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."
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.
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.
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.
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.
God spoke to me.
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.
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.
Wikipedia has more info on Farming (gaming):
http://en.wikipedia.org/wiki/Farmer_(gaming)
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.
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.
Ave Molech Setting
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.
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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.