd also solve the hoarding problem of Ultima Online, because as an item becomes scarce and it's value increases, your hoard of 30 of them could start costing you a lot very quickly. Hrm, might even be effective enough to re-introduce fixed wealth per PC.

      --

      Kurdt
      I'm not anti-social. Just pro-technology.
    24. Re:Wow, how insightful. by jchenx · · Score: 1
      1. Mounts are overpriced, and it's a boring timesink to get them. 2. To keep up with other players who out gear them. 3. Gold is cheap. It would take me days of BOREDOM to earn 1000G in game. I can earn the money to buy 1000G in two hours of my real life work, which is actually more enjoyable than grinding in WoW which I play only for pvp. Why would I take 40 hours of my time to accomplish something that could be done in 2?

      It's funny how when people talk about mounts being overpriced, they ALWAYS refer to the epic mount. No one really has an issue with the regular mount and how much it costs.

      Anyway, I think the biggest problem is that a lot of folks who can't play 40 hours a week still expect that all of the content geared towards those folks (the epic mount, high-end reputation rewards, uber raiding gear) SHOULD be readily available to them. That's a main issue with this whole "hardcore vs casual" argument that flames up in the WoW forums every so often.

      You know what? I'm a busy guy and I don't play WoW nearly as much as others. I still don't have a level 60, and I've been playing off an on for nearly a year. I see the uber-rewards that are available and I am FINE that there is no way for me to get them. The way I see it, that content is made specifically for those hardcore gamers that do spend 40 hours a week in Azeroth. I'm not bitter about it, though, because there's more than enough content in the game that I still haven't hit yet, and I'm thoroughly enjoying it. (Of course, that may change when I actually hit 60, but I figure I can always roll a new character. And PVP at level 60 is a similar but different topic for another day)

      For any other single-player game, if I grow bored with it, or disatisfied with the game design, I'm fine with just putting it down and never playing it again. If you feel really strongly about not being able to access the epic loot because you don't have enough time, then you should do the same with WoW. Buying gold is not a solution, though, since in its current form, it hurts the game for others. Once fully sanctioned by Blizzard (which would mean no more, or much fewer, gold farmers), that I could live with.

      --
      -- jchenx
  6. Until it cannot be done, it will be done by GuyverDH · · Score: 1

    Where there's a person willing to spend their coin to save time and get in game gold / items, there's someone who's going to meet that demand.

    As long as games have an economy where individuals can exchange items for in game coinage this will remain an issue.

    2 possible ways to fix this that I can think of, however, they would have to be implemented together.

    #1 Remove the ability to exchange in game coin directly between players.
    #2 Restrict pricing on items to within certain values - ie - allow the economy to set the price on the items, however, do not allow anything to sell for x% outside of that value. That way when someone tries to sell a piece of scrap material for 500 gold or 1,000,000 pp depending on your game server economy, it will be disallowed.

    Now, a problem with these ideas that I can see first off, is that the players who live to be traders - ie buy low, sell high - will be out of business, literally. That's one segment of players that will probably leave the game.

    --
    Who is general failure, and why is he reading my hard drive?
    1. Re:Until it cannot be done, it will be done by Swanktastic · · Score: 1

      Your recommendations would only result in the elimination of GOLD farmers, not farming in general. Epic items, herbs, pots, etc would all be sold in black market, Dollars-for-items auctions outside the game. OR, it would simply be replaced with the concept of paying someone an hourly rate to level-farm for your character. Where there's a market demand, the service will be sold. Current MMORPG paradigms that reward hours played will always have the problem of some guy in China wanting 50 cents an hour to do something for you in game.

    2. Re:Until it cannot be done, it will be done by GuyverDH · · Score: 1

      I could almost agree with you on the farming items, except for the fact, that they'd have to pay someone to farm items that they could sell, in order to make enough coinage to pay fair-market-value for that epic item.

      At that point, if someone is willing to pay someone else to play a game that they're already paying for, I'm not going to stop them.

      It will, however, as you agreed, stop gold farming, and will make item trade a less than profitable experience.

      All in all, it should reduce the amount of farming in general.

      --
      Who is general failure, and why is he reading my hard drive?
    3. Re:Until it cannot be done, it will be done by scibbers · · Score: 0

      if you remove the game coin from the player economy, something else will become the coin for the players.
      Just look at Diablo 2, where the coin is pretty much worthless, people (used to) use Stones of Jordan (a ring) as currency.

  7. I don't see why this is such a passionate issue by ralf1 · · Score: 1

    I understand a few purists out there getting upset, but why all the hubbub? I play WOW - a lot - and while I see farmers and get some in game spam, it doesn't bother me any more than any other innane crap that goes on (Barrens chat anyone?)

    If a guy wants to buy 100G rather than farm for his mount, or decides to power level tailoring/enchanting and needs 500G to do it - who cares? To bad they didn't do it 'the hard way', but why is it your right to tell that person hes a cheater?

    Its a game and grinding and farming are boring - and if I want to drop 100.00 to avoid that BS and get to the part I enjoy I should have the right.

    Flame away.

    --
    "Would you, could you, with a goat?" Dr Seuss
    1. Re:I don't see why this is such a passionate issue by Anonymous Coward · · Score: 0

      Well, I think it's cheating to buy stuff off gold farmers, and as gold farmers get banned from WoW, I guess Blizzard agrees with me. If you want to play a game where being rich in real life is the only way to win, may I suggest you take up Magic Online?

  8. First post! by Anonymous Coward · · Score: 0

    First post!

  9. Don't attack the dealers, go for the users. by Anonymous Coward · · Score: 0

    Whenever you ban a gold farmer's account, he'll create a new one. The problem is not the gold farmers, but the players who are purchasing the gold. They are the people who should be suspended or banned. They are the ones that are cheating!

  10. I admit it. by stlhawkeye · · Score: 4, Informative

    I buy gold off them and I'd do it again. It's stupid to spend 4 weeks farming gold or whatever when I buy that same amount of gold for $100, an amount of money I make in about 2 hours of work. For 4 weeks of mindless drudgery I could at least be getting paid about eight grand. Boycott nothing. If the game producers don't like people circumventing the grind, stop adding stupid grinds to games.

    --
    "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
    1. Re:I admit it. by NecroBones · · Score: 1

      "If the game producers don't like people circumventing the grind, stop adding stupid grinds to games."

      QFE. I enjoyed WOW for a while, but eventually walked away. As wonderful of a job as they did at addressing the issues that plague most MMORPGs, it's still a level-grind and gold-grind. Been there, done that. I've had enough grinds and level-ladders to make me entirely sick of it.

      If I had stuck it out, I'd have probably considered buying gold. But truthfully, I want to play games that remain fun in their own right, and don't need to be circumvented in the first place.

      --
      I have not lost my mind... it's backed up on disk somewhere!
    2. Re:I admit it. by Anonymous Coward · · Score: 0

      ...$100, an amount of money I make in about 2 hours of work. For 4 weeks of mindless drudgery I could at least be getting paid about eight grand.

      Hey Richie Rich - if you make so much money, then why is your site down?

      http://www.themanpages.net/

      Heh - the antispam text is "dildo." It couldn't be more appropriate.

  11. Inflation = 200g is Now Useless by PaulMorel · · Score: 0
    The thing that angers me is that in World of Warcraft, it takes a long time to legitimately make 200g. If you only have 1-2 hours of play time a night, and enough time for a raid or two on the weekends, then making 200g takes around 2 weeks.

    In my opinion, that's a pretty serious amount of effort.

    Yet, 200g can get you nothing worthwhile. You can't buy any items that are 'good' to a 60 character for anything less than 450g!

    Hence, if you have 200g, you might as well have 10g for all the good it's going to do you. That is the effect of gold farming; it makes significant amounts of currency seem valueless since players with real money can just go online and instantly have however much they need.

    In addition, it makes crafting virtually pointless. I mean, the cenarion patterns are great, but you can't get a good price for Rare items when Epic items can be bought for farmed gold.

    --
    burrocrisy
    and that would be what? Ruling by jackasses? Never has a slashdot misspelling been more apropos
    1. Re:Inflation = 200g is Now Useless by dootbran · · Score: 1

      Actually I think WoW made most of the crafting professions useless, not gold farmers. The best armor and weapons have to be found in high level raid instances. Is there anything that a 300 tailor can make that interests a level 60 mage enough to actually have them part with a large amount of gold knowing that something even better could be found on their next run through Molten Core?

  12. I *really* don't get it by ratboy666 · · Score: 2, Insightful

    "Gaming the system" is an expression which means "cheating the system". In order to win (by some definition) a game means to figure out the game.

    Some people find that simply playing a game is enjoyable. Others find winning is the enjoyable part.

    Personally, I don't play at these sorts of games, because the reason I play is to have social (read face to face) interactions. But if I find a new "finesse" I don't see why I wouldn't use it. If there is no enjoyment for me, or other payback, why would I bother?

