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Mythic GM Talks Warhammer Launch, Banning Gold Sellers

Gamasutra has an interview with Mark Jacobs, GM and co-founder of Mythic, about the recent launch of Warhammer Online. He talks about handling the heavy demands on the servers, and how the launch is going better than the opening of Dark Age of Camelot (during which "somebody parked a truck on our internet"). Jacobs also blogged about the glee with which he and his team have been banning gold spammers: "We don't wait and let them stay in the game and ban them en-masse, my guys ban their useless, time-consuming butts right away. We have a strike team whose sole job it is to get these guys off our servers as quickly as possible. This weekend, we unveiled a new wrinkle in the fight against them, the public ban message. Players on our Phoenix Throne server have been treated to special messages when a gold seller/spammer is banned. I've given them a wide leash to come up with creative messages to tell the entire community who has been banned and we keep it within the Warhammer universe."

251 comments

  1. thinking about it by loafula · · Score: 1

    I'm considering picking this up. Anyone play? What are your impressions?

    --
    FOXTROT UNIFORM CHARLIE KILO
    1. Re:thinking about it by RingDev · · Score: 1

      I play, and I like it.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    2. Re:thinking about it by Farmer+Pete · · Score: 1

      I've considered it a lot, but I don't think I'll end up picking the game up. I played DAoC for 3 years solid, and I just don't think I can ever trust Mythic to run a game again. Everything bad about DAoC was caused by a total failure of Mythic to employ simple balance between the realms. The more people yelled, the more they did stupid things that failed to address the basic problems. It got so bad that they eventually gave up.

    3. Re:thinking about it by Valtor · · Score: 1

      I'm considering picking this up. Anyone play? What are your impressions?

      Great game IMHO. Having lots of fun. RvR is really well done.

      --
      "Sockets are the standard networking API, also useful for stopping your eyes from falling onto your cheeks" zeromq.org
    4. Re:thinking about it by Macthorpe · · Score: 5, Informative

      I throw out the phrase "Better than WoW" after a long period of due consideration. It's not just hype - it's really that good.

      The only problem I have with it is that there are a few glitches they haven't quite ironed out yet (animations getting stuck, occasionally a HUD window will vanish for no reason), so I would give it a month.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    5. Re:thinking about it by n3v · · Score: 1

      So far so good. I've only played Guild Wars and Final Fantasy XI before as far as MMOs - this is definitely MUCH different.

    6. Re:thinking about it by Deadfyre_Deadsoul · · Score: 1

      asking if War is good is like asking the same of /.. rhetorical. reciprocal.

      --
      ~DF
    7. Re:thinking about it by mellestad · · Score: 1

      I would, I've been having tons of fun, RvR is a blast. The nice thing is you don't have to grind to have fun like WoW, you get to have fun right off the bat.

    8. Re:thinking about it by Pengo · · Score: 3, Interesting

      I picked it up, along with a bunch of friends, and we're all LOVING it. :)

      They really hit this one out of the park IMHO, I've no doubt that they will do really well with this game.

      I can't see myself ever going back to WoW.

    9. Re:thinking about it by angahar · · Score: 3, Informative

      Excellent game, Realm vs Realm combat and public quests are nicely done. I've been enjoying this mmorpg much more than WoW - and it's nice to have scenery and characters that are not cartoonish but rather grim and gritty. The world feels huge and cities and zones are implemented full size rather than a few representative buildings like WoW.

    10. Re:thinking about it by entropiccanuck · · Score: 3, Interesting
      I played the beta for a while, and will be picking up the retail when it's not so detrimental to work/school schedule.
      Things I liked:
      • Hugely detailed world (Warhammer has lots of back story)
      • Diverse classes (each of the 6 races has 3 or 4 classes, each class is somewhat unique)
      • Public Quests (fun quests you can join casually with others on, very well done.)
      • Quirky humor (some races more than others, Greenskins especially amusing)

      The biggest reason for me quitting WoW was the time commitment in the end game raids. Warhammer doesn't seem to require the same solid block of time that WoW did, which for me, as someone with a family, is huge.

    11. Re:thinking about it by ShakaUVM · · Score: 3, Informative

      It's fun. A lot like WoW, but does a lot of things better/more fun, like how mana regenerates and how Public Quests work.

      The GM is right though. Gold spam is starting already.

    12. Re:thinking about it by acon1modm · · Score: 1

      Its bad... currently. It NEEDS a LOT of polish. I decided not to pick up my preorder, but I will check it out again in a few months.

    13. Re:thinking about it by Anonymous Coward · · Score: 1, Interesting

      Sounds about like Mythic.

      Tons of rooms with nothing in them. Then you get to travel ages to find something you need when it could have been condensed down a lot further.

    14. Re:thinking about it by daninspokane · · Score: 1

      The game is quite well done. I have finally found a WoW alternative.. no joke WoW addicts.. this is it... The raw game mechanics are nothing new, but the game is just so frikien fun. Public quests are just an amazing way to get to know people and have fun smashing things with fellow adventurers... no more waiting for that one mob to pop. The RvR system is very reminiscent of good ole DAoC (which I played for quite sometime) with keep seiges and huge open world RvR. Bored? Feel like killing? Hop into a RvR scenario Queue from ANYWHERE IN THE WORLD. It's really just a very well done game. There are the cons of some of the animations sticking and a few other non-essential things but overall I think anyone whose looking for the next WoW needs to pick this up.

      --
      Slashdot is too nerdy for me.
    15. Re:thinking about it by MarcoAtWork · · Score: 3, Interesting

      I like it, I played wow for a few years but got tired of the arena-or-raid focus (I like BGs, but it is pointless after a while because of people afking to get honor to buy gear to do arena) and decided to give war a try and I am glad I did.

      It does seem very casual friendly for now at least, you can queue up for bgs from anywhere (yay) and it will port you back wherever you were afterwards (not at the battlemaster, yay). PQs are nice, and in general it seems to be the type of game that does not have intentional timesinks thrown in for no good reason (like wow, all the reputations etc.). Gear seems also much much much less the focus than wow, which works well. I also like how quests give you 'hints' on the map about where to go, and the whole tome of knowledge is nice.

      If they can manage to keep a critical mass of subscribers for a few months they definitely have a good chance, the real test will be when wotlk or 3.0.2 come out, will people stick with WAR or not? I am sure blizz is going to release 3.0.2 ASAP just to get people back to play with all the new talents.

      In terms of annoyances I can list not being able to activate AA (some jaggies, even at 1920), having to sit through the cinematic logos every time, having to accept the TOC every time, having to give UAC permission every time, but that's about it.

      I am also pleasantly surprised by how 'well sorted' the UI feels, considering how I had 100+ add-ons in WOW and haven't felt the need of most of them in WAR (save for Grid and for being able to customize the chat window a bit more)

      --
      -- the cake is a lie
    16. Re:thinking about it by Irish_Samurai · · Score: 3, Interesting

      I played EQ, WoW, and beta tested SWG.

      I have to say, I am most pleased with this game.

      I fucking HATE gear grinds for end game content. I am notorious for soloing and not joining guilds because games shouldn't be scheduled work. I quit EQ early on because of it, I never saw endgame in WoW because of it, and well SWG just sucked. That having been said, I really enjoy the public quests, Scenario, and open RvR elements of WAR.

      I always shied away from PvP because it was always seemed a gear and lvl based system trying to placate people who wanted large scale combat. I have to say that so far in WAR even a casual player can enjoy RvR.

      The scenarios level balance when you enter them. Now, you don't get new abilities that you don't have - but you can at least compete. The higher levels of a tier do seem to have an easier time of it, but crappy tactics can't be made up for with l33t g34r.

      The public quests sometimes suck when there aren't enough people to overcome the second and third stages, but they reset after a short time (read minutes) and you can play the low events over and over again for the point rewards.

      The open RvR areas are really boss. Just running out to an area and fighting others is an awesome visceral experience. There is no corpse runs, so getting back into the game is simple. There is a brief "death debuff", but that is easily dealt with by paying a healer to remove when you respawn. BTW, you respawn right next to a healer.

    17. Re:thinking about it by muindaur · · Score: 1

      Or a free one if they continue with a free expamsion and then paid expansion path like they did with DAOC.

    18. Re:thinking about it by Fluffeh · · Score: 1
      Best sig I have seen this week:

      "Being a dragon is all fun and games till some tincan bastard comes and shoves a sword in your throat."

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    19. Re:thinking about it by Anonymous Coward · · Score: 2, Insightful

      You didn't pick up your pre-order?! People like you are why it's impossible to find a store that will hold a game for you.

