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Blizzard, Square/Enix Ban Yet More Farmers

Eurogamer has the news that both Blizzard and Square/Enix have banned another batch of players for farming. The number of accounts, and the amount of money removed from the economy, is astonishing. From the article: "According to the World of Warcraft website, some 30,000 accounts were banned last month - and, as a result, more than 30 million gold were removed from the economy across all realms ... Based on the results of this investigation, more than 250 [FFXI] accounts among those found to be involved in large-scale RMT operations have been terminated... Thanks to these measures, more than 250 billion gil has been removed from circulation."

318 comments

  1. RMT? by Anonymous Coward · · Score: 0

    The article isn't coming up for me at work, can anyone tell me what RMT is?

    1. Re:RMT? by smaerd · · Score: 3, Informative

      It wasn't defined the article. I had to use Google. RMT = "Real Money Trading."

    2. Re:RMT? by space_biker · · Score: 3, Insightful

      Wikipedia has more info on Farming (gaming):

      http://en.wikipedia.org/wiki/Farmer_(gaming)

    3. Re:RMT? by Terranaut · · Score: 1

      Quote: Wikipedia
      One gold farming operation in Chongqing in central China with 23 gold farmers was reported to pay its employees the equivalent of about 75 U.S. dollars per month,


      Wow! They more than Apple :)

    4. Re:RMT? by Traiklin · · Score: 1
      One gold farming operation in Chongqing in central China with 23 gold farmers was reported to pay its employees the equivalent of about 75 U.S. dollars per month
      just think, if that was in the US then they would of all been laid off with their jobs going to india where they could pay EVERYONE involved for the total of $75 usd instead of just each person getting $75 a month.
  2. Well... by PFI_Optix · · Score: 5, Funny

    It beats subsidizing them. Maybe our government should be taking notes.

    --
    120 characters for a sig? That's bloody useless.
  3. Ban them faster! by 'nother+poster · · Score: 1

    I just wish I would stop getting solicitations from gold farmers in my in-game inbox.

    1. Re:Ban them faster! by steveo777 · · Score: 2, Interesting

      I have reported every one that comes by. I know they're from low-level, flak charecters, but I never see them again (I'll throw the advertisers up on the 'friends' list to better see if I'm going to report a real farmer or not). I usually get an automatic 'thanks.' It may not do much, but if it makes items at the AH cheaper, I'm all for it. Now if only I had enough Gold for my mount...

      --
      This sig isn't original enough, it's time to come up with something witty...
    2. Re:Ban them faster! by 'nother+poster · · Score: 1

      Oh, I report them also, but I still get really tired of logging on, seeing the mail icon and finding out it's the generic "Want cheap gold?!?!?! Visit http://www.wesuckreallywedo.com/pharmingasshats"

    3. Re:Ban them faster! by Fire+Dragon · · Score: 2, Funny

      Now if only I had enough Gold for my mount...

      I could help you with this VR money problem, but unfortunatelly I don't seem to be able to log back to my farm.

    4. Re:Ban them faster! by brkello · · Score: 1

      Ironic statement. If there is more money in the economy, the stuff you would sell would go for more. Therefore it would be easier to save up for something that has a static price...such as your mount.

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    5. Re:Ban them faster! by Kouroth · · Score: 1

      I'd like to see them set a cap on the buy out price, something reasonable like 10 times vender price for green, 15 for blue, 20 for purple items. Prices are through the roof and they just seem to be getting worse. Between people buying gold, farming, and twinking everything has gotten so expensive it is almost imposable to start over on another server with out having to just farm your self.

      --
      Thermal depolymerization - Lazy recycling.
    6. Re:Ban them faster! by rburgess3 · · Score: 1

      Actually, incorrect.

      That there is more gold per character in a system causes inflation, but since there has been no change in the previous posters ability to aquire gold, the epic mount is actually HARDER to get.

      Now, if a player were to /just/ play the AH, then that person is reasonably well insulated from inflation, but the problem is that not everyone /can/ just play the AH - otherwise where do the goods for them to play with come from?

      So, the people out gathering (not professional farmers) suddenly have LESS earning power because of inflated prices. Why? Because inflation is not equalized over the spread of goods available. The ones pouring money into the economy (the professional farmers) do so mainly by selling many low-cost items (hence the term: farmer) which actually /depresses/ the price of low-end goods. Inflation happens at the top end of the economic scale: the good stuff is very heavily affected, the mediocre stuff is not and bad (or basic) stuff is actually DEflated. The basic stuff, like herbs for making potions and whatnot, actually earns you less money because the professional farmers are competing with you and their jobs depend on it, while yours does not.

      It's a case of the 10/90's: 10% of the goods are responsible for 90% of the economy's inflation.

  4. Whew by Loconut1389 · · Score: 1

    For a second, I thought they were discriminating against your American farmer. I suppose they're too busy doing real work to be online.

  5. World of Final Fantasy?! by Anonymous Coward · · Score: 3, Insightful

    Wait, since when did Blizzard and Square/Enix merge? (Also, isn't it "Square-Enix"?)

    Anyway...

    I have to love the subtle order of magnitude in accounts banned. WoW bans 30,000 accounts out of 6 million, or about 0.5% of total accounts. Assuming Square-Enix banned the same percentage, they have a total of 50,000 accounts.

    Now, I know that Square-Enix's MMORPG isn't quite as popular as World of Warcarft, but I'm going to guess that's more of an indication that Blizzard is being more proactive in their banning of cheaters than Square-Enix is.

    1. Re:World of Final Fantasy?! by HarvardAce · · Score: 5, Interesting
      Now, I know that Square-Enix's MMORPG isn't quite as popular as World of Warcarft, but I'm going to guess that's more of an indication that Blizzard is being more proactive in their banning of cheaters than Square-Enix is.

      Either that or the percentage of "cheaters" in WoW is greater than in FFXI. I put "cheaters" in quotes because, at least in the case of WoW, the "cheaters" often aren't using any illegal hacks or third party programs -- they are either buying or selling gold, items, or accounts. That doesn't mean that some (or perhaps most) of the farmers in WoW aren't using illegal macros or other 3rd party programs, but my guess is that the majority of people banned didn't use any illegal programs -- they just violated the terms of use in some way.

      Also, from the article it looks like Square-Enix focused on the suppliers (these so-called "RMT" groups), while Blizzard went after both the buyers and the sellers.

      If you have any question on how aggressive the staff at Square-Enix is, take a look at this blog by a GM for the game.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    2. Re:World of Final Fantasy?! by dbritos · · Score: 3, Interesting

      [GM]Dave is not a real GM >.>

    3. Re:World of Final Fantasy?! by falcon5768 · · Score: 1
      thats basically it, SE doesnt go after the farmers since too easily they could accidentally get rid of a normal player who might be doing the same thing as a gilseller but not actually be a gilseller.

      SE tags and goes after large dumping ground acounts that are used to actually give out the gil thats gotten. They also go after acounts who dupe gil.

      --

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

    4. Re:World of Final Fantasy?! by Minwee · · Score: 1

      Violating the rules of a game is often referred to as cheating without having to resort to finger-quotes. That's what cheating means.

    5. Re:World of Final Fantasy?! by Anonymous Coward · · Score: 0

      I'm still waiting for Square-Enix to get around to banning everyone who's used the FFXi Windower since it quite clearly violates the ToS, and newer version allow blatant cheating.

      Hasn't happened yet - all indications I've seen show that Square-Enix has no intentions of actually solving the problem.

    6. Re:World of Final Fantasy?! by grim4593 · · Score: 1

      I don't play FF, but personally like any game to be able played in a window. I have a habbit of doing many things at once, and pressing alt-tab usually bogs the computer down and does not make an instant switch. If I want to chat with friends that are not in game, or look something up, I want to be able to see all my programs at once, regardless what the game wants.

    7. Re:World of Final Fantasy?! by modecx · · Score: 1

      Maybe they aught to figure out a game system that dosen't require spending tens of hours grinding against the game to have get items, so that you can advance. It ends up being the only reason people play, they're addicted to items. It's not "fun". It's goddamned work that you have to pay for the privilege to do! It's stupid. Maybe it's against the rules, but I can hardly see why people blame them. Farming isn't the cause, it's the solution, to people who are willing to pay. They're regular entrepreneurs even if they are Chinese or Korean or whatever, and the only reason the problem exists is because there's demand. When it boils down to it these farmers are filling an economic niche that was created because of poor game design!

      I was stuck on Diablo II, I hate to admit, and I spent hours running bosses for items and wasted untold hours so I could play my characters on the higher levels... It wasn't fun, it wasn't even a challenge. Playing with other somewhat mature players was the most fun thing about the game, and I thought that people who bought items were kinda lame. My mind is somewhat changed. If they want godly items, it's better to work at your job and plunk down a few bucks over paypal and enjoy the game in the first place rather than work to enjoy the game.

      I've got an idea: they should try designing a game that requires skill above all else to progress to the higher ranks! This way, progression in the game is not limited to the cheesy virtual items they have, or limited to how much the players grind the game, but it is instead limited to how good the players truely are! It should be possible for an excellent level 40 player with mediocre items to rival a mediocre level 60 player pimped out with excellent items items!

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
    8. Re:World of Final Fantasy?! by Kouroth · · Score: 1

      Some people LIKE grinding.

      --
      Thermal depolymerization - Lazy recycling.
    9. Re:World of Final Fantasy?! by modecx · · Score: 0

      Some people LIKE grinding.

      Yeah... Sure. They must be related to people who like having their genitals stuck in a bear trap? I mean, if you've had a bear trap clamped onto your balls for as long as you can remember, you might actually miss that bear trap if it fell off someday!

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
    10. Re:World of Final Fantasy?! by Awptimus+Prime · · Score: 1

      Actually, if you go to zones where there are good grinding spots for level 50+ characters, you will often find clients running completely automated. They basically run between different points, then once the bot application detects aggro, it tells the client to attack.

      If you see these, it is obvious. All you have to do is run right in front of the bot, hit the mob one time, then allow the bot to kill it. You get all the experience and the loot for making first contact. If there was a human manning the client, they would immediately start yelling about stealing their mobs, a bot though, will continue it's pattern for hours and never say a peep.

      Usually, when I find ones of opposing faction, I will kill it, then sit on the corpse, repeatedly killing it until it finally stops showing up. This often happens after an hour, or so, as I think the ghost may get stuck on terrain sometimes and never get close enough to resurect. Other options are to use a mind control hat and jump off a cliff with it in tow.

    11. Re:World of Final Fantasy?! by kjart · · Score: 1

      From that blog:

      [GM]Dave>> Pulling!!! ----> Shirt!
      [GM]Dave>> Heading back to camp.
      Susan>> Ready here.
      Susan>> (( Ready to Start Skillchain! ))
      Susan>> (( Can I have it? ))
      [GM]Dave>> Oh, yeah, baby.
      [GM]Dave>> (( Turn your party flag on. ))

      This GM already seems better than Blizzard.

    12. Re:World of Final Fantasy?! by Troglodyt · · Score: 1

      But is being more proactive better?
      Do you judge a judicial from how many people you can put in jail every day?

    13. Re:World of Final Fantasy?! by ctcost · · Score: 1

      The whole way they went about this thing sucks. They need to spend more time and effort to develop a system of analyzing accounts before banning because alot of good people got caught up in this fray including one of our admins, a long time player. We posted his story on our front page yesterday: http://www.abfnet.com/ Here's the whole story, just on case: Warning to all who play World of Warcraft By ctcost Late last week, one of our Administrators, *cough cough* Wolfman. Had his World of Warcraft account summarily banned. The sequence of events went like this: 1) Wolf received a letter out of the blue stating his account was suspended because a character he had never created, or heard of received "something" from a compromised account. 2) 2 days later, without any questioning or correspondence from Blizzard on the account, he received an email stating his account was permenantly closed. Not for the original reason mind you, but because he supposedly had let someone else accesss his account this time. 3) Wolf replied to this letter with the following: Quote: Hello, My account name is w0lfman I have recently received an email saying my account was "banned/closed". Please provide me all the information available regarding this matter. 3) He called Blizzard Support. After a half hour of wrangling the guy said he could do nothing, his Supervisor could do nothing because it was the wrong department. Wolf had to contact the account admins that had closed his account via EMAIL ONLY. His second option was to send a letter to a PO BOX in Irvine, CA. No matter how hard Wolf tried he could not get a phone number for these people, he could not get a physical brick and mortar address. Also, there is no listing on the State of California's website for a Blizzard Entertainment in terms of INC. LLP, LLC or any other limited partnership. 4) Wolf receives an email return from his original query: Quote: Hello William, > > Account Name: W0LFMAN > Offense: Unauthorized Account Access Policy > Details: Unauthorized access to another World of Warcraft account > > The actions detailed above have been deemed inappropriate for World of > Warcraft by the Support staff of Blizzard Entertainment. Please review the > World of Warcraft Unauthorized Account Access Policy at > http://www.blizzard.com/support/wowgm/?id=agm01889 p. Access to another World > of Warcraft account which is not registered in your name constitutes > unauthorized access to another World of Warcraft account, whether or not you > had permission from the registered user. As such, this World of Warcraft > account has now been closed by the Account Administration staff based on > review of the above account infraction incurred. This action has been taken > in accordance with the Terms of Use > (http://www.worldofwarcraft.com/legal/termsofuse.h tml) and our game policies > (http://www.blizzard.com/support/wowgm/?id=agm0171 2p). > > Last, according to the World of Warcraft Terms of Use, to which all players > agree when installing World of Warcraft, Section 3, Paragraph C [Rules Related > to Game Play] states that you may not do anything that Blizzard Entertainment > considers contrary to the "essence" of World of Warcraft. This entails access > to another World of Warcraft account, including, but not limited to, the > deletion of items/characters and redistribution of in-game currency or > possessions. The bottom line is that we want World of Warcraft to be a fun > and safe environment for all players. > > We thank you in advance for your time and for respecting our position. > > > Regards, > > Alchavian > Account Administration > Blizzard Entertainment > http://www.worldofwarcraft.com/ Talk about general....there is nothing in this email that remotely tells what

  6. Federal Reserve by Bob_Robertson · · Score: 3, Funny

    Now, if only we could turn off the farmers at the Federal Reserve and stop inflation in the "real" world.

    Visualize banned Greenspan.

    --
    The Ludwig von Mises Institute. The reasoning individuals economics
    1. Re:Federal Reserve by 'nother+poster · · Score: 2, Interesting

      You do know that Greenspan retired a while back and a Mr. Bernacke(sp) is running the Fed now?

    2. Re:Federal Reserve by Anonymous Coward · · Score: 0

      Don't you mean Bernanke?

    3. Re:Federal Reserve by EddieBurkett · · Score: 2, Funny
      You do know that Greenspan retired a while back and a Mr. Bernacke(sp) is running the Fed now?
      Bernacke is just Greenspan's alt, since he's been bored from hitting the lvl cap.
      --
      The only thing I hate more than hypocrites are people who hate hypocrites.
    4. Re:Federal Reserve by Anonymous Coward · · Score: 0

      Psst: Greenspan retired. Ben Bernanke is now the chairman of the Federal Reserve.

    5. Re:Federal Reserve by 'nother+poster · · Score: 1

      Nah. He's not an alt. He plays like a noob who bought an account.

    6. Re:Federal Reserve by Bob_Robertson · · Score: 1

      I didn't take the time to look up the new sock-puppet's name. Yes, I know Greenspan retired, I hope someone decides to inflate his water supply so he drowns like he helped drown America.

      One sad thing about Bernanke as opposed to Greenspan, Bernanke never embraced a firm currency, he never wrote about the benefits of thrift. All of Bernanke's writings have been about how he believes it's possible to print wealth.

      Bernanke's promotion to the head of the Federal Reserve does not bode well. If the policies he's espoused in the past are enacted, America is going to make the Weimar Republic look fiscally responsible.

      In doing just a quick search to make sure I spelled "Weimar" correctly, it looks like I might have to fix the Wikipedia entry on the subject. Inflation is caused by the printing of worthless money, the Weimar Republic was not the victim of their inflation, it was the cause.

      Bob-

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    7. Re:Federal Reserve by Anonymous Coward · · Score: 0

      When was the last time we didn't have inflation? Oh yeah, the 1930s... great times economically, weren't they?

    8. Re:Federal Reserve by CRCulver · · Score: 1

      Visualize banned Greenspan.

      Funny that you hate Greenspan but laud Von Mises, considering that they were in the same circles.

    9. Re:Federal Reserve by nuzak · · Score: 1

      > I didn't take the time to look up the new sock-puppet's name. Yes, I know Greenspan retired, I hope someone decides to inflate his water supply so he drowns like he helped drown America.

      We're supposed to take your commentary seriously when you can't even be bothered to look up the guy's name?

      And you also mention that you edit Wikipedia.

      Way to go.

      --
      Done with slashdot, done with nerds, getting a life.
    10. Re:Federal Reserve by servognome · · Score: 2, Insightful

      Now, if only we could turn off the farmers at the Federal Reserve and stop inflation in the "real" world.

      Yes because what we really need is only the rich being able to readily access liquid assets.

      --
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    11. Re:Federal Reserve by 0xdeadbeef · · Score: 2, Funny

      Keynesian monetary policy didn't drown America, turning our backs on God did.

    12. Re:Federal Reserve by Bob_Robertson · · Score: 1

      "We're supposed to take your commentary seriously when you can't even be bothered to look up the guy's name?"

      This is Slashdot. You're taking peoples commentary seriously?

      "And you also mention that you edit Wikipedia."

      Only when glaringly wrong, and I find removing/adding one word or two usually sufficient to change the bias of the article back to fact from fiction.

      I was very pleased that when I went deeply into the article on the Weimar Republic, it became clear that the Google excerpt was not representative of the article as a whole.

      "Way to go."

      What, you don't? Correcting error is important. Information is the only thing we truly contribute to our species. Accuracy in that information is imperative.

      Bob-

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    13. Re:Federal Reserve by Bob_Robertson · · Score: 1

      "Yes because what we really need is only the rich being able to readily access liquid assets."

      Interesting. Can you tell me why not having the government printing money would prevent anyone else from doing the same?

      Just as an exercise, I asked a group of people to consider shares of Microsoft. Would they take them as currency? I was not surprised to have them universally positive about the idea.

      The problem with this theory you have about money, is that money is fungable. That means it can be divided infinitely. 10,000 pennies is just another way of saying $100. That's why money has existed in many different forms over time, including mills. Remember mills? You can still calculate your taxes in mills, being 1/1000 of a dollar, even though the printing of worthless fiat currency has made the mill non-existant in common American currency.

      If all currency had to be gold, as you seem to be implying, then yes gold would have a very high value. But gold has _always_ had a very high value, that's why silver and copper were used as currency with a lower unit value as reflects the greater quantity available for circulation.

      Would you care to elaborate on your assertion that assets would be difficult to liquidate if the government didn't print paper money? Have I completely missed your mark?

      Bob-

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    14. Re:Federal Reserve by servognome · · Score: 1

      Would you care to elaborate on your assertion that assets would be difficult to liquidate if the government didn't print paper money? Have I completely missed your mark?

      You have a good understanding.
      As you pointed out there is an issue with gold, deflationary pressure due to increased demand for currency with a limited supply.
      This requires the addition of silver (or alternate an alternate currency such as Microsoft stock) to increase the liquid assests in circulation for use. That is by definition inflation, that the original poster is against.

      --
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    15. Re:Federal Reserve by Bob_Robertson · · Score: 1

      "This requires the addition of silver (or alternate an alternate currency such as Microsoft stock) to increase the liquid assests in circulation for use. That is by definition inflation, that the original poster is against."

      I disagree only in the particular that substituting the medium of exchange isn't inflation, because the explicit "money supply" is still fixed in terms of whatever the standard is. Other commodities don't change the availability of a gold standard, for example, they merely allow greater fungability of the currency. Hmmm.... how to word this.....

      Inflation is changing the supply of money, it is noticed as an increase in the "price" of goods due to the greater supply of currency compared to the supply of those goods. The unit of money is cheapened because there are more of those units of money in circulation. The German "Great Inflation" is a good example, so is the substantial devaluation of the Federal Reserve Note that even I can see in the last few years of my own experience.

      In a commodity money environment, as deflationary pressure exists, something like the dime, nickle and penny are utilized. They are used in place of the standard, let's say gold for the sake of historic argument. Having silver available doesn't change the value of gold, having copper available doesn't change silver, having nickel available doesn't change copper. They may fluxuate compared to each other, which fuels speculation when some government tries to set a legal fixed exchange rate. But then we're right back where we stared with governments causing interference in the use of money and such speculation has nothing to do with "free market money" at all. When cheaper than their face value, they're currency. When more expensive, they are commodity. That's why silver forks were melted down like mad when the Hunt brothers tried to corner the Silver market in the early 80s.

      Actual inflation, the changing in the value of money itself, can only occur when, for instance, today there are more "dollars" in circulation than there were yesterday. The central banks talk about simply matching the increasing supply with the rate of what-would-have-been deflation, but in reality they give lots of new money to the governments to spend, who get to spend it at the old rate, and by the time it filters down through the contractors and sub-contractors to use common citizens, prices have adjusted to the new supply and you and I experience "inflation".

      Commodity money is far, far less subject to such creation of money from nowhere. In every example of inflation some government (or central bank, same thing) was behind it. From Roman coin-clipping to fractional reserve banking, it's all just fraud.

      At least with a complete separation of government from money, the flim-flam artists could be prosecuted instead of enshrined by law.

      Bob-

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    16. Re:Federal Reserve by servognome · · Score: 1

      I disagree only in the particular that substituting the medium of exchange isn't inflation, because the explicit "money supply" is still fixed in terms of whatever the standard is. Other commodities don't change the availability of a gold standard, for example, they merely allow greater fungability of the currency. Hmmm.... how to word this.....

      It depends on how it is done, alternative currency (which almost never happens) or expansion on the money supply by alternate backing. In the former, dollar value is reduced by reducing demand when an acceptable alternative is available. The latter case is an explicit increase in the money supply by printing of dollars now backed by silver. For either case, the result is the same, reduction in the value of the dollar.

      In a commodity money environment, as deflationary pressure exists, something like the dime, nickle and penny are utilized.

      The problem remains, the government can't make more dimes, nickels, or pennies instantly. It has to accumulate and destroy higher value currency first. Worse deflationary pressure hurts market liquidity, not because people having access to the correct change, but it increases the cost of lending. The economic risk to invest in an inflationary market is less than that of a deflationary market.

      Having silver available doesn't change the value of gold, having copper available doesn't change silver, having nickel available doesn't change copper.

      Having silver or copper backed currency just allows the government to print more money = inflation.