    If "gold farmers" cause angst to the games operators, or if they cause people (who pay to play) to leave, the games operators would adjust the rules of play.

    Exactely the same thing happens at, say, chess. If I play an unbalanced game, neither I nor my opponent would enjoy it. So we make a rule of "spotting pieces" until parity is reached.

    The "game market" will take care of the problem, if it exists at all.

    Ratboy

    --
    Just another "Cubible(sic) Joe" 2 17 3061
  13. BAHAHAHAHA! by Anonymous Coward · · Score: 0

    You mean you actually _play_ those games?! Are you guys serious?

  14. Whos fault? by imunfair · · Score: 3, Insightful

    I'm not a gold farmer, but as I continually read articles about them, I've come to wonder whos fault it really is.

    It seems to me that gold farmers are just performing rote in game tasks. If they're automating it that would be cheating, of course - but assume we're talking about a person who manually farms gold. It's their choice what they do in-game - if gold farming is really so harmful isn't it the fault of the game designers for not programmatically stopping it? Can they truly not structure it in such a way that gold farming isn't effective?

    That said, have the ill effects of gold farming actually been proven? I don't think I've actually seen anyone name a real game that has been destroyed by such activities, I'd be interested to know if one (or more) actually exist.

    1. Re:Whos fault? by PepeGSay · · Score: 2, Interesting

      I can name one: Star Wars Galaxies. The games economy was completely trashed by billions and billions of Duped credits. Those duped credits were largely created by gold farmers who were duping and then selling them. Others were duping them and then dumping outrageous sums into the economy on silly stuff. The prices became hyperinflated and the amount of gold kept pace, but acquiring money was *never* an issue during the period that duping was most prevelant. The only saving grace in SWG was that the money was all kept in the players hands, so if more money was available then things just became more expensive. My guild knew right when duping became prevelant, we were already selling alot of things and prices and purchases shot through the roof across the board. The thing is, acquiring money from the game quests became nearly pointless. You had to be some sort of merchant. Duping isn't the same as farming in so far as *how* the gold is acquired but the fact is farming to sell the gold directly to another person causes amounts of money to enter the economy that are out of sync with the amounts of money that can be acquired from the normal gold producing means. So quests that give gold become pointless, what you really have to do is be some kind of trader. Prices rise and the viscious circle begins.

  15. Who says getting gold isn't fun? by MAXOMENOS · · Score: 1
    I get tons of enjoyment from buying (for example) cheap copper and making (for example) expensive copper boots out of it, which I can then sell for a profit on the Auction House. I can do that kind of thing by logging in once or twice a day for ten minutes during my busy week, then play like a pure addict on the weekends without worrying about how much gold it's going to cost for the next skill I want to learn.

    Hell, I wish I could earn a living in real life that way. (Oh wait, I can -- it's called being an entrepreneur.)

    I'm probably just exploiting the gold-farming phenomenon for my own ends here, but I doubt the situation would be qualitatively different without gold-farmers.

    1. Re:Who says getting gold isn't fun? by caffeination · · Score: 1
      I've been wondering about this. They go to all this trouble to build clever, complex economies. Isn't it possible that they set such high prices for the likes of mounts in order to give gamers a taste of part of the game they might be missing out on?

      It's quite common, especially in RPGs, for you to be forced at some point to carry out each action at least once, just to make sure you know it's there.

      So maybe they reckon that after 60 levels, players will be sick of the quest->money+experience ladder, and the time spent playing in the economy will be a welcome change?

      I've never played a MMORPG for any significant amount of time (this phrase is included for your convenience: feel free to quote it at the end of your post, followed by a cutting blow such as "it shows"). I played Guild Wars (not a real MMORPG) until just after the ice mountains, and I played Vendetta Online until my trial expired and the first payment failed to go through.

  16. exactly by Anonymous Coward · · Score: 0

    I'd just like someone to explain how gold farmers hurt the game. If I buy gold, just how, exactly, does that affect you?

    Don't like gold farmers? Don't buy gold from them. Porblem sloved.

    1. Re:exactly by cinnamoninja · · Score: 1

      If I buy gold, just how, exactly, does that affect you?

      The big one is inflation. There are very few ways to take money out of the WoW economy, and gold-farmers artifically increase the supply of it. Essentially, this means that a normal player, playing for a reasonable amount of time, can no longer buy things on the auction house that they ought to be able to afford.

      It also distorts the value between vendor sold goods (fixed price), and monster-dropped goods (sold by other players, with a constantly increasing price).

      Another big problem is the gold-farmers actually take over certain areas, where monsters have expensive drops. Then, if you actually need that drop for a quest, you have to stand around waiting for a monster spawn, and literally race another character to get the kill.

      The point is, cheating in an MMORPG is not like cheating in a stand-alone game. Decisions of a single character affect the economy and world of everyone in the game. Farming makes the game harder and less fun for legitimate players.

    2. Re:exactly by The+Snowman · · Score: 1

      There are very few ways to take money out of the WoW economy, and gold-farmers artifically increase the supply of it.

      I call bullshit. Gold farmers may behave differently than other players, but they are still players. They don't have some magical ability to increase the gold supply. What they do is tilt the balance of gold that is already there. They take gold from other people (generally people who buy gold from them and can afford their prices) and sell it back to them. It's rather silly overall, but hardly damaging to the economy. I have two level 60 characters on the same realm, both with epic mounts (and both spent 800g). I have a few hundred gold. If anything, this is because of the gold farmers. They jack up the prices on the auction house, and I undercut them and still make a lot of gold. Many people do this. About once a month I check a few of the bigger gold selling sites for prices on my server, and it seems like it works. Their prices go up, because we create scarcity. We, the normal players, make the gold while they do not. All it takes is a little brainpower to play their game and beat them at it.

      Another big problem is the gold-farmers actually take over certain areas, where monsters have expensive drops.

      Like anyone ever goes to Tyr's Hand anyway. Seriously, though, it isn't all that bad. Instances, by their very nature, aren't suceptible to farmers taking them over. I find that most of the high level areas have tons of regular players anyway, so farmers are forced to compete with the rest of us. For example, I use Icecap to make Major Mana Potions. The only place this spawns is in Winterspring, where I have a tough time harvesting any because players and gold farmers alike are farming it. But the gold farmers hardly have a monopoly on Icecap spawn locations. I do find farmers quite a bit in Burning Steppes where the orcs and dragonspawn can drop nice items. If only I had 12 hours a day to farm for blue items there...

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
  17. Because they ruin the market and the game by Opportunist · · Score: 1

    Economy in an MMORPG is not a closed circuit. In real economies, money has to come from a place where money leaves. The money "in the system" is more or less stable (with some "healthy" inflation giving an incentive to spend instead of hoarding it).

    In an MMORPG, there is no direct connection between influx and exit of money. Money is generated spontanously by hacking down a monster. Money disappears when you buy something from an NPC (be it a skill, an item or a service). The NPC is not spending the money in turn as he would in RL, he is just a "money sink".

    Now, NPCs don't go out of business when they buy too much of a "worthless" item. Items also don't lose or gain value with NPCs, NPCs offer a frozen market, while at the same time the game around them changes.

    Now, when someone farms away day in and day out, his purse will grow. He does not have expenses (except repairing his equipment), he is not traveling, he is not buying any "goodies" like clothing or toys. He is hacking monsters and thus generates an influx of money. This is "surplus" money in the economy, it comes from nowhere and it has nowhere to go.

    This money is now sold to a player. The money going from player to player is not "out of the system", it is just in different hands now. Thus, players become more wealthy.

    More wealth in player hands means that prices for player made or player gained items go up. Supply and demand. You can crank out x items of y per day (by crafting or by hacking them), and z people want it. Unless there are more items than people wanting it, the price will go up to the point where x people are still willing to pay.

    Now, when people are buying for their gold, and thus they CAN spend it, they will pay it for a very rare item. The price for very rare items will require you to spend months of farming.

    Or require you to pay the price. In USD, not in Gold. To the farmer.

    Thus, MMORPGs become a game of money. Of REAL money. You can dish out the dough, you will have the killer item. If you're broke in RL, you won't play in the upper ranks of the game.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Because they ruin the market and the game by Anonymous Coward · · Score: 0

      Point of Interest: the real-world economy isn't zero-sum. Wealth is created and destroyed all the time.

      Don't be mad at gold farmers. Be mad at the people who made the system that encourages them - which is to say, Blizzard.

    2. Re:Because they ruin the market and the game by Opportunist · · Score: 1

      But the points at which money is generated and destroyed in RL are well defined. More, those points are in the hands of people and organisations who have a keen interest in keeping the economy stable.

      Neither of those points are true in MMORPGs. People who have the "power" to generate money don't give a damn about the game (if this game falls, they'll move on to the next).