    20. Re:thinking about it by lgw · · Score: 1

      Same boat here, I just can't trust Mythic to get it right. Too bad really, as the Warhammer universe is cool.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    21. Re:thinking about it by lgw · · Score: 1

      WoW had no big time committment until you've played for quite some time to get to the endgame. Is War just the same, or can you really be sure the endgame won't be all multi-hour raids?

      --
      Socialism: a lie told by totalitarians and believed by fools.
    22. Re:thinking about it by stewbacca · · Score: 1

      More of the same. I haven't played anything other than WoW, so maybe they are all the same, but this really isn't anything much different...different terminology for basically the same things. It's almost as if they wanted to be safe and keep it as close to WoW conventions as possible...

    23. Re:thinking about it by Sparr0 · · Score: 1

      Yeah, they did screw that up royally. The concept of balancing a 3-team game is so phenomenally simple that it defies belief that they failed as spectacularly as they did.

    24. Re:thinking about it by Macthorpe · · Score: 1

      For your analogy to work, you'd only be cutting two classes from the 9 rather than 6, but I appreciate your point.

      I would, however, very much doubt that the cities and classes will be out of the game for very long, and doubt further that they'll have to be paid for considering the way they were removed, but that's just me. I'm not feeling very cynical tonight, which makes a change.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    25. Re:thinking about it by Grant_Watson · · Score: 1

      Except that the zones feel pretty dense, at least at the low levels. I've noticed myself doing a ton less running than I did in WoW at comparable levels.

    26. Re:thinking about it by Simmeh · · Score: 1

      As an old WFRP'er, its nothing compared to what Climax were supposed to make.
      As someone who's been in the beta since Morrsleib was blue, its an interesting MMO which should be well liked by anyone who enjoys WoW, as I once did.
      I won't be buying it tho, rather prepare for QuakeLive....

    27. Re:thinking about it by Dutch+Gun · · Score: 3, Interesting

      Just so you kno, a lot of those "WoW conventions" were pretty much invented by other games. World of Warcraft is simply the latest (and most successful to date) in a line of MMO titles that have evolved from common ancestry. Everquest used to be the game of choice. In Asian markets, Lineage had WoW-like numbers far before Blizzard had an MMO offering. And the first large-scale commercial MMO of significance here in the US was Ultima Online. And of course, all these games borrowed liberally from online text-only MUDs.

      In a somewhat humorous twist, Blizzard is somewhat notorious for.. shall we say.. liberally borrowing concepts from the Warhammer universe. Not slamming Blizzard, they make awesome stuff, but please be aware the genre did not start with WoW.

      Penny Arcade summed it up best, of course: http://www.penny-arcade.com/comic/2006/04/10/

      --
      Irony: Agile development has too much intertia to be abandoned now.
    28. Re:thinking about it by Macthorpe · · Score: 1

      Thank you!

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    29. Re:thinking about it by Tsagadai · · Score: 1

      I'm not sure animation do get stuck. I recognise that players not being able to clip through objects or other players is a feature, not a bug.

    30. Re:thinking about it by Walkingshark · · Score: 1

      I quit around the time of Bone Dancers, castable endurance buff for shamans, and Savage quad hit insta gib and Berserker left axe insta gib all being in the game at one time. It was just stupid at that point, no reason to even play.

      --
      The world you experience is only a close approximation of reality.
    31. Re:thinking about it by Machine9 · · Score: 1

      I've noticed the same small annoyances (TOC etc) as you, but I *did* get AA to work.

      Turns out all it took for me was to run the game in windowed mode (set to my full screen resolution) this turned on AA, and has no window "borders" either.

      Let me know if that helped?

    32. Re:thinking about it by Macthorpe · · Score: 1

      Occasionally, my character will animate as though he/she's unarmed even though she's holding a weapon. Also, weapon trails will occasionally continue to be shown for a minute or so after the animation is finished.

      That's what I mean, though I do see my summary left a lot to be desired.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    33. Re:thinking about it by gaijin99 · · Score: 1

      I bought it, but I can't say I "play" because that would imply I use it more than 15 minutes before the damn thing crashes. I'm sure it'd be quite fun if it worked. But I've got the latest drivers for all my hardware, I'm within spec, and it crashes, and crashes, and crashes, and crashes.

      Maybe in a few months they'll release something that isn't beta quality crapware and then I'll be able to play and enjoy my $50 purchase. I mean, hell, Dwarf frickin' Fortress, officially in "highly unstable alpha" doesn't crash as often as WAR.

      --
      "Mission Accomplished" -- George W. Bush May 1, 2003
    34. Re:thinking about it by RingDev · · Score: 1

      Wierd, since the head start launch, my wife and I have crashed to desktop a grand total of 3 times. 2 of those times were due to a bug in leaving scenarios and was patched before the head start ended. The 3 time was running around Altdorf, which I can only compare to running around Ironforge 3 years ago. No idea what your problem is, but I'd double check on those drivers, audio and video are the biggies, but make sure your NIC and mobo drivers are up to date as well.

      -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
    35. Re:thinking about it by NonSequor · · Score: 1

      I've gotten the sense that Mythic has learned that adding long multigroup raids to their previous game, Dark Age of Camelot, was a huge mistake. Dark Age of Camelot was a really great game, and I think they've taken the good elements from it and left behind the bad ones when making WAR.

      --
      My only political goal is to see to it that no political party achieves its goals.
    36. Re:thinking about it by AioKits · · Score: 1

      I got the title 'The Snob' after putting 5 gold sellers on my /ignore list. I wear it proudly.

      --
      "Quote me as saying I was mis-quoted." -Groucho Marx
    37. Re:thinking about it by ericartman · · Score: 2, Insightful

      I never play a game that won't give me a trial. Sorry, to many choices out there, money to tight to spend 50 bucks on something I throw away. I'll stick with WoW.

    38. Re:thinking about it by VeNoM0619 · · Score: 1

      Iâ(TM)ve been offered âoea piece of the actionâ both personally and corporately in the past if I will either turn a blind eye or help them in their actions. This would have netted me and/or Mythic a very, very tidy sum, far more than we would see from box sales. My answer was and always will remain the same:

      Go to hell.

      I must say.. he is legend. Hopefully this type of behavior will stay 2-3 years down the road and not fall down the uncaring path that all big MMORPGs always do.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    39. Re:thinking about it by Vohar · · Score: 1

      They've already announced that the cut classes and cities are getting patched in as a free update. It's old news at this point.

    40. Re:thinking about it by IndustrialComplex · · Score: 1

      I'll give you my experience. This game could be very good. I feel that their take on PvP is far superior to WoW, and if it weren't just the novelty of something new talking, Id compare it to a release day WoW except with the PvP and PvE maturity flipped. I could be very good, but there are some very concerning issues with the game in its present state. Glitches/bugs/etc. This game contains some very noticable glitches with animation, mobs acting weird, jerky fighting and other such things that are not game breaking at all, but they are noticable. It isn't that a new game contains bugs, it is that a new game contains bugs in the starting areas and with the basic aspects of the game. When WoW started, there were bugs to be sure, but the starting areas were polished. You didn't have mobs warping, despawning, running in weird directions. It just shows that there was a lack of concern for the 'immersion' into the game world. I felt like the game said "Here, look, you're a High Elf, you hate dark elves, see how mean they are, look they burnt your trees. Now get the hell out of this PvE nonsense and go PvP" And that they did well. You can start in PvP at level 1 and have fun at it, and aside from the bugs, I haven't seen anything in it that I dislike yet. You earn renown and experience simply by pvping. The mechanics of this game were definately geared towards PvP. You are rewarded for hiding behind rocks to protect yourself from casters, unlike WoW. You are rewarded for using the terrain to your advantage. The PvP in this game rocks. And with some engine polish, I'd spend a good deal of time there. So there is definately a lacking component to PvE, but if they learn anything from these comments and really push hard to refine the engine and the game to iron out some of the bugs, they could have an amazing PvP game with some really solid backstory.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    41. Re:thinking about it by haystor · · Score: 1

      There are some nvidia issues out there still. It seems to be hit or miss though.

      --
      t
    42. Re:thinking about it by flitty · · Score: 1

      Agreed. However, If you aren't in a hurry (play some other holiday releases and complete them first) I would wait until around Christmas. The game is 90% good right now, but there are some glitches that should be ironed out soon. These aren't game breaking (well, for most people, some people still CTD and BSOD) but the game will be fantastic when these quirks are ironed out. Most of the quirks are things like animations and armor graphical glitches, but some things are infuriating, like the Chaos Sorceress' Root spell not working, while the Order's Bright Wizard's Root works a little too well (big deal for RVR.)