      Actual inflation, the changing in the value of money itself, can only occur when, for instance, today there are more "dollars" in circulation than there were yesterday. The central banks talk about simply matching the increasing supply with the rate of what-would-have-been deflation, but in reality they give lots of new money to the governments to spend, who get to spend it at the old rate, and by the time it filters down through the contractors and sub-contractors to use common citizens, prices have adjusted to the new supply and you and I experience "inflation".

      The central banks want a low inflation market to encourage investment which results in overall economic growth. Historically, the fixed money supply of the gold standard hurt farmers in the late 19th century. The silver standard was proposed as a solution, however, it was opposed by the rich industrialists since it would reduce their wealth.

      Commodity money is far, far less subject to such creation of money from nowhere. In every example of inflation some government (or central bank, same thing) was behind it. From Roman coin-clipping to fractional reserve banking, it's all just fraud.

      So what if money comes out of nowhere, as long as it is limited and controlled? As I mentioned earlier, adding silver or copper standard is essentially the same thing, an increase of the money supply. Taken to extremes the governent could just go on the leaf standard and print all the money it wanted to.
      All backing does is give people confidence to use and accept the currency. So long as "In God We Trust" is enough for people to accept dollar bills then there is no need for backing.

      --
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    17. Re:Federal Reserve by Bob_Robertson · · Score: 1

      "So long as "In God We Trust" is enough for people to accept dollar bills then there is no need for backing."

      I couldn't agree more. Government and money are a toxic mix and need to be abolished ASAP.

      Once that's done, I don't really care what the denominations, materials, commodities or "shares of Microsoft" are utilized as money, since any such transaction is a voluntary interaction between two parties and none of my business. I expect that what will happen is what has happened in the past, a particular commodity will become the "generally agreed upon" standard against which everything else is measured.

      Neither "inflation" nor "deflation" are the hazard where money is concerned. The hazard is manipulation.

      Bob-

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    18. Re:Federal Reserve by servognome · · Score: 1

      Neither "inflation" nor "deflation" are the hazard where money is concerned. The hazard is manipulation.

      Both uncontrolled inflation and deflation can be a serious hazard to an economy. And I'd rather have the transparency of manipulation by the government than hidden manipulation by private interests.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    19. Re:Federal Reserve by Bob_Robertson · · Score: 1

      "Both uncontrolled inflation and deflation..."

      The problem is assuming that it can be controlled. Just like socialism, the problem is the assumption that it is possible to plan at all.

      Without government interference, as soon as a medium of exchange becomes unstable it is abandoned. I am not going to trust something that is subject to "uncontrolled", by which you mean rampant, inflation or deflation. Neither would you.

      The source of what problems there are is the legal mandate, the monopoly, "legal tender for all debts public and private". That is a legally forced monopoly, and monopolies cause problems.

      Manipulations by private interests, again, can only happen when those interests, such as the Federal Reserve, operate by government fiat. Withtout that fiat, if it becomes unstable it is abandoned for a more stable commodity or whatever. That's why banks that try those funny games used to fail. But that again was before government stepped in and prevented such failures so that there are no limits to the corruption possible.

      The reason so much of the world went to dollars, is because it was better than using the fiat currency that the local government(s) had printed into oblivion. Now the dollar has competition with the Euro, and sure enough as soon as someone like Iraq makes noises about selling their products in Euros the government backing the dollar sends in the marines.

      Government ruins everything it touches. There is no measure by which I can tell you how much I prefer private freedom to the enslavement to evil which is government.

      By any measure the bank runs, recessions and "instability" of the hundreds of years under the universal gold standard pale to nothing compared to just the 17 years of the "Great Depression" that happened, and could only have happened, once the government took hold of the money supply in 1913.

      I believe the problem is that you are accustomed to government control of the money supply, and the thought of a commodity, rather than fiat, currency makes you uncomfortable because it would be different. That's the only way I can reconcile the difference between the historical record of events and the concerns you have about "manipulation by private interests."

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
  7. The damage has been done by Necroman · · Score: 3, Insightful

    Both FFXI and WoW are doing a good job at cleaning up farmers accounts right now, but that only fixes part of the problem. These farmers have introduced a ton of new gold into the economies that isn't easily removed. FFXI raised the % of money the Auction House takes from items, so they are slowly removing money that way. While WoW has a small cover for AH purchaes, and you have to deal with repair costs as well.

    There is no fast fix at this point, but closing accounts is a good start. I hope they keep up the good work, and hope even more to stop seeing ads to buy gold and gil.

    --
    Its not what it is, its something else.
    1. Re:The damage has been done by AuMatar · · Score: 1, Insightful

      OR better yet- SE and Blizzard can stop making broken games where you have to spend inordinate amounts of time doing extremely boring shit to earn gold in order to get to the fun parts. I buy gold and I'm damn proud of it- if your game makes me spend 50 hours mindlessly killing no challenge mobs, or mindlessly clicking craft in order to make money, your game is flawed. Gold farmers are the only thing that makes MMORPGs playable. These mass bannings will just drive casual players with real lives out of the game.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:The damage has been done by Canar · · Score: 2, Insightful

      Haha, so true. This is why I don't play WoW any more.

    3. Re:The damage has been done by Anonymous Coward · · Score: 0

      FFXI raised the % of money the Auction House takes from items, so they are slowly removing money that way.

      No they didn't. The AH rate in Jeuno for the last year or so was the same as what it is now in Al Zahbi. Actually, it went *down* in Jeuno and Tavnazia (Barely - the flat rate was reduced, though the percentage of cost stays the same. If you can't list an item in Al Zahbi but you can list it in Jeuno, go kill a Mamool Ja.).

      They also instituted a bazaar tax in Al Zahbi and Whitegate. These changes weren't meant as an inflation counter - it was intended to thin out the number of players that were idling in those zones or otherwise hanging out forever and encourage them to go elsewhere.

    4. Re:The damage has been done by MBGMorden · · Score: 4, Insightful

      The "casual players" need to learn that they in no way NEED that much gold to play online. You want decent equipment? PLENTY of quests give pretty nice equipment as rewards. No purchase necessary. Even if you buy it a lot of stuff is available for pretty cheap (especially crafted items). There's no way you're gonna tell me that your equipment repair bills or your flight costs exceed what you make during a standard ammount of play time. The bottom line is that for anyone who wants to play casually with casual equipment, you simply don't need much gold. You might even get some really nice equipment off of a random drop every now and then.

      The problem comes in when these casual players somehow think they need/deserve the top tier epic equipment. Yes this stuff costs a shitload of gold, because it's designed for people who put a shitload of time into the game. This stuff is really only required for the most challenging instances though (which are far beyond what a casual player would ever do).

      I also find it very amusing how gold buyers are so quick to claim that people who don't buy gold don't have real lives. You are spending real money on make believe money (when you certainly don't need it to play and have fun), yet you have the audacity to insult the social habits of those who don't do this. Judge not lest ye be judged, ya friggin hypocrite.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    5. Re:The damage has been done by Adam+Whisnant · · Score: 1
      From WorldofWarcraft.com's announcement on the subject:

      In keeping with Blizzard's aggressive stance against cheating in World of Warcraft, we banned over 30,000 accounts in the month of May, and with that removed well over 30 million gold from the economy across all realms.
      Looks like they're trying to do the best they can to make a real go at it.
    6. Re:The damage has been done by AuMatar · · Score: 4, Insightful

      Now on to reality. Want to actually compete in PvP? You need top tier items. A great player in greens and blues vs a good to decent player in MC BWL or better gear- the great player doesn't stand a chance.

      Want to go do a raid (why you'd want to do this I don't know, but some people obviopusly like it)- if you don't have top level eq, you either won't be allowed on harder raids or you'll end up being a leech.

      WoW is a gear based game. If you want to play, you need top end gear. End of story. If you have a life, that means buying it. THis is a flaw in the game, and the gold sellers help to mitigate it. I salute them for it, and Blizzard ought to be damn thankful they exist- they got an extra hundred or so off of me when I would have quit without them. And I'm far from the only one, I know another 2 dozen or so like me.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    7. Re:The damage has been done by drinkypoo · · Score: 1
      I also find it very amusing how gold buyers are so quick to claim that people who don't buy gold don't have real lives. You are spending real money on make believe money (when you certainly don't need it to play and have fun), yet you have the audacity to insult the social habits of those who don't do this. Judge not lest ye be judged, ya friggin hypocrite.

      First of all, it's not clear that someone who complains about a need for gold is necessarily a gold buyer. -1 points for you.

      Second, if you can work as many hours as you want, or at least you can work extra hours, and you get more gold for working an hour and buying it than you do for farming for an hour, then why shouldn't you buy gold if that works for you? I mean aside from it being against the TOS.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    8. Re:The damage has been done by XenoRyet · · Score: 2, Insightful
      The flaw here is that you don't actualy want to play WoW, you want to play a game that you think WoW should be. You buy gold in an attempt to transform it into the game you think it should be, but the reality is that you're cheating, and WoW just isn't the game for you.

      What I've learned from your posts is that you don't like questing, grinding, or raiding. You like PvP, and you think you should be able to single out just that portion of the game, and be competative at the top levels without playing the rest of the game. I can only think that this means your time would be better served playing some other game.

      --
      If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
    9. Re:The damage has been done by pogle · · Score: 1

      "First of all, it's not clear that someone who complains about a need for gold is necessarily a gold buyer. -1 points for you."

      Except in this case it is crystal clear, as the post he was replying to freely admitted to buying gold. -10 points :P

      --
      http://thechubbyferret.net - Ferret pictures and informative links.
    10. Re:The damage has been done by MBGMorden · · Score: 2, Insightful

      First of all, it's not clear that someone who complains about a need for gold is necessarily a gold buyer. -1 points for you.

      Damn. People don't even RTFGP anymore. A DIRECT quote from the GP: I buy gold and I'm damn proud of it-

      Doesn't leave much to assume does it?

      Second, if you can work as many hours as you want, or at least you can work extra hours, and you get more gold for working an hour and buying it than you do for farming for an hour, then why shouldn't you buy gold if that works for you? I mean aside from it being against the TOS.
      1. Very few people can work as much as they want and get paid on a linear scale. Personally I'm salaried so working extra nets no extra money for me.

      2. You don't need to go farming for an hour. It's a game. It's supposed to be fun. You'll get enough gold to enjoy yourself just by playing through the game as usual. So if the question is: would I rather spend an hour at work getting a lot of play money or would I rather spend an hour playing a game I enjoy getting a little less play money, I'd certainly take the game.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    11. Re:The damage has been done by kfg · · Score: 1

      Why not use your real money in Monopoly to buy Monopoly money?

      Game balance.

      KFG

    12. Re:The damage has been done by RingDev · · Score: 1

      Or maybe MMO's should move in the direction of being skill based with gear/time invested effecting the outcome of combat less. That way, casual players can still compete, and PvPer's don't need to spend 800 hours leveling, farming, and questing to be uber, they just need to practice.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    13. Re:The damage has been done by AuMatar · · Score: 4, Insightful

      I like questing. I like PvP. I don't like grinding, and I don't like raiding (5-10 man intances are fun if not done ad nauseum, 40 men aren't. Ones that take 5 hours to complete aren't).

      Your absolutely right- I bought gold to make WoW a game thats more appealing to me. I also remodeled my kitchen to make it more appealing to me- is that cheating? And yes, I should be able to play the parts of the game that I want and not play the parts of the game I don't- its a game. Why the fuck should I pay to do something I don't like? Hell, for that matter name any game where you like every aspect of it- I can't. I eventually quit WoW when Blizzard made it impossible to do the parts of the game I did like without doing the parts I don't (I wasn't about to spend 5 hours a week doing MC, which was what it took a good guild then. I like having weekends). SO did the rest of my guild, minus one or two players, so there went a few grand a year for Blizzard. But if there's enough parts of the game I do like, I'm going to go ahead and play it and use whatever means are possible to skip the not fun parts. SO long as doing the fun parts is worth the money, its all good. In this case it was- I spent a few hundred on gold, and enjoyed the game for a decent amount of time. It was a lot cheaper on a per time basis than many other hobbies.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    14. Re:The damage has been done by MBGMorden · · Score: 3, Insightful

      Now on to reality. Want to actually compete in PvP? You need top tier items. A great player in greens and blues vs a good to decent player in MC BWL or better gear- the great player doesn't stand a chance.
      MC or BWL gear isn't bought. It's dropped. If you want to go get it, you do those runs, you don't buy the stuff. In the same light, if you want to do strictly PvP, there are rewards for doing PvP as well.

      Want to go do a raid (why you'd want to do this I don't know, but some people obviopusly like it)- if you don't have top level eq, you either won't be allowed on harder raids or you'll end up being a leech.
      If you enjoy raiding, then you will have done a lot of dungeons by the time you make it up there. Through the standard progressive sequence, if you raid the proper dugneons sequentially, you will get acceptable gear simply from drops or quests. There is simply no need to buy the stuff.

      WoW is a gear based game. If you want to play, you need top end gear. End of story. If you have a life, that means buying it. THis is a flaw in the game, and the gold sellers help to mitigate it. I salute them for it, and Blizzard ought to be damn thankful they exist- they got an extra hundred or so off of me when I would have quit without them. And I'm far from the only one, I know another 2 dozen or so like me.
      Gear certainly helps in certain areas, but you in no way need top end gear. I've been through high-level 5 man runs when every player has done fine, and afterwards seen players with all green gear (typical cheapo dropped or quested for stuff) that pulled their weight as much as anyone else. Top level gear simply is not required to enjoy the game. The best stuff isn't even buyable anyways, and even the decent BoE stuff needn't always be paid for (the 3 BoE portions of my Magister's set were all donated out of the guild bank, having dropped on guild runs previously with noone able to use them). The only flawed part of the equation is your perception of the situation. Continue with your superiority complex though. It's really amusing.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    15. Re:The damage has been done by RollingThunder · · Score: 1

      This is why I prefer WW2OL to MMORPGs. In WW2OL, it's the individual's skill that matters, and player rank just adds small things like binoculars once you're out of the lowest "greentag" ranks.

    16. Re:The damage has been done by Firethorn · · Score: 1

      I buy gold and I'm damn proud of it- if your game makes me spend 50 hours mindlessly killing no challenge mobs, or mindlessly clicking craft in order to make money, your game is flawed. Gold farmers are the only thing that makes MMORPGs playable. These mass bannings will just drive casual players with real lives out of the game.

      Ever consider that it's because of the gold farmers and players like you that the prices of equipment on the open market become so inflated?

      It's like what happens if a country decided to simply start printing money to pay for everything. It experiences crippling inflation(the loss of value of money). The gold farmer uses various cheats/exploits/macros to collect gold. He then sells it for realworld cash. You, the purchaser, use it to buy expensive but leet item. Seller of said item, flush with cash, spends money to buy other goodies. Rinse, repeat, more money in the economy, not really any more items, prices go up.

      Thus, if you reduce the availability of money/gold(by getting rid of the 'farmers'), people with free real cash can't simply purchase XXX Gold for $$$, thus that somewhat rare item up for auction at XXXX doesn't get sold, because nobody has the cash, thus the seller has to sell it for simply XX, which you CAN get through a certain period of casual gaming.

      --
      I don't read AC A human right
    17. Re:The damage has been done by XenoRyet · · Score: 4, Insightful
      Remodeling your kitchen is not outside of intended functionality for a kitchen-space, and also has no effect on anyone. Buying gold on WoW is very much outside intended functionality, and is detrimental to the community as a whole.

      All I'm saying is that if you don't like the way WoW playes, cheating isn't the way to fix it. It's like filling the sandbox with dirt because you like making mud-forts more than sandcastles, it's really best for everyone involved if you just go play in the mud and leave the sandbox alone.

      --
      If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
    18. Re:The damage has been done by Anonymous Coward · · Score: 0

      B.S. I have two level 60 characters on an old server. Both characters have epic mounts and epic gear. I have 1 or 2 of every libram in the bank, over 1500g total (after buying my 2nd. epic mount and a Foror's Compendium), lots of consumables waiting to be used, etc. I have a 300 skill alchemist, 300 skill blacksmith, and 300 skill enchanter.

      I do not play nearly as much as players with far less gold.

      Some of the things are a bit time-sinky, but most players are simply dumb with their money in game (just like real life, funny that) and haven't figured out how to figure out the best ways to make money with relative ease.

      First all, learn to play. It is amazing how many people get to 60 without understanding how aggro/tanking works, how to stop runners, how to use crowd control, how to heal, how to fade/vanish/soulstone/DI etc. Then they whine when they die over and over in Scholo, rather than clear it for easy gear and money. You should be able to do Strath, Scholo and UBRS in your sleep, even with a paladin tanking.

      A foolish player will pay 50g for a righteous orb and 200g for a Crusader enchant. A smart guild will head to Scarlet Strath and get 2-4 of them in one run, and sell crusader enchants for 200g with the extras they don't need, or just sell the orbs if they don't have an enchanter to do crusader.

      A foolish player will spend 400g each for pieces of enchanted thorium plate or similar "pre-MC gear", only to quickly replace them with Tier 1 in MC. A smart player will do the quests that give similar gear, get their Tier 0 or stuff from DM, etc.

      A foolish player will equip a BoE epic that is easily replaced in MC. A smart player will sell it.

      People who spend hundreds of gold on a level 19 twink for WSG are fools, and usually do so because they can't hack it at the level 60 game.

      Tribute runs will yield you major mana pots, major healing pots, and some nice pre-MC gear. You shouldn't need to use consumables for a tribute run (outside of what is needed for tribute) to clear it if you know how to play.

      One or two games of AB or WSG a week will net you enough honor to maintain a rank of Sergeant, allowing you additional discounts for repair costs and flights.

      A good group can make bank with one run of BRD, without needing to use a single consumable. You can 3 man it if you've got MC or better gear, increasing the individual take. Repair costs are no problem.

      Smart MC raids will ensure that their team gets the necessary resist gear wihtout much cost to themselves.

    19. Re:The damage has been done by AuMatar · · Score: 3, Informative

      if you want to do strictly PvP, there are rewards for doing PvP as well.

      With top end gear thats limited to 4-5 people per server, and is still vastly inferior to whats found in BWL. So you still won't be able to compete. Not that you could get to the top anyway, as you'd need the best gear to have a chance.

      Through the standard progressive sequence, if you raid the proper dugneons sequentially, you will get acceptable gear simply from drops or quests. There is simply no need to buy the stuff.

      If you don't want to have to do the same dungeon 50 times waiting for a 2% drop? If it gets ninja looted when it does drop? Or if you lose the roll legitamitely? If you want to play with friends who aren't still doing those lower level dungeons?

      Gear certainly helps in certain areas, but you in no way need top end gear

      Top end gear is absolutely necessary to do PvP. Its absolutely necessary to do high level dungeons (admittedly, you can do lower level ones without it). Get 40 people in greens in MC and have fun- you won't be able to beat more than 1-2 bosses, and that will be with heavy deaths.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    20. Re:The damage has been done by the+phantom · · Score: 2, Insightful
      Hell, for that matter name any game where you like every aspect of it- I can't.

      Tetris.
    21. Re:The damage has been done by tiocsti · · Score: 1

      One thing casual players find hard (and quite unfun) is the process required to get your first mount. With profession training and learning new skills, the first mount is quite difficult for players @ 40 to aquire; it took me several weeks of doing nothing but doing sm every day and selling all the goods before I was able to get my mount.

      I know several people who just bought gold for the mount, and I can't say I blame them. Sure you dont have to have a mount, but the quests seem to be less and less clustered as time goes on, so it really saves you a lot of work. Of course, there's the other situation too: pvp. Your opponents will have top tier gear through purchased gold, so to some extent you need it too -- particularly if you play a gear dependent class like a warrior.

    22. Re:The damage has been done by Fozzyuw · · Score: 1

      This would actually be a good time to sell an account on Ebay. I would guess with all the bans, you could get a good price for a level 60 Hunter/Rogue.

      btw, WoW CD for sale. Only $3,000. Level 60 Hunter included as a perk!

      (I can pay off my credit car bills with all those gold purchases now)

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    23. Re:The damage has been done by Anonymous Coward · · Score: 0
      One thing casual players find hard (and quite unfun) is the process required to get your first mount. With profession training and learning new skills, the first mount is quite difficult for players @ 40 to acquire.


      WoW is my first MMO. I play four hours a week. When my first character hit 40, I had 100g off selling ores, leather, item and gear drops. What the hell did you do with all your money?
    24. Re:The damage has been done by __aaitqo8496 · · Score: 1

      I also find it very amusing how gold buyers are so quick to claim that people who don't buy gold don't have real lives.

      What nerd said that? From my experience the road goes the complete opposite direction.

    25. Re:The damage has been done by ad0gg · · Score: 3, Informative

      Try to run AB without an epic mount. Speed in AB is more critical than anything else in AB since the winning strategy involves being able to reinforcing your positions before the other team can cap.

      --

      Have you ever been to a turkish prison?

    26. Re:The damage has been done by Anonymous Coward · · Score: 0

      Top end gear is absolutely necessary to do PvP.

      No, a well-organized group that actually works together is absolutely necessary to do PvP.

      Its absolutely necessary to do high level dungeons (admittedly, you can do lower level ones without it). Get 40 people in greens in MC and have fun- you won't be able to beat more than 1-2 bosses, and that will be with heavy deaths.

      Yes, but with each boss kill they manage, the people in the raid get increasingly better gear. And you make it seem like these people will not have any blues, which are insanely easy to acquire in Stratholme or Scholomance. The only people who need anything even remotely close to great gear are the tanks, and it is easy to get gear good enough to tank the first bosses in MC.

      Nowadays, even the casual players can get into an Onyxia raid to get their Quel'Serrar and Tier 2 helmet. I've had several friends tag along while my group's downed her to get them started with their epics.

    27. Re:The damage has been done by Necroman · · Score: 1

      I haven't played in a year and a half. When I left the game, the upped the AH % costs, and it has slowly been having an effect on the economy. I kinda stopped following the updates with the release of the new expansion.

      --
      Its not what it is, its something else.
    28. Re:The damage has been done by AuMatar · · Score: 1

      Nope, its because of game design that the market became so inflated. SOme items are incredibly rare- they drop 2% or less. Some crafting materials are time limited- you can only make 1 per x days (arcanite, for example). Because these are rare, they have high value. So they cost a lot (as do items made from it). This is called a time sink. If they didn't put in bullshit like rare drops (hey, how about treating it like quest rewards- pop up the list of choices and pick one) and time controls, everything would cost much less. THe inflation caused by gold sellers is actually canceled out, because its global inflation- yes, that suit of armor of invincibility doubled, but so did the price you get when you sold your linen bandages on the AH.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    29. Re:The damage has been done by AuMatar · · Score: 2

      No, a well-organized group that actually works together is absolutely necessary to do PvP.