      The market system in an MMORPG is akin to handing people the power to print money, given that they invest time. Kinda like handing them money, as long as they spend x hours doing y. The difference to "normal" work in RL is that the money is not taken away from your boss. It's literally generated out of thin air.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  18. You're a cheat by Anonymous Coward · · Score: 0
    You're cheating. You should be banned from the game. You are the reason why there are gold farmers. They exist because there are people like you who have plenty of cash to spare and no particular interest in fair play. You, the client, are the one who should be banned.

    The amount of real-world money that you have should not have any bearing on the game. MMORPGs are all about grinding and collecting items that rarely drop. If that's not the game you want to play, then MMORPGs aren't for you. Play something else.

  19. Banning capitalism usually doesn't work by edremy · · Score: 4, Insightful
    Farmers have a commodity. (Gold, high level character, etc) Other people want these commodities and have real money to spend. There's *going* to be a marketplace no matter what you, Blizzard or anyone else wants.

    I remember visiting a communist country back in the late 80s. We were deluged with requests from folks on the street to exchange money, buy our jeans and a dozen other transactions ranging from officially frowned on to downright illegal. We had something they wanted, and they'd break the law in a second to get it. Remember that most of the Chinese gold farmers are seriously poor by Western standards- this is a major step up the success ladder for them, and they don't even need to break any laws. just violate an agreement with a game company. The "War on Drugs" has utterly failed to stop drug sales despite endless "Just Say No" anti-drug messages and serious law enforcement. Here all we have is "Just Say No" and Blizzard banning a few accounts now and then.

    Ban capitalism at your peril- if things can be traded, there will be a marketplace.

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
    1. Re:Banning capitalism usually doesn't work by ggwood · · Score: 1

      I think you've hit on a good point.

      Even if all gold is gone, people can pay others to level up their characters. Even if all loot is non-tradable, you could pay others (real life money) to help you get an item. I know people in real life who have done both (in Everquest - years ago).

      In principle, if enough salespeople are online, they can swamp limited resources and allow only people who pay them the rights to an item.

      At some point, MMO's will need online "government" to deal with these online "crimes".

      --
      a war on terrorism? How can we end a war on a method?
  20. Stop Making Lame ass Games by Thedeviluno · · Score: 4, Interesting

    Yeah Gold farming will stop when good games are no longer dependant on time snks.

  21. Good luck with that... by rAiNsT0rm · · Score: 3, Insightful

    Seriously, this is the stupidest thing I've ever seen. The market exists, companies capitalize on it. Now if a game maker would get their head out of their ass for a minute and create a MMO *NOT* based around gold and time grinds then there would be no need for any of this. Instead of relying on "gold" and 20+ year old concepts, GET CREATIVE, and implement a system without gold or other monetary forms and make the focus on the *game*... imagine that.

    I personally hope gold farmers keep hosing up these poorly implemented and derivitive systems and dragging the game down with them. Force the developers hand and make them come up with a solution. FARM ON!

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:Good luck with that... by Atomm · · Score: 1

      This is the real key to this whole conversation. It is called a Game for a reason. When it is all about Grinding to earn enough gold to get something that will make the game fun, then the game is no longer fun. Gold Farmers fill a need. If that need wasn't there then there would be no need for Gold Farmers. I am a casual WOW player. I play about 10-15 hours a month. All of my friends are so far ahead of me, we no longer play together. What choice do I have if I want to have fun with my friends? Either buy gold to help me level easier/faster during my limited play time or pay someone to level my character for me. The game is flawed, period. I do not pay $15/month to spend my limited amount of time meeting your definition of reward and effort. I am shocked that anyone would accepts that Boredom is a requirement of a MMORPG. I can not think of a single thing I would spend my hard earned money on if I was paying to be bored.

  22. yeesh by Gropo · · Score: 1

    Imagine what it's like to have a main with a Japanese name... Seems like i get 5 "ni hao"s every time I set foot in a 55-60 zone. Someone tell me how to say "I really hate Chinese gold farmers" in pinyin?

    --
    I hate Grammar Nazi's
  23. stupid idea. solution is simple. by zyte · · Score: 0

    I don't know who would think that boycotting these farmers would work out. People buy gold, saying "DON'T BUY THE GOLD OMG !" is not exactly a good reason to make them stop.

    Stopping people like ige is extremely simple. Blizzard should stick one guy on staff full time who's sole purpose in life is to ban ige and similar establishments as well as the players who buy. Publish stats on their website as to how many are banned per day. How do you find them you ask? Entrapment. Just buy the gold from the farmer, trace where they got their gold up to the guy who's just sitting on a ton of cash. ban em all.

    This isn't a matter of "OMGZ GETTING RID OF THE FARMERS IS TEH COMPLUCATED! WAT DO WE DO !?". It's a matter of blizzard not wanting to ban paying customers (gold farmers and buyers) and at the same time not wanting to upset the rest of the community by saying selling gold is ok (not to mention grey legal area). This is a matter of corporate asshattedness.

  24. Another reason by Lord_Dweomer · · Score: 4, Insightful
    There is another less-publicized reason why the MMORPG companies like Blizzard want to fight gold farmers. Gold farmers shorten the number of months someone is likely to play the game.

    While I don't have any studies to back me up, I would be willing to bet that someone who buys there way to the highest level and equipment plays the game a significantly shorter time than someone who earns their way to the top. The reason why is simple...it takes a serious amount of time to amass the gold that those guys do. If you cut out that time by paying a $50 or so, then thats a good month or two of subscription fees.

    When you start looking at things in terms of shortened subscriptions, you can see why companies like Blizzard are concerned. Of course, they probably make up for it by having the gold farmers just buy a new copy of the game every time they get banned.

    --
    Buy Steampunk Clothing Online!
    1. Re:Another reason by Anonymous Coward · · Score: 0
      Blizzard could eliminate virtually all gold farming by banning accounts of players who buy from them. By analyzing in-game transaction records, Blizzard could detect "gold farmers" and "clients". When Blizzard bans gold farmers, they create new accounts and carry on. But if Blizzard banned their clients, then the business would dry up.

      Blizzard could do this today. Their game gives them unlimited Big Brother powers: they can spy on any player, and they can data-mine the transactions database to look for suspicious activity. But they don't. The reason is, I think, because so many players want to make use of gold farming services that they can't be banned without hurting the business. Thus, Blizzard must tolerate buying gold, even if they don't tolerate selling it. Silly, isn't it?

    2. Re:Another reason by AuMatar · · Score: 2, Interesting

      Its actually the opposite. If I had to farm for gold myself- I would have quit FFXI after a 2-3 weeks, and WoW after 2-3 months, not the half years I played each. Why? Because I would have had to spend large amounts of time doing stuff that wasn't fun in order to get back to the fun. Buying gold keeps me a subscriber for longer, not shorter.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:Another reason by Wyrd01 · · Score: 1
      The reason why is simple...it takes a serious amount of time to amass the gold that those guys do. If you cut out that time by paying a $50 or so, then thats a good month or two of subscription fees.
      But how many accounts do the gold farmers have, at $15/month each. If the market for their gold continues those accounts will stay with the game for years to come, while the people who buy the gold may quit a month or two earlier than they originally might have.
    4. Re:Another reason by Lord_Dweomer · · Score: 1
      Interesting counter-point, however I still disagree regarding the point about how doing stuff that wasn't fun in the game in order to get to the fun parts makes you play less. While that may have been your case, I feel you are the exception rather than the rule. You see, MMOs like WoW are nothing more than virtual Skinner Boxes as discussed in this wonderful essay on the subject. So while some parts might not be fun, due to the random reward nature of them and the game, people will still come back for more, ESPECIALLY just to get to the good parts... And MMO companies take FULL advantage of this. That is why there are "grind levels". They are nothing more than timesinks. MMO companies have a vested interest in keeping you playing their game as long as possible unlike games that don't charge a subscription fee since their ROI is directly tied to the number and duration of monthly fee incomes.

      --
      Buy Steampunk Clothing Online!
    5. Re:Another reason by is+as+us+Infinite · · Score: 0

      It's not quite as simple as that because the gold farmers are also paying to play the game. Them paying their subscription fees to farm are offsetting the lost subscription fees the farmees would have payed.

      Though, that's probably not a perfect translation of fees. A gold farmer is likely to be better at acquiring gold that a non-farmer, having 'practiced' (read: is experienced with botting... (; ) As well, a farmer's monthly subscription fees may not be as much as those payed by the population who is likely to purchase gold. To use a tired stereotype, a Chinese gold farmer likely pays much less for a monthly subscription than an American, simply due to the 'economic standard of living' of the area they live in. (That might be incorrect, I really don't know what pricing scheme Blizzard/OtherCompany has)

      Also, since purchasing gold must enhance the in-game experience (otherwise what value is the gold), those who purchase gold are probably more likely to stay than they would have been.