      All of that said, i'm having SO much fun raiding keeps and PVPing my brains out.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    43. Re:thinking about it by harl · · Score: 3, Informative

      Cut my teeth on UO. Played a bunch of others. The ones I spent significant time in were AC, SWG, and EVE.

      The game is good. He's not kidding with the RvR. You can literally create a character and click the enter scenario (battelground) button as your first action. Oh you're level one? So what? RvR is broken into tiers. T1 is levels 1-11. If you're below 8 you get buffed up to level 8. T2 buffs you to level 18 if you are below, etc. You don't have to be at the top of the bracket to compete.

      You can join queues from anywhere. No running to town. Each area also has an open world RvR area with objectives to capture.

      When you join a scenario you are auto added to a party.

      One of my favorite mechanics is the open party system. It's like lfg/meeting stones except it works. You can set your party as open and anyone in the area can see you on the list and join. Also anyone in a party can "refer" someone to the party leader. You click them and select invite and the party leader gets a pop up saying Bob wants Alice invited y/n. Find a group is basically effortless.

      The public quests are scripted outdoor events. For example the newb orc/gobbo one is as follows. Giant/Ogre thing is being chased by little annoying mobs. 30 of them must be killed. Then the giant sits down and complains about being thirsty so the group has to run around and grab 20 beer barrels. Then the giant gets up and knocks down the doors of a dwarf keep that this is happening outside. A dwarf leader comes out. He sends a couple waves at the group then he attacks with some henchmen. As you complete tasks you get influence which allow you to pick rewards in the town that quest is near. Also at the end of the quest a loot roll is made based on participation and persistance and you may get a loot bag. 2.5 minutes after the loot roll the quest resets and starts over. Also some stages are times and if not completed in time the whole quest will reset. This is mainly a mechanic to prevent them from advancing due to one person grinding for an extended period.

      The scenarios are good. I've played capture and hold the CPs and a "flag runner" mechanic one. That one you have to grab the flag then interact with 3 land marks scattered around the instance. That one is a bit wonky because people never seem to know the rules. There's also a standard CTF but I've never made it into an instance on that.

      The general pace of combat is a bit slower. Tanks are more tanky and healers heal more. I play a black orc (greenskin tank class) and I can soak sick amounts of damage. Put a healer on me and you have to take the healer out or put 6 or more people on me. I find myself switching targets a lot looking for the guy the healers aren't watching. Snares and roots are very effective killing tools because they allow you to cull someone from the pack. Bascially in RvR you have to work together. Two people just going toe to toe is often a sustained battle. Except for overwhelming forces 8-1 there are few quick kills.

      This is getting long. I can talk more if you have questions. In summary: If you like RvR then give the game a try. If you don't like RvR but are a fan of the warhammer world I'd still say pick it up. They're very true to the world. My black orc has a skill called "Right in Da Jibblies."

      --
      I find being offended by me offensive.
    44. Re:thinking about it by LoveGoblin · · Score: 1

      Blizzard is somewhat notorious for.. shall we say.. liberally borrowing concepts from the Warhammer universe.

      True, but it's not quite as simple as that. Warcraft 1 was originally going to be a Warhammer game. The deal fell through most of the way through development (for whatever reason), and Blizzard ended up just changing a few things enough to avoid a lawsuit, renaming it, and releasing the game anyway. That's why the universes look so similar - Warcraft literally started out *as* Warhammer.

      Whether this justifies any "liberal borrowing" or not is left as an exercise for the reader. But it's not as straightforward as Blizzard saying "Hey, let's rip off Warhammer!" :p

    45. Re:thinking about it by spire3661 · · Score: 1

      You can force AA in the Video card control panel of your computer. You can even make a profile to turn on AA and link it to the warhammer .exe. It looks fantatstic. Im currently running 1920x1200 4 x AA That EULA has got to go, a scroll and 2 clicks EVERY single time is so annoying.

      --
      Good-bye
    46. Re:thinking about it by spire3661 · · Score: 1

      I somehow doubt AA turned on unless you did something more than run in windowed mode. It takes more than that to activate it.

      --
      Good-bye
    47. Re:thinking about it by spire3661 · · Score: 1

      I wouldnt call having roughly a third of the player base of wow as 'WoW-like' numbers

      --
      Good-bye
    48. Re:thinking about it by An+ominous+Cow+art · · Score: 1

      It's been pretty solid for me. I've had a few crashes, but I'm not sure whether these were server/network related or not. The client doesn't seem to handle losing connectivity too well.

      The biggest bug I've seen so far is the #$%^ing EULA requires scrolling to the bottom, clicking a checkbox, then clicking 'Accept' every #$%^ing time you start the client, or lose your connection.

      Oh, and a couple of very minor graphics glitches, like my character running around for a while surrounded by a bunch of rocks around her feet, after an NPC hit her with some spell or another. I've seen it on other people, too.

      I like it a lot so far - even the PvP/RvR part of it, which I didn't particularly like in WoW.

    49. Re:thinking about it by An+ominous+Cow+art · · Score: 1

      Awesome, I haven't bothered since I figured (hoped) the account would be banned quickly. I'll start doing it just to get the title.

    50. Re:thinking about it by Anonymous Coward · · Score: 0

      What someone managed to login? dam they must be bots because no human is that patient

    51. Re:thinking about it by gaijin99 · · Score: 1

      Nvidia issues seems to be the general consensus, and of course I've got an nvidia card.

      I'd be grumpier if it were Warhammer 4,000 Online, but to be honest I'm getting kind of bored with pseudo-medieval settings and while Warhammer preceded Warcraft (and obviously exerted a strong influence on Warcraft) the fact is that WoW has kinda driven the pseudo-medieval thing into the ground; for me anyway.

      Warhammer Online sounds cool, and what little I've been able to play was fun enough, but it seems like a rehash (regardless of the fact that it came first) because so many MMO's are pseudo-medieval. So its annoying that the crappy client keeps crashing, but it doesn't really drive me up the wall because I'm getting a mite bored with the whole meta-setting.

      If Warhammer 40,000 Online comes out (please, please, please) I'll be excited and doubtless be incandescent with rage if the client crashes, but boring pseudo-medieval Warhammer? Meh, if Mythic won't fix their client I'll live, I'll be more annoyed at the loss of $50 than at the loss of a chance to play yet another pseudo-medieval type setting.

      --
      "Mission Accomplished" -- George W. Bush May 1, 2003
    52. Re:thinking about it by uofitorn · · Score: 1

      I've already written a medium length rant you might be interested in (not my blog): http://westkarana.com/index.php/2008/09/22/straight-talk-warhammer-the-bright-wizard/#comment-9841

      --
      "What kind of music do pirates listen to?" -Paul Maud'dib
      "Yeeeaaarrrrr n' Bee!!" -Stilgar, Leader of Sietch Tabr
    53. Re:thinking about it by Macthorpe · · Score: 1

      I've never had a problem with logging in, nor have either of the other 2 people in my house. Why don't you choose a server that doesn't have queues, then you might not have an issue?

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    54. Re:thinking about it by Dutch+Gun · · Score: 1

      I probably used a poor phrase to describe its success - my bad. But multiply the numbers (3 million subscribers at its peak) by the time Lineage has been around, and you'll see why I compared them as fairly similar in terms of industry impact. The point being, it was a very successful MMO, and it pre-dated WoW.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    55. Re:thinking about it by RicoX9 · · Score: 1

      I got tired of it too. DAoC was the first game I ever leveled up a toon to max level in. Made a lot of friends that I still game with in various games.

      After many failed attempts at giving the BladeMaster some love, I was done. Plus, they fell into the trap of making things so much more complex in the expansions. You stood no chance in RvR if your gear wasn't tip-top.

    56. Re:thinking about it by Anxarcule · · Score: 1

      And of course, all these games borrowed liberally from online text-only MUDs.

      The interesting thing being that many of these still exist, run on a totally free volunteer-run model as opposed to a commercial model, and have 15 years of quality user created content... Plus they're much easier to play at work. Doing a raid in a text-based environment can be interesting to say the least.

      Insert mandatory game plug here... try it out, you'll like it:
      telnet://realmsofdespair.com:4000/
      www.realmsofdespair.com

    57. Re:thinking about it by Anonymous Coward · · Score: 0

      To active AA all you have to do is override the 3D settings. With my 8800GT I just loaded up the nVidia Control panel, chose war.exe and turned on AA.

      I'm sure ATI has a similar method.

      It looks beautiful and did not result in a performance hit.

    58. Re:thinking about it by Achoi77 · · Score: 1

      The game doesn't truly pick up until you begin sieging keeps with your fellow faction-mates. This is important because keeps are not around until the second tier zones, which is typically regulated to lvl 11-21.