      Both are. Early on, when MC was just begining a group with so-so gear but better organization could beat the gap- greens from a few runs of Strat/Schol/UBRS was enough. Now? It doesn't matter if you're better organized if their mages can hit for 2x what yours can and their warrior can 1 shot your mages.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    30. Re:The damage has been done by Anonymous Coward · · Score: 0

      I also find it very amusing how gold buyers are so quick to claim that people who don't buy gold don't have real lives. You are spending real money on make believe money (when you certainly don't need it to play and have fun), yet you have the audacity to insult the social habits of those who don't do this. Judge not lest ye be judged, ya friggin hypocrite.

      Some people who don't buy gold don't have real lives. Some do. But I can honestly say that if I didn't buy gold to get my epic mount (I haven't) that I would either not have it or not have much of a life (I opted to do without it.) In that respect, I can sympathise with the gold buyers.

      Why criticise them for spending real money on fake money though? People blow money all the time on things that leave you with nothing tangible to show for it - alcohol, food, movies, concerts, etc. The key there is that you're paying for the experience. If I really thought having an epic mount would let me have more fun, why shouldn't I spend a little real money on it? In some sense, it's more of a real purchase than the above items since I can continue to enjoy the purchase indefinitely.

    31. Re:The damage has been done by Anonymous Coward · · Score: 0

      If you have an agreement with your kitchen that disallows remodeling, then you cheated. end of story.

    32. Re:The damage has been done by Oztun · · Score: 1
      Some folks of course were happy, but happy people on the internet are WEIRD EXCEPTIONS. The internet is fueled by rage.


      There are plenty of happy people on the internet. They call them lurkers.
    33. Re:The damage has been done by Anonymous Coward · · Score: 0

      I think 90% of the gold goes out to the BWL and above crowd...

      There, the economy of fun really did break down when I bothered to do it:

      To enjoy BWL and be productive there, especially early on, you had your Tier 1 gear you got from MC, and that quite often cost about 10G or more to completely repair after you wiped it out from dying to a boss a few times there. And you would die a lot in the first part of BWL as you learned. So it was entirely possible, in 4 hours of gameplay there, to go through 40G on repairs. Not to mention the costs of potions, flasks, bandages, candy, etc etc whatever else sundries you used to aid you initially.

      Thus, it was possible, in a single session, to go through 50G of materials. Now, as a druid, and given my "grind farming skills" 50G was 6-8 hours or more of wandering Silithus or repeatedly killing 50ish scourge in the Plaguelands, etc etc.

      So, 3 days of raiding a week (or usually, for me, more like 2) equated to 16-24 HOURS of "grinding" to keep up. This blew.

      My answer was to stop going to BWL (and eventually, stop playing WoW and stop paying them 16 bucks a month to be bored for nearly half a work week of time), but frankly, I could see people buying gold just to cover these expenses, because the alternative was long periods of not having fun.

      Now, you can say "well, that's just part of the game, the grinding to do stuff" and I can tell you flat out that if you think that's enjoyable you're a class A moron who I frankly hope isn't doing much else of importance besides making sure the grease traps are clean at night. Seriously. I'm not saying that to be mean (or not completely.)

    34. Re:The damage has been done by bugnuts · · Score: 1

      Both FFXI and WoW are doing a good job at cleaning up farmers accounts right now, but that only fixes part of the problem.

      There are money sinks in the game, but the ease of making cash, if that's your intent, far exceeds the money sinks. Once you have an epic mount, there's really nothing to buy again. If you farmed at the same rate as you did to purchase your epic mount 6 months ago, how much money would you have now? TONS.

      And really, there is very little damage that has been done by farmers in WoW.

      Consider, 30,000 accounts in WoW and 30M gold removed. That's 1000g per account. woo-hoo. I have a lot of gold on my account, with a boatload of resources, and it is all legitimate without excessive AH farming or whatever poor excuse that people want to claim is broken when others have more cash. It's just obtained through playing.

      Let's say Blizzard did NOT remove the gold in this latest round of bannings, and instead spread it out amongst the existing accounts. Guess how much your share is? 5g. Per account, that's to spread across your 30 characters. If magically everyone got 5g spread out across their characters, how much effect would that have on the economy?
      None

      People blame farmers for increasing AH prices, when actually they provide MORE items, which drives down the price of AH items. Other non-gold-selling people buy these items and mark them up, and THAT increases the price of the AH. But when farmers sell more stuff, the price comes back down. There is actually a synergism between the TOS-breaking gold sellers/farmers, and the non-TOS-breaking players who just buy low and sell high. If enough AH-farmers buy all the items and remark them, they encourage people to buy gold, which encourages the farmers to farm gold and items, which puts more items on the AH, which is bought by the AH farmers, which is remarked at higher prices, which purchased gold is being used to buy. The AH farmers make a killing, and they aren't breaking the TOS. Yet, they are the impetus for gold purchasing. This is what's breaking the economy but it's far too easy to point at the chinese farmers as a scapegoat.

      If the economy can be broken by normal means (not counting dupe bugs, server crashing, etc), then it is a sign of a broken economy. Gold farmers can speed up the decline of a broken economy, but they do not break it per se.

      I think the best fix WoW can do for the economy is to limit each account to 10 items on the auctionhouse at any time, or perhaps charge a much higher fee for more than 10. Like 5% for up to 10, 10% 11-20, and 25% of the sale price for any items if you have 21+ listed when it sells.

    35. Re:The damage has been done by antizeus · · Score: 1
      I buy gold and I'm damn proud of it
      Congratulations on your outstanding achievement.
      --
      -- $SIGNATURE
    36. Re:The damage has been done by Anonymous Coward · · Score: 0

      So you're saying that a kitchen is intended to function as a space for remodelling? that a kitchen is inteded to be carpented upon? Hmmm, what if you payed someone else to remodel the kitchen? Is that still within the intended functionality?

      I think everyone should be forced to only use a thing for it's original inteded purpose. Because, nothing in the real world can be used for things that they weren't intended for. I mean, lord knows that the maker of The Wheel(tm) is rolling in his grave because people are abusing his invention with these abominations called cars.

      Oh, and I like my sand dry. With all this talk about sandcastles are you sure you're not going to ruin the sand I like to play in with water?

    37. Re:The damage has been done by Kaiganeru · · Score: 2, Insightful

      Plenty of quests give decent equipment?

      How do you define decent? I've played with Tanks wearing the "pretty decent" gear you speak of -- and they are not exactly the best, great skills notwithstanding.

      Even in the regular instances, the non-endgame places -- You want to tank scholo? You need a decent weapon. A weapon you got from a quest won't do it.

      Crafted? Okay. Try the Annihilator. The mats for most GOOD crafted items are INSANE. Check out the mats for the Annihilator... it's a rare, not even an epic, bear that in mind.

      40 Thorium bars, 12 Arcanite Bars, 10 Essence of Undeath, 8 Huge Emeralds, 4 Enchanted Leather, and 2 Dense Grinding Stones.

      You said something about "pretty cheap crafted items" -- does that look cheap to you?

      Similar mats for all decent high level crafted weapons and armor.

      Rare plate of good quality -- 700g a piece. And if you want an epic crafted item? Titanic leggings perhaps? Lionheart Helm? You are in the THOUSANDS.

      No, sorry, crafted items are not cheap. Not not not not... not at the higher levels, not for 60s, and a CASUAL level sixty player... how do you propose that they come up with the mats for the modest Annihilator? It's just a basic rare tank weapon. Insanely expensive..

      Or do Casual Players not need anything above greens? I disagree, I think that you need to have at least good blues; sure if you're a sixty who tanks folks through Gnomer or the mines or similar instances, green to your hearts content (better to even have a swap out set of less expensive gear for when you aren't doing heavy duty stuff)... but most casual players WANT to do the instances.

      And since WoW puts SO MUCH of their effort into the Endgame instances, missing out on those is missing out on the "amazing" stuff.. on the exciting, visually stunning gameplay. But YOU CAN'T GO if you don't have decent gear -- an endgame guild won't take you.

      So, casual players should stay in green, not do instances, and never do endgame?

      No, I think not.

      Nor do I endorse in any way cheating.

      But your point of view, while ranked insightful, is a touch simplistic, I'm afraid to say..

      I dearly wish it weren't, though. I do. I wish we didn't have to spend hours mining and skinning and collecting herbs and so forth for a chance to get enough money to get that extra Fire Resist that would allow one to go to MC and BWL. And so forth.

      Or even for a half way decent crafted weapon to tank regular instances.

      What I've said here pertains to warrior class; Druids have it easier once they find a decent staff or get that Hammer of the Grand Crusader... all magical classes do. But dps and tanks rely on gear, and that is what there is, quest reward quality stuff just won't do unless you are talking about the rare quests that do give something good, such as the Tirion Fordring quest chain.

      I wish that it was as easy as you suggest it is, I truly do.

    38. Re:The damage has been done by Anonymous Coward · · Score: 0

      Very good and informative post, nice perspective.

      Just another comment on people that say Blizzard is gods and every critic should run away and play another game: this game was engineered to keep it's players "spellbound" for many many months (years), and as such they have made an extremely crazy game in terms of grinding. But it is not easy to balance a game for both noobs, casuals, hardcores and gold farmers in one and the same game and server.

    39. Re:The damage has been done by Anonymous Coward · · Score: 0

      He he lol the period before mount is kind of a tutorial of the whole game. After 40 and with mount the game will take off at much greater pace.. One could argue that it's ok to buy gold for the mount, but I think it's cheating and also very noob move because the levels before 40 are intended to make you a good player, and you will just be another noob on a fancy mount anyways. That being said the pre-40 period is cool experience so dont cheat yourself.

    40. Re:The damage has been done by RzUpAnmsCwrds · · Score: 1

      "Try to run AB without an epic mount. Speed in AB is more critical than anything else in AB since the winning strategy involves being able to reinforcing your positions before the other team can cap."

      You know what? It took me around 10-20 hours of grinding in Silithus to get an epic mount. Considering what I make for doing real work, it would have made more sense (from an opportunity cost standpoint) to simply buy the gold. But, you know what? It's a game. People need to understand that they are simply not going to have the same "status" as the every-day-raid players unless they are willing to invest the time. Getting an epic mount doesn't mean as much if it doesn't take any effort.

      Clearly, most WOW players understand and accept that they will never have the gear that hardcore players do. Yet they still have fun. Interestingly, that's why I'm no longer playing WOW - I got my rare set, my 1/2 set, and my epic mount. What was left? PvP and raiding. I'm not too fond of being ranked against hardcore players on a weekly basis (anything where I consistently have to invest time to maintain rank seems a bit too much like work), and I'm not too fond of spending 4-5 hours listening to the directions of raid leaders to get DKP that I may never get to spend. That's WOW's real failure - once you hit 60, unless you're a hardcore player, there's really very little content. Casual players (like myself, though I was certainly on the high end of "casual" with 24 days of playtime) enjoy being able to jump in anytime. Casual players like doing a 45-minute quest and seeing a cool reward. Casual players like exploring, like discovering new areas and seeing the plot develop. They like helping out other casual players without having to spend time micro-planning strategy. They like the one-off battles with enemy players (except, of course, when they are rediculously unfair). Most of all, they like the fact that they can leave at any time to get back to the real world - without significant penalty. Battlegrounds take that ability away (stay until the end or you don't get the reward). So do raid instances (some guilds enforce this with DKP penalties; others simply silently condemn it). High-level play in WOW means investing time on a regular basis. For most players, that's just not fun. To all of the raid players out there, I ask this: are you having fun? If you truly are, then great. If you see your duties as a chore, however, then it's time to say goodbye.

    41. Re:The damage has been done by Anonymous Coward · · Score: 0

      Actually in FFXI currency has been exiting the system faster thna it is generated for quite some time. The auction house tax changes were for reasons other than removing currency from cirulation. (As an example, bazaar sales taxes were reduced in certain zones to encourage AFK players to set their mule at that place to reduce populaion in another more crowded zone)

      Now a majority of FFXI's player base however, thinking they know everything there is to know about economic in a virtual world by reading allakhazam, think that the price of the uber1337 sword of doom+1 that they "need" is determined solely by how much gil in total exists on their server.

      Whats been happening in FFXI is the gilsellers hoard up a large quantity of an in demand item (removing product from circulation) and then use multiple characters to purchase their own item at the auction house to set a new higher (much higher) price before selling the hoard of goodies off. At the same time, they drop the price on tems legit players use to make money in an atempt to increase demand for their "product".



      The buyers are mostly buying these hoarded items, so the gilseller gets back the gil they sold, and makes back the auction house fee and then some since in addition to gil buyers legit players who have been farming for monthes will shell out for these items also.

      The result is the purchasing power of legit players goes down and the gilseller and gilbuyers purchasing power goes up up and away...Until Square-Enix deletes the next batch, which knocks the momentum out of it and halts the process.

      Theres also the whole itty bitty supply of 3 of something everyone needs (an item required for one popular job class) being either a very rare drop or sold once per real life day through an NPC vendor, resulting in a huge gulf between supply and demand, to consider.

      All that goes over a lot of folks heads and they rant about how there "is to much gilz, $E should do something! R thay in bed with the gilsellerz??!!11"

    42. Re:The damage has been done by Anonymous Coward · · Score: 0

      Actually in FFXI currency has been exiting the system faster thna it is generated for quite some time. The auction house tax changes were for reasons other than removing currency from cirulation. (As an example, bazaar sales taxes were reduced in certain zones to encourage AFK players to set their mule at that place to reduce populaion in another more crowded zone)



      Now a majority of FFXI's player base however, thinking they know everything there is to know about economic in a virtual world by reading allakhazam, think that the price of the uber1337 sword of doom+1 that they "need" is determined solely by how much gil in total exists on their server.



      Whats been happening in FFXI is the gilsellers hoard up a large quantity of an in demand item (removing product from circulation) and then use multiple characters to purchase their own item at the auction house to set a new higher (much higher) price before selling the hoard of goodies off. At the same time, they drop the price on tems legit players use to make money in an atempt to increase demand for their "product".



      http://i6.tinypic.com/14kjewk.jpg


      The buyers are mostly buying these hoarded items, so the gilseller gets back the gil they sold, and makes back the auction house fee and then some since in addition to gil buyers legit players who have been farming for monthes will shell out for these items also.



      The result is the purchasing power of legit players goes down and the gilseller and gilbuyers purchasing power goes up up and away...Until Square-Enix deletes the next batch, which knocks the momentum out of it and halts the process.



      Theres also the whole itty bitty supply of 3 of something everyone needs (an item required for one popular job class) being either a very rare drop or sold once per real life day through an NPC vendor, resulting in a huge gulf between supply and demand, to consider.


      All that goes over a lot of folks heads and they rant about how there "is to much gilz, $E should do something! R thay in bed with the gilsellerz??!!11"



      Sorry for the double, messed up the image link
    43. Re:The damage has been done by Anonymous Coward · · Score: 0

      messed up the image link, I'm new here..Should register so I can edit I suppose >.>

      Here is the url that should have been where it says "tinypic.com" :

      http://i5.tinypic.com/14kjwo3.jpg

    44. Re:The damage has been done by kjart · · Score: 1
      The "casual players" need to learn that they in no way NEED that much gold to play online.

      This is one of the problems, as I see it. You don't need that much money, and yet it keeps rolling in. My character currently has over 700g (which isn't that much compared to some) - not from farming, just from playing - and I don't really have anything to spend it on. The really great gear in the game drops in instances and isn't going to cost you a single gold. This is why there is so much inflation in the game - people who have been 60 forever and have nothing better to do than dump gold on alternate characters, making low level, decent gear skyrocket in price.

      As a bit of addendum, I feel like pointing out that Blizzard's game design basically encourages farming. The way things have been moving lately is more and more towards "reputation" based rewards. Meaning, basically, that you kill the same enemies over and over again to eventually (many thousands of kills later) get something cool. It seems pretty stupid to ban some people for farming when that's basically what Blizzard is designing the game to be.

    45. Re:The damage has been done by MacroRex · · Score: 1
      Why the fuck should I pay to do something I don't like?
      Exactly. It's Blizzard's priviledge to define how the game is, not yours. You were just paying for the ride. If the game wasn't what you like, why did you continue paying for it?
    46. Re:The damage has been done by Firethorn · · Score: 1

      THe inflation caused by gold sellers is actually canceled out, because its global inflation- yes, that suit of armor of invincibility doubled, but so did the price you get when you sold your linen bandages on the AH.

      No, it's not global. Monsters/quests don't drop more gold, which it would if the inflation was global. The people buying gold are spending real-world money for the gold, which the 'farmers' are producing through more or less mechanical means. It'd be almost like the game manufacturer allowing purchase of 'premium accounts' that give various benefits. One who buys gold is at an advantage over those who can't/don't, which violates the principle that your standing on the game is due to your in game efforts. Some arguements can be made about some of the high-level quests being effectivly unpausable, for those who can't afford to spend most of a day online, but work is ongoing on that.

      Like what somebody else said, you have people who are net sellers, making a profit on their sales. However, these people are usually at the top of the heap, only needing to collect gold for game items like epic mounts. Somebody like me, working my way up the levels, I'm going to be a net purchaser, as I'm trying to get the best items I can equip. Sure, I'm selling the old stuff to try to recover it, but it's not going to cover it. As a non-purchaser of gold, My resources are limited to what I can gain through adventuring.

      Players like you can come along and get all the equipment you want, driving up bid prices on those said rare items. Oh, it'll always be expensive, but in WoW price levels for various items vary greatly, and by orders of magnitude between servers. Prices are dramatically higher on servers with rampant farming. There's a difference between 'expensive' and 'unaffordable'. Prices for a 'best item for xx level character' should be on the edge of affordability for a xx level character, not 'OMG I routinely get better drops than the equipment I can afford'.

      --
      I don't read AC A human right
    47. Re:The damage has been done by AuMatar · · Score: 1

      I bought a copy. That made it *my* privlidge, not theirs. I continued playing it because it was a good game if I took certain measures to remove parts. When that was no longer true, I stopped playing.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    48. Re:The damage has been done by UnknownSoldier · · Score: 1

      You're forgetting one thing:

      Designers do NOT have the right to tell players how to play the game, when players are abiding by the rules.

      But you'll say, "Yes, BUT but these players were _abusing_ the rules, therefore they were cheating (by violating the spirit of the game), even though they weren't technically."

      To which I say: _Why_ were they motivated to do that in the first place?

      Any economy based on an infinite supply of gold, is flawed. It is _impossible_ not to have deflation, because given enough time, players will accumulate enough wealth to afford the gear they want. This is a _natural_ effect of a broken system!! Gold-Sinks are just stop-gap hacks. HOW many more _years_ of MMORPGS do we need to go through, before we see this pattern is the cause of the gold farming? Designers really need to get over the fact that "People getting more wealthy over time, causing deflation is unwanted."

      The game allow trading. Who the F--K are you, as a designer, to say how much time I can spend playing the game, and how fast I can "farm resources", when I'm _paying_ for the privilege to play it!! And now you want say I'm not allowed to trade the items/gold I collected because I simply put too MUCH of MY time into collecting them?? WTF?? Because your broken economy can't handle what you set out to do -- namely have people enjoy playing your game?! So they go hard-core, and play it extreme?

      Some games ban trading for items/gear "outside" the game?! How is that effect ANY different from trading "inside" the game??

      Instead of banning the gold farmers which is only the symptom (people are like water flowing downhill, they WILL find the most efficient path, no matter what you do; the mind loves "optimizing", a problem no matter how small of an increase on the ROI), how about fixing the cause - working on a model that isn't broken?
      i.e.
      1. Make everything bind-on-pickup, or
      2. Get rid of loot. You want something, make it yourself! (WHERE do those turtles carry that breastplate? And who keeps GIVING them these uber gear ;-)

      That's not fun? Then farming is a _fact_ of life. Deal with it.

      Camping for 4 hrs for _one_ item is a waste of my time. I didn't play EQ because of that crap. Now WoW has it, and is wondering why player are turning to gold farming?? Um, hello!

      --
      MMORPGS, as fun as they are, still _suck_ due to lack of "Rich Immersion."
      * Quests don't influence the world in any way. There is no battles over territory. No cities get ransacked. There is no conflict (war) that actually _means_ something.
      * Why do I get XP _only_ for killing? How bout XP for crafting items, and for how famous my wares become?
      * Classes are backwards training wheels. My _skills_ determine what my character is, not my character determines what skills I have.
      * Why don't monsters level up? How come they aren't smart enough to put a bounty on your head for genocide of their race? Why can't I play as a monster?
      * If I can take a boat in the game, why can't I build my own?
      * And let me walk up that dam mountain, even though you flagged the slope as 'unwalkable' simply because you don't want people exploring what's past that mountain top.

      Game Design is about the unholy trinity: Realism, Logical / Consistency, Convenience

    49. Re:The damage has been done by Kirgin · · Score: 1

      What bothers me more than farmers is the continuing problem with the account management application. During the recent round of transfers the Account Management application was available and useable for only short periods of time (minutes). As a result guilds that moved servers were splintered because people were not able to dedicate a whole day to their refresh button. Everyone that got left behind got a big "thanks bye" from the support group at Blizzard. Spend the same amount of effort resolving service performance on you website and customer service than hunting farmers that will reappear instantly.

    50. Re:The damage has been done by Anonymous Coward · · Score: 0

      Well saying one player is detrimental to another because he buys gold in WOW is a bit ironic. It's a game made by assholes for assholes. The center of gameplay is to kill, then loot x 1000000000000000, until you grow too bored to play. The 'community' is generally a bunch of anti-social young and probably unkept boys of limited potential that do more to damage the enjoyment of the game than all the gold farmers and purchasers combined.

    51. Re:The damage has been done by Anonymous Coward · · Score: 0
      People blame farmers for increasing AH prices, when actually they provide MORE items, which drives down the price of AH items.
      No, they prevent players who aren't farming for real world profit from obtaining them by any means except buying them, and set the prices high to encourage players to go buy virtual currency off a website in order to be able to afford them.
      Other non-gold-selling people buy these items and mark them up, and THAT increases the price of the AH
      No, the mark up other items in an attempt to "catch up" to percieved inflation (rising price of item they want), causeing a domin efect which cause more inflation of prices down the line. The fire crystal in FFXI is needed to make the attack food players use while gaining exp, the chef raises his rates to cover his cost as then the players eating raise the price of the things they sell to cover it.
      If the economy can be broken by normal means (not counting dupe bugs, server crashing, etc), then it is a sign of a broken economy. Gold farmers can speed up the decline of a broken economy, but they do not break it per se.
      Exactly, if ONE player witha a large supply of currency can take control of the pricing of an item entirely, the game is asking to have economic trouble. RMT or not, someones going to take advantage of these flaws. Lets look at FFXI - you can have a second character buy AH items from your 1st, altering the price history. The sheep will follow. New price set. And since a GM can see all of my accounts in real time at teh click of a button while I'm logged in, they could simply have teh AH check and see if I'm the same account and ot show my own items as available, but they don't.
  8. Helping the economy by removing illicit capital by CSZeus · · Score: 4, Insightful

    It's interesting to note that removing that vast amount of gold will actually help the economy in WoW (I can't testify to FFXI as I don't play it). It's directly analagous to decreasing the money supply in an over-inflated capitalist market - with the added twist that the money being removed is the money that belongs to the percentage of the population that has a vast amount of wealth in excess of the average.
    In short, prices drop, and the "poverty line" is lowered drastically.