      That's not to say I'm on the side of the gold farmers... just saying that the closed system that you're examining doesn't directly affect the subscription rates as much as you've stated.

      Of course, if we open the system to take into account the broader population, and look at player satisfaction levels, we'd probably definately see a deficit there, as gold farming is looked upon (rightfully, I believe) as economically destructive. People have the perception that gold farming makes the time they're spending playing the game seem less worthy, and that, I think, would have the greatest detriment on subscription rates/the MMORPG company's bottom line. Measures like these, then, are the perfect salve for the company's economy, both in-game and out.

      --
      Quidquid latine dictum sit, altum sonatur. . . . . . . .
    6. Re:Another reason by rehtonAesoohC · · Score: 1

      Actually, I will disagree with you. The people who are apt to buy gold are the people who have disposable incomes, and won't likely cut their subscription fees early because they decided to buy gold. I've been playing WoW since February of 2005, I have 2 level 60 characters and one level 57 character, soon to be 60. I only recently bought gold, but that was because I realized that I was sick of not having epic items... I'm not into the whole DKP system for getting epic loots, so I chose to buy BOE epics instead of raid for 5 months straight. Having done this, I am now more likely to KEEP playing, because I have invested more of my money into the game, and it's more fun to play!

  25. Genre-bashing gets tiring by jchenx · · Score: 1

    I don't get why gamers always slam other genres so much. While I agree that gold/time grinds aren't exactly the best game design schemes, you can't argue that it just works for a huge number of players (myself included). If you're the type of player who hates the treadmill concept, then don't play the game! Maybe at some point, there will be an MMO that has evolved enough not to be one huge level/gold/time grind, and you'll find pleasure in that.

    It seems like there's always RPG-fantics lambasting how every other genre sucks because they're all twitch-based. Then FPS fans claim that RPGs are awful because there's no skill involved, and they're just interactive movies with bad plots. And everyone slams MMOs for being just really long treadmills. Whine, whine, whine.

    Look, I'm all for innovation, and I love it when games go beyond what other titles in a genre typically do. But even if they don't, there are more than enough gamers to satisfy each little niche in the game industry. (And if not, then the genre sadly dies - like the 2D arcade shooter) What you might think are poorly implemented and derivitive systems in one game, is just the way it's supposed to be for a genre, and that's just how that particular audience likes it. There are titles that try to innovate and break the old ways of a genre, but often it just ends up being too complicated or something that no one wants (even fans of that genre).

    I guess what I'm trying to say is that we're all masochists in somebody else's eyes.

    --
    -- jchenx
    1. Re:Genre-bashing gets tiring by Soul-Burn666 · · Score: 1

      Dark&Light is supposed to somewhat reduce the grind by having a large "social" aspect to the game (a hierarchy of command) and by very scarce respawning.
      The idea is the world is huge (we're talking 400x400km of land+oceans) and the flora and fauna grows and travels proceduraly, striving to keep the balance. For example if the sheep in some area ate all the grass, they will travel to find more grass or starve to death. If you kill those sheep, they don't just respawn after a minute.
      Doing recon and hunting the monsters then becomes much more interesting and much less grindy.

      About the "2D arcade shooters", they are very much alive in Japan.

      --
      ^_^
    2. Re:Genre-bashing gets tiring by jchenx · · Score: 1

      Dark&Light is supposed to somewhat reduce the grind by having a large "social" aspect to the game (a hierarchy of command) and by very scarce respawning.
      The idea is the world is huge (we're talking 400x400km of land+oceans) and the flora and fauna grows and travels proceduraly, striving to keep the balance. For example if the sheep in some area ate all the grass, they will travel to find more grass or starve to death. If you kill those sheep, they don't just respawn after a minute.
      Doing recon and hunting the monsters then becomes much more interesting and much less grindy.


      Hmm, sounds a bit like Ultima Online when it first came out. That MMO was one of the most "realistic" ones to be released. It was a very large world as well. The spawn rate was low. And I think it had a similar eco-system as well.

      You know what? That game was often very boring. Having to spend 10 minutes just to recon and find a monster is not fun. You've just replaced monster grinding (killing monsters over and over again), with the even less fun monster hunting experience. Yeah, looking through empty fields constantly for a monster, only to have him stolen by someone else, doesn't sound like much fun. That's why WoW was more enjoyable. Time spent hunting was reduced dramatically. Not very realistic, but more fun. I'm sure there's another innovation after that, but I don't know what it is yet.

      Same with things like enabling PvP for everyone and letting them loot player corpses. It sounds great and realistic, but UO had it and was all one huge griefing experience. Fun for a small number of power gamers, but not fun for the masses.

      Now, I understand that some folks DO like spending a lot of time hunting for creatures, so let there be games that do that. I'll just spend my money elsewhere then.

      --
      -- jchenx
    3. Re:Genre-bashing gets tiring by Soul-Burn666 · · Score: 1

      It all depends on what really is fun.
      Maybe a different take on the mmorpg world can prove to be funner?
      The following is wishful thinking, nothing that really exists...........
      What about a game where being a non-fighter can prove not only profitable but also fun?
      For example, to craft a sword you couldn't just put 3 pieces of iron + 1000 gold and click "create", but you'd have a mini-game of doing things in different way that can produce different kinds of items with differing qualities. You'd work a long time to make something worth buying. But since it takes so long, people will be urged to pay the price. These warriors would gain their money from battles and create profit for smiths and weavers.

      In such a way, people will actually "live" in a town and gain respect, wealth and generally enjoy their lives without having to kill anything. If then they decide: "I'm up for a journey!", then they'll go to the local inn, hear rumors about special events and gather a party for the trip.

      With enough randomness and good-will, this can be achieved.

      You slay the great dragon and get the UNIQUE item it was guarding. Unique as in a single instance in the whole world, created by a sophisticated random generator. Your name will then travel across the land.....

      I agree permadeath is bad, but with enough balancing factors it should not be easy to be a killer... but with being a legend comes a price. If you add permadeaths, or near deaths resulting in lost items, there must be balancing factors, like making "levelling" easier.
      I disagree about the whole need of levels anyways tho. It should all be smooth specializations and "attributes"... while working out for one attribute/skill, the others slowly degrade but having the norm of your current qualities slowly increase or increase to a cap with maybe rare "quest items" that can raise the cap.

      I think of a complex tree of skills that starts of with a root and a few leaves (sub-skills). When you do stuff, certain sub-skills get stronger until eventually that leave has it's own sub-skills. Maybe even having it as a DAG, with certain skills requiring proficiency in multiple skills.
      As you work on the sub-skill, the whole route from the root to the skill gets better, to a point.
      There should not be hard limits, like "you need 50 str to lift this axe", but rather at start you can hardly lift it and use it slowly, but as you get stronger, you move it more swiftly etc etc, until eventually you might even hurl it at your enemies.

      All this is in an ideal world without exploits, cheats and stupid people. And don't think that's impossible. A game requiring a closed test session with a mentor (i.e a vet helping you out) and possibly invite only, might prove a to way a better gaming experience, though such a thing WILL be highly critized and open to furhter exploitation.

      --
      ^_^
    4. Re:Genre-bashing gets tiring by The+Evil+Couch · · Score: 1
      Maybe at some point, there will be an MMO that has evolved enough not to be one huge level/gold/time grind

      City of Heroes has been around for two years. No gold grinding there. It still has a level treadmill, but you won't find loot whoring there.

  26. boycott the gold farmer makers by eddeye · · Score: 1

    How about instead we boycott the games that make gold farming a viable strategy? I play to relax and have fun, not shoot wamprats all day. Probably why I haven't liked an MMO game since Diablo 2 (which to be fair had some farming, but nothing like today's games).

    --
    Democracy is two wolves and a sheep voting on lunch.
    1. Re:boycott the gold farmer makers by WillAffleckUW · · Score: 1

      I agree, since Diablo 2, it just hasn't been fun to play MMO.

      When the gaming community wakes up to the real desires of players, then we can talk.

      --
      -- Tigger warning: This post may contain tiggers! --
  27. Another alternative to dealing with gold farming by Ziffelblict · · Score: 1

    I really like the way City of Heros/Villans deals with this problem -- By the time you reach the end game, your character is typically so thuroughly flush with influence that he or she doesn't know what to do with it. That and once you hit that point, there isn't exactly much to buy anymore. Basically, as your level goes up, the value of 'influence/infamy' drops significantly.

    Of course, there isn't much of a player driven economy in these games either, nor is there any real "crafting" aspect either. If there was a real economy in this game, then I'm totally sure it would suffer from the same "gold farming" issues that the other MMO's suffer from.

  28. Such an odd request! by ikegami · · Score: 1

    Asking those who have no issues with paying for gold to boycott gold farmers seems... unpruductive to me.