      The first ten levels or so, is more for learning your character mechanics and how the world is set up. Their rvr zones in the tier 1 lands don't have keeps, but do have basic battle field objectives. During peak hours of the day you'll see a good amount of fighting going on, but is really dependent on player participation.

      The scenarios (WAR's version of battlegrounds) in the tier 1 zones are really fun too, and usually queueing up for a round while doing your pve stuff is one of the fastest ways to gain exp. Each faction-pairing for each tier has it's own set of scenarios, so when you enter the next tier zone, you'll have a new set of scenarios to pvp in. With the bolster buff the matches are really fun too so lower levels really do have a chance.

      What's interesting for me, was that I didn't WANT to level out of my bracket, I was having so much fun in tier 1 that I wasn't too sure I was going to experience the same thing in the next tier zone.

      That is until ~50 people asked me to join them in defending their keep in tier 2.

      After that - it was over. Participating in these massive Warhammer-scale battles was what it was all about. Last night I've managed to level twice while defending my keep - I forgot to mention that you can exp and gold killing fellow players. I've killed a witchelf 6 levels above me and won me some loot too.

      Last night I joined a group of roughly 30 people and proceeded to take over a battlefield objective in an rvr zone. I was watching some TV (Heroes) and wasn't paying too much attention, it was all going pretty casually - we were all looking to get some pretty easy renown points (a second exp metric, comparable to WoW's honor points) - and then our of nowhere a huge zerg of destruction players came around the corner and we faced them head on. It was a really intense skirmish for ~15 mins, but in the end we won.

      Keep in mind that this game really encourages player participation, the more players participate in rvr, the better the game gets. Fortunately there barrier to entry is so low that you can literally jump in and fight immediately. Even on the message boards players post messages to enemy faction players congratulating them on their victory over a keep assault(of course you'll always have the trash talking, but that's part of the rivaly). Regardless whether or not you have won or lost, everybody has a grand old time.

      I'm looking forward to playing again tonight.

    59. Re:thinking about it by zzottt · · Score: 1

      I would disagree with WoW not having these problems in the noob areas. When I first played it, during its launch, the undead area was BUGGED in the same ways you say it wasn't. I remember a bat flying around disappearing and then respawning, I couldn't hit it and then it would disappear again. Same thing happened with the wolfs and the zombies. Lots of newbs running around like crazy unable to hit anything. Herbs stuck that could not be picked... sheesh the list goes on and on. The Mage Arcane Missile bug killed the game for me and I stopped playing for over a year. Thats about how long it took Blizzard to get it fixed and me to get interested in playing again.

    60. Re:thinking about it by Joker1980 · · Score: 1

      Slightly off topic but i think its interesting none the less.

        "In a somewhat humorous twist, Blizzard is somewhat notorious for.. shall we say.. liberally borrowing concepts from the Warhammer universe"

      I don't think Blizzard have ever had an original idea but that's irrelevant as they have chosen to go down the quality route. They polish concepts to the highest levels then implement them superbly.

      This shows two things, first while innovation is nice its possible to build a successful and respected business without it. Second its just goes to show how piss poor most (for example*) EA games are, another company that rarely if ever innovates. Compare an average EA game to an average Blizzard game and EA's offering really will feel like a beta.

      * I'm just picking on EA but truth be told you could substitute them for most others and its still true.

       

      --
      Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
    61. Re:thinking about it by chamblah · · Score: 1

      if we were talking about about DAOC then i would agree. but i've been playing war since closed beta and the game has environments that do feel expansive, and still have plenty of fluff and stuff to do. i remember playing DAOC and so many of the levels being filled with boring grinding. the game itself is still a grind, all mmo's are, but the quests make that grind not seem like one. there are quests everywhere, unlike DAOC where you only had quests every few levels and impossible to do solo epics. the quests are very much like they were in WoW: they get you into a new area, introduce you to gameplay mechanics and the location, and also usher you to the next zone. i really hope that mythic holds off on using the nerf bat this time around. because when they used it at the beginning of DAOC it took many years to recover the crippling they did to many of the classes.

    62. Re:thinking about it by geminidomino · · Score: 1

      How is that insightful? You can't walk into a gamestop without them trying to get you to preorder a game (when they "hold it for you").

    63. Re:thinking about it by Anonymous Coward · · Score: 0

      I think the only solution it to put in some sort of gold Audit and if a farmer is found, retrospectivly debit the recipents account. Bang no one would dare buying if fear of wasting their money. Or is that too easy to work.

    64. Re:thinking about it by MotherInferior · · Score: 1

      In terms of engine and interface choices, you are correct. WAR did borrow liberally from WoW. Why? Because that's what Blizzard does better than nearly all of its peers: game-play and interaction. WoW's interface design has become the standard, not only because the existing player base is already familiar with (if not wedded to) it, but also because it's good. In short, WoW did a *lot* of things right; that's why it has a player base of 11 million.

      What WoW didn't do right, WAR has, for the most part. I've played WoW since March of 2005, but I quit early this year because I had exhausted the game. Everything was a grind, and what's worse, the end goal of that grind, raiding, requires setting aside significant chunks of your life just to take part.

      WAR so far has left that behind. The game is not about grinding your way to the max level so you can enjoy the "real" game of end-game content. With WAR, there is a real desire at times to *not* level so you can stick around a particular tier and help out with world RvR there. But even if you want to go ahead and race up the level tree, you can always reroll an alt to try out another class.

      It seems to me that the game is centered around 2 hour play sessions, whether you're taking keeps, doing PQs, hoping into scenarios or just soloing the PVE content. It's an ADHD player's dream in that way. I can't tell you how many times I've been soloing, saw a group of players run past, joined their group (with open groups, *you* choose to join them, which makes group creation painless and quick), then found myself an hour later having taken a bunch of objectives and turned the tide to Order. I didn't seek that play experience out; it just came by, and I joined up on a whim.

      The other thing that has me hooked on WAR is that they put a lot of importance on every player being able to not suck at RvR. Case in point: healing. Healers in WAR are generally not the most deadly of opponents, their DPS is so-so and not very bursty, but I'll damned if they aren't hard as crap to kill if they want to stay alive. Reason #1: mana. There's no such thing as mana. Everyone has the same mechanic, action points. And action points regenerate quickly (think rogues energy bars, only faster regen). This means that cloth-wearing healers can spam heals almost indefinitely at lower levels, staying alive through most anything.

      In terms of leet "im gonna pwn u" PvP, it doesn't amount to much. My Rune Priest can't pwn anyone. But he can heal in RvR and not have to worry about getting assist trained by a couple players and getting slammed every time he pokes his head out like my WoW priest did. I can confidently walk into the middle of a pitched battle and start healing my guys. That is so liberating for me as a healing-oriented player that it makes the whole game more fun. In the end, those that understand basic tactics and strategy and have a better situational awareness still win in RvR (as they should), but the fact that I can take part as a healer (as opposed to an easy kill) is fantastic.

      This quote from Paul Barnett has been listened to by the team at Mythic and put into play:

      So then you have to say, our job then is: don't be crap. Make something what is not rubbish. So then you say, what's important? It's a weird thing, right? You talk to people about what's important they get obsessed on the product. The get obsessed on the frames per second, the colors, the brightness, the usability of the interface. And you go: "It's none of those things!" That's just the dressing, that's the just the stuff that makes you go: "Yes, yes, yes, I see, I see, I see." What is at the core of it? FUN! Fun, you FUCKERS!

      WAR is not a WoW-killer. WoW will continue to have its millions for some time to come. It just won't have this one.

    65. Re:thinking about it by Anonymous Coward · · Score: 0

      I bought it, but I can't say I "play" because that would imply I use it more than 15 minutes before the damn thing crashes. I'm sure it'd be quite fun if it worked. But I've got the latest drivers for all my hardware, I'm within spec, and it crashes, and crashes, and crashes, and crashes.

      Maybe in a few months they'll release something that isn't beta quality crapware and then I'll be able to play and enjoy my $50 purchase. I mean, hell, Dwarf frickin' Fortress, officially in "highly unstable alpha" doesn't crash as often as WAR.

      Maybe list your PCs parts before you open your piehole. You may fall within spec, but who is to say that some little shareware program that you though was cool isnt hosing your gameplay? I would start thinking about maybe re-installing Windows, especially if it been more than a year since your last install. You are the exception, not the norm. Software companies write software for the masses, not the minority. You cannot expect them to cater to every Ton, Dick and Harry, thats running a minor little program thats hosing something.

      I think I crashed about 4-5 times total, and Ive played since stress test weekend.