    1. Re:Helping the economy by removing illicit capital by crazycrazy · · Score: 1

      Lowering the poverty line in WoW is a rediculous concept to me. All of the fixed costs in the game become more affordable with an inflated economy. Of course the inflated economy makes auction house prices go up, but it also makes making money easier. When I can make 100 gold a day in an inflated economy getting my epic mount (1000 gold base price) is that much easier even if I am not buying the gold for cash.

      Also most people that I read complaining about farmers are the first to also complain about high "natural" resources costs. Well guess what, the farmers are actually out there farming stuff 24/7 and thus the extra resources they bring to the economy helps to drive down costs too. I have personally gotten the lowest prices on resources from someone I assume was a farmer. A server without farmers would also have less commodities and uncommon/rare/epic items available.

      People should be thanking the farmers for being the wildcat cash engines that they are, generating virtual money through lots of hard work to the benefit of many, not just themselves.

      Be careful what you wish for, you just might get it.

    2. Re:Helping the economy by removing illicit capital by CSZeus · · Score: 1

      Well, it helps and it hurts. It depends on what parts of your gameplay are cash-driven. IF you're the kind of person that raids all the time and has access to loot drops all the time (i.e. if you're a producer in terms of WoW's economy) then you're strictly better off in an inflated economy, because you sell things more often than you buy things. However, higher auction house prices are aimed at gold farmers (or people who buy the farmed gold), to the point where it gets ridiculous for anyone who's not in that target market to even consider making a purchase on the auction house. The issue isn't that capital is increased across the board - that would be fantastic, for the reasons you stated. The issue is that capital is increased along a small segment of the market - gold farmers and the people they sell to - which winds up hurting anyone who doesn't buy gold, unless they're big sellers and don't buy often enough to offset that... which last I checked required having 39 other people willing to spend at least two hours of their gametime with you on a regular basis.

    3. Re:Helping the economy by removing illicit capital by Incoherent07 · · Score: 1

      Honestly raiders aren't producers any more than anyone else is. The things raiders "produce" can only be used by themselves (since they bind on pickup), while the things they consume (potions, repair costs, reagents) are the same as any other player. Sure, you'll make money on an instance you have on farm status simply by the gold dropped by bosses, but not a whole lot, and when you're learning new dungeons you'll burn through gold faster. They may not consume high-priced items the way that non-raiders trying to stay on top of the curve do (although this is impossible, because the items available for auction are still way below the curve), but they're not producers.

      --
      This is my sig. There are many others like it, but this one is mine.
    4. Re:Helping the economy by removing illicit capital by Chazmyrr · · Score: 1

      You forget crafting. The comp prices are based entirely on supply and demand. Without the farmers, the price for many of the comps becomes astronomical.

  9. That explains all those unguilded rogues! by Tridus · · Score: 2, Insightful

    There were a large group of unguilded Rogues levelling up against Ogres in the Badlands just a few days ago. There was so many for a while that we couldn't do any quests involving killing those Ogres, it was totally camped. (Its empty now, they got enough levels and moved on.)

    This type of action is largely pointless. They've slowed down the farmers for a little while, but they just level new accounts and go back to it. Meanwhile Blizzard is making more things that require Arcanite, which is probably the single most farmed resource on the entire server. That will just drive prices up and increase the pool of people who say "screw it" and go buy gold from some farming operation, spawning more farmers.

    If they actually want to do something about this, they need to reduce the need to buy gold to get anything done in a reasonable timeframe, and/or start banning people who BUY gold. They're the problem anyway.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:That explains all those unguilded rogues! by AuMatar · · Score: 1

      No, what they need to do is stop putting time sinks in the game. Remove the uber rare components from crafting, the idiotic can only use this alchemy 1x per week transformations, and BAM! prices drop because its not hard to make, and gold farming ceases because you don't need mounds of gold to buy equipement. Dealing with farming is dealing with the symptom. Fix the problem- the flawed idea of time sinks.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:That explains all those unguilded rogues! by faloi · · Score: 1

      If they actually want to do something about this, they need to reduce the need to buy gold to get anything done in a reasonable timeframe, and/or start banning people who BUY gold. They're the problem anyway.

      The people that buy gold aren't the problem. You pointed to the problem yourself...Blizzard is the problem. Face it, if there weren't a ton of gold sinks in the game and if gold was easier to get, there'd be no market for buying gold from other players. As it is, gold is tedious to come up with and is also required for a lot of "must have" equipment in game. At that point, it becomes a pretty basic question for a lot of players. Is it worth my hours of play time to get gold myself, or is it more worth it to me to pay dollars and get in game gold?

      Most players probably choose to do it the right way, they play the game, enjoy their time and eventually get whatever rewards/gear they're after. But if some of the goals weren't so "time sinky" in nature, I bet everybody would just play the game.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    3. Re:That explains all those unguilded rogues! by space_jake · · Score: 1

      I agree, people buy gold because they don't want to participate in the same redundant action for hours on end. Been playing a year and still don't have my epic mount because I won't buy gold and I am always chewing glass and eating repair costs in the newest raid instance on the block. I am really not looking forward to leveling up a miner and farming for weeks to get the 20+ arcanite bars on top of devoting time and gold into Naxxramas, to get Tier 3 armor. Blizzard is off to a good start, you can't buy the best things in the game (without buying an account, but good luck buying an account and not having someone on your realm know about it). Blizzard can curb this by creating some more ways to gather gold into the game. More equality amongst professions, maybe repeatable quests with gold rewards, make something commonly laughed at a commodity (Skinning), and for christ-sake stop making everything require Arcanite/Dreamfoil!!!

    4. Re:That explains all those unguilded rogues! by ShibaInu · · Score: 2, Insightful

      Isn't "time-sink" the whole point of the game? The game isn't exactly struggling for customers, so perhaps it isn't that broken - maybe people like the grind? Yes, having farmers means that the game's economy isn't balanced correctly, but it isn't hurting Blizzard's bottom line - and that is why Blizzard makes games...

    5. Re:That explains all those unguilded rogues! by MBGMorden · · Score: 1

      You should see the Western Plaguelands or Felpaw Village in Felwood. You almost have to resort to sneaky tagging tactics just to get kills in at these crowded places (I've noticed more actual player farmers in Felpaw though, with the professional farmers hanging out more in WP).

      Anyways, on many of the more established realms, the creation of new characters (for accounts with no characters already on that realm) is closed. When farmer accounts are removed, they are removed forever. I'm sure most of these places have "sleeper" accounts, but they are using up a limited resource when they fall back to those.

      Also, as I've explained in another post, there's no need to reduce the "need" to buy gold, because there is no need to buy gold. Virtually everything in the game can be done without ever having to resort to bought gold. Really and truthfully, you need very little gold during the course of the game. Repair bills and flight costs are minimal, and you can get "good enough" equipment from quests or random drops, never buying anything. Training costs are virtually always covered by the gold made during the leveling up process.

      Basically, the quicker you realize that you don't need to be decked out in purple epics the quicker you'll realize that you don't need to buy gold.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    6. Re:That explains all those unguilded rogues! by Gropo · · Score: 1
      Meanwhile Blizzard is making more things that require Arcanite, which is probably the single most farmed resource on the entire server.
      Water breathing potions/deepdive helmet/shaman buff... Azshara bay... Swim speed equipment/potions. Never seen a single unguilded toon with a name like "Zzngqx" out there. Outfoxing our Chinese colleagues is one of the more thrilling aspects of the game.
      --
      I hate Grammar Nazi's
    7. Re:That explains all those unguilded rogues! by whyrat · · Score: 1

      You're thinking of Progress Quest... that's the game that's all about time sink.

      People play to have fun; for some people that means spending the time to get something others don't have. For others it means hitting the "I win" button.

      I'm reminded of the god mode cheat codes in the original Wolfenstein.

      Some people felt the game sucked without the cheat, others felt the game was ruined if you use it.

      Odd isn't it, that you can't please everyone?

    8. Re:That explains all those unguilded rogues! by Kilz · · Score: 1

      How else is Blizzard going to make a mint off of people if they dont make resources time consuming? Are you expecting content for your monthly fee?

      --
      I trust Microsoft as far as I could comfortably spit a dead rat
    9. Re:That explains all those unguilded rogues! by Opportunist · · Score: 3, Insightful

      Problem is, if they removed the time sinks, people would realize that there's nothing left to do and they just might quit.

      Time sinks are here, and they're here to stay.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:That explains all those unguilded rogues! by Minwee · · Score: 1

      "But if some of the goals weren't so "time sinky" in nature, I bet everybody would just play the game."

      And then, after they breezed through every possible quest and goal in the game in under a week, would get bored and go back to whining about how much the game sucks because there's nothing left to do and the economy has been ruined by a flood of cheap goods.

      Worse yet, if they have two brain cells to rub together they just might stop playing and take their money somewhere else. That doesn't exactly support Blizzard's business model now, does it?

    11. Re:That explains all those unguilded rogues! by dsraistlin · · Score: 1

      It is a ROI issue, I will use Eve-online as my example.

      When I was running freight between systems a lot I was making around 1M isk profit about every hour or so for a few weeks. So in that time if I was on 18 hours during that time I would profit 18M. Now I work full time so that reduces how much time I can play, at 18 hours for 2 weeks that makes it one of my major activities when not working.

      Now I can buy with real money isk through some farming group at about a rate of 5M/$ So for sake of the argument say my salary averages 15$/hour that means for the money in game to be worth my time with our farming I need to be making around 75Misk/hour else it is more time effective and efficient for me to just buy the in game money when I have extra money to do so.

      All these companies need to stop pissing with their economy and actually look at it as a whole and not make a distinction between in game and out of game economies/realities.

    12. Re:That explains all those unguilded rogues! by Anonymous Coward · · Score: 0

      1M ISK an hour? Damn dude, you needed to get into a 0.0 corp. I can make 1M ISK popping a single NPC BS in 0.0...takes me all of 5 mins to do.

    13. Re:That explains all those unguilded rogues! by faloi · · Score: 1

      *shrug* It takes a lot more effort to develop a game with a lot of quests that can keep people entertained for an extended period of time. I'll grant you that the current mantra around MMORPGs is that there have to be massive time sinks to keep people playing. My guess is that's primarily because nobody's tried to develop one without relying on that "crutch."

      I don't mean to suggest that every time sink be removed, but if things like the epic mount quests were more a string of individual quests no less time consuming than farming for the 1000 gold, people wouldn't worry about farming and would spend the time doing the quests.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    14. Re:That explains all those unguilded rogues! by Dachannien · · Score: 1

      Anyways, on many of the more established realms, the creation of new characters (for accounts with no characters already on that realm) is closed.

      Interesting. I see a new market in the near future - retired WoW players selling their accounts to gold farmers, with worth of the account based on how many alts on different servers they have available. And as long as character creation stays closed, the prices for these accounts can only go up. Wheee!

    15. Re:That explains all those unguilded rogues! by Anonymous Coward · · Score: 0

      I've noticed more actual player farmers in Felpaw though...

      Grinding Timbermaw rep. One way to do it is to gather everyone of your faction up in the area and raid. It makes the grind go quicker or at least less tedious as you have less to worry about as the raid mows over every Felpaw there.

    16. Re:That explains all those unguilded rogues! by Avatar8 · · Score: 1
      If they actually want to do something about this, they need to reduce the need to buy gold to get anything done in a reasonable timeframe, and/or start banning people who BUY gold. They're the problem anyway.

      I agree completely.

      On my server we've seen a complete disappearance of the constant ore farmers in Burning Steppes and Eastern Plaguelands. I'm hoping to see the price of things overall start dropping a bit.

      IMO the people who buy gold (or pre-made chars/accounts) are simply impatient and unwilling to play the game as it was meant to be played. Just because someone else started before them or has more time to play does not mean that the new player must immediately catch up. The PLAYING is the experience not what you have or how much gold you collect. When it's all said and done, no one will care that you had all the warrior tier 3 armor and you were the 3rd richest person on your realm. Did you have fun? THAT'S the point.

      I understand players' frustration with how much time it takes to run an instance or how complicated a raid can be. I definitely understand not having the best equipment for your class or level. What I don't understand is players believing they deserve to have these rewards without putting the effort and/or time into them. Reminds me of how newer players complained about the veteran reward system in Ultima Online.

      I feel that Blizzard has expertly designed WoW to appeal to all varieties of players from casual to hardcore. All those upper tier sets and the 4-6 hour instances are NOT for the casual player. Period. That content is there for the hardcore (and short attention span) players to keep them interested in the game until new content can be added. I think I fall somewhere in between casual and hardcore. I play nearly every day for 2+ hours, I've been playing since beta, I only have one level 60 and I have yet to do any instances above Black Rock Depths. What I do have are nine characters varying from levels 32 to 60, a successful and growing guild of excellent and enjoyable players and a thorough understanding of the game (up to what I've done) that I share with newer players to help them enjoy the game to its fullest.

      I despise when real world happenings (real money trading, political conflicts, account selling, cheating, etc.) interfere with this form of entertainment. It all detracts from the experience.

    17. Re:That explains all those unguilded rogues! by Tridus · · Score: 1

      Its funny you should mention the price dropping. Thats not what happens when they ban farmers, although you'd think it would.

      The round before this group of bans, they banned farmers using teleport hacks in Dire Maul, that were farming Quel'Serrar books. One of the side effects was that they were also getting tons of major mana potions out of the tribute chest.

      When they started using the teleport hack to farm it, the price of a stack of major mana potions went from 15g to 3g. After the bans, it went back up to 15g. Not bad if you can make said potions, but really painful otherwise. (Course as someone else mentioned, those potions take dreamfoil like almost every other useful high level potion, and that stuff is worth a fortune.)

      Arcanite will probably do the same thing if they ban the people farming it. While it'll be great for players who will have an easier time going out and trying to find their own, the price for those who just want to buy it will go up because the demand isn't changing but the supply is.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  10. Oh Noes! by mmalove · · Score: 4, Funny

    The sudden drop in China's stock prices, and the ripple on the world economy, is suddenly explained.

    Nice Job, Bliz...

    --
    You can get 15 minutes of fame, but you can go down in history for infamy.
  11. Ebay economy is life or death for your game by CrazyJim1 · · Score: 3, Insightful

    If people aren't buying and selling items for real cash, then in reality people don't want or need the items in game. When people don't want or need items in your game, there's nothing they're playing for and your game will go bust soon. Its a trend I've watched over several MMORPGS. Players complain about people that farm for gold, but I don't see the big deal.

    1. Re:Ebay economy is life or death for your game by Anonymous Coward · · Score: 0

      Honestly, I look at it quite differently ...

      The fact that gold farmers exist is a sign that your game design is flawed; the only reason there is money in playing a videogame is that the tedium introduced in the game (to collect items) is so great that people are willing to pay money to bypass "content". People want challenging content (epic encounters/well balanced PvP) and they want their characters to progress past this challenging content onto further (more interesting) content. How WoW is actually designed is to limit challenging content and to reward grinding.

      If the game was designed well you'd have casual gamers who progressed at a reasonable rate, and hard-core gamers who had all the content that they required.

    2. Re:Ebay economy is life or death for your game by kalirion · · Score: 1

      If people aren't buying and selling items for real cash, then in reality people don't want or need the items in game.

      Or maybe people can distinguish between reality and the game world, and don't want to spend any more real money on the game than the purchase price, subscription fee, and an expansion or dozen.

    3. Re:Ebay economy is life or death for your game by gad_zuki! · · Score: 1

      >Players complain about people that farm for gold, but I don't see the big deal.

      Well, the big deal is that it hurts gameplay.

      1. Its breaks the economy and makes things more expensive. So auction prices get driven up by all this influx of money.

      2. It hurts gameplay as a pick up group usually means you'll have a farmer and once a very nice item drops and everyone is typing in "/roll" the farmer will take the item, hearthstone back to the inn, and sell it at auction.

      Arguably, this a game design problem. Without argument its against the terms of service to buy or sell gold.

    4. Re:Ebay economy is life or death for your game by Anonymous Coward · · Score: 0

      Couldn't WoW simply diminish returns for frequently repeated activities? Or are farming activities too hard to distinguish from gameplay? (If that's the case I feel really sorry for the people that aren't farming but look like they are -- they apparently missed the "game" part). Frankly closing accounts seems like the hard way to do this.

  12. Governator of Kali-forn-ya by AKAImBatman · · Score: 2, Funny

    Am I the only one who thinks of Ah-nold's opening line in "The Last Action Hero?"

    "You want to be a fahmer? Here, I give you a couple of ache-ers!"

  13. Posturing by Reason58 · · Score: 4, Insightful

    This is a publicity stunt. They took more than 30 million gold out of the economy from every server? I have news for you, there's right around 170 servers worldwide. That means around 175,000 gold per server. That is a incredibly miniscule part of each server's economy, that is it laughable. Also, within one week almost all of those banned accounts will be back and max level.

    1. Re:Posturing by Speare · · Score: 1

      They took more than 30 million gold out of the economy from every server? I have news for you, there's right around 170 servers worldwide. That means around 175,000 gold per server. That is a incredibly miniscule part of each server's economy, that is it laughable.

      Let's see, a high-profile USA corporate executive makes 400x the salary of the front-line employee. By dividing out the total payroll and equalizing across all employees, it dilutes down that peak and the figure looks like an average semi-professional salary. Yet why are so many people griping about the excess corporate executive payscale? Oh, that's right. Concentration of wealth and disproportionate influence wielded by the powerful few.

      Statistics is worse than useless in the hands (or ears) of those who don't understand statistics.

      --
      [ .sig file not found ]
    2. Re:Posturing by flimflammer · · Score: 1

      Except that when it's listed on the worldofwarcraft.com site specifically, then it's specific to the NA servers.

    3. Re:Posturing by Tempelherr · · Score: 1
      Indeed, I am absolutely convinced that this is merely a publicity stunt.

      On Sunday I came across a bot that was farming runecloth up in Deadwind Pass. It was a hunter with a pet, and it would always sick the pet on the mob and then shoot it from range. It apparently was not a smartly made bot, as I first noticed it when it got stuck behind some rocks for about 45 seconds just running in the same direction. It also left aspect of the cheetah on, and would constantly run through fires getting dazed. It also occasionally would run back to corpses it had already looted to try and loot it again for whatever reason. A friend and I watched it do its thing for about an hour before reporting it.

      The next morning I had received this e-mail from Blizzard:

      We were able to investigate the character(s) that you have reported, and are taking the appropriate actions. Please note, that due to privacy considerations we will not be able to tell you the results of our investigation. If you need additional assistance, please submit another petition when you next log in; we will be happy to assist.


      And guess what? As of today, the bot is still out there in the exact same location farming the same group of mobs. Bloody disappointing, let me tell you.

    4. Re:Posturing by MourningBlade · · Score: 3, Informative

      And guess what? As of today, the bot is still out there in the exact same location farming the same group of mobs. Bloody disappointing, let me tell you.

      Don't be disappointed: Blizzard is actually being pretty smart about this. Once they catch a bot farming, they don't want to immediately shut it down. That's selecting for resistance.

      Instead, they flag the account and monitor who it sends money/items to. Those items are flagged. It spreads like so.

      Also, you can develop a profile of the bot, perhaps update Warden (the process that Blizzard uses to scan for bots in the background) to detect the software that's being run. Then, over the course of several weeks the software will spread to other users. Then you can start nailing hundreds of them at a time.

      And you also hit them harder. You take more accounts out, you remove more stuff from people who are buying gold/items/etc.

      So chances are you'll see that guy operating for a while. Feel good: he's helping Blizzard find the rest of his ilk. Oh, and thank you for reporting him!

  14. The damage was done in design phase by Rhys · · Score: 1

    The problem with too much gold (inflation) is a problem of design, not of gold farmers. The farmers don't create the problem. They do add to it, but minorly at best. The problem is every $critter you kill drops $phat_loot which came from... nowhere.

    I suppose this would be okay if $critter could be made extinct by players killing them, leading to no more loot coming into the system. (since you should get the phiscal corpse of $critter if you wack it)

    --
    Slashdot Patriotism: We Support our Dupes!
    1. Re:The damage was done in design phase by Anonymous Coward · · Score: 0

      I suppose this would be okay if $critter could be made extinct by players killing them, leading to no more loot coming into the system. (since you should get the phiscal corpse of $critter if you wack it)

      So, the result of that change is that now, the farmers have a monopoly on the finite supply of corpses and can raise prices through the roof. Right? I mean, since you're an economics expert, please tell me how restricting the supply of loot and increasing its value helps fix the problem.

    2. Re:The damage was done in design phase by 0xdeadbeef · · Score: 1

      The problem is that these games are a contest to see whose time is the least valuable. And they will never change because it is more profitable for them to give you phat lootz to chase after, whether it takes months of a grinding a dungeon, or months of farming for faction points, or months of farming for gold, all the while paying a subscription fee, than it is to actually give you a compelling story and play experience that evolves over time.

      I mean, why do you think they keep introducing these reputation grinds and world events? It is to provide sinks for the virtual economy, and to keep you from letting your account go inactive between major patches.

      We have gold farmers because their time is worth even less than that of the unemployed nerd in his mother's basement.

  15. Math tells all by Sparr0 · · Score: 5, Interesting

    Removing 30k farmers from WoW removed 30M gold. That is an average of 1000 gold each (and most would have been below the average). 1000 gold takes about 50 hours to farm, give or take 50% depending on the farmer. This breaks down to each banned account costing the farm[er/ing company]:

    $ 30 for a WoW account key
    $120 for the lost gold itself
    $ 50 for 2 people * $1/hr * 25 hours to level up a character
    $ 50 for 50 hours to farm the gold
    ----
    $250 total

    Obviously the $/hr rate is an overestimate, but the gold exchange rate and cost of a WoW key make up the majority of this estimate. At a minimum the total is $160.

    So, this is a net hit to the farming companies of $250 * 30k = $7.5M.