  29. This is posing on PCG part - other mags are better by Anonymous Coward · · Score: 0

    I subscribe to Computer Games monthly, which I like a lot better than PC Gamer. I always hated their stupid "coconut monkey" promotions and I find the editorial content in PCG lacking compared to CGM. Especially considering the two mags coverage of MMO's - PCG doesn't have anyone on staff who covers MMO's/does reviews better than Cindy Yans.

    This is just an effort by PCG to differentiate themselves and do some moral posturing. The "thank you" ad from SOE in the last PCG was such an obvious payola grab that it was laughable.

    News flash - if I don't like your review style/content I'm not going to buy your magazine cause you decided to get on your high horse about RMT.

  30. What else? by Yoik · · Score: 1

    I love these topics, because it shows how differently people view things. My take is that it is a policy issue for the game operators, and if I don't like it I will move on.

    People's differences are just what drives the market for the farmers. My friend may not want to grind, but wants to keep up, while I might find the grind relaxing. He can buy gold, and I can tease him about it.

    I sure would like to see some games with different economic models. Is a pure communist game even possible? How might iit work?

  31. Wrong genre? by Bungleman · · Score: 1

    To those saying that it's the game makers' fault or it's due to the boring grind... maybe you're just in the wrong genre? Though I'm not saying it's necessarily good, the mmorpg genre has moved toward rewarding gamers based on time spent doing certain activities. Sure, there's some level of skill involved, but not as much as you'd find in most other genres... in the end, the guy with the most playing time "wins." You can buy your way to the good stuff, but then what's the point? There's nothing left to work toward, nothing left to raid for, nothing left to do except to show off your shiny equipment. It's like the Staple's Easy Button, only for something pointless. But for the players who don't like gold farmers, it really ruins the game in many ways... these aren't average people farming for gold... they're 24/7 sweatshop workers and botters who are always there. They'll introduce much more money into the economy than your average player. Then when the massive influx of gold is distributed into the economy, inflation occurs and items cost more gold. This is fine for the people buying gold, but now your average joe can't keep up with his normal playing. In addition, the gold farmers monopolize the high level loot areas because they're always online, and this keeps real players from enjoying those parts of the game. So yea, I hate gold farming... IMO, if you're so desperate to get gold and gear then maybe you shouldn't be playing mmorpgs anyway... maybe a good single player games like the Elder Scrolls series would be better for you and allow you to fulfill your gaming needs on your own time.

  32. There's A Blocklist Available from Tim Buckley by Firewalker_Midnights · · Score: 3, Informative

    Tim Buckley of the Ctrl-Alt-Del webcomic made a blocklist available to prevent gold farming sites showing up in google ads.

    http://www.ctrlaltdel-online.com/news.php?i=1011

    " A few days ago I talked a bunch about gold farming and its adverse effect on MMO's. This caused the google ads on our page to specifically display the gold selling ads in their inventory, so we could effectively block them.

    We've now compiled the list we're using it and made it available to you. If you run a website that used google ads, feel free to use this list to help block these gold farmers. If you frequent a website that uses google ads, email them this list and ask them to use it to block gold farmers.

    Like I said, I doubt gold farming will ever disappear, but every one less customer makes the business less profitable for them."


    I found this rather helpful.

    --
    I Lost My Virginity While Waiting for BSD to Compile.
  33. An outsider's opinion... by Lord+Kano · · Score: 2, Interesting

    take it for what it's worth.

    I do not play MMORPGS, I likely never will. I have issues with them(ethical and cheapskate).

    But I think that all of this opposition to gold farming is pointless. The games are designed to require large amounts of gold to get the good items. Gold takes a lot of time to acquire in any large quantity. So people who don't have the time to put in to get all of that gold but still want the good items in order to play the better quests are either locked out of them or forced to acquire the gold by other means.

    I have seen some people liken this to the "war on drugs" and in one respect they make a valid point but the point that seems to get overlooked is that Blizzard(and the other game companies) is pretty much impotent to do anything about the practice outside of their game.

    They can make it impossible to give any item away, but that would unfaily punish the people who are trying to help out a real-world friend who is new to the game. In the end I'm sure that would only decrease the number of people who renew their subscriptions. It's a stalemate and the gold farmers can't lose.

    Either change the dynamic of the game, or quit bitching.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  34. No, it's not. by SatanicPuppy · · Score: 1

    What's the flaw? That it is a challenge to get enough gold for an epic mount? Aren't there supposed to be challenges? What's the solution? Make it so there are no challenges, so no one feels the need to cheat their way through it?

    I've played that game since it was released. You start off at lvl 1 with nothing. At lvl 5 you can pick up a gathering skill, and, if you choose mining, or herbalism, you can go right out and make a decent amount of money. Copper bars sell for more than a gold a stack, most times. It was up to 2 gold earlier this year because the supply was so low. So, at that point, you can run out and, in 30 minutes to an hour, you can pick copper enough to pay all your leveling costs to level 14.

    Is this a challege? No. So, you would think that no one under lvl 14 would be begging for money, right?

    Utterly. Wrong.

    Point to the flaw. Hell, if there is a flaw in that transaction, it's that copper is useful for too long, and so you have to pay through the nose for it due to limited supply, thus making things TOO easy for people hanging out in zones where copper is abundant. Bronze costs less than copper, which should never be the case.

    But they still beg. They beg like freaking MAD, despite how easy it is to get money. I'm sure a number of them buy gold from the farmers. It stands to reason. If they can't be bothered to make gold when it's easy to get more than you need, then they're sure as hell going to be looking hard for another way when making 1 or 2 gold at a time just isn't enough.

    So how do you solve that? Welfare? Seriously.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    1. Re:No, it's not. by AuMatar · · Score: 1
      What's the flaw? That it is a challenge to get enough gold for an epic mount? Aren't there supposed to be challenges?


      Getting an epic mount isn't a challenge, its a grind. A challenge is something that sees wether I have the *skill* to complete it. A difficult quest, perhaps with a timer you need to complete it in, is a challenge. Go kills stuff until you have 1000 gold is not a challenge, its merely a time sink. You could have no idea what you're doing, you'll still eventually achieve it. Timesinks aren't challenges, and aren't fun. The only thing in WoW that was ever a challenge were some of the high end quests and instances. Everything else is just timesinks- flaws of poor game design, because the devs couldn't think of anything else to put in instead.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:No, it's not. by Kaziel · · Score: 1

      When you say challenge, do you mean as in something that's fun, or are you really referring to something that challenges you? I want to reply, but I don't want to misunderstand you.

    3. Re:No, it's not. by AuMatar · · Score: 1

      The two aren't mutually exclusive. I enjoy being challenged. But it needs to be a real challenge- something that tests my ability to play my character, not something that just requires me to spend 50 hours being bored.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:No, it's not. by Kaziel · · Score: 1

      Okay, thanks for clarifying what you meant. I was asking b/c some use challenge and fun interchangably. I was about to go into a rant about how fun is subjective, and all that jazz, but then realized you may really mean challenge... glad I asked. I would of looked like a real dumbass.

  35. Cutting out advertising always kills black markets by WillAffleckUW · · Score: 1

    Just look at the successes in Russia, Iraq, Iran, Afghanistan, USA (marijuana), etc.

    Now where did I leave my sarcasm key ...

    --
    -- Tigger warning: This post may contain tiggers! --
  36. No not so much by Sycraft-fu · · Score: 2, Insightful

    Your statement would more accurately be said:

    "Clearly, nobody uses aimbots in Counterstrike because that would not be fun. You'd be having something play the game for you."

    But people DO use aimbots. All they do is click the mouse to fire, and some don't even do that, they auto fire. The game is being played for you. Why play then? Well because they are people with ego issues that want to have an edge over other players. They want to win, but aren't willing to get good at the game, so they cheat.

    Same thing with buying gold. You never need to grind, at least in WoW. You can quest through all the levels, and then do as you please. I don't grind, I don't find it fun, all I do is run instances and PvP, mostly PvP. Well, the side effect is I don't have the uber stuff. I don't have an epic mount, for example. Big deal, I don't care, game is still fun. I don't require the best equipment to enjoy myself. Does it mean I find players that outmatch me? Yes, but I'd find that anyhow. No matter how much you put in to your character, there's almost always someone who's put more in.

    The problem comes from those people who have some ego stake in the game. They don't play it to have fun, they play it to win and quite often because they want to make others miserable. So they spend real money to be given an advantage in a fake world.

    Now why do people care? Well because it unbalances things in the game. Items start costing mroe than they should, since the people that buy gold have tons of it sitting around and are willing to pay more. Also leads to players that should be good, by all rights, since they are high level with lots of stuff, but aren't because they just paid for it all and never learned how to play (espically true of those that pay for leveling services, where someone literally plays the game for you).