      And FYI: Win XP, 2 gigs of ram, E6300 @ 3.2 ghz, 8800 GTX. -- thats how you report a PC problem. Not "blablahblah, its broke, and I swear Im patched up, and I just want to whine a little bit." People dont want to hear you complain. If you want help, ask a question, give specs, be decent, and youll get a good answer. /rant off

    66. Re:thinking about it by angel'o'sphere · · Score: 1

      The main problem with WARHAMMER is:

      It only runs on windows.
      It only runs on windows XP and Vista.

      I would *switch* immediatly from WoW if it would run on Linux or on on my Mac.

      But I neither buy a PC nor do I instal XP or Vista ... both operation systems just SUCK so big time, I can not install them just to play a game.

      angel'o'sphere

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  2. There was ONE hitch... by MindlessAutomata · · Score: 1

    I'm unaware of whether any other servers faced this problem, but Azazel, at the very least, did not have scenarios (battlegrounds are the WoW equivalent) running on launch day (though that was fixed the next day) due to a bug or something as they worked during the head start or open beta.

    1. Re:There was ONE hitch... by Anonymous Coward · · Score: 0

      Bechafen seemed to have this issue, but we discovered/suspect it is because the Head Start Order players were all leveling until they were at the top of the tier for RvR then RvRing until they leveled past it. This way they could dominate everyone.

      Now that the game has gone live, scenario queues are faster and more often. As I let people catch up (could of been level 40 but spent WAY too much time exploring for Tome Unlocks so I'm nearing the 30's only) I find I can pvp more and more.

      Oh and BTW money is easy to come by in this game. There is literally _no_ reason to buy gold. You'll have more than enough to spare by the time you need your mount, your first real purchase. And thats if you bought stuff for crafting and so on along the way!

  3. GOLD = BAD by mappemonde · · Score: 1

    Nice! About time someone took a proactive stance to gold farmers. They just present a way for the lazy player to get ahead.

    --
    enjoy it while you have it - for it may be gone soon.
    1. Re:GOLD = BAD by Farmer+Pete · · Score: 1

      Or...you could regulate it like some games have (EvE comes to mind). In EvE you can sell gold for game time cards.

    2. Re:GOLD = BAD by GigaHurtsMyRobot · · Score: 1, Insightful

      As someone who has played just about every MMO that has come out, most casually except for 4 years of EQ, I still cannot understand why it's so bad or wrong for people to sell or buy game currency. In my naive opinion, it is mostly harmless if the economy is just a little more sophisticated than EQ, and benefits just about everyone. Tell me why this isn't true.

    3. Re:GOLD = BAD by mappemonde · · Score: 1

      So you been working all those lovely quests and doing raids and selling all the junk loot you have collected. You rock. Now you can buy sword that has 200+ everything and 1 minute of extra life on it. Awesome. Here comes your guilie and he has the same sword and hasn't done a quest one. He bought the gold. Boo...now what you thought was awesome is now common place. Not so good.

      --
      enjoy it while you have it - for it may be gone soon.
    4. Re:GOLD = BAD by GigaHurtsMyRobot · · Score: 0, Flamebait

      How about I don't give a shit? I don't play the game to be special. Why do I care how he got it? Fail reason.

    5. Re:GOLD = BAD by lgw · · Score: 1

      You mistake is measuring your self-worth by in-game status symbols. Play the game because it's fun to play, not to show off your "accomplishments" (as if seat-time were something to be proud of), and stop playing if you spend your time doing something that's not fun.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    6. Re:GOLD = BAD by crossmr · · Score: 2, Insightful

      Wow.. you're right. Someone call the president we have to get a law in place to regulate....

      .
      .
      isn't this a video game?

      Someone traded time for money... guess what you do it every day when you go to work, assuming you work.

      However you got to have the fun of building the character, they traded their hard earned money to get a character they may not have had the time to invest in. Would you deny someone the experience of the endgame because they don't have 5 hours a day for 2 months to sit around grinding to get there?

      Let me tell you a little secret. There is NOTHING special or unique in an mmorpg. They are built to be static and repetitive. There are hundreds of thousands upon millions of people collecting the same loot and doing the same quests as you. Just because one guy bought a sword because he couldn't be arsed to spend the requisite 47 hours camping out a raid location to get it, doesn't make yours any less special. Its the other 20,000 people who just did the question yesterday that makes it less special.

    7. Re:GOLD = BAD by GigaHurtsMyRobot · · Score: 0

      Flamebait, really?... I thought it was worded pretty nicely.

    8. Re:GOLD = BAD by Xugumad · · Score: 1

      The trade itself isn't so inherently bad. It cheapens the experience and skews the economy, but both are more "meh" than "argh". Personally, I think Everquest was on to a good idea by having a "gold trade enabled" server where it was officially an option, for everyone who wanted to do it, without messing with the majority of the game.

      The real issue comes from the spam, the account theft, the gold farmers, and basically all the side-effects of the trade.

    9. Re:GOLD = BAD by NoobixCube · · Score: 1

      So you skip the bulk of the game just so you can pour money into feeling good about yourself for beating people who actually enjoy the game? I normally say "to each his own", but buying game currency to get ahead is really no better than playing Diablo II with an edited character against people who actually put some effort in.

      In a more general sense, it's people like you (but by your logic probably far better, since they're richer) that ruin democracies by buying the legislation they want and keeping the poor oppressed.

      --
      Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
    10. Re:GOLD = BAD by stewbacca · · Score: 1

      Same reason people use cheat codes...

    11. Re:GOLD = BAD by The+Mighty+Buzzard · · Score: 1

      Would you deny someone the experience of the endgame because they don't have 5 hours a day for 2 months to sit around grinding to get there?

      Yep.

      --
      Violence is like duct tape. If it doesn't solve the problem, you didn't use enough.
    12. Re:GOLD = BAD by GigaHurtsMyRobot · · Score: 1

      I never said I did, or do. I am posing the question... I've been playing MMOs since UO, and have never understood the battle. The game companies get more subscriptions, the game is more friendly to rich casual players, and really I can't see a downside at all. The economy of the game can be affected, but pretty much every new game since EQ has implemented strategies that minimize or outright eliminate any effect it has.

    13. Re:GOLD = BAD by Puffy+Director+Pants · · Score: 1

      90% of the objection I have to gold-sellers comes from the nefarious behavior. Spamming chats. Spamming people with phantom invites. Spamming forums. Spam Spam Spam Spam Spam.

      And then there's the account hacking. They will do that, because they can get away with it and sadly, other people are stupid about account security.

      So thanks, but no thanks.

    14. Re:GOLD = BAD by Nefarious+Wheel · · Score: 1

      I can ignore gold spammers, it's a reflex really. What bothered me about EQ gold sellers is how they monopolised the best camps forever with large, silent and well equipped teams and couldn't be budged, 24x7. Never gave us normal folk a chance to get the drops that only dropped off certain mobs. Hated that. Utterly killed the game for me, or I'd still be conjuring up flight rings today.

      --
      Do not mock my vision of impractical footwear
    15. Re:GOLD = BAD by kv9 · · Score: 1

      I guess that's why there's no farmers that fuck up the economy in EVE. oh, wait...

    16. Re:GOLD = BAD by Anonymous Coward · · Score: 0

      "Would you deny someone the experience of the endgame because they don't have 5 hours a day for 2 months to sit around grinding to get there?"

      I bet you support "No Child Left Behind". Lets dumb everything down so EVERYBODY can succeed! HOORAY!

      You also don't understand economics. Buying/selling gold feeds inflation in that economy. Your argument eventually makes it a REQUIREMENT to buy gold. People buy gold, the prices go UP, so more buy gold, so the prices go UP... ad infinitum.

      Those willing to pay outside the game and those putting in the time WIN. Those that "it is just a game" have an increasingly steep hill to climb. Games that have the former already have them. To get NEW folks (read: more revenue), the economy better be fair and level. ;)

    17. Re:GOLD = BAD by vertinox · · Score: 1

      Nice! About time someone took a proactive stance to gold farmers. They just present a way for the lazy player to get ahead.Nice! About time someone took a proactive stance to gold farmers. They just present a way for the lazy player to get ahead.

      Personally, I have nothing against gold farmers and those who support them, but its really annoying and retarded in WAR because:

      A.) They are spamming public channels and sending tells to everyone.

      B.) There is no need for gold grind.

      In fact the only thing that I can think of that would need grinding gold for would be mounts and generally unless you've been bad with your money and blew all on dyes once a day then you probaly will have enough by the time you get to that point.

      Seriously, the majority of the best gear can be got from Public Quests and RvR battles. I got more gold than I know what to do with at this point.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    18. Re:GOLD = BAD by Retric · · Score: 1

      As gold inflation increases you just farm items to get gold to buy the item you want.