    All in all, a sizable blow. Unfortunately it will really only hurt the solo farmers, the guys doing it for a few extra bucks from their home. For a very large farming operation this is only a setback of about 2 weeks (100 man hours per banning) in terms of profit.

    1. Re:Math tells all by mmalove · · Score: 3, Insightful

      Interesting math, but I think you double counted the loss of gold.

      I think Blizzard's real motive here however, is clear.

      30k accounts x 30 dollars per CD key (I thought it was more, but I'll use your numbers) = 900,000 dollars increased revenue in Blizzard's pocket. Not to mention any additional time purchased on said accounts that was taken (IE, if they were paid 6 months in advance, that's up to 80 additional dollars per account). Why do they make extra money on this? Because the farmers will be back. As long as there is a demand, and the design of nearly any MMO creates the demand, certainly WOW does.

      Now think about it - if you could do something that would provide a great PR booster, and make nearly a million dollars doing it, why not?

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
    2. Re:Math tells all by Sparr0 · · Score: 1

      Youre right, I did double count it, cut off the last $50 from that list... Total range is from $160 to $200, still the same ballpark.

      As to motive, you are of course right.

    3. Re:Math tells all by MBGMorden · · Score: 1

      You must be an incredibly experience farmer to be doing 20g per hour. I've never been able to average more than 4-5g per hour during my farming (though I rarely farm just for money. I usually combine grinding or rep farming so I don't feel like I'm totally wasting my time).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    4. Re:Math tells all by Sparr0 · · Score: 1

      Not really, just willing to put the time into working out where and when to farm. Any random Joe can *MACRO* 4G/hr, just a stupid bot that runs in circles and kills/loots whatever is in the way with a super thick safety margin.

    5. Re:Math tells all by RetroRichie · · Score: 1

      You'll get about 20g/hour just doing SM graveyard over and over and over until you want to blow your brains out with a .45...

    6. Re:Math tells all by flimflammer · · Score: 1

      Farming Ogres in Dire Maul can make that much. 10-23s per kill, about 15-25 seconds to kill each, factoring in runecloth, greens, and greys, much money can be made from them in a short period of time. This is partially why you see farmers there.

    7. Re:Math tells all by Dolly_Llama · · Score: 2, Informative
      $ 50 for 2 people * $1/hr * 25 hours to level up a character


      25 hours? The record to 60 as best as I know is 6 days /played.

      Even the power leveling places will take 2wks or so 1-60.
      --

      Somewhere, something incredible is waiting to be known. -- Carl Sagan

    8. Re:Math tells all by Sparr0 · · Score: 1

      Err, I have PLed a warrior 1-60 using a 60 druid in just under 3 days played, and im not really that good.

    9. Re:Math tells all by Xarius · · Score: 1

      Not sure about WoW, but in FFXI (Lvl. cap of 75) it takes the average player MONTHs to reach the level cap. A party of RMT with a power-leveller can accomplish the same in around 180 hours, or 7.5 days. I hear it's easier to level in WoW so it seems pretty feasible for them to be able to do this.

      Mostly due to rotating shifts so the characters are on literally 24/7

      --
      C17H21NO4
    10. Re:Math tells all by Rib+Feast · · Score: 1

      Account keys in China are not $30US each - nor are the monthly fees $12-15US, try dividing it by 10 for their price.

    11. Re:Math tells all by MBGMorden · · Score: 1

      SM doesn't give me XP anymore and I'm only at lvl 56, so I'm reluctant to farm anywhere that's not helping me level. I do appreciate the tip though. Guess I'll be heading there after 2 more weeks or so :).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    12. Re:Math tells all by Kingrames · · Score: 1

      A mage can get to 60 insanely fast. If you have the cash to dump into the alt, in can be done in far far less time, simply due to engineering.

      Incidentally, if it's a PvP server, the mage, if on the horde side, can get to level 50 without ever having been flagged for pvp, simply because the barrens is really that frickin huge. and razorfen kraul and razorfen downs are both in the barrens. Unless they've changed the game to where you get flagged for pvp when you enter those areas. Admittedly, it's been a while.

      I imagine getting a character up to 60 in 25 hours would be no trouble at all for the people who exploit experience-gaining tricks for a living.

      --
      If you can read this, I forgot to post anonymously.
  16. FFXI by assassingod · · Score: 1

    Speaking on behalf of FFXI, this sadly isn't going to help. Gilfarmers monopolize many of the NMs which are so desperaly sought after, that to beat the competition the often Bot. SE should focus on not ignoring botters, which they so frequently do. One of their smart moves was making items that were heavily monopolized rare/ex, meaning they can't be sold, traded, and only 1 of them can be held at a time. Banning accounts is all well and good, but they can just come back and start getting these items to sell again.

    1. Re:FFXI by Anonymous Coward · · Score: 0

      FFXI? NM? "often Bot"? What the hell are you saying?

    2. Re:FFXI by hex0016 · · Score: 1
      • FFXI = Final Fantasy XI
      • NM = notorious monster, a mob that generally has a unique name, and is stronger than monsters of the same type in a particular zone. They almost always drop a mission/quest related item, or a rare item/weapon/armor.
      • And often, real-money traders use bots to automate repetitive tasks like fish, hunting certain monsters, crafting, etc.
    3. Re:FFXI by lbbros · · Score: 1

      Don't forget that FFXI is a hard game by design, and some items are labeled "rare/exclusive" and rare by drop rate and all because the idea was to have a few players have them, not the vast majority. Sadly, the player base is all but going to maximum "conformism", that is why some notorious monsters are so heavily camped. And of course, gil sellers benefit from this.

      --
      A CC-licensed illustrated horror novel
  17. Here is my problem... by fallen1 · · Score: 1

    WoW bans 30,000 accounts which equals 30,000,000 gold. If we divide that out it is approximately 1,000 gold PER ACCOUNT banned. Hmmm, not taking into account discounts from being honored and seargent/? or greater rank then 1,000 gold is EXACTLY the amount of cash needed for your epic mount. Coincidence, eh?

    Now, before anyone says I'm all for gold farmers I am definitely NOT. They cause me nothing but grief when I'm farm, errr, trying to acquire certain patterns or items needed for my character(s) ;-). Not to mention that I've seen a rise in prices on items that my character can make which means I have more gold to spend elsewhere in the game - such as on patterns, armor, etc. including the items other players make. I consider that a good thing overall. Now if the price on traveler's backpacks would just come back down.... :-p

    --

    Dream as if you'll live forever.
    Live as if you'll die tomorrow.
    ~Anonymous~

    1. Re:Here is my problem... by AdamTrace · · Score: 1

      "Coincidence, eh?"

      Yes, exactly that. A coincidence.

      You think they banned EXACTLY 30,000 accounts...? And EXACTLY 30,000,000 gold...?

    2. Re:Here is my problem... by Moqui · · Score: 1

      My guess is the 30,000 accounts is an approximation was rounded up/down to make it an easy number to remember. The same with the 30mil, which could be 32mil, or 28mil.

    3. Re:Here is my problem... by fallen1 · · Score: 1

      Please allow me to reply to my reply - I was being slightly sarcarstic in my remarks it just doesn't come across that way. I guess it should not have been "my problem", rather it should have been "my quandry" perhaps. My boggle maybe? :)

      I'm sure they didn't ban exactly those amounts but it is close enough to be a weird coincidence since, like I said, you can buy epic mounts for less with discounts.

      I just found it an interesting coincidence is all. Personally, I'm glad they've banned farmers and are continuing to do so.

      --

      Dream as if you'll live forever.
      Live as if you'll die tomorrow.
      ~Anonymous~

  18. You want to stop gold farming? by Anonymous Coward · · Score: 0
    Then ban anyone who buys from a gold farmer. It's that simple... The root of the gold farming problem is that players think they can get away with buying gold. Prevent that, and you're sorted.

    Since Blizzard could easily do this using transaction logs, we must conclude that they have no real interest in preventing gold farming. Clearly, they are only interested in giving the impression of tackling the problem. Perhaps the gold farmers are an important part of the game: certainly, many people think that you have to invest too much time in the game in order to get anywhere. Blizzard could change that - but then fewer people would get hooked.

    1. Re:You want to stop gold farming? by mxmissile · · Score: 1

      Thats like the cops going after the "user" and not the "dealer". It'll never work. There is an endless supply of prospect "users".

    2. Re:You want to stop gold farming? by SatanicPuppy · · Score: 1

      It's supply and demand. Where there is a demand, there is always someone who is willing to profit by being the supply.

      You can't fight economics.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:You want to stop gold farming? by Anonymous Coward · · Score: 1, Insightful
      Thats like the cops going after the "user" and not the "dealer". It'll never work. There is an endless supply of prospect "users".

      Yeah, it's exactly like that. The difference is that it will work here. WOW is the perfect police state: total surveillance and no legal system, other than the unaccountable ultimate power of the game masters. There are logs recording every trade and every AH transaction. There is no way that "users" can buy gold without their action being recorded. The real world isn't like that, because you can buy things anonymously using cash, and you don't have to do business within sight of the police.

    4. Re:You want to stop gold farming? by DrXym · · Score: 2, Insightful

      The difference being that it should be fairly easy to automatically detect unusual large money transfers, plus any conversation that preceded it, plus the levels of those involved, plus the countries that each player hails from. I expect that in itself would provide sufficient evidence in many cases.

    5. Re:You want to stop gold farming? by mxmissile · · Score: 1

      Yes, detecting unlawful transactions and then banning the user might be easy for blizz. But for every single user they take down, there would be 10 more willing to buy.

    6. Re:You want to stop gold farming? by DrXym · · Score: 1
      If I were Blizzard, I'd stick up warnings in prominent places such as the login screen indicating that buying or farming gold is subject to instant suspension and then follow through with it. If people are stupid enough to do it despite the warning then its their subscription they're throwing away.

      Besides, we're talking a world over which Blizzard have total control. They can log everything, be anywhere, watch anyone. They could flag "suspects" with ease and actually watch what they are up to. Or put triggers on phrases such as "buy some gold". Or flag people who've transferred more than a certain amount of money in a day and to who. Or monitor IP addresses of known farmers. Or flag people who're carrying more gold than someone at their level ought to be etc. Or ban in-game email for 20 days for new players. In short they could do *anything* and stamp on the practice so hard that its worth it for no one.

      I guess the reason it is prevalent is because it is economically viable for farming to exist. Once you start kick banning the farmers and their customers, the cost of doing business exceeds the income and the people go on to look for other games to exploit.

  19. Don't understand... by Mullen · · Score: 1, Insightful

    I don't get the anti-Gold Farmer stance of many players and Blizzard. If I got seriously into any MMORPG, I would buy the local currency. The last thing I want to do after working all day doing borning work is to come home and end up playing a borning game where I have to spend a 100+ hours to get a half way decent character that can do somewhat fun quests.

    MMORPG should just sell the gold directly to the players and set up in game to real world money exchanges and let the players decide if they want to play the game that way. They could set up realms where it is not allowed or is limited. If someone wants to spend all day farming items and selling them to rich Americans, then all the power to him. I would rather send the guy a couple of hundred dollars than piss away a 100 hours of play time building up a character.

    --
    Linux O Muerte!
    1. Re:Don't understand... by Minwee · · Score: 2, Insightful

      "The last thing I want to do after working all day doing borning work is to come home and end up playing a borning game where I have to spend a 100+ hours to get a half way decent character that can do somewhat fun quests."

      I think the part that you don't understand is that there are "somewhat fun quests" available right from the start, and more become available as you progress through the game. It's not fifty levels of beating up rats followed by a sudden transition to some mystical, enjoyable "end-game", no matter what the whiny kids on the forums say.

    2. Re:Don't understand... by (A)*(B)!0_- · · Score: 1
      "I would rather send the guy a couple of hundred dollars than piss away a 100 hours of play time building up a character."
      I would rather play a game where I enjoyed playing it and wanted to advance through it. Your opinion on the matter thinks nothing of the community impact this would have on the game.
    3. Re:Don't understand... by geekoid · · Score: 1

      what community impact? the only community is impacts is people who buy things instead of playing the game. Which, btw, is why farming exists.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Don't understand... by Harinezumi · · Score: 1
      The first time you get to 60 on a given side is quite a lot of fun, but if you want to have an alt handy or restart a character on a different server, it can quickly become a major pain in the ass. Not to mention that the post-60 grind is filled with boring timesinks.

      For someone who makes a lot of money but doesn't have all that much time and wants to keep up with their online friends (or move to the server where they are playing), spending a couple of hundred bucks to save the trouble of repeating content (or grinding the same content over and over) for a couple of weeks seems like a pretty reasonable proposition.

      While personally I have simply quit the game once it stopped being fun for me, and never bothered buying any WoW stuff with real money, I can see how someone who derived most of their enjoyment from socializing with their friends or PvPing would be tempted to buy some gold or a levelled character.

      Different people have different priorities and enjoy different aspects of the game. In a perfectly designed game all these tradeoffs would be achievable internally through the game economy itself. In real games, however, people end up having to resort to eBay in order to achieve an efficient outcome.

    5. Re:Don't understand... by JustinKSU · · Score: 0

      I would rather send the guy a couple of hundred dollars than piss away a 100 hours of play time building up a character.

      I understand your point of view, but you have to think about the person who is a casual player and has played a 100 hours of the span of 3 months as opposed to 13 days. While the casual guy spends the time leveling and collecting gold for 3 months, the farmer has been able to do 7 times the farming. So at the end of the 3 months, the economy has been so inflated, gold is worth much less than when the casual player began. The casual gamer feels robbed.

      I think in general it behooves Blizzard to appease the casual gamer, since that is the majority of users, and that means cutting down on the unrealistic game play and third party farming tools that make it harder for the casual player to progress at a reasonable rate.

    6. Re:Don't understand... by LSanchez · · Score: 2, Insightful

      The last thing I want to do after working all day doing borning work is to come home and end up playing a borning game where I have to spend a 100+ hours to get a half way decent character

      If you find a game boring, don't play it. Instead of throwing away your money to get to the fun part, play a game that you find entertaining. Isn't that the point of it being a game, to be fun?

    7. Re:Don't understand... by (A)*(B)!0_- · · Score: 1
      I'd like you to take a look at your comment. It is rude and does not promote conversation. I stated that there was a community impact caused by the behavior. You obviously don't think there is a community impact. But rather than say something like, "I don't see any community impact." you assume you know everything and tell me I am wrong - clearly without knowing what impact I believe it has.

      It's shameful that this is how you've chosen to communicate.

  20. 250 FFXI accounts terminated by Anonymous Coward · · Score: 0

    All in a days work for [GM]Dave.

  21. farming isnt the issue .. by Anonymous Coward · · Score: 0

    from WoW website -
    Many account closures come as the direct result of tips reported to our GMs in game or emailed to our Hacks Team by legitimate World of Warcraft players. If you suspect that a World of Warcraft player is using an illegal third-party program to farm gold or items, or is otherwise violating our Terms of Use, please report the suspected infraction via one of the means listed above. All reports will be investigated, and those that prove false will not result in corrective action.

    --- i dont think the problem is farming.. the problem is using third party tools to automate the process.
    if you want to be a farmer and sit around camping something its well within your rights to do so..
    using 3rd party tools is violating the eula

  22. Auto Article Generator by Nazmun · · Score: 1

    They can auto generate this article every 2-3 months because square and blizzard will always ban farmers.

    --
    Hmmm... Pie...
  23. A market system that will kill the harvesters: by Roger+Wilcox · · Score: 3, Interesting

    Implement a trading system that allows players to set a price for or hold auctions on their items in-game. Keep players' identities hidden so that all deals between sellers and buyers are conducted on an anonymous basis. All interplayer item exchanges are to be conducted through this anonymous marketplace.
    Downside: You won't be able to chuck old/unneeded items on the ground or at your friends, only delete them or liquidate them.
    Upside: Harvesting gold loses its profitability in the real world, because virtual items can't be sold for real money. Thus harvesting is greatly reduced.
    I don't know how other Blizzard players feel about this, but I'd gladly trade my ability to toss items at my friends for a virtual economy that might not fall apart immidiately.

    P.S. Come to think of it, the game might be more enjoyable simply by merit of not ever recieving hand-me-down items. The sense of achievement and respect among kickass characters would be all the greater because it will be known that everyone arrived at virtual greatness through their own ingenuity and perseverance.

    1. Re:A market system that will kill the harvesters: by Anonymous Coward · · Score: 0

      How does your system differ from the current AH? Unless you prevent people from giving gold to each other I can't see how this helps.

    2. Re:A market system that will kill the harvesters: by Roger+Wilcox · · Score: 1

      All gold and item giving to players you could identify would have to be banned. Otherwise, either of those virtual assets could be sold for real world dollars and the in-game economy would suffer.

    3. Re:A market system that will kill the harvesters: by llZENll · · Score: 1

      This is a pretty good idea. I'm surprised they don't already have servers that ban trading of anything higher than a rare item. This way you can still craft and trade cheap ingrediants and stuff.

      Another idea is to impose a sliding scale on auction charges, so the more you sell, the more you are charged by the auction house, this should curb farmers somewhat and not effect most of the other players as most players are casual.

    4. Re:A market system that will kill the harvesters: by caladein · · Score: 1

      The hand-me-down issue isn't so great since a lot of games are now making the majority of gear (past a certain level, and any gained through questing or dungeon grouping) bind on pickup. Meaning that as soon as you pick up, craft it, or recieve it as a reward, it's yours. A variation is binding on equip, it still lets you sell it, but once you use it, you have to sell it to a vendor (although WoW does shoot itself in the foot with this by letting you semi-liquidate your OWN bound equipment).

      Still, that doesn't stop a huge guild in WoW for example from selling slots on a relatively easy raid like Molten Core or Onyxia and you pay for any of your gear that drops (this is more of an issue with mudflation then anything else, since a guild that's geared well past MC has a supremely easy time with it). This takes a whole guild that is extremely well equipped and organized (and more importantly, willing), but you still end up buying [Uber Mace of Shiny and Ass-Whoopery] with gold.

      As long as something is "easy" and doesn't require a full group preforming like a finely tuned machine to even attempt, you will always have the problem of buying an escort through an encounter. I don't see an easy way to solve it since well... even mountain climbers have sherpas.

    5. Re:A market system that will kill the harvesters: by not_anne · · Score: 1

      A few notes about WoW items...

      1. In WoW, you cannot put anything on the ground for someone else to pick up. The only way for players to trade with each other is player to player through the trade window, through the mail, or buying from the action house.
      2. Auctions are not completely anonymous, your name is attached to the aution. I use an alt to post my auctions though, so for the most part it is anonymous, except that Blizzard can still trace the auction back to your account.
      3. All good quality (green and blue) items are bind on equip, and so they cannot be used by one player and then sold to another for them to use. Once you use it, it's bound to you forever, so if you don't want the item anymore, you must destroy/sell to a vendor/disenchant the item.
      4. Many good quality (green and blue) items are bind on pickup, but there are still a lot of items that are bind on equip, and can be sold. For example, 3 pieces of my Druid's Wildheart armor set are bind on equip, but the rest of the set, 5 pieces, are bind on equip. So, I bought the gloves, bracers, and belt on the auction house, but I have to farm for myself the rest of the set.

      Blizzard and players are both concerned about farmers and their negative impact on the game economy. From the bannings, I can already see the prices on the auction house are going down on my server. Wildheart gloves for the past month have been going for a completely ludicrus 50 gold, and I bought them at their "normal" price off the auction house 3 days ago at 15 gold.

      --
      My comments here are my own; I do not speak for my employer.
    6. Re:A market system that will kill the harvesters: by Synn · · Score: 1

      The way around your system:

      What if I just put up a rusty sword with a 10k gold buyout? Then someone can "give" me 10k gold, just by buying that useless item.

    7. Re:A market system that will kill the harvesters: by back_pages · · Score: 1
      How about centrally controlled buyout prices fixed at something like 2 times the average selling price for an item. If a seller miraculously has a suspicious number of buyout sales, set off a flag to be investigated by staff. And of course, even in an anonymous auction system, the staff can see who is buying and who is selling.

      Just a thought. I actually quit playing online RPGs altogether in large part because of the horrendous management of the online economies. In the game I played, the standard procedure for selling items WAS auctions, and it was customary to list a buyout price as well. It was fully non-anonymous, though, and you could just as easily hand the money and items to another player.

      I think I like the OP's suggestion quite a lot.

    8. Re:A market system that will kill the harvesters: by paralaxcreations · · Score: 1

      yes. let's kill the farmers, and the in-game tradeskill system. What good am I, as a non-raider, to my guild if I can't give them potions?

    9. Re:A market system that will kill the harvesters: by Anonymous Coward · · Score: 0

      That system solves part of the problem, but people would still be able to buy gold from farmers by sending cash to the farmer, then having the farmer's character buy some item of their character at some exorbitant price.

      The real way to solve the problem of farming is to abolish all transfers of gold or items between characters, but Blizzard is not about to do this. The truth is Blizzard tolerates farming because a considerable fraction of the userbase is comprised of farmers and cheaters. Sure they occasionally make a big show of banning a few accounts, but the dirty little secret is farmers and those who use their services are too big a part of the game to make any serious moves against.

  24. Dup by xxxJonBoyxxx · · Score: 1

    I think this is a dup - something about this was posted as part of yesterday's "Blizzard Pulls Plug on Own Con" screed.

  25. Actually, farming drives the casual gamer away by Opportunist · · Score: 1

    I consider myself a casual player. I even dared to be one in Everquest.

    I don't know if you ever noticed what happens when mass farming drives the economy in a game bonkers. In a nutshell, it means that you don't EVER get anything, unless you shell out real world money. You won't be able to put enough time into the game to actually buy something with the money you make. The money quite literally inflates faster than you can harvest it. Without farmers, you, the casual player, have a chance to actually some day buy something for the VR money you make. Yes, it will take you longer than the guy grinding 24/7, but you can afford it, provided the prices stay stable. Which they more or less do, if there is no farming.

    With farming, the price runs away from you. Today the price is 1000, by the time you have 1000 the price is 3000 and so on. You will NEVER be able to afford the item.

    Unless you pay cash.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Actually, farming drives the casual gamer away by AuMatar · · Score: 1

      That inflation happens anyway. Prices *do NOT* stay stable without gold sellers- they haven't in any MMO to date. There's plenty of farmers even without gold sellers. Add in the power curve (more time=more powerful=higher earning rate) and you'll still never be able to afford it. Gold buying at least gives you an end run around it all. But so long as MMOs are based on the time sink model, this issue will exist.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Actually, farming drives the casual gamer away by Opportunist · · Score: 1

      I've seen both, stable economies and economies that were so off the scale that the most expensive "vendor component" for a receipe went for less than a tenth of a percent of the "drop only" parts, when it started originally at about equal.

