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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."

5 of 318 comments (clear)

  1. Well... by PFI_Optix · · Score: 5, Funny

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

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  2. 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.

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  3. 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.

  4. 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.

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    1. 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.