    19. Re:GOLD = BAD by flitty · · Score: 1

      I feel the same way. I'm lvl 18 and have 26 or so gold, which, for how much gold I use, is way too much. This is even with a 10% tax. The only expense you really have is your mount (no breaking gear! Thank jeebus). Who would buy gold in this game?

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    20. Re:GOLD = BAD by dave562 · · Score: 1
      There are two sides to "enjoying" the game. There are the people who due to lack of commitments, can spend large periods of time playing the game. There are people who due to commitments, can only spend small periods of time playing the game. Both of them enjoy playing the game. They like running around in Azeroth or Outlands, killing mobs, PVPing and raiding when they get the chance. For the person without many commitments, they can grind and grind and grind and grind AND GRIND AND GRIND AND GRIND AND GRIND and... to get the gear that they need because lets face it, they have lots of time to play the game. For the person who does have commitments and can't ... (I'll spare the GRIND rehash), what are they to do? Not play the game? Not enjoy the game because they don't have hours upon hours? Hell no.

      I'll put it like this. I just turned 30. I work a full time job. I train martial arts. I have a girl friend. I like playing WoW. My g/f likes playing WoW. We play about 8 hours over the course of week (4-6 hours on Sunday and maybe a couple hours at night during the week). I can afford $100 here and there to buy some gold. I can't buy T6 gear, or arena gear because that takes time. I can buy an epic mount and some other things that I'd otherwise have to spend literal DAYS of playing time to get. Do you have any idea how long it takes to get 5000g if you only play 8 hours a week?

      The concept of "effort" is a funny one to me. I put effort into the world outside of the game. One of the results of that effort is something called money. I am free to spend that money how I want. Here's something to think about. My salary works out to a little over $35 an hour (chump change among the /. crowd I'm sure). For one hour of work, I can purchase 1600 gold from the first WoW gold site I found with a Google search. http://www.wowgoldvip.com/news_list.asp How much time does someone have to spend in the game to earn 1600 gold?

      We are all given a limited amount of time in life. We choose how to spend that time. If you want to value yourself and your time based on what kind of items you can get for a toon in a video game, that's fine. Just realize that there is more to life than video games, and there are numerous routes to the same goal. The people who take the most efficient route there are usually the smartest. Hell, there are probably people out there who look at me and think, "While that loser was wasting eight hours a week sitting in his apartment playing a video game, I was putting in extra hours at work to pay the mortgage on my house." We all make our choices in life. If your choices aren't giving you the results you want, or someone else's choices are letting them get the same results with less effort, just realize that is how life works.

    21. Re:GOLD = BAD by Xest · · Score: 1

      Whilst I disagree with gold farming for other reasons for example the damage it does to game economies I have to also disagree with your point.

      Who is more lazy, the guy who doesn't have a job and can play 16hrs a day to get ahead or the guy who can only play 2hrs a week due to working hard irl and buys gold with rl money to keep up?

      I suppose it depends what you mean by lazy, certainly many of the people I've met who get ahead in games, get ahead because they don't work hard irl. Many are even living off nothing but benefits or simply just living off their parents.

      I can see why people buy gold, the real problem is is that gold buyers aren't limited to those who do it because they have more money than free time, it's all too often those who also don't work irl doing it to get even further ahead which _really_ breaks the game.

    22. Re:GOLD = BAD by Draek · · Score: 1

      One word: inflation. Let's see you deal with that in a MMORPG with gold selling *and* without severely crippling the capability of trading with other players, or introducing pointless timesinks (Breakable weapons and armor! w00t!).

      --
      No problem is insoluble in all conceivable circumstances.
    23. Re:GOLD = BAD by An+ominous+Cow+art · · Score: 1

      Personally, I couldn't care less about gold farmers, unless they actively interfere with the other players. I recall in WoW pre-BC, my warlock was in Azshara killing the satyrs there for the shadowcloth drops (needed them for Tailoring) and there were usually anywhere from 2-5 unguilded night elf rogues also farming them. That was pretty freaking annoying.

      I'd have a low opinion of someone who bought gold/experience in lieu of playing the game and learning the techniques of their class.

      I utterly hate the spammers.

    24. Re:GOLD = BAD by MeanderingMind · · Score: 1

      There are various negative effects associated with the buying of gold. As I only play WoW I can't speak for other games, just from what I know.

      Years back I had a similar opinion to that of dave562 below. At the time gold sellers actively earned the gold they sold through playing the game like anyone else. I didn't see any issue with allowing players to save themselves time and buy gold.

      The primary reason I am against gold selling now is the nature in which the gold is acquired. Gold farming as it once was is impossible due to the vigilance of Blizzard; the ubiquitous gold farmer of the old days is long since gone. Today gold farmers get their gold by spreading trojans and hijacking accounts, stripping them of everything for their own profit.

      In effect, almost all gold on the market is acquired through someone else's misery. As a conscientious consumer that's not something I can support.

      Secondly, it does have a significant effect on the game economy. Gold buying/selling contributes to, though is not the sole cause of, in-game inflation.

      Under normal circumstances inflation is controlled by the basic behavioral patterns of the players combined with a few gold sinks. The majority of players don't actively seek to earn vast quantities of gold unless they have a goal that requires doing so. As a result Blizzard is normally able to keep inflation in check via a couple choice gold sinks even with the existence of multiple methods for players to increase their money hoard.

      Gold selling upsets the balance significantly. Because Blizzard is nice and doesn't say "tough luck" to people that get hacked, gold sellers effectively force Blizzard to add money into the economy that normally wouldn't be there. This naturally causes inflation as the gold enters circulation.

      There are other minor issues as well, but those are the two major ones. Generally speaking I find the practice silly as the best gear in the game can not be bought with gold, and anything worth buying with gold can be obtained just by playing the game for fun.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    25. Re:GOLD = BAD by toriver · · Score: 1

      Gold farmers are bad in a multitude of ways you cannot fathom, but the people buying their way instead of playing their way are bad in a different way.

      What is there to do at higher levels? Multiplayer activities like raids and "dungeons" for want of a better term. What happens when a member has not learned to play their character through practice? They get the entire raid wiped because of some stupidity like pulling wrong monsters into battle or not using their spells or skills right.

      You can probably extend the act of purchasing a pre-leveled character to real life: Bribing a clerk might get you a driver's license, but your total lack of driving skills since you did not take lessons or pass a test will get you or others killed.

    26. Re:GOLD = BAD by spire3661 · · Score: 1

      Why do you think you should be entitled to an epic mount (a vanity) becasue you dont want to put the work in like everyone else? The long and short of it is, if allowed to run unchecked, the gold sellers would very quickly inflate the market due to their competition, thus unbalancing the set amount of gold the game gives for quests, mob drops etc. It would be an ever increasing escalation of pricing in the market. We do not want third party market forces affecting the game if possible, its called cheating. This isnt a debate of time vs. money. Its becasue you are obsessed with money that you think its ok to jsut buy your way into everything in life. Not everything in life is intended to be bought and sold. You dont need an epic flyer to be competitive or have fun in the game. This doesnt even address the fact that a vast majority of the gold comes from hacked accounts.

      --
      Good-bye
    27. Re:GOLD = BAD by crossmr · · Score: 1

      MMORPG economies don't exist.
      You can't have an economy with infinite supply and infinite money. It only has one place to go. Up.
      All MMORPG economies are broken. Vendors have infinite money, monsters spawn infinitely, loot drops infinitely

    28. Re:GOLD = BAD by geminidomino · · Score: 1

      While I agree with you that the logic of "I worked my ass off for the 100k + 250e for that Spear, and he got it on ebay. It sucks" is idiotic, e-peen bullshit, there is another school of thought as to why gold buying is bad.

      Take Ãoebersword +10, lets say it costs 500k. You want it. Badly. So you bust your ass raising 500k.

      Of course, raising that kind of dosh, even in game, takes time. So by the time you have that 500k, The sword costs 750k. Why? Because the sword-sellers met the gold buyers and realized that these gimps will pay an extra 250k gold, since they just bought a million. Price goes up, often faster than the legitimate player can keep up. The inflation problem is compounded when the majority of the economy is player-to-player, since there's always gold coming in (drops ,etc) but far less going out (NPC vendors). Guild Wars, even with the gold-seller crackdown, has suffered from this for a long time.

    29. Re:GOLD = BAD by GigaHurtsMyRobot · · Score: 0

      I totally understand that, yet the possibility exists for this happening without gold selling, and it's a fault of the game design. They are not duping money out of thin air, the money is being generated like any other player can and entering the economy. There exists a happy medium, somewhere...

  4. How is it hard to prevent. by Drakin020 · · Score: 2, Insightful

    I never understood how it was difficult to rid these guys.

    Just send in some employee to buy some gold that is advertised...Then when you are given the gold, trace it back and ban that account along with the credit card info that was used to purchase the subscription. (As well as the product key)

    Seriously it doesn't seem that hard.

    --
    The greatest revenge in life is massive success.
    1. Re:How is it hard to prevent. by stonecypher · · Score: 5, Funny

      I never understood how it was difficult to rid these guys.

      You never understood how it could be difficult to ban people from making money by breaking the rules?

      Man, you've never bought weed, have you?

      --
      StoneCypher is Full of BS
    2. Re:How is it hard to prevent. by PhearoX · · Score: 1

      ...Then when they hand the employee the gold, hit "cancel", ban the account/credit card/product key, and call the credit card company to dispute the charges citing "product/service not received".

      Truthful, legal, and best of all.... free.

    3. Re:How is it hard to prevent. by GXTi · · Score: 1

      But you could completely automate it with bots! Gold sellers are probably dumb enough to fail a Turing test.

    4. Re:How is it hard to prevent. by TitusC3v5 · · Score: 1

      The only way to really kill gold selling is counterproductive to business. The only true way to kill a parasite is to kill its host - in other words, you need to ban not just the sellers, but also the BUYERS as well. And you need to heavily, heavily advertise the fact. Once enough players get it through their skulls that buying gold will get their ass banned, the purchases should slow enough that it should cease being profitable to the gold sellers, forcing them to move to another game.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    5. Re:How is it hard to prevent. by vux984 · · Score: 1

      I never understood how it was difficult to rid these guys.

      Then you haven't thought about it.

      Just send in some employee to buy some gold that is advertised...Then when you are given the gold, trace it back and ban that account along with the credit card info that was used to purchase the subscription. (As well as the product key)

      Well duh!

      1) The account that was used to transfer you the gold isn't the one that was used to farm it. Ideally, the accounts that actually do the transactions are "free" throwaway buddy or trial accounts. (Which is why some of the more modern games have limits on those free trial accounts to limit how much gold they can actually have, to prevent them from transfering items at all, or from sending mail, or talking in certain chat channels, etc...) Not much use in banning the free throw-away account now is there?

      2) Even if they can't use free throwaway accounts, then they use paid throwaway accounts. The accounts generally cost Seriously it doesn't seem that hard.

      Its FAR harder than it sounds.

    6. Re:How is it hard to prevent. by vux984 · · Score: 5, Insightful

      Doh. bloody filter choked on 'less than symbol' $30 and clipped off most my post...

      I never understood how it was difficult to rid these guys.

      Then you haven't thought about it.

      Just send in some employee to buy some gold that is advertised...Then when you are given the gold, trace it back and ban that account along with the credit card info that was used to purchase the subscription. (As well as the product key)

      Well duh!

      1) The account that was used to transfer you the gold isn't the one that was used to farm it. Ideally, the accounts that actually do the transactions are "free" throwaway buddy or trial accounts. (Which is why some of the more modern games have limits on those free trial accounts to limit how much gold they can actually have, to prevent them from transfering items at all, or from sending mail, or talking in certain chat channels, etc...) Not much use in banning the free throw-away account now is there?

      2) Even if they can't use free throwaway accounts, then they use paid throwaway accounts. The accounts generally cost less than $30 bucks and gets them a free month. If they make at least 100% markup (and they do) than all they need is to sell $60 worth of gold before getting banned to break even. That's exceedingly easy to do. Hell, even if they get 'stung' by an employee, as long as they set it up so that they log in and fulfill all their orders at once, by the time the employee identifies the account, a couple hundred bucks worth of gold will have been moved and the farmer is ahead of the game.

      3) Even banning a credit card isn't effective. These guys all pay by prepaid game card at best, or have prepaid visa debit cards etc, which can be obtained en masse trivially, never mind the potential for using stolen card numbers.

      4) What mythic is doing by banning the spammer accounts is just stopping in-game advertising, not gold farming, or gold-sales. To do THAT is much harder, and there is little they can do to stop THAT, without very careful game design with that as a goal.

      5) The gold farmers also are known to use hacked accounts. (where they've guessed or stolen user names and passwords of a legitimate customer, and use those accounts to move gold between farmer accounts and seller accounts, part of an in-game 'laundering' scheme). The 'victim' never even knows he's been hacked, because they just login for a few seconds to move THEIR gold around and don't otherwise interfere with the account at all.

      This makes it difficult for the game-devs to act, because when they ban people suspected of being part of the gold-trade, they have to deal with the 'collateral damage'.

      6) Of course, gold sellers also use hacked accounts for spamming sales.

      Seriously it doesn't seem that hard.

      Its FAR harder than it sounds.

    7. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      It's even simpler, if you give someone a load of gold or there's a rigged transaction for a load of gold, these can stick out like sore thumbs and gold sellers make a load of them. Moreover you can trace gold to it's source in several ways.

    8. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      How do you prove that a buyer actually paid for the gold and didn't just receive it as a gift?

      You don't.

      That is why you go after the sellers.

    9. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Seriously it doesn't seem that hard.

      So what you're saying is, that if I offer to sell you gold for MORE than it costs me to setup an account and farm the gold... you propose that the game operators then BUY it from me just to cancel the account?

      That sounds great- let me know if you find a company dumb enough to do that so I can make a pile of cash off of them. Seriously.

      Oh... you wanted to get the gold before you paid the real money? hahahahahaha

      And then I'll just create a new account, with a new credit card, new name, new address, etc.

      Heck, if I could hire 50 Chinese kids to actually do the grunt work for me, and set them up in a couple of sweatshops, I could make quite a bit of profit.
      And I wouldn't even need the game operators to buy the gold, I could sell it to regular players. That way instead of getting an account cancelled EVERY time I sell the gold, I only get it cancelled once in a while.

      Oh wait, that's what they already do....
      Damn, so much for my get rich scheme.

    10. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Just send in some employee to buy some gold that is advertised...

      Enough third party development exists in WoW that it's difficult establishing trust among pieces of software you're installing. I've known people to receive urgent phonecalls from guildies saying their character is unexpectedly online. Later they find that all of their inventory has been vended and a new character named Asxjkfjdhs has been created on their account.

      These people take the hit for the farmers now, while (apparently) the gold is pooled and 'laundered' through another character, and character-transferred to another realm.

      If Blizzard keeps complete enough logs, you could track it all automatically. It's still the equivalent of policing a large city of millions of people, and real life shows how effective digital laundering is still.

    11. Re:How is it hard to prevent. by Xugumad · · Score: 1

      They don't even have to be that thorough, EULA and all that, they can ban you, your credit card, and your IP all in one go just for spamming, if they want. Heck, without double checking I'd be the EULA lets them ban you just because they feel like it (most EULAs do, because no-one reads them and it helps stop arguments over "fair" later).

      The issue is that a lot of this can be automated. Traffic can be routed through compromised systems (good grief, it's not like their spam-bots are lag critical), accounts can be paid for by time cards. It ends up a bit like whack-a-mole; get rid of one gold seller, and up pops another. Also, keep in mind these guys can happily operate 24 hours a day. Should Mythic be assigning (at least) 3 staff on rotation to just handling gold sellers? Could 3 staff even manage to cover all locations on all servers?

      There's rumours of Mythic banning gold buyers in the future, and that should both be much more effective as the gold-seller's audience will quickly be either banned, or develop a lot more caution.

    12. Re:How is it hard to prevent. by vilgefortz · · Score: 1

      1) The account that was used to transfer you the gold isn't the one that was used to farm it. Ideally, the accounts that actually do the transactions are "free" throwaway buddy or trial accounts.

      Yeah, but it all happens on Blizzard's servers. Couldn't they, say, log all player-to-player gold transfers? Then, after locking on the "free" account, they could trace it back to actual gold farming accounts easily. Every paid accounts is, well, paid for, so if this technique was applied consistently, that should soon put gold farmers out of business.

    13. Re:How is it hard to prevent. by vux984 · · Score: 1

      Yeah, but it all happens on Blizzard's servers. Couldn't they, say, log all player-to-player gold transfers? Then, after locking on the "free" account, they could trace it back to actual gold farming accounts easily. Every paid accounts is, well, paid for, so if this technique was applied consistently, that should soon put gold farmers out of business.

      If only it were that simple.

      First, even if Blizzard were to try and do this the famers would resort to 'money laundering' within the game. Buying and selling expensive rares in the AH, funnelling funds through multiple accounts, including the hacked accounts of innocents, etc, etc.

      Second, it would be a very labour intensive process to trace where funds came from, especially if the system wasn't designed with tools to facilitate this, tools that themselves would need to constantly updated to keep pace with laundering methods.