      EVE had a very stable economy for quite a long time. It is still fairly stable. They've had their share of macro-mining and other exploits, but they found a way to deal with it. I don't know if it is still true, but for the time I played it, they managed to come up with enough ideas to actually keep the economy running fairly stable. Yes, of course you made a ton more money when you went "higher up" on the power ladder, but you also spent a lot more. For the price and setup of the last ship I had, I could have bought about a million of the first one I owned.

      As I said, I'm a casual gamer. And still, I never had to revert to spending RL money for game content. It most likely would have been faster when I simply bought the ISK. Granted. But that idea never came to my mind. I had fun making that ISK. It was satisfying to see that the time I spent to fit my ship, buy new ships, learn skills etc. pays off. Besides, with the skill model of EVE, I would've had to wait for my "skill" to catch up with my equipment anyway.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Actually, farming drives the casual gamer away by AuMatar · · Score: 1

      You do know you can buy ISK, right? 1 billion ISK is about 200 bucks. As some of my friends just started playing it, I'm highly considering it- mining sucks, I don't have the skills to make money via PvP yet, and making enough for my first cruiser is horribly slow- I make about 200K ISK/hr in my frigate. 10K hrs of ISK for only 5 hrs of rl work sounds pretty good.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Actually, farming drives the casual gamer away by Opportunist · · Score: 1

      The question is, what do you gain from it?

      Money ain't everything in EVE. Do you have the skill to actually use that cruiser? If not, you're just throwing away about 2 cents. You'll actually do even less damage than with the frigate, if you can't "use" the cruiser.

      I'm not talking about personal skill. I'm talking about your character's skill.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Actually, farming drives the casual gamer away by AuMatar · · Score: 1

      I'll be getting Cruier 1 and 2 tonight, possibly 3. Of course, there's other things I can do with the money too (level 2 learning skills will be needed in about 2 weeks. And some decent cybernetic implants would help my skills go up much quicker). Although I do agree the time based leveling makes it less attractive then it would be otherwise.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  26. dey tek er jebs!!! by crabpeople · · Score: 0, Flamebait
    "I don't get the anti-Gold Farmer stance of many players and Blizzard."

    theres nothing to get, its simple racism. American college student farms, (oh im sorry grinds) all day to make cash and hes a hardcore player. A chinese person does it and hes a china farmer and gets narc'ed out, called oh so many racist things, banned and shunned by the community. Its funny because the people i know who are chinese in game dont say jack shit while this persecution is going on. I call that cowardace, but im not asian so what can i really say about it.

    People caught hacking the game should be banned. Just because your good at making money and also coincidentally chinese, shouldnt be grounds for a ban.

    --
    I'll just use my special getting high powers one more time...
    1. Re:dey tek er jebs!!! by metacosm · · Score: 1

      The problem isn't the legit farming -- it is the botting & selling. As blizzards TOS doesn't allow botting, and doesn't allow exchanging in game items/money for real world items/money. Period.

      They can personally farm all day long -- it is when they cheat or go on ebay to sell it that they get in trouble.

  27. That would, at best, shift the problem by Opportunist · · Score: 1

    At worst, it would worsen it.

    If a commodity is finite, it is by default more interesting for farmers. So if a species could be driven to extinction, it WILL be driven to extinction. Twice so if what they offer is valuable.

    I kill them all, with my farmboys, hoarde the loot, then charge you if you plan to own one of those things. I know for a fact that I'm the ONLY, or at least almost only, one offering it. Let's see... does 500 bucks sound too much?

    Yes?

    Tough luck. Some idiot next to you is willing to pay it. Supply and demand. Everyone wants it, only I have it, and I only have a limited supply (since I took care that there is no more of it). So I set the price. Last 10 will go for 2000, so better hurry.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  28. If you really want to get rid of farmers... by egburr · · Score: 1
    Put a few merchants in each town to buy all the farmable resources (metals, herbs, hides, etc.) and sell for a set price (sell for a little more than they will buy for). People without money can still go farming, and can even earn a little money for it, but not enough to make it a full-time job. People with money can buy it for reasonable prices.

    Maybe even have the prices fluctuate slightly with supply/demand. If demand is high, there obviously aren't enought farmers, so the merchant will pay a little more. If demand is low, the prices will drop and the farmers won't find it worth their time if they're only doing it to earn money.

    Then adjust the respawn rates and number of farmable resources to allow the supply to at least be able to satify demand (assuming resources are being continuously farmed.

    This alone would probably have kept me from tiring of the game. Having spent time building up skill in mining, it was really frustrating that I had to do other things to earch gold and buy metals from the auction house because beating the farmers to the ores was just about impossible.

    --

    Edward Burr
    Having a smoking section in a restaurant is like having a peeing section in a swimming pool.
  29. Gold farming can't be fixed by bans by vertinox · · Score: 1

    Or as the saying goes... "When all you've got is a banhammer, all problems look like gold farming!"

    The truth of the matter is gold farming is going to continue (just like the drug trade and spam) until some fundemental problems with the core system is resolved.

    When money is involved, people will go out of their way to get that money regardless of the law and the rules of the land. No matter how many farmers you ban, IPs you block, or drug dealers you throw into jail, people are going to be doing this.

    So how are we going to resolve these problems? I haven't the slightest ideas on drug trafficking and spam, but gold farming can be resolved if you put more real life economics into play.

    Make a real system of gold aquistion in the game and make gold a hard currency that isn't printed by simply killing things. Gold has to be a limited and set state in order for gold inflation to not happen. When you keep dumping all that gold into the market simply by killing things you end up with the European gold inflation in the 1550's after the Spanish looted the Aztecs.

    There has to be limited supply and people will be upset that at any given time there can only be 1,000,000 gold peices on a server. Vendors will have to not let gold disapear into a black hole so when they buy things or sell things that gold remains with the world at all time.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Gold farming can't be fixed by bans by geekoid · · Score: 1

      Then a few people aquire 98% of the gold effectivly stopping the game.

      The only way to limit gold farming is to not allow people to exchange gold.
      Second to that, only allow people to exchange small amounts of gold.
      For example, cap the high end price something can be sold for, based on the item.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Gold farming can't be fixed by bans by Anonymous Coward · · Score: 0

      Once you impliment a 'fixed gold supply' system like this, how will new players get gold? They need to buy skills and equipment upgrades too, but all the gold supply is in circulation on other peoples accounts. The newbie won't be able to advance unless they happen to get a blue drop and sell it. But as is you can go 1-60 and never see a single random boe blue drop (quests and instance blues are bop). Somehow going from 1-60 without a single coin, and never upgrading skills as a result doesn't seem like a such a good plan.

      In a real world economy the rich with all the money start businesses and hire the broke newbies, and thats how the broke newbies can some cash. What sort of entrapreneurship do you expect to start on these new 'fixed gold supply' servers?

    3. Re:Gold farming can't be fixed by bans by Anonymous Coward · · Score: 0

      Game economics mimic real life economics pretty closely. When I played SWG, SOE would release money distribution graphs and, just like in the real world, 1% of the population had a huge portion of the money, and the currents costs of items were all set by those 1% of poeple.

    4. Re:Gold farming can't be fixed by bans by SharpFang · · Score: 1

      Introduce exponential scale tax.
      Use it or lose it. Either spend the money on meaningful stuff (say, HIRE noobs to help you in harder quests) or just lose your cash to the system.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    5. Re:Gold farming can't be fixed by bans by Synn · · Score: 1

      2% of the real world's population owns 98% of the wealth, so I don't see how it'd stop a virtual economy.

    6. Re:Gold farming can't be fixed by bans by Anonymous Coward · · Score: 0

      Farmers exist because there is an economy with whacky economics. Banning won't help a bit. You have players in it from richer and poorer economies where the richer ones are willing to pay cash to buy items (because they are cheap with respect to their wages (time) in the real world and get enjoyment out of it) and the poorer ones are willing to work in the virtual world because they earn higher wages than the real one.

  30. Re:Subsidizing farmers is for national defense by PFI_Optix · · Score: 1

    Oh, I know all (well, most of) the reasons why. It was just the first thing that popped in my head and I thought it was semfunny.

    Pity someone wasted a mod point modding a joke as a troll.

    --
    120 characters for a sig? That's bloody useless.
  31. Farming shows a much bigger problem by Opportunist · · Score: 5, Interesting

    Why do farmers exist? Because people are willing to pay cash for in game stuff. Why do people willingly spend money for something they could technically get themselves? Because they don't want to do it themselves.

    "Hold a second. That's like saying I buy Castlevania and then hire someone to play it for me so I can do the end boss fight. That makes no sense."

    Yup. We're getting closer to the problem. There are actually people who PAY money to NOT HAVE TO play the game. Now, when a game has parts that are so "boring" that it's no fun to do them, the problem starts with the game, not the farmer. The farmer is actually more or less an effect. Not the cause (he's the cause for other problems with the game, we're getting into a circle here).

    In a good game, it should not even cross your mind that you want to bypass parts of it. It should be interesting to do just that what is bypassed.

    It's not only a problem of WoW, that problem can be found in almost all MMORPGs. And a MMORPG that solves it will certainly sell well. But as long as there are tedious and boring parts in a MMORPG, farmers will exist.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Farming shows a much bigger problem by Incoherent07 · · Score: 3, Interesting

      Actually, the problem you're suggesting is with the player. Why do you think cheat codes exist? Because people want instant gratification. Analogy: FPS games tend to have cheats like invulnerability, all weapons, and infinite ammo. People use these. Therefore all FPS games are inherently flawed, because people want to bypass the content. The perfect FPS would have these things enabled by default, so there would be no need for cheat codes.

      What you're suggesting about a "perfect" MMO is impossible. Why? Because people always want to have the best character, if for no other reason than to buy a level 60 warrior in full epic gear, then go and Heroic Strike someone in PvP with their Ashkandi. (Yeah, HS. I'm sure you've encountered these people too.) And this segment will be there whether your leveling content is absolutely breathtaking or a mindless grind.

      --
      This is my sig. There are many others like it, but this one is mine.
    2. Re:Farming shows a much bigger problem by IflyRC · · Score: 1

      Actually I think the bigger problem is that you have people who value virtual online worlds more than physical real world activities or products.

      Seriously folks - it's throwing away money. Is your life so dull and depressing that you need to spend hours and hours online accruing "wealth" that means nothing? It will ALWAYS mean nothing as whatever wealth you've accrued in an online game will be gone as soon as you cancel the account, get bored or the game company shuts the game down.

      Sure, there are examples of things like "Second Life" where people are crossing the line between real and virtual business. However, I don't see that as future. Why? What was the real complaint of the .com bubble? No real product, no real profit - just inflated stock prices for over-valued companies. I can't really see how the "Second Life" businesses are different than the companies in the .com bubble. *shrug*

    3. Re:Farming shows a much bigger problem by Opportunist · · Score: 1

      The difference is that the 2nd life economy actually seems to work. :)

      Seriously now. What really puzzles and kinda amuses me is that people are willing to pay real money so they have "the best" equipment in the game, when it is certain that with the next patch, the next expansion, the next main boss some equipment will come into the game that makes your so expensive "best" equipment look like beggar's rags.

      So pay again? I'd feel stupid, to be honest.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Farming shows a much bigger problem by greymond · · Score: 5, Insightful

      I couldn't agree more. After several years of playing MMO's from EQ, to FFXI and now about to quit WoW, I find that each complained about farmers. But the reason why farmers existed was because the choice for players was:

      A) Spend a combination of 40 hours playing a game killing creatures to buy a sword so you can continue following the game's story line, quests, and continue playing with others
      B) Pay some dude $20 and buy the sword so you can continue following the game's story line, quests, and continue playing with others.

      I think the worst example of poor game design was FFXI. In it you had crafting skills which required pieces from all over the world. You could literally spend an entire weekend aquiring the materials and spend 2 hours watching the materials critically fail and now you are out the items you spent 40 hours worth of WORK in addition to into and haven't gained much progression for your character. MMO's are all about playing with other people and advancing, yet developers purposefully create time boring sinks which cause people to rely on farmers in order to get back to the fun parts of the game.

      In my opinion if an MMO came out that modeled Diablo or FF in the sense that would allow soloability (the option of playing with others is better than having to play with others - see WoW's user base) as well as by the time you reached max level you're character could easily afford anything he wanted or needed without having to "farm" you'd have a solid game and one that could potential be the end all be all of MMO's.

      But unfortunately no one wants to make one. All the companies hire designers who enjoy forcing people to play variable classes in certain ways, farm for greater amounts of time than playing with others, and insist on making MMO's more tedious and annoying. Why? Because the longer it takes you to achieve your goals, the longer you have to pay them a monthly fee.

    5. Re:Farming shows a much bigger problem by cyber-dragon.net · · Score: 2, Interesting

      Personaly I think City of Heroes/Villians did a good job at this. Pretty much fun at all levels, you get through the first few "boring" ones in an evening if you know what your doing and if you don't you need the time to learn anyway.

      Sure there are money farmers etc but there is an equal number of people who simply give away money because they don't care. Items do not matter as much in that game and the items that do matter you are given many ways to aquire that do not involve farming etc.

      Hell I pay people 50k a pop to jump off skyscrapers because I think it is funny.

      The key there is make the money not matter, then it is not a problem if the economy goes bust because the economy is not important to the enjoyment of the game.

    6. Re:Farming shows a much bigger problem by Opportunist · · Score: 1

      The problem with MMORPGs: Money (and items) must matter.

      Let's have a look at the way MMORPGs work. You run around, then you stop. Then you press a button and your figure starts fighting. It does this more or less by itself. You don't need to aim, you don't need to crouch or hide behind structures, often you don't even have to really "look" for the opponent, he will be marked and more often than not you can simply order your figure to follow or auto-aim at it, etc.

      In short, the personal skill of the person playing is reduced to a very small portion of the actual success or failure. More often than not, the only influence on the battle is reduced to 3 decisions:

      1. When to use which style/spell.
      2. Which target to choose.
      3. Whether or not to run away.

      That isn't necessarily something where you actually separate between "good" and "bad" players.

      In other words, if items/money don't matter, it's reduced to numbers and luck. How many people can you field compared to your opponent, and who is lucky enough to land that critshot.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Farming shows a much bigger problem by __aahkth3217 · · Score: 2, Insightful

      It could also be thought of thusly:

      Playing the game long enough to gather enough gold to buy that item you want takes time. Sometimes lots of time, and sometimes spending it farming mindlessly for hours. This time you're investing into the game is real time (obviously). One could think then that buying gold from a farmer is essentially trading real-life money for time. Time that you would've spent killing mobs for hours on end. While I don't buy gold, and don't approve of it, when I think of it this way I can understand those who do.

    8. Re:Farming shows a much bigger problem by ajs · · Score: 2, Insightful

      I'll say what I said back in the days when this was a "problem" in EverQuest: it's not a problem, it's just a matter of supply and demand. There are people who focus on certain things. For some it's specific quests or gear. For some it's social play. For some it's just exploring the world. It can be nice to be able to "buy in" to the game and not have to do everything just to do the things you want.

      During my time in EQ, I bought plat so that I could buy things for friends who were starting the game. Eventually, I started farming my own money (legitimately, from buying and selling goods). I generated hundreds of thousands of plat, all of which I gave away in the end.

      Too many people try to figure out what's "wrong". There's nothing wrong, it's just that time has a value, and people are willing to pay for it.

    9. Re:Farming shows a much bigger problem by Bartmoss · · Score: 1

      I have been playing WoW since January, and I do have to say, it gets exceedingly boring after a while. The geek in me really wants to get at least one character to level 60, and I will check the expansion out. However, you quickly notice that the game was designed to keep you occupied for months to maximize subscription fees. And while I don't have a problem to work for my Lv 60 character, I really, really find it annoying that Blizzard made levelling in the mid game so tedious. ymmv.

    10. Re:Farming shows a much bigger problem by hyfe · · Score: 1
      Why do you think cheat codes exist? Because people want instant gratification.

      You make it sound like a bad thing. Do you and your wife/gf/hand take a half-hour break staring at the ceiling before having fun? Do you catch TV-shows early so you can get *all* the commercials they show in advance? Do you have 2 hours of prayer-time with your friends before getting pissed? No? The bottom line is, doing boring stuff is boring. It always have been, and it will always be.. even in MMORPGS.

      Because people always want to have the best character, if for no other reason than to buy a level 60 warrior in full epic gear, then go and Heroic Strike someone in PvP with their Ashkandi. (Yeah, HS. I'm sure you've encountered these people too.)

      Well; yes. There seems to be a subclass of youths who are socially retarded sugar-rushed mal-adjusted spastics amazingly lacking any empathy whatsoever. They're going to be bloody annoying whatever they bloody do. In a game requirinng social interaction you need social skills, and some people just fall flat there.

      That still doesn't mean there isn't a middle way though.. you know, games cathering for normal players. I played WoW to level 39 with my main (and numerous chars to 20-25) and after that it just got plain boring. Ask pretty much anyone, and they will agree. 40-60 was boring.. so, why is it there?

      --
      "" How about taking the safety labels off everything, and let the stupidity-problem solve itself? """
    11. Re:Farming shows a much bigger problem by Opportunist · · Score: 1

      It starts being a problem when the "shortcut" for some people develops into a necessity for everyone.

      Especially EQ is a prime example. Lineage is another one. When farmers can effectively monopolize some parts of the game, it becomes a necessity that you buy the items to get there from them. You cannot get them any other way.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    12. Re:Farming shows a much bigger problem by TankerJoe19K · · Score: 1

      Actually, cheat codes exists so developers can test their games without dying/looking for ammo/looking for weapons...etc.

      Your premise is flawed, everything you said after that follows.

    13. Re:Farming shows a much bigger problem by Og+Mack · · Score: 1

      If people are participating in the gold farming community because the content of the game is boring, the issue is really matching the value of the player with the game. Ideally a game would match with every players model of what is valuable, it would evaluate what level of tolerance each person had for things like level grinding, obtaining rare items, etc and adujust the level of difficulty in completing those tasks to match the players tolerance. So for example if one person would rate obtaining the Lifestealing enchant as something they would be willing to invest time in then it would take them longer then a person who is only willing to invest an small amount of time. Naturally this is purely a though exersize because most people would just SAY they arent willing to wait and get the item sooner, but if we could evaluate the value they put into that item. What this would do is normalize the value that every person assesses to the items. The problem currently is that one person is willing to invest 100 hours to obtain an item, and another person only able to invest 10, where does Blizzard set the bar? 50? 30? who's to say? If i told you that it is going to take you x hours to get this item, every person should assess that "x" with the same value. For example each person would respond in the same way. "x" hours to get such and such, ok thats reasonable given that item. What do people think about a game like this? even if it is unobtainable?

    14. Re:Farming shows a much bigger problem by pilkul · · Score: 1

      They're often put in for that reason initially, but if they're left in the final game it's for the players (this kind of code is very easy to remove).

    15. Re:Farming shows a much bigger problem by thouth · · Score: 1

      I have a friend whom I played WoW with (he still does) and he used to buy about 1000 gold each month. He didn't buy gold to get better gear (except for his epic mount but thats another story) but rather he put that gold into his guild every time by buying Fire resist pots, healing pots and mana pots and giving them out to everyone for free so they could push forward in one of the end-game instances. He also passed on alot of gear (in the end game instance) to give to other members of his class if he felt they needed it more. Not all gold buyers are greedy jerks trying to get the edge on you.

    16. Re:Farming shows a much bigger problem by _Sprocket_ · · Score: 1
      Actually, cheat codes exists so developers can test their games without dying/looking for ammo/looking for weapons...etc.

      Your premise is flawed, everything you said after that follows.


      Interesting point. But you ignore the entire market for these cheat codes... books, magazines, TV shows, web sites, etc.
    17. Re:Farming shows a much bigger problem by Incoherent07 · · Score: 1
      You make it sound like a bad thing.
      Not any more than the assertion that people are playing money not to play WoW by buying gold. Cheat codes allow you to "complete" the game without really having to play it, eBay allows you to reach the highest levels of MMOGs without playing the levels before them. But this isn't a flaw with the game design, as great-grandparent asserts, but rather a disconnect between what the player wants and what the game is giving him/maybe her.

      Well; yes. There seems to be a subclass of youths who are socially retarded sugar-rushed mal-adjusted spastics amazingly lacking any empathy whatsoever. They're going to be bloody annoying whatever they bloody do. In a game requirinng social interaction you need social skills, and some people just fall flat there.
      Again, this is a bit out of context. This was in response to the idea that there exists some "perfect" MMOG for which no one would buy gold or characters because they would enjoy the experience. Someone else in this discussion brings up the 4 types of RPG players, and suggests that two of them would rather just get to the highest level: achievers looking for an edge, and killers, who have no real desire to level. So in some sense the perfect MMOG is Halo, at which point you've thrown out what people do enjoy about the genre.

      40-60 was boring.. so, why is it there?
      Well, at some point you do have to actually progress in skill before you hit 60 and go "hay where are my epicz", despite the fact that WoW is forgiving enough that unless you're in an instance group it's difficult to fail at anything. For example, Maraudon (a level 50ish instance) is far more demanding of your group than Scarlet Monastery (a level 35-40 instance) is; the tank actually has to know how to tank, the healer actually has to pay attention, the DPS has to not pull aggro, etc. But the straight answer is that they sort of forgot to add enough content to make 40-50 in particular enjoyable (although it's gotten a little better in the late 40s); after 50 the amount of content grows, even if leveling rate continues to go down.
      --
      This is my sig. There are many others like it, but this one is mine.
    18. Re:Farming shows a much bigger problem by TriezGamer · · Score: 1
      as well as by the time you reached max level you're character could easily afford anything he wanted or needed without having to "farm" you'd have a solid game and one that could potential be the end all be all of MMO's.
      The only way this would ever be possible would be to remove the player-based economy, and have every possible item found for sale at a fixed price by an NPC, somewhere. Unless we manage somehow to create a game that removes the inherent greed that players have.
    19. Re:Farming shows a much bigger problem by zippthorne · · Score: 1

      The most important thing is to figure out why people play the parts they play and why people pay to bypass the parts they pay to bypass. In all liklihood, Blizzard has done this analysis and determined that actually making a game under which all parts are fun is less profitable than other options. Of course this means they're almost as evil as crack dealers, but I think we already suspected that.

      --
      Can you be Even More Awesome?!
    20. Re:Farming shows a much bigger problem by Troglodyt · · Score: 1

      But you don't have to be a crafter for the story to progress in FFXI. Things like crafting are not for the casual players that only want to kill things. I happen to think the crafting in FFXI is awesome, in how many other games are there crafted items that only like ten people on any given server has? The availability of ingredients and the "difficulty" of crafting ensures that some recipies succeed very rarely.
      Casual players that want to see the storyline of a game should not be playing mmos. Pick another game, one that you enjoy playing. People need to stop whining about how games are implemented and start playing games they like instead of trying to change the games they play. Just because you don't like spending hours in game doing pointless things doesn't mean you have to ruin the game for everyone else.

    21. Re:Farming shows a much bigger problem by Opportunist · · Score: 1

      That's a given. The question is, why does someone want someone else to play the game instead of him?

      I do understand that time==money. In MMORPGs, the essential creed is "Invest time, and X will fall into your hands" where X is whatever you want to have. Time is the universal currency in those games.

      And therein lies the problem. Why does it have to be so that you spend "boring" hours farming? It can be made interesting. I've seen it in various MMORPGs.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    22. Re:Farming shows a much bigger problem by greymond · · Score: 1

      But you don't have to be a crafter for the story to progress in FFXI.
      True, instead you have to complete missions and quests which delevel you, so if in the future you wish to help another person do them you have to have the levels appropriate gear, which means you are constantly having to spend gil for various equipment or keep every set of gear you ever aquire. Tedious.

      Things like crafting are not for the casual players that only want to kill things.
      Casual players have nothing to do with my post. But I have met some who say they enjoy crafting in games and the social aspect more than leveling and killing things.

      I happen to think the crafting in FFXI is awesome, in how many other games are there crafted items that only like ten people on any given server has? The availability of ingredients and the "difficulty" of crafting ensures that some recipies succeed very rarely.
      I think having limited availability for items is great. I know in WoW there are a few epic items and enchants that only a few people on each server have. For example a particular caster friendly sword called a sageblade is only craftable by a total of 3 people on the server I play on. As far as the difficulty of getting items, I did bone crafting in FFXI and none of the items were difficult to obtain. It just required me to get the items from various parts of the world. The slow down was more of a travel issue than a hard to find issue. As for failure in crafting, failing is one thing, losing materials when you fail is just plain not fun.

      Casual players that want to see the storyline of a game should not be playing mmos. Pick another game, one that you enjoy playing. People need to stop whining about how games are implemented and start playing games they like instead of trying to change the games they play. Just because you don't like spending hours in game doing pointless things doesn't mean you have to ruin the game for everyone else.
      Again my post has nothing to do with casual players, but isn't the point of playing role playing games making online friends and following a story line?. As far as people whining about game changes, well in EQ/FFXI I didn't realize what I was getting into, WoW on the other hand was marketed entirely different, and is still very fun for all player types from levels 1 to 60. However over the couple years the game has changed very dramatically, they changed the end game dungeons to 15 then to 10 then to 5 players only and introduced new dungeons that were only 40 and 20 man dungeons. The new content coming out now is definately impressive looking and fun, but it's not what the original game was marketed as or what it played like for the first year and a half of it's life.

      The current issue I have with WoW is that I don't think the developers know what they want to do, they will change a class ability, then change it back, my class the warlock has had major changes to it since the beginning of release, and not like minor changes, but class breaking/overpowering changes done, as have many others. The other issue is quest objectives get changed all the time as well. The AV battleground was changed dramatically to allow for various quests to be completed in the zone then to no quests completed in the zone, then random mobs were introduced, then they took them away but introduced more npcs, now they are saying next patch they will take out all the npcs. It makes for an ever changing world in the worse possible way imo.

    23. Re:Farming shows a much bigger problem by Troglodyt · · Score: 1

      But your post was about having to spend 40 hours killing things to progress, and then about how the crafting made FFXI the worst designed game.
      I know the term casual player is spoony, but if you don't want to spend all your time playing then I'd say you are a casual player.

    24. Re:Farming shows a much bigger problem by Chazmyrr · · Score: 1

      I don't expect instant gratification. I've got several level 60 characters. I have 100+ days played. I've done all the quests at least once. I do all my own leveling although I'm starting to get sick of that. If I roll another class, I might just pay someone to level it. I buy gold from time to time. Raiding gets expensive. A lot of guilds bank everything and expect you to grind gold on your own time. I have zero interest in grinding gold. If I'm not raiding, I'd much rather be in a battlefield.

      I spend maybe another $15 a month so that I can spend my time in PvP instead of grinding. If I couldn't do that, I'd cancel my account and never look back.

    25. Re:Farming shows a much bigger problem by greymond · · Score: 1

      Spending 40 hours a week playing a game is fine, but it's what you do during that 40 hours is what makes things either fun or tedious. If I play 8 hours a day 5 days a week grouping with guildies/linkshell or random players slaying beasts, completing quests etc. That's fun and great. But if I have to spend that time playing solo killing the same creatues over and over so that I can play with people again next week...well whats the point of the game being a "Massive Multiplayer"?

  32. World War III is old news by tepples · · Score: 0, Offtopic
    subsidizing farms is really about maintaining American farms in case if there were say... World War III

    That threat has long passed. World War III ran from 1947 to 1991. From the perspective of the United States, it was a mostly cold war except for some major police actions in Korea and Vietnam. Prof. Eliot A. Cohen and other analysts have described the Global War on Terrorism as "World War IV".

    1. Re:World War III is old news by Criminally+Insane+Ro · · Score: 1

      Actually, that was the first war which involved every nation on earth.

  33. Re:Subsidizing farmers is for national defense by Ryan+Amos · · Score: 1

    Cost of living in the US > cost of living in the 3rd world.

    Cost of crops in the US without subsidies = cost of crops in 3rd world

    And you need to keep the infrastructure in place. Sure, you can grow food anywhere, but to grow large quantities of food (say, enough to feed a country) you need irrigation, storage and distribution systems already in place. Otherwise they take years to build and your country has starved in the meantime. Nothing will lead people to revolt quite like hunger.

  34. LevelingEnd Game by CharAznable · · Score: 1

    You're not getting it, and neither are the people who buy gold and maybe Blizzard itself. In WOW, leveling up is actually more fun than the boring, pointless endgame. That's why everybody has a million alts.

    --
    The perfect sig is a lot like silence, only louder
    1. Re:LevelingEnd Game by slriv · · Score: 1

      No, I disagree with that completely. I'd rather do end-game raids with my guild than levelling a character. It's the grind that sucks for me and the reason why I DON'T have 100 alts laying around. Everytime I try to level another character I hit 30 and just say 'screw it' I'm sick of this.

      --
      All the worlds a stage, and I'm the guy running the lights...
  35. uhmm... by Y.T.G. · · Score: 1

    Who cares?!

    1. Re:uhmm... by Avatar8 · · Score: 1
      Let's count who cares:

      - the 13 million people playing some MMO around the world
      - the 2 million (guess) people employed by all MMO development companies
      - the other 2-3 million (also guess) people employed as software development for any system that could possibly involve real people, virtual presence, virtual property and real world money transactions (read futuristic virtual banking, trading, selling systems)
      - the millions of people who use eBay to buy and sell items as something of this nature will indirectly affect their policies and their rates for trades
      - the hundreds of millions of people whose lives are loosely connected to eBay selling whether they realize it or not
      - the federal government of any country whose economy is significantly impacted by the production, selling, purchasing and general trading of said MMO games, software in general, future technology related to virtual presence, e-commerce and general trade

      I guess it would have been much easier to count who doesn't care:
      - you (1)
      - Tibetan monks (about 800, I think)
      - a llama herder in northern Chile (1, plus 400 llamas if you want to count them)

    2. Re:uhmm... by Y.T.G. · · Score: 1

      Wow, I had no idea I was missing out on such a big part of the REAL world.
      [goes into the corner and cries, cause Tibetian monks and llamas run away from me] ...
      [after some time] ... [singing] Ooooonneeeeee is the looooonliiieessstttt nuuuuuummm...

  36. How gold-farming works by AntonVoyl · · Score: 2, Informative
    Check out this great article on the mechanics of professional WoW gold-farming:


    On Gold and Gollums, an overview into the Gold Farming and Selling Industry


    Sure, it's interesting that there are large, organized networks that employ legions of people willing to spend their days harvesting gold, but what really strikes me is the degree to which gold farmers manipulate a server's entire economy.

    --

    sig semper tyrannis!
  37. Re:Subsidizing farmers is for national defense by Anonymous Coward · · Score: 1, Funny

    Then why doesn't the government subsidise call centers? You know, in case we go to war with India and folks back home still need help downloading the internet...

  38. Re:Subsidizing farmers is for national defense by ElleyKitten · · Score: 1, Insightful

    I get that. But we should be paying farmers to farm, then send the food to homeless shelters and third world countries. We shouldn't be paying farmers to sit on their asses, and we should never pay them to farm food and then let it rot. It's shameful for us to do that while people in our own country, not to mention others, are starving.

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
  39. A system that will kill the harvesters, literally by chlo310 · · Score: 1

    Give players rewards for killing farmers.

    It's very simple, allow guilds or single players to receive a % of the gold of each farmer they kill. Even in PvE servers.

    Even better, make it a quest. "Hunt and kill 50 farmers to get [rare item]".

  40. stfu noob and l2p by Anonymous Coward · · Score: 0, Interesting

    Blizzard should get a clue and sell thier own gold. Obviously there is market for it. What wrong with them selling it?

    Also, who cares if someone farms and buys gold from someone else? SOMEONE had to still pay the money to be online during that time. It's not like free money is poofing out of nowhere. I mean, I even got my character powerleveled. Why should Blizzad care? I am still paying 15/month no matter who played the character.

  41. Re:Subsidizing farmers is for national defense by Anonymous Coward · · Score: 0


    subsidies are a good thing IMO, as you can't really make a profit off of basic food stuffs (at least on the raw materials level), so people have to be compelled to produce them rather than something more profitable as a cash crop.


    I have never heard anything so monumentaly stupid. The reason that you "can't really make a profit from basic foodstuffs" is because the price is depressed by the overproduction that is caused by subsidies.

    Here's how it works. People have to buy food. They can alter the quality and to a degree the amount that they buy, but they can't just "not buy food". Now imagine that there aren't any subsidies. If a farmer can't make a decent living growing food, he will indeed do something else with his land to make money. This reduces the total amount of food in existance, so the price goes up. The higher the price, the more famers can make money by producing food. Somewhere there's an equilibrium where farmers make enough profit to make it worth their while growing food, and people are able to buy food to eat.

    Of course, there's nothing to guarantee that it's profitable to grow food in your country - it may well be more economical to import food from abroad. If you consider this a national security risk, then the correct way of dealing with it is not a subsidy, but a tax or quota on food imports, which will cause the price of food to rise to a level where it is economical to produce it domestically.

  42. wrong by geekoid · · Score: 1

    I have a life work, wife, kids, friends, etc . . .
    I ahve never had a problem getting into a raid without 'top tiered stuff' In fact it is ecpected someone won't be in top tiered stuff. Most top tiered stuff is BoP, so it has zero auction value.
    So being a 'leech' isn't an issue.

    I ahve another character who does WSG. I routinly beet people(usually undead rogues) who ahve 1000+ GP worth of enchants.
    I ahve some blues and greens, and some good enchants(not great) and all the money I got for my enchants and gear I made in game by selling copper ore, linen, and byuing low and selling high on the AH.

    I think it would be better if Bliz put level restrintion on the enchants like they do everything else, but that's another discussion.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:wrong by dino213b · · Score: 1

      Blizzard should do two things

      1- Limit access to a dungeon to players who are within +/- 5 levels of each other (to prevent people from farming equipment for their "twink" characters)

      2- Restrict enchant levels. Why should a level 19 rogue have crusader or life stealing?

      For a comprehensive list of complaints see my hate site:

      http://www.redrival.com/hateown/

  43. wow check out the ratios by Intangion · · Score: 2, Insightful

    am i seeing this right?
    30,000 accounts on wow, removed 30 million gold, thats an average of about 1000 gold per account

    on FF its 250 accounts and 250 billion gil?

    thats an average of about 1billion gil per account?
    holy crap

    1. Re:wow check out the ratios by Anonymous Coward · · Score: 0

      i dont know about wow, but in ffxi a charictor can hold up to 999,999,999 gil per charictor and you can have up to 16 charictors per account...

    2. Re:wow check out the ratios by dtfarmer · · Score: 1

      Basic math is insightful?

      Well then here goes... 1000 gold = 10 million copper in WOW. 10 million compared to 1 billion is a factor of 100, much closer than the factor of 1,000,000 that 1000g vs 1 billion gil implies.

      How much gold per hour can someone in WOW accumulate? How much gil per hour in FFXI? If you earn 1 gold per hour (10,000 copper) and I earn 1,000 gil per hour, does 10 copper = 1 gil? Maybe, but you still have to take local prices of items into account.

      What about supply and demand? Maybe the accounts on WOW are over supplied at 1000g per account, while the 1 billion per account may be very low supply for FFXI farmers, or vice versa. If I can buy 1 gold for the same price as 1 gil, maybe that means 10,000 copper = 1 gil...

      I don't mean to pick on you personally, because - yeah, I agree - 1000 sure sounds like a really small number compared to 1 billion, but the economy of each game is different and it's really meaningless to compare those numbers. I'm sure I could google to see how much each sells for, how much can be acquired per hour, etc. but I'm just too lazy and/or not interested enough to do the legwork to find out how the currencies compare in these respects. Now I really must go, I have to work out my diabolical plan to hold the world hostage for - *evil grin* - 1 million dollars!!!

    3. Re:wow check out the ratios by Intangion · · Score: 1

      on wow you can have upto 10 per server
      im not sure if there is a total limit

      anyway i am also not sure if there is a limit on how much gold you can hold, ive never had more than about 700ish which .. i bought from gold farmers ;)

      i really like being able to just buy cheap gold
        i mean i can either grind it out for 2 weeks to get enough gold for a mount (which is boring as hell) or just pay 40 bucks (less than i make in an hour) and enjoy PLAYING the game instead of grinding with other farmers ;)

      im not going to be happy when the gold market's prices go flying up ;(

  44. For Those Who Don't Understand by aykroyd · · Score: 2, Informative
    I had to do some research on just what "gold farming" even meant. From Wikipedia:
    A farmer is a general term for a person who acquires in-game currency in a MMORPG through collecting items and money that can be obtained by continually defeating enemies within the game. Farming is a popular method in which to obtain in-game currency within many MMORPGs. A gold farmer is a person who collects in-game currency for the purpose of selling it to other players for real world currency, such as the US dollar.
  45. that's not true by circletimessquare · · Score: 1

    the issue is one of scarcity, hardship

    if you had infinite skills/ resources the game would cease to be fun for you. there would be no challenge

    by making resources scarce, the MMORPG initiates competition for these vital things. this sets in motion the mental effort required to achieve these scarce resources, and thereby enjoyment of playing a game

    the issue is, first and foremost, the player who wants something for nothing

    they are playing a different game, they are playing a game called "i want to do whatever the hell i want"

    this game is also enjoyable. but the enjoyment of this sort of game comes at the expense of other people's enjoyment

    the effect of people who want something for nothing on an MMORPG is to discourage and lessen the fun of those who work within the game's rules about scarcity

    it ruins everyone else's fun, for the sake of another kind of person's a fun

    another kind of person no one really wants in the game

    you simply can't create a game that is enjoyable where there are infinite skills/ resources, and at the same time, you can't create a game that cannot also be cheated. therefore, you have to maintain the scarcity rules AND police the game. this is actually the formula for maximizing everyone's enjoyment. not policing the game is not an option, not have scarcity rules is not an option, and having rules about scarcity that cannot also be cheated is not an option. so this is the status quo you get

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:that's not true by Opportunist · · Score: 1

      Scarcity is a necessity. That's a given. But the player has to have the option to get the rare resources, and he must have fun getting them.

      The problem with MMORPGs is that it is mind numbing to actually get the rare resources. Nobody would complain if you had to do an at least moderately interesting task to get something. What IS the source of complaint, though, is that it is reduced to tedious and not very enjoyable work.

      A sizable number of quests in WoW (and in other MMORPGs as well) can be summed up as "collect X (items that drop off mob Y)". This means that you stand there for ages slaughtering the same mob over and over (and compete with other players who try to do the same). No fun.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:that's not true by skeptictank · · Score: 1

      Actually the goal is to keep you paying monthly subscriptions indefinitely for a limited amount of content. That is the reason for the grind. Reducing money and item drops rates to a fourth of what you would see in a single player RPG is millions of dollars cheaper than creating four times more content and it keeps people paying four times as long.

    3. Re:that's not true by Opportunist · · Score: 1

      That's a given. And that's also why farming exists. Though I wonder what causes more work, designing non-boring content or keeping tabs on every player to see if he's a farmer.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  46. Re:A system that will kill the harvesters, literal by RodgerTheGreat · · Score: 1
    make it a quest. "Hunt and kill 50 farmers to get [rare item]".

    Wait, wouldn't that lead to people farming for ... farmers?

    I'm so confused...

    --
    I'm a signature virus. Copy me to your signature so I can replicate, and introduce your own mutations so I can evolve.
  47. Re:Subsidizing farmers is for national defense by MORTAR_COMBAT! · · Score: 1

    Some 3rd world countries will not take our grain as it is GMO.

    --
    MORTAR COMBAT!
  48. Legit WoW Players: Beware of Deflation by bajaj · · Score: 2, Interesting
    First let me start off by saying that overall I agree with Blizzard's actions. At the same time, I'm remembering all the classes I took for my Economics degree and its making me worry about my WoW wealth.

    In a nutshell, inflation occurs in an economy when there is too much cash chasing too few goods. This phenomenon has an inverse called deflation, which occurs when there are too many goods/services chasing too little cash. On the macro level, we haven't seen deflation in America in quite a while, however there have been micro level instances of it. For example, a shitload of wealth was erased a few years ago when the markets crashed. The auto industry was one of several where the effects of deflation were clearly visible. Auto makers had been churning out cars like crazy during the boom. All of sudden a lot of Americans had to tighten there belts forcing car makers to slash prices to clear their inventory.

    So why does this make me nervous about my WoW wealth? The answer has to do with my chosen professions - herbalism and alchemy. Assuming that WoW inflation was just a way of life I decided I needed to find a way to earn gold at a rate that equals or outpaces inflation. After all I want my epic mount, good armor and expensive potions. After watching the AH for a while I decided I needed to get into the Arcanite bar transmute business. I then waited for Arcane Crystal (the main ingredient) prices to bottom and sunk every gold I had into purchasing them. Over time I expect my profit margin to be 8-17 gold per Arcanite bar.

    If Blizzard's removal of gold triggers inflation Arcane Crystals could hit a new pricing bottom well below their current historical lows. The same with Arcanite Bars. In this situation I would be forced to sell my stock a t a huge loss.

    In reality I don't think this will happen. Chinese farmers will find another way to beat the system. Also the amount of gold they took out probably isn't large enough to make an significant impact. At the same time this scenario is still something WoW players should be aware of.

    1. Re:Legit WoW Players: Beware of Deflation by Ironsides · · Score: 1

      You made me think of something reading over the gold amounts. Perhaps Blizzard and Square/Enix should have statistics page for the game. One that lists the total number players/characters, the total amount of gold currently floating in the user accounts around the game, the total amount of Arcanite bars, Arcane Crystals, etc... Would be interesting from a statistics perspective to say the least.

      --
      Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars
    2. Re:Legit WoW Players: Beware of Deflation by Oztun · · Score: 1

      You lost me when you said the price of Arcane crystals wil hit a new bottom. If there was inflation wouldn't the price of them be going up?

    3. Re:Legit WoW Players: Beware of Deflation by Bob_Robertson · · Score: 1

      "we haven't seen deflation in America in quite a while"

      Not since 1912 and the establishment of the Federal Reserve.

      The "price of money" graph shows a slow, steady increase in the value of money, "deflation" as it were, because of improvements in technology and distribution making it possible to do "do more with less".

      Then the Fed started printing money. Then inflation takes off like a rocket. There is a small leveling around 1934-6 when the price controlls were in full force, but other than that it's been a continuous debasement of the dollar.

      --
      The Ludwig von Mises Institute. The reasoning individuals economics
    4. Re:Legit WoW Players: Beware of Deflation by x_MeRLiN_x · · Score: 0

      He meant 'deflation'..

    5. Re:Legit WoW Players: Beware of Deflation by Geneus · · Score: 1

      I can not believe that I just read an economic review that included the words "Arcane Crystal". I don't know what to do with myself now, I am pretty sure the end of days is coming. I better go pray to Jesus.

  49. Strange Business Model... by Sazarac · · Score: 2, Interesting

    It seems to me a competitor could fraudulently buy up all the 10,000 gold parcels in WoW that IGE has to sell with bogus credit cards, and run them out of business. I don't see how IGE would have any recourse in-game to get their farmed money back. I wonder what that would do to the artificially inflated prices that farming causes. Seems like an opportunity for some black hats to fight fire with fire.

    --
    This sig is exempt from disclosure under the privacy Act of 1974.
  50. The problem is *other players* by Anonymous Coward · · Score: 0

    In any multiplayer game that allows players to affect each other in any way (or compete in any way), the Achiever types will want to have the best gear so they can outdo everyone else, and the Killer types will want the best gear so they can gank everyone else.

    Nothing you can do will fix this -- human nature dictates that a significant portion of your players will be willing to "cheat" to get to the top, or pay money to someone else to get them to the top.

    You either design the game so that its *not possible* for other players to affect your progression in any way (which is extremely limiting from a design point of view), or you use an open-drain economy and do your best to track and contain farmers and manage the farming problem.

    After all... its pretty hard to distinguish between farming and normal game activity (sometimes its easy, but other times you're in a gray area where you have to be really careful not to ban legit players who will run around cursing your game after).

    1. Re:The problem is *other players* by Ash-Fox · · Score: 1
      You either design the game so that its *not possible* for other players to affect your progression in any way (which is extremely limiting from a design point of view), or you use an open-drain economy and do your best to track and contain farmers and manage the farming problem.
      Or you could do the Second life method.
      --
      Change is certain; progress is not obligatory.
    2. Re:The problem is *other players* by Opportunist · · Score: 1

      Comparing MMORPGs with 2nd life is kinda unfair. SL has the advantage that there is no comparison system between players (who is "better") save money. Money, on the other hand, cannot be farmed (unless you create THE object everyone wants, but technically that's not farming).

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:The problem is *other players* by Ash-Fox · · Score: 1
      Comparing MMORPGs with 2nd life is kinda unfair. SL has the advantage that there is no comparison system between players (who is "better") save money.
      He said "in any multiplayer game". I think my comment was just.

      Money, on the other hand, cannot be farmed (unless you create THE object everyone wants, but technically that's not farming).
      What? You don't remember money balls or camping chairs? While Second Life doesn't have the same developer incentives system as it used to, it still has those (annoyances?), and there are people who still use them.

      --
      Change is certain; progress is not obligatory.
    4. Re:The problem is *other players* by mindstrm · · Score: 1

      Can you elaborate on money balls and camping chairs? Just curious.

    5. Re:The problem is *other players* by Ash-Fox · · Score: 1

      Money balls (they were decorated spheres) were created originally to keep people in a certain location for a party. They would pay people for just staying near it, since Second life at the time paid people for 'dwell' (having people on the land), people had wrote those money balls to automatically give people money depending on how many people there, calculating the proper dwell usage of the land and money given to the owner.

      Camping chairs, these are a little worse, since they often didn't have any real purpose but making money (no fun, no creativity). People would create huge rooms with these chairs, people would get money for sitting on said chairs for hours and hours.

      The owner of the establishment would also get money, since they're making money off dwell. This caused what I call, the 'zombie phenomenon'. You would have 30 people in a building, sitting on these things, with their heads moving around in circles. I imagine this circular movement was some mouse cursor moving program, to get around the idle kick off built into Second life.

      The more people in the establishment, the more money people made, since dwell payments increased with more usage.

      These devices still exist in Second life today. However they're more sparse because of Lindenlabs changing things around which prevented exploitation of the system this easily.

      --
      Change is certain; progress is not obligatory.
  51. Design the game right from the start! by Stormwatch · · Score: 1

    Sega got it right. In Phantasy Star Online, there was no gold farming. In fact, veteran players would usually give away their old weapons, armor, and money to noobs. Why? Because money was too easy to obtain, and item storage was severely limited. Also, there was no way for players to hurt each other. That made people join forces and concentrate on what was actually fun: killing alien monsters!

    1. Re:Design the game right from the start! by Anonymous Coward · · Score: 0

      But it got ruined, and ruined badly after a few months(I know cause I played PSO when it was first released), when hackers used gamecheats to exploit bugs to kill off people's characters, amplify weapons, PK'd people, and even physically resetting a DC console. For weeks it was frustrating, and it seemed like Sega was doing nothing about it. A big problem was the lack of something to identify the user.

      Money in the game, was almost useless, by the time someone got up to say the 90's , they could go through a dungeon on hard mode and max out their account, cause they could only hold about 999,999 at a time.

      The only thing of any value was the item drops, and the special mags. And it was rarely done for money, it was done for equally rare items. At least PSO is still running, on an independent server, I have tried it for a little bit, but I probably won't go back to playing it, until I get bored of WOW.

  52. Re:World of Final Fantasy?! w00t!!! by Anonymous Coward · · Score: 0

    w00t!!! That guy just pretends to be a GM!!

  53. Inflation by Bob_Robertson · · Score: 2, Informative

    No. The last time the US didn't have inflation was 1912, before the Federal Reserve was established. As soon as the US Government went on a paper diet, inflation began and has never stopped.

    The 1930's did have inflation, because the government put in place legal restrictions against people dropping prices to fit the changing market conditions. As a result, there were surpluses which the government then paid (with printed money) farmers to destroy.

    If you want to decry the depression of the 1930's, you might notice that it happened after the establishment of the Federal Reserve, which was touted as a way to prevent the mild recessions that had occurred during the 19th century.

    Bob-

    --
    The Ludwig von Mises Institute. The reasoning individuals economics
  54. Greenspan von Mises by Bob_Robertson · · Score: 1

    No, Greenspan was a devotee of Ayn Rand. He wrote extensively on the benefits of a hard currency and fiscal restraint by government.

    When in office, however, he threw it all out and printed money like it was going out of style just like every other Federal Reserve officer.

    Von Mises, on the other hand, never changed his stance against the printing of fiat currency. They hardly ran in the "same circles" unless you're also going to admit that Greenspan abandoned his principles for political expedience.

    Bob-

    --
    The Ludwig von Mises Institute. The reasoning individuals economics
  55. No, good design is life or death for your game by IdahoEv · · Score: 1

    The problem is not gold farmers or eBay. The problem is the dumb design of the game's economy.

    Continually generating new random monsters carrying gold is the direct equivalent of continually printing new money, period. Even if there were no farmers, regular players would be killing those monsters and reaping the gold, and the money supply would continually increase. Farmers just speed up the process.

    It's a basic part of the game's underlying structure. Banning players for taking advantage of it will just lead to an arms race where folks develop farming tools with increasingly human apparent behavior, making them harder and harder to detect.

    If there's something you don't want players to do, then design the game such that there is no advantage for them to do it. The first lesson of economics is that people will do whatever they have incentive to do. This particular game design/rules interaction is like putting a government-sponsored free ice cream cart on every street corner while making it illegal to eat ice cream and periodically shooting all the ice-cream eaters.

    The right solution is to design the game with a smart and balanced economy from the get-go.

    --
    I stole this sig from someone cleverer than me.
  56. Re:Subsidizing farmers is for national defense by Wooster_UK · · Score: 3, Informative
    And, d'you know, the US does exactly that? The US government gives the most food aid (in dollar amounts) of any country over the globe. Wanna know how they spend it? About 99% of that aid is spent buying food from US farmers and then shipping it to crisis points, using US-registered vessels, at great expense and an increase in global carbon emissions. Sure beats buying it locally, thus spending less money for the same amount of food, getting the aid there about five months sooner, helping third world farmers and reducing environmental impact all at the same time, huh? (Read p.3 of this. You'll need a free temporary pass.)

    Farm subsidies are possibly the greatest barrier to third world agricultural development there is (that's as true for EU subsidies as anyone else's), but talk about a way to make things worse. So, no, you shouldn't be paying farmers to farm, then buying their excess food to send it, using your vessels, to the third world. You should be paying farmers to manage the countryside, and buying food aid as close to famine areas as possible. By all means use it US food to feed the hungry in the US, but please, for the sake of the famine-stricken, keep American food out of African mouths.

  57. 1000g Average by ender_ · · Score: 1, Redundant

    These must be mostly hackers and a few farmers:

    30,000,000gold/30,000accounts= 1,000g/account average.

    That sure doesn't seem like a farmers quantity of gold. Especially since they typically sell them in 500g and 1000g lots to people buying epic mounts/items. You might argue that they spread the gold around, but it doesn't seem very smart to be paying for 30,000 accounts when you only net ~$50/1000g. Unless they cycle through gold a lot faster than I can even begin to imagine.

    It just doesn't seem like the order of magnitude is right for "farmers" so my guess is the majority of these banned accounts are hacking or botting.

    It's too bad because I'd like to know how much gold a gold farmer could farm if a gold farmer could farm gold.

    Ender

    --
    Bzzt Whir Click
    1. Re:1000g Average by flimflammer · · Score: 1

      They never said what each account was banned for. The number of banned accounts and number of gold removed have nothing to do with each other. It could have been 3 farming accounts with 10 million gold each for all we know. People do do other things than farm gold, you know. Speed hacking, teleport hacks, etc.

    2. Re:1000g Average by ender_ · · Score: 1

      "These must be mostly hackers and a few farmers:"

      "... so my guess is the majority of these banned accounts are hacking or botting."

      So what part of my post made it sound like I thought they were all banned for farming? In fact I drew the exact opposite conclusion that most of them must have been hackers because the numbers didn't fit. Of course you probably didn't get passed the subject line. Ender

      --
      Bzzt Whir Click
    3. Re:1000g Average by Macgrrl · · Score: 1

      I would assume that most of the 'farming' accounts send mats and cash to a central clearing house that then does all the AH brokering - a bit like how I have a mule character which does most of the AH traffic for each of my groups of toons for each server I play on. The mule has the cash and assets of greatest value across all characters, not including the Soulbound raiding kit of my main toon. The average across all accounts might be 1,000gm but that might not be the distribution pattern - doesn't mean the accounts aren't linked .

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  58. Re:Subsidizing farmers is for national defense by fishybell · · Score: 4, Insightful
    Feeding the hungry and starving of the world was never about having enough food, it has always been, and always will be, getting the food to the right people. I'd like to see one person in America that is starving not due to their own pride or their parents pride, but due to lack of food at the soup kitchen. Homeless people in this country rarely die of hunger but rather of exposure to the elements, violence, drugs, and disease. In America there is more than enough food. Other countries are an entirely different problem. Some have problems with getting the food to the people due to lack of security for food distributors (Somalia, Haiti, Iraq, et al), and others lack the logistics to find and feed all the hungry (India, China, many African countries) due to the size and ruralness of poorer areas, and others still have the same problem as the United States.

    If the United States were to decide to grow enough food for all the hungry in the entire world (and we could for at least staple foods, we've got plenty of empty farms due to subsidies, etc), then all of the food (not far) beyond what we already distribute would rot in a warehouse waiting to dispursed. It's a sad state of affairs yes, and it's unfortunate that fixing the problems isn't a higher priority for the government or the people, but that's just the way it is.

    Also, it takes more than just water and sunshine to make a plant, and with every bit of produce sold off a little bit more of the needed nutrients go with it. By not growing food on a plot of land every year it allows the soil to be revitalized every few years, allowing more food to be grown in the long term.

    --
    ><));>
  59. Re:Subsidizing farmers is for national defense by pilkul · · Score: 3, Insightful

    Er, you need to do a bit of reading on this. Production-tied farm subsidies are incredibly harmful, more so than regular subsidies. When the market is inundated with food that's free or below the cost of production, it makes everyone not getting subsidies -- such as African farmers -- go out of business.

  60. Just like the real world! by clevershark · · Score: 1

    Asset forfeiture comes to the online gaming world... story at 11.

    --

    My sig is too lon

  61. and the Gubernatorial hopeful from Texas: by Presidential · · Score: 1
    "The best two balls I ever hit were when I stepped on a garden rake." -Kinky Friedman


    See and hear more at http://www.kinkyfriedman.com/index.html . This guy's is gonna de-wussify Texas, if he has to do it one wuss at a time.
    --
    Whenever Mrs. Fitch breaks wind, we beat the dog.
  62. Re:Subsidizing farmers is for national defense by WCD_Thor · · Score: 1

    Yeah, paying farmers to grow food and then burn it is just outrages. Last year in college (my freshman year) my peer advisor told us about stastistics that he had studied that show that if the world moved its food supply around in a faster, more efficiant way that there would be very few hungry people. We could feed Africa if we did it right, instead we burn thousands of tons of food each year after the government pays for it. Oh and btw, its no longer "PC" to call countries in places like Africa third world, we instead should call them "developing". Lol, even though I got to a liberal college, I find that a load of shit, most of them haven't been developing at any recordable rate for years, istead they have been at war, and not without a little help from the good old US of A.

  63. Ummm, wrong by Sycraft-fu · · Score: 2, Insightful

    Until receantly I was a member of a top horde PVP guild (most of the guild has now quit playing). I have no purple items at all. All those that did had only PvP items. None the less we were great at PvP. Had multiple peopel who'd been high warlord, etc. When facing a random group of people, even those with epics, we'd 4 or 5 cap. Against the good alliance PvP guilds it was all tactics. When it was like 10 of us and some random people, and nobody really took leadership, we generally lost. When it was 15 of us and our leader was there, we almost never lost.

    Gear helps, but only so much. It really comes down to tactics more than anything. Besides, the best gear in the game is only dropped, not bought. The tier 1 and 2 sets are all high-end raid gear. Even though there are a couple BoE peices, you never see them for sale. The farmers can't farm them. Why? Well you need 40 good people, of diverse classes, working together, and you can only hit each dungeon once a week.

    You show me some guy who's bought the best stuff he can with purchased gold, I'll introduce to someone wearing all blues (not me necessiarly) who will kick his ass. The more people you get together, the more true that is. Give me 5 good, trained PvPers against 5 guys who bought a service to level them to 60 and bought their gear, I bet we don't lose a man.

    The idea is that the high end gear is to give those people that want to play insane amounts something to work for. It does confer an advantage, at a large cost of time. However unless you've got a real inferority complex, you don't need that. You can play casual and still have fun. Will you get your ass kicked sometimes? Sure, but we all do. No matter how good you are, you find someone better. There's no ultimate trump.

    I remember a quite amusing time when 3 epic'd out alliance had killed and were camping our guild master. They were taunting, acting tough, etc. What did he do? Called in his troops of course. Like 10 of us ran in there and just waxed them, and waxed their friends that came to help. They couldn't muster a force to do anything to us, and basically just sat and skulked until we got bored. However that's not because we were ultimate, later that night an alliance guild mopped the floor with us in BGs, a guild that we had beaten in the past.

    What it sounds like to me is that you just want to pay money to be better than anyone. You feel that you should be able to buy your way into being powerful. I fail to see the point. Winning in PvP is fun, but hard fights are more fun. If I want to win all the time I can fire up a single player game and just engage all the cheats. For that matter I don't need to do that, I'm better than the AIs. The point of playing against other people is that they can be better than me, much better than me. The can provide a challenge.

    If you dont' like the rules, don't play the game.

    1. Re:Ummm, wrong by Anonymous Coward · · Score: 0
      "Besides, the best gear in the game is only dropped, not bought."


      Note that gold sellers also sell complete characters, i have even heard about people handing over an account to a pvp player that would get them to the top rank within 14-30 days. I think all this kind of activity is cheating and I always report them when they are advertising in-game.
    2. Re:Ummm, wrong by paitre · · Score: 1

      In other words:

      You can put a great player in "average" gear and he'll still be great.
      YOu CANNOT put a Noob in "great" gear, and expect that he'll not still be a noob.

      Gear is not the end-all, be-all, in ANY MMO. Skill does play a role (mostly decision making, since your avatar does the real work), and attitude towards your fellow players plays as much a role.

      A noob in great gear is still a noob. He just a higher class of noob.

    3. Re:Ummm, wrong by crumshot · · Score: 1

      10 people on Vent steamroll 3 Alliance. Man that takes skill. Let me guess, you like to camp people in Southshore who are 30 levels below you, right?

  64. Re:Subsidizing farmers is for national defense by Ex-MislTech · · Score: 1

    Then why doesn't the government subsidise call centers? You know, in case we go to war with India and folks back home still need help downloading the internet...

    I think this sums it up ....

    http://blogs.msdn.com/philipsu/archive/2004/07/24/ 194201.aspx

    Ex-MislTech

    --
    google "32 trillion offshore needs IRS attention"
  65. For another analogy, by MickLinux · · Score: 1

    I might note that in RL we have long had farmers, who speak broken English, and make a tiny amount of money, and are discriminated against.

    It's quite interesting that the management of WOW, corresponding quite nicely to the government of our country, is bowing to the discrimination, and attempting to remove the farmers (who in turn do provide a valuable service to the game, in making it more realistic).

    --
    Correct Horse Battery Staple: 72 bits of entropy. Enter "Correct H" into google. When it generates the phrase, that's
  66. Re:Subsidizing farmers is for national defense by mOdQuArK! · · Score: 2, Interesting
    I know it seems silly these days, but farm subsidizing farms is really about maintaining American farms in case if there were say... World War III or a blockade with the Soviets over running all our 3rd world food producers we'd still have the infrastructure to feed ourselves (nevermind the nuclear fallout)

    If you're going to try and subsidize farming, it seems like it would make more sense to make it part of the welfare system: subsidize the purchase of local fresh produce by the poor. Not only would this keep demand for farmers' products higher, it would provide a "bubble-up" source of wealth distribution (versus the trickle-down model), and it would make getting healthier food a more attractive alternative for the poor.

    Of course, the trickle-down proponents would probably just prefer giving large handouts to huge corporate farms.

  67. Incorrect by geekoid · · Score: 1

    In EQ peopel would take over whole areas and not let anyone else kill things there. Thus it prevented anyone from getting any quests done, or neat clang.

    In WoW much of the stuff is in instances, and things outside instance spawn so fast, it is rare for anyone to have complete control of an area, and when it does happen it is only for a short time.
    Personally, I ahve never seen it happn in WoW, only heard about it.
    and yeas, I've been everywere in WoW

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:Incorrect by ajs · · Score: 1

      EQ solved this problem partially by expanding the number of high-level areas, but it's true that blockers like the shards or the various epic drops were a major pain to get un-camped. Guilds were generally able to help there, but it was a limited benefit until EQ went instanced (pretty much as a result of the WoW beta).

      I'm not saying it was NO PROBLEM AT ALL, I just think that people over-react to the idea that there's an economy, and THAT is not a problem. There were playability problems in EQ relating to farming, true. What I never saw was high-end, guild-only content getting blocked that way, though. Guilds really did help because a guildleader complaining ot customer service had much more voice than some random player. They could generally get people who were blocking high-end content to back off for fear that Sony would figure out what was going on.

    2. Re:Incorrect by Chazmyrr · · Score: 1

      EQ could have solved it lot easier by upping the drop rates. When highly desirable and/or necessary items have a 5% drop rate off a 3 hour spawn, it guarantees problems with camping. That anyone at Sony actually thought for a second that normal people would do anything other than just buy the damn things from a farmer is truly scary.

      Instancing probably wouldn't have been necessary if the drop rates were higher. When you have to kill the same guy 20 or 30 times to get your item and he only spawns every couple hours, that's a recipe for disaster.

      The smartest thing EQ did was put themselves in the gold and item market. It will happen regardless. Sony might as well take a cut.

    3. Re:Incorrect by ajs · · Score: 1

      Well, in most cases, after the first couple of years, drops like that in EQ were all nodrop, so farming was still a problem, but not for the reasons you cite.

      For trade skills, there was still a huge problem, and trade skill were never reasonably thought out in that game.

  68. Attacking the symptoms by Anonymous Coward · · Score: 0

    Banning farmers won't solve the problem, because that is merely attacking the symptom.

    The way to fix the problem is to remove the concept of farming. Farming is work. It's not fun, people are willing to pay to get it done by someone else, so why is it even there? There will always be a market for professional farmers as long as there is farming.

    Personally I've quit WoW because the reward for playing skilfully is minimal compared to the reward for hours spent. This aspect of MMOGs hasn't changed much since MMOGs first became popular. Maybe it's time Game designers came up with a better reward system? That would help both the addiction and farming problems.

  69. Sure it is by Anonymous Coward · · Score: 0

    The most secure OS is one that has 0 usage.

  70. The problem: by zippthorne · · Score: 1

    Except here's the problem. You bought gold, and continued to play the game. and pay blizzard for the privilege. So you are effectively voting for the game that's not quite what you wanted with your dollars.

    The problem is that a lot of people are doing that instead of just quitting and waiting for the game they really want to play to come out. It is a problem because it gives the game companies no incentive to produce such a game. So until MMORPGs are as common as pork belly futures, there's going to be something of a market failure.

    modified wow player disclaimer:
    I have played WoW. I never bought gold. I quit playing rather than do that. I don't see anything wrong with buying gold aside from the concern I've already mentioned. You are not cheating. In agregate however, your actions do hurt consumers with similar intrests as you.

    --
    Can you be Even More Awesome?!
  71. Re:Subsidizing farmers is for national defense by avasol · · Score: 1

    I hope I won't get nuked for lack of a source (then again you didn't and you have no source for your claim either), but fact of the matter is that the US gives the least amount of foreign aid of all countries compared to its' economic size. The US has been criticized for this for as long as I can remember.

  72. Re:Subsidizing farmers is for national defense by cthulhu11 · · Score: 1

    World hunger is substantially due to: o the spread of modern medicine without a decrease in the birth rate o mistaking animals for food o living where food can't be grown

  73. Re:Subsidizing farmers is for national defense by avasol · · Score: 1

    .. Let me add to my own comment that 18 billion dollars spent on the war in Iraq does not qualify as foreign aid. Least not in my eyes.

  74. Here's an idea... by John+Pfeiffer · · Score: 1

    "...don't play games that suck." Is what I'd like to say to the people who are complaining.

    To be honest, I sympathize with both sides. The people who say the game is a grind of bullshittery and if you want to have a 'life' (Whatever that is...), AND have fun playing, you need to buy gold etc. etc. etc...as well as the people who say these people are idiots, and casual play is just as rewarding. Well, more power to the latter. They're having fun as it is. Good for them. But really, if you don't like the grind, and want a game that's more rewarding for casual players...PLAY SOMETHING THAT FITS THAT DESCRIPTION.

    Frankly, I stopped playing FFXI because it had finally gotten to be too much BS for me. I like crafting, that's primarily what I do in MMOs, but there was no real merit to it. For character advancement, you STILL had to go kill beasties. And sometimes you'd have to level your character just to start crafting better items, despite the fact that crafting has levels and experience, too.

    I guess I'm still living the dream of a new Ultima Online, without the suck, where your character could live out their life as a baker or just about anything you damn well please, without actually having to go kill monsters... Can you tell I'm more of a roleplayer?

    In EVE Online, your character level is actually the sum total of all your skill training (In fact, they never even mention 'levels' anywhere in regards to character advancement...there aren't any.) and skills are trained simply by choosing the skill, and clicking 'Train', and you can continue whatever you were doing while it trains in the background. Even while you're offline.

    The MMO I'm playing right now, a free MMO called Mabinogi http://mabinogi.jp/, uses a hybrid system. There are actual character levels, but your experience is the total of all experience gained in skills, plus general experience gained from mobs and as quest/job rewards. It's a fun game, and it doesn't really feel like a grind at all.

    My character gains overall character level experience no matter what I'm doing; fishing, cooking, crafting, tailoring, or even fighting. Heck, I can make deliveries for the shops in town and get experience. (As well as gold and items.)

    And being FREE it really appeals to the more casual MMO player in me. (Though for 500yen, or about $5, a month you get some added benefits, like double the bank inventory, the ability to run a player shop, etc...) Unfortunately for uninitiated, it's entirely in moonspeak. :3

    --

    Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
  75. Rygar by Anonymous Coward · · Score: 0

    What's the difference between gold farming and holding down the A-button in Rygar and letting it sit overnight?

  76. Re:Subsidizing farmers is for national defense by Eivind+Eklund · · Score: 1

    You've bough into the rethoric. The subsidies came from the 1930s, and are kept purely on a lobby basis from the farmers.

    --
    Doubting the existence of evolution is like doubting the existence of China: It just shows that you're uninformed.
  77. Re:Subsidizing farmers is for national defense by Anonymous Coward · · Score: 0

    New Zealand's farmers stopped receiving subsidies in the 1980s but are highly internationally competitive.

  78. Re:Subsidizing farmers is for national defense by Wooster_UK · · Score: 1

    Actually, my source for the main claims was the news article linked. I do seem to recall that in discussions of foreign aid, it is often observed that the US' foreign aid "as a percentage of budget" is actually very low.

  79. Re:Subsidizing farmers is for national defense by snilloc · · Score: 1
    A very significant fraction of total US military spending since the end of WW2 ought to count as foreign aid to Canada and Europe. The cold war was costly - and it was waged disproportionately by the US. Y'all had it easy for the past half century.

    Say what you will about the wisdom of any particular conflict, but understand that no other democratic nation is capable of mobilizing such an extremely large force when it is necessary.