    What people need to realise is the game is supposed to be fun. Do the parts that are fun, ignore the rest. You don't need the best items to have fun. I mean if that were true, then why would all single player games just give you all the best stuff and let you breeze through the game? Well because playing the game is the challenge.

    On any SP game I own, I can cheat to my heart's content. I have a debugger that I can just attatch to the game and alter the memory, it's not hard tracking down values for money, expeirence, life, whatever. Yet I don't. Why not? Because the fun of the game is playing it for the challenge. I could setup Civ 4 so that I start with a massive empire with all the technology, unlimited money and tons of resources, vs a tiny stoneage empire with nothing. However that really just isn't much fun. Even though the challenge of beating the computer is totally artifical as I can change the rules any time I want, it's still a fun one.

  37. Re:Good luck with that... or economic tradeoffs by WillAffleckUW · · Score: 1

    another way to look at it is this way:

    Let's say Player A makes $100,000 a year, plays a game only 2 hours a week.

    Let's say Player B makes $50,000 a year, plays a game 20 hours a week.

    If Player A uses his/her additional resources (cash) to purchase the equivalent of the missing 18 hours a week that Player B spent to get the in-game resources (gold), and it only cost $50, is Player A:

    a. smart;
    b. wise;
    c. getting way more sex than Player B;
    d. able to understand how real life works; or
    e. All Of The Above (TM)?

    I think e.

    Some might argue Player A is a meany p00p00head, but they obviously haven't thought much about option c, or are not able to capitalize on it.

    A good game designer understands the personal and economic motivations of the players, and builds in play balance safeguards to handle them - things like Blank Slate Resets, Earthquakes (remove all stored items/locations above standard level), Floods (wash away any gold not already stored, as well as equipment, but leave character skills/etc).

    A bad game designer rails against the predicability of humans, and obviously forgot to take basic Psychology, Sociology, and Anthropology courses in college that would have taught them how the real world works.

    --
    -- Tigger warning: This post may contain tiggers! --
  38. Ummm ok, here's one for you by Sycraft-fu · · Score: 2, Insightful

    How about just not get an epic mount? I don't have one, I've never had one, and I've played WoW for over a year. It's not a necessary component to enjoy the game, you don't need it to do anything. So if you've convinced yourself that you "need" one, it's a simple case of keeping up with the jonses. Other people have more than you and for some reason that pisses you off. The problem is not with the game, the problem is with you. You need to learn how to enjoy games, and life, without having to keep up with the posessions of others.

    1. Re:Ummm ok, here's one for you by dsands1 · · Score: 2, Insightful

      I enjoy the game if I can move around in it faster. That's exactly what the epic mount does. People, please stop trying to tell other people HOW to enjoy the game. If you enjoy the game going at 60% above base movement, fine, enjoy. I enjoy the game going at 100% above base movement. So, just stop worrying about me, I mean, what harm am I doing you? (and now this is where we see your true colors)...

      --
      "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    2. Re:Ummm ok, here's one for you by Sycraft-fu · · Score: 1

      Ok, so what if I enjoy the game by causing your grief? What if what I find fun is to hack the game so I'm invincable, and follow you around killing you continously, and there's nothing you can do about it? Hey, don't tell me HOW to enjoy the game, I enjoy it by doing that.

      That's the point, buying gold is against the rules. Blizzard has made that quite clear. If you do so, you are breaking the rules. Well, what I say is if you don't like the rules, don't play the game. If the game isn't fun for you when played within the rules, then you should find another game to play.

      This is because in MMORPGs your fun has to be balanced against other people's fun. In a SP game, be as selfish as you like, cheat to your heart's content, break all the rules, it's your playground, do as you please. However in an MMORPG your wishes have to be balanced against all the other players, the rules need to be obeyed. If that's not ok with you, go find another game. Breaking the rules and then declaring it to be ok because you find it fun is stupid. If you really think it's ok, let Blizzard know you choose to break the rules, see how that goes for you.

    3. Re:Ummm ok, here's one for you by Boronx · · Score: 1

      You need to learn how to enjoy games, and life, without having to keep up with the posessions of others.

      No, he doesn't need to, and in my opinion someone who tries to bind themselves (and others!) into the narrow gameplay envisioned by the devolopers is in more dire need of self reflection.

      Just about the only creativity from online gamers these days comes from farmers and griefers

    4. Re:Ummm ok, here's one for you by murdocj · · Score: 1

      The parent post sums it up, and ought to be modded up to the sky. All the stuff about "I have to buy gold so I can get item xxxx" is not a game problem, it's a game player problem.

  39. come on.. by Intangion · · Score: 2, Interesting

    i buy from gold farmers ;)

    i dont see anything that wrong with them they are only a minor inconvenience
    they found a way to make money 'playing' a game

    plus when you see these guys working in sweat shop like conditions for so little money, and this is the best they can find in their area you have to almost feel sorry for them

    so some people are minorly inconvenienced ON A GAME (oh crap my favorite farming spot has a couple chinese guys in it booo hooo they dont speak english)
    gold farming is some of these peoples lively hood, it allows them to afford a skinny ass chicken (that may or may not have bird flu, ooooh scary!) so they can feed their family another night

    man are we soo spoiled that we get this up in arms about video games while we do nothing as the inalienable rights that our ancestors fought and DIED for are taken away by an adminstration that attacks country after country "pre-emptively" (unprovoked, and next time maybe with nukes! oh joy!)

  40. +5 Insightful by ergo98 · · Score: 1

    Well because they are people with ego issues that want to have an edge over other players. They want to win, but aren't willing to get good at the game, so they cheat.

    You hit it right on the head. Many of these games are zero-sum type games, of sorts, and you achieve "power" only in relation to other people. People pay for the right to be "better" than other people, not to achieve some sort of magical point in the game where it is intrinsically fun. Give everyone all of the gold, and free "epic mounts", and some people will immediately quest for something further to set them apart, cheating or buying it to get it.

  41. Re:Another alternative to dealing with gold farmin by Anonymous Coward · · Score: 0

    And you keep coming back (as in, continue to pay monthly fees) to play these games because why? Seriously. More to the point - what do you do for the "end game"?

    The devs create these time sinks so you can't blast your way to the end in a week. They can't maintain their steady income stream if they don't have a way to make you come back. So, do the economics - create "grind", which is based on easily developed content (because it's repetitively played).....OR......create quests and endless unique content to reward your "stuff" instead, which is expensive development time to continually put out. Both keep you coming back. One may be obviously (I use this term loosely) more fun, but from the dev revenue standpoint, which makes more economic sense?

    The gold farmers just fill the gaps of the unfun portion.

  42. Eliminate the grind. by MaWeiTao · · Score: 1

    I abhor farmers and on principle alone I'd never buy anything from them. I have to admit I have some satisfaction in seeing them get screwed.

    On the other hand, I completely understand why they exist and can accept their presence because of that.

    Developers like Blizzard have done a careful job of balancing grind so that it provides a sufficient emotional response that encourages gamers to keep playing. The more they play and the more they care about the characters they've put so much effort into the longer they stay subscribed. Gold farmers provide the closest thing to cheat codes available in MMOs. For a given fee playtime can be significantly reduced, allowing players to reach their goals more quickly and making them likely to cancel their subscriptions sooner.

    It's a great model... Provide content comparable to a substantial single-player RPG and spread it out with excessively repetitive gameplay and charge players monthly fees. Unfortunately because of the turnstile-style presentation nothing actually flows together properly like it would in a single-player game.

    So MMOs are almost never about story. The journey is irrelevant, it's the destination that matters. A high-level character in rare gear is really all players have to show for all the time they've spent playing.

    Farmers are detrimental to MMOs, they ruin the economy among other things. But in the end, if it isn't them its something else. Everquest had all kinds of problems with loot and farmers didn't really exist in significant numbers yet.

    The solution is simple, stop making MMOs a boring grind.

    In fact, I've wished Blizzard, and others, would just take the artwork created for their MMOs and produce neat, single-player RPG out of them.

  43. uhh by Anonymous Coward · · Score: 0

    You're apparently not aware that most of the goldfarmers are Chinese, where $10/day is a good wage. Tip: RAM goes well with Zinfandel and potatoes, and make sure to cook the IDE controllers all the way through.

  44. Lineage by SQLz · · Score: 1

    Try Lineage, the economy is so fucked the top n00bie gear would take weeks of grind to save up your own.

  45. Economics Behind Gold Selling by paladinwannabe2 · · Score: 1
    Capitalism is based on the idea that I can pay people to do things that I want done instead of doing them myself. For instance, I can pay the neighbor's kid to mow my lawn for me. Everyone else on my block could be out in the yard mowing while I have fun playing WoW. Is it 'cheating' that I'm not grinding away out there like the rest of them? Should I feel bad that I'm having fun while everyone else isn't?

    Now suppose that I pay the neighbor's kid to farm for me in WoW. Everyone else on my server could be farming while I actually have fun playing the game. Is it 'cheating' that I'm not grinding away out there like the rest of them? Should I feel bad that I'm having fun while everyone else isn't?

    Paying money for virtual gold is little different than paying money for any other service. Capitialism is based on the idea that you trade money for things that you want, including other people's time. As long as they have games based on the concept of "spend lots of time to get x!" (where x is an epic mount, items, levels, etc.) there will always be people more willing to pay someone to spend his time instead of theirs.

    Disclamer #1: I am not currently playing any MMORPG.
    Disclamer #2: Some gold farmers may cause other problems by hogging resources, killing other players, and spamming. I have seen non-gold farmers do all these things as well. The problem is not with the gold farmers but with a game that allows such things.
    Discalmer #3: Just because gold farming is a logical extension of capitalism does not mean that gold farming is okay. After all, many people think capitalism is wrong.

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    You are reading a copy of my copyrighted post.
    1. Re:Economics Behind Gold Selling by kongjie · · Score: 1
      Most of the objections to farming are based on the damage it does to the economy and the hogging of resources that you mention.

      So it's not the cheating aspect that is mainly at issue. This is why your lawn mowing analogy doesn't work. Your neighbor's kid mowing the lawn doesn't have negative ramifications, unless he sucks and destroys your roses or something.

      When you try to make a claim and then place essential parts of the argument in a "disclaimer," you're making an ineffective argument. The problem IS with the gold farmers as well as the gold buyers. They're what make the problem persist. WOW has not done a very good job on their end, but neither have a bunch of other MMO corporations.

      Look at it this way: gold farming makes money using WOW that does not go to Blizzard. We can probably agree that Blizzard does not like this situation, because profit from the operation of the game should go to THEM. Moreover, gold farming has an impact on the game that for many reduces the game's quality and may cause people to leave it. Therefore, Blizzard has a strong interest in stopping gold farming. And yet it continues. I suspect that means that stopping it is much more difficult than you're willing to admit and not necessarily an indication of a badly designed game, as you seem to suggest in Disclaimer #2.

  46. The same can be said for spam by mlheur · · Score: 1
    The only way to really cut off gold farmers at the knees is not by refusing to take their money, but by refusing to give it to them.
    No one likes spam, but it's still a profitable business practice. The only way to really cut off spam is not by rejecting it at your inbox, but by refusing to give money to spammers.
  47. Remove trading by Ahnteis · · Score: 1

    The simplest solution is to completely remove inter-player trading.

    Then everything your character has is his. No gold farming--the most you could do would be character selling.

    Of course, this would also force a change in MMORPG game design, but quite frankly the grinding has got to go anyway.

  48. Everybody loves farmers. by Anonymous Coward · · Score: 0

    The gamers who buy from them love them for the service they provide.
    The gamers who do not buy from them love them because now the have a claim to moral superiority.
    The companies love them because they use loads of accounts, and every once in a while they get to boot a token number of them forcing them to buy new accounts.

    See? Everybody loves farmers.

  49. Re:Another alternative to dealing with gold farmin by xalres · · Score: 1

    This is exactly why I play COH/COV instead of WoW. Doing well is not based on who can buy the most l337 gear, there are no super rare drops and there's no real player economy to speak of. How your character performs depends on which powers you pick up, not how long you camped a spawn or killed the same blue drake over and over and over. A level 30 player who can only get on for 4-6 hours/week is at no more of a disadvantage as far as character performance as someone who can spend 4-6 hours/day.

    The only exception to this is the Hamidon enhancements but those aren't terribly difficult to come by on most servers.

    I have to say, after having played one, I like my MMOs with no real economy. It keeps the players more or less equal which helps the devs out. They no longer have to make content geared toward keeping the super tight tweaked out uber builds happy which is usually too tough for the average player.

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    If whales learn how to use weapons we're all screwed!
  50. Re:Another alternative to dealing with gold farmin by xalres · · Score: 1

    When you reached the "end" in COH you can make another character (there are two unlockable classes available to those with level 50 heroes), participate in raids, help out your supergroup by either grouping with them or helping with base construction, work on getting badges and accolades or PVP. Personally I went with making new characters, the variety available has been enough to keep me from getting bored with it.

    Cryptic has gone the route of trying to make more interesting and engaging content rather than introducing more repetitive timesinks like 40 person, 6 hour raids that give one trinket to the lucky few that have that much time, or introducing a super rare item that only drops for the player that kills one monster that spawns once a month. The content releases are infrequent but for the most part they've been full of things to keep players occupied. Sure, there are spots that feel "grindy", every MMO has those to an extent but I found COH to be less grindy in 2 years of playing than WoW felt during just my trial month. Your mileage may vary but I've made my choice.

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    If whales learn how to use weapons we're all screwed!
  51. Pot to Kettle, RE: Black by poena.dare · · Score: 1

    I think glowing reviews in trade mags for suck-ass games has caused me far more grief than gold farmers.

    Stop the Positive Game Review Farmers!

  52. Money is Useless in WoW by santiago · · Score: 1
    Yet, 200g can get you nothing worthwhile. You can't buy any items that are 'good' to a 60 character for anything less than 450g!


    You can't buy any items that are 'good' to a level 60 character, period. Anything worthwhile is Bind on Pickup. For some classes, there's maybe one Bind on Equip epic item that's useful at level 60, but it's not worth the ridiculous prices people try to charge for it. It takes far less of your time to gain better gear raiding than it would to generate that much gold. Apart from the one-time expense of a level 60 mount and ongoing repair costs, there is very little use for gold at level 60.
    1. Re:Money is Useless in WoW by Anonymous Coward · · Score: 0

      I fully agree to this when is comes to wow, when I quit, I got full Felheart Epic set for my warlock, 1200g in the bank and probably trade stuff worth around 2000g on my bank character. All I could expect from the game, gearwise, was a few more Nemesis drops from BWL, but nothing else of interest could be bought.

  53. gold farmers arent likely to go away by skank · · Score: 1

    because the ppl playing the games are too damn lazy to do anything for themselves. I play eq1, and have for about 2 years now. I play on the FV server (rp server, special ruleset, not very many no-trade items at all) There are plat farmers there that have nearly ruined the game for many. If you go to most any of the high lvl zones, to get say runes for your 69 or 70 spells, you run into them. They are there 24/7. If you find a camp they dont seem to be at, and pop a named, thier ranger (tracker) informs them, and your group gets trained and killed. Many have given up on getting the runes for this reason, and resort to buying them in the bazaar... go figure, said ppl are the only ones selling those runes. So, now they have even more pp to sell online to the next lazy fuck that would rather pay for his shit then earn it himself. Personally, I raid, so have no real need of in game pp, and would never buy it. I have run into these farmers many times, and since I am geared much better than they are, and can FD (I am a 70 sk) they never kill me... rather I kill them until they leave for a bit, and my group (or anyone else wanitng to hunt in said zones) are free to do so until the next shift change, and the next poKafimur logs on. I am very against the plat farmers for what they have done to the game, and wont assosciate with anyone who even buys from them. They are the reason these guys exist. So to all of you who say *I buy gold... whats the problem?!?* do us all a favor, if you are too lazy to play the game yourself, just dont play. In game worldsis supposed to be a place that the amt of cash you make in RL doesnt have any effect on how you play the game. Dont let it. Either play, have fun (grinding levels/pp whatever, can be fun if you are with a good group of ppl, thats where I get most of my enjoyment out of the game) or fucking quit. You wont be missed.

  54. gold farmers arent likely to go away by skank · · Score: 1

    because the ppl playing the games are too damn lazy to do anything for themselves. I play eq1, and have for about 2 years now. I play on the FV server (rp server, special ruleset, not very many no-trade items at all) There are plat farmers there that have nearly ruined the game for many. If you go to most any of the high lvl zones, to get say runes for your 69 or 70 spells, you run into them. They are there 24/7. If you find a camp they dont seem to be at, and pop a named, thier ranger (tracker) informs them, and your group gets trained and killed. Many have given up on getting the runes for this reason, and resort to buying them in the bazaar... go figure, said ppl are the only ones selling those runes. So, now they have even more pp to sell online to the next lazy fuck that would rather pay for his shit then earn it himself. Personally, I raid, so have no real need of in game pp, and would never buy it. I have run into these farmers many times, and since I am geared much better than they are, and can FD (I am a 70 sk) they never kill me... rather I kill them until they leave for a bit, and my group (or anyone else wanitng to hunt in said zones) are free to do so until the next shift change, and the next poKafimur logs on. I am very against the plat farmers for what they have done to the game, and wont assosciate with anyone who even buys from them. They are the reason these guys exist. So to all of you who say *I buy gold... whats the problem?!?* do us all a favor, if you are too lazy to play the game yourself, just dont play. In game worldsis supposed to be a place that the amt of cash you make in RL doesnt have any effect on how you play the game. Dont let it. Either play, have fun (grinding levels/pp whatever, can be fun if you are with a good group of ppl, thats where I get most of my enjoyment out of the game) or fucking quit. You wont be missed.

    sorry for the double post

  55. Why do I still play Diablo 1? by DimGeo · · Score: 1

    Because it takes about 3-4 days of gameplay to level up, get enough gold, and kill the big boss. There. Immediate satisfaction.

    It is really frustrating to have to play for months to get a decent amount of money or experience points. And why do it, when I can play Doom 2 CTF.

    Enough said.

  56. damn right! by big+ben+bullet · · Score: 1

    too bad i don't have any mod points...

  57. Not gonna happen ... by DerWulf · · Score: 1

    ... because this problem exists precisely because there is no 100% agreement in the community that gold-buying is bad. Also, as long as thottbot exists, it doesn't really matter if "serious" websites refuse gold-ads. Thottbot is actually run by a gold-farming company and I'd venture to guess it's also the most visited single site from the target audience.

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    No power in the 'verse can stop me
  58. Same paradigms by Frozen+Void · · Score: 1

    Guild Wars is still item-based levelling game without strategic depth.It takes time to get all skills maxed.Just lowering the barriers for newbies isn't making this game pure skill.And the 'skills' this game requires can be scripted to a bunch of hostile bots(with precise millisecond responses).
    Wiki:
    PvP involves multiple 4 to 8 player groups fighting to achieve typically FPS-style gameplay objectives such as deathmatch, king of the hill, or capture the flag.

  59. So hated, so very hated... by Anonymous Coward · · Score: 0

    The reason most farmers are so despised is simple: They aren't players. Their intentions are to make the game easier for one group: their clients. This leads to a total disregard for other players. They will cheat, steal, scam, spam, gamble, and backstab in any way necessary to achieve their ends and make a buck.

    More fuel for the fire is the old Themis group article:(ironically, they consult with farmer companies.)

    http://www.themis-group.com/uploads/Pitfalls%20of% 20Virtual%20Property.pdf

  60. Another way to stop farming. by zstlaw · · Score: 1
    Another way to stop farming that no one has mentioned is the punative approach.

    Basically when you ban a farmer you also ban anyone on the consuming end as well. If you can get punished for buying gold and lose a character you spent monthes creating then you sure as hell do not buy gold. You have to state this as a penalty clearly to users and then only afterwards do you start punishing users.

    Of course the sellers could randomly send gold to other people to try to cause false bans, but like the real world you can either return the stolen money, or you can be punished.

    I am not sayign the punative approach is the best approach, but it sure would remove the market. A lot of people here seem to think gold farming and buying gold are not cheating. I strongly feel it is unethical. You play the game to enjoy the game. Making the game dependant on real world investments gives it the "Magic the Gathering" problem where no matter how good you are I can spend more money and become a better player.

    MMORPGs are trying to say if you put more *time* into the game you are a better player. If someone has the best equipment in the game it is because they earned it, not because they cheated. Buying money is cheating and thus should also feel the ban.

    I have been tempted by gold farmers. I have 500 gold and only one character at level 30. It has taken days to save the money up. I almost never hunt, I primarily work the auction house. A gold farmer could sends me twice what I have done in the game for $20 of real money. But that is not the game I am playing. I like my gold because I earned it. It means something to me just like that purple epic means something to the level 60 next to me. They show in-game accomplishments. Farmers and character sellers make that type of accomplishment meaningless.

    1. Re:Another way to stop farming. by zstlaw · · Score: 1
      People who object to me having so much gold despite the low level should think of it as me working a job instead of leveling. You log on and go into instances. I instead buy items during times of high supply and re-list them at times of high demand.

      I am essentially a shop keeper who insures that other players can find the goods they are looking for whenever they log into the game. You man not find this role interesting, but I do. I have never hit the level cap in any MMO game I have played, but I do enjoy helping others to play. If you hit 60 you can then quest for money and probably even make more than me so don't say that my way of playing makes everyone into a auction-bot. It is perfectly possible not to train all the skills on a characters (due to money limitations) and yet play up to level 60 in a fraction of the time I have taken to play the game.

      Not everyone plays to kill things. With my priest I spend almost as much time healing and buffing random people as I do killing, and I enjoy feeling that I am helping others. I have been in a frantic fight for my survival and still managed to buff a stranger running by me during the battle. It is just how I play. The game is about social interaction, not being uber-powerful.

      Most people don't seem to get that, they are driven primarily by greed. It is a perfectly good motivation for getting tier 2 items, but greed is not a valid justification for buying gold. And yet it is the only defense people have. I work a job, a lot of my guild has children, and yet they still play and enjoy playing. I might occasionally help them by giving busy parents gold, but that is what guilds and communities are for. Anything that builds a sense of an online community improves the game. Farming actually reduces this by making it so that you never need anyone else. You just need 39 other losers to help you get that last head-piece to complete your set. If you join a large and vibrant guild then maybe money is not a problem, maybe getting that epic is also not a problem. Handle the problem within in the system.

  61. Server limit on play time by Anonymous Coward · · Score: 0

    How about a new server type that only allows two hours of play time per account per day? This would allow casual players to all have about the same amount of game time. If people want to make the argument that time is money, limiting game time might be a great way to balance the economy.

    Another interesting feature would be to allow a character toggle on and off the ability to earn XP. That way if you wanted a level 19 rogue with a full set of defies gear, you would actually be able to grind for it in VC yourself.

  62. To All The People Who Say Change The Game by RudyG13 · · Score: 1

    I think the thing you are all missing is this:

    Gold farming is what drives up the economies in this game to begin with. If you don't believe, try rolling a character on a brand new WoW server before the gold farming sites make gold available for them. The prices in the AH start out *very* reasonable, 10 silver for a stack of leather. But then Guy A starts to get greedy, and trys inflating the prices on their goods in the AH by placing his leather for 50s. Normally, this sort of action would result in the goods not selling, and being returned to the seller. In steps Guy B, who freshly purchased 1000 gold from ige.com. Since he now has a surplus of gold, he has no problem in paying the 50s for Guy A's leather. The next time Guy A puts up all his leather, he will now sell it for 50s, and other people will follow suit. In steps Guy C, who wouldn't really think of buying gold initially, but feels he can't keep up with the prices of leather for 50s. Guy C goes to ige.com, buys 1000 gold, and the cycle continues. So you see, by buying gold, you are contributing to the problem which you claim caused you to buy the gold in the first place.

    I also love how you keep bringing up one of the only expensive NPC purchased items in the game, an epic mount. This usually costs between 800-900 gold. Others are available for 640. A normal mount (which is slower admitingly) costs you only 90 gold, which is very easily obtainable by anyone. Simply put, this is not an item you *need*, it's something you *want*.

    Lastly, consider that you probably are playing a genre of games that don't suit you very well. If you really are that unhappy about an aspect of a game, simply stop playing it.

    1. Re:To All The People Who Say Change The Game by Anonymous Coward · · Score: 0

      The auction house on a new server has low prices because no one has much money. After a server has been out for 6 months many people have lots of money. I know people who have made 5000 gold by buying low and selling high on the auction house. A guy on dark iron leveled to 60 in 7 or 8 days and from that point on concentrated on getting all the enchants. For quite a while he was the only one with certain enchants and he charged for them mercillessly. He posted a screenshot showing 7000g at one point, made from overcharging for enchants.

      That being said, I buy gold because I don't like grinding for gold. I have considered it as advised and this type of game suits me just fine. learn2buygold noob.

  63. EVE Economy 101 by Anonymous Coward · · Score: 0

    I enjoyed EVE, and had a pretty good time playing with the economy (I had blueprints for pretty much every ammo type, made bulk sales in a lot of them, and also had a multi-POS setup producing goods.) It was great, though keeping several POSes fed and transporting the goods out became a bit tedious. Thankfully, all of mine were near high sec, so it was a matter of autopiloting while I went and did the dishes, or whatever.

    I still enjoyed it, right up to the point where I lost about 500,000,000 ISK (A reasonably substantial sum) to a bug that the devs wouldn't admit was real. One of my POSes ate 3 days' worth of fuel in under a day and a half. I'd heard stories about it happening to others, who would come in and find everything offline. I got very unlucky, and when I came back on day 3, everything except the control tower at one of my POSes had been blown away. Given the things I had parked there (a few barges, refinery, several silos / harvesters / weapons), I was quite upset. A lot of work had gone into that, just to be vaporised. Worse yet, the devs wouldn't do anything about it, and since I didn't have any conclusive proof that it had happened, I wasn't reimbursed at all. I think I cancelled my subscription the same day.

    EVE's a fun game, and a very pretty game too. It isn't, however, a game that I'd suggest getting too involved in.