      Third, if Blizzard is using sting ops, you can expect the gold-sellers to start to proactively "screen customers" - screening for credit cards, and paypal accounts, and ip addresses, and other information to help them avoid dealing with blizz staff. Again driving up the cost for blizzard to continually run stings.

    14. Re:How is it hard to prevent. by the-amazing-blob · · Score: 5, Funny

      The only true way to kill a parasite is to kill its host

      I truly hope you are not a doctor.

    15. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      IMO, it's more the account/IP profiles that are meaningful than the credit info. That can be monitored automatically on Blizzard's end, and the behavior of a gold farming account implicates a whole bunch of other accounts too. It'll be blatantly obvious by comparing gameplay profiles which accounts are farming and which are hacked fences.

      To pick an only slightly contrived example, an account playing from out-of-region for 36 solid hours starting at its activation is damn well a gold farmer. Oh, and there are other excessively long playtimes coming out of that same building, and the accounts travel the same paths and trade with each other? That's even MORE out of the range of legitimate normal players. There are a bunch of other damning statistics that would jump right out of the data too, I'm just naming a few for ease of conversation.

      What I'm getting at, though, is Blizzard can set the ban threshold loose enough to never catch a normal player yet still catch all the most efficient goldfarming operations, likely before those groups even get to sell any gold. Would it catch all the farming? Hell no. But it doesn't have to catch everyone to be successful. It just has to slow the transfer of money enough that it no longer fucks with the in-game economy.

    16. Re:How is it hard to prevent. by maglor_83 · · Score: 1

      No its not hard at all. Don't implement trade, and there won't be any gold sellers. Of course, this has other gameplay implications.

    17. Re:How is it hard to prevent. by Anonymous Coward · · Score: 1, Interesting

      So whenever a piece of gold is created (e.g. a monster dies and there is gold on the corpse), give it a unique ID. Then log transfers of that piece of gold from player to player. When someone offers a piece of gold for sale, employees of the MMORPG can buy it, look up the unique ID, and find all of the player accounts it's passed through since its creation. If some player accounts frequently show up farming the gold, ban them.

    18. Re:How is it hard to prevent. by DerekLyons · · Score: 1

      I never understood how it was difficult to rid these guys.

      Then you haven't thought about it.

      Yep. The grandparent forgets that the gold sellers are generally professional - you can bet they've thought about it.
       
      There's lots of ways to move money around in an MMO to disguise where it's coming from and who it's going to. At the end of the day, after you've banned the mules, the bosses are still there.

    19. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Or they could block gold transfers between avatars who have never talked previously, never played in the same area for at least 5 minutes, and gold transfers that don't have any in-game reciprocation?

      Even the rules for IRAs say that you can't contribute more than you claim to have earned for the year. How is that a hard concept to implement in a MMO? How about I'm not allowed to transfer any sum that's greater than the total of what I've actually earned in-game?

      Ta-da! I fixed it. Even if I'm a little off, since when has "it's hard" been a valid excuse in engineering?

      Or maybe the companies enjoy making $30 on each of those accounts they close that are only active for an hour? And they want to appeal to the subset of gamers who will only play if they can buy gold? And discussions of gold farming just contribute to the number of impressions that people reading the articles have of the game's title, and lend credence to the game (if people care that there are gold farming issues, the game must be good, right? Otherwise they'd just play something else).

    20. Re:How is it hard to prevent. by Now.Imperfect · · Score: 2, Funny

      you know there are no actual "gold pieces" right?

    21. Re:How is it hard to prevent. by vux984 · · Score: 3, Informative

      To pick an only slightly contrived example, an account playing from out-of-region for 36 solid hours starting at its activation is damn well a gold farmer. Oh, and there are other excessively long playtimes coming out of that same building, and the accounts travel the same paths and trade with each other? That's even MORE out of the range of legitimate normal players.

      Apparently you've never been inside a university residence? ;)

      Also, the ability to reliably ip trace to a building is really a feature of North America, there are places where nearly the entire country is NATed. Pro farmers set up operations there; they get a different IP address every couple days, and even that address is some 10.x thing behind their ISPs NAT. Blizzard can't block the ip or subnets; they'd block everyone in an entire city or even province.

      There are a bunch of other damning statistics that would jump right out of the data too, I'm just naming a few for ease of conversation.

      Yes, for what its worth I agree that logging usage patterns and profiling them for certain 'farming' patterns and login patterns could yield useful results. However, nothing jumps from the data all by itself, they would have to make a concerted effort to write tools to analyze logs and summarize the data.

      A guild can look much like a farmer. Hell, they even power level, farm, dump piles of cash on 'bankers' and 'treasurers' and then from those treasures relay funds to members to make equipment purchases, fund their alts and 2nd box accounts, etc, etc, etc.

      And a professional farming op, knowing that they were being profiled could relatively easily slip beneath the radar, by rotating accounts, mixing up farming areas, playing games with proxies, laundering the funds through the in game economy, etc. Running it like a 'terrorist' or spy network, using isolated cells, so if one cell is compromised it can't be traced to others, etc, etc, etc.

      Consider this scenario: golf-farmers inc, operating in some place with dynamic dns where their ip changes every few days if not faster... they buy a few accounts, join random levelling guilds of which there are dozens in the game, power level like mad, then break away and farm with it. They rotate between multiple accounts doing the same thing. And transfer no gold), then one day they transfer all the accumulated gold directly to a bunch of other accounts, and then now that its transferred massive amounts of gold to people its never interacted with before, the farmer abandons it and gold-farmers inc uses it to spam ads into the chat-channels until Blizz shuts it down. The recipient accounts were all buyers. The farm account went from being beneath the radar to being practically discarded in 5 minutes flat. How do you profile that?

      It would take more effort than you are willing to give credit for to develop tools to hunt them them down and filter them out without hassling a lot innocent players, many of whom power level, farm instances solo, and so on.

    22. Re:How is it hard to prevent. by vux984 · · Score: 1

      Or they could block gold transfers between avatars who have never talked previously, never played in the same area for at least 5 minutes, and gold transfers that don't have any in-game reciprocation?

      1) Hi there, put a chunk of iron ore up in the auction house for 1,000,000 gold. I will buy it. Pleasure doing business with you.

      2) Hi there, head to zone-X and start killing things. Play for 5 minutes. Check your mail. Pleasure doing business with you. ... etc ...

      Even the rules for IRAs say that you can't contribute more than you claim to have earned for the year. How is that a hard concept to implement in a MMO? How about I'm not allowed to transfer any sum that's greater than the total of what I've actually earned in-game?

      Ta-da! I fixed it. Even if I'm a little off, since when has "it's hard" been a valid excuse in engineering?

      Sure, now define "earned" in a way that actually works in a game where finding one 'blue' item at level 15 can net you 10x what you've "earned" up to that point. Or a game where low level players can have thousands upon thousands of gold just buying low and selling high in the auction house.

      I'm also curious on how this limit is going to work. If I've only earned 1k, (however you defined earned), what stops me from sending you 1k, then 1k, then 1k ... ?

      How will guild banks and bankers work?

      If I loan you 1k to buy a sword on the AH that probably won't be there in 30 seconds because its a good deal and you don't have the cash... but your guild offers to pay me on your behalf when so-and-so logs in. So now I've sent you 1k, which is my limit.

      What happens now? If the guild tries to repay me 1k can I accept it? Does that count as having earned another 1k? Can I now loan that 1k out to the same friend? another friend?

      This seems like it wouldn't work terribly well to me, or that it could easily be gamed.

    23. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      So how long have you been selling gold for?

    24. Re:How is it hard to prevent. by Pofy · · Score: 1

      >Heck, without double checking I'd be the EULA lets
      >them ban you just because they feel like it (most
      >EULAs do, because no-one reads them and it helps
      >stop arguments over "fair" later).

      Too bad many (most?) countries have laws that doesn't alow you to just terminate a service you sold "for no reason" and won't allow for such a contract term in a consumer sold service either.

    25. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Ta-da! I fixed it. Even if I'm a little off, since when has "it's hard" been a valid excuse in engineering?

      There are few things that annoy me as much as a random blowtard walzing in and proclaiming (with supreme and utter arrogance, coupled with pure ignorance of the topic at hand) that there is a simple and obvious solution to the complex problem being considered.

      To every complex problem, there exists at least one solution that is:
      - Simple
      - Elegant
      - Wrong

      In short: You are an idiot.

      Worse: You are an arrogant and ignorant idiot.

      Go away.

    26. Re:How is it hard to prevent. by Keill · · Score: 1

      WRONG.

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    27. Re:How is it hard to prevent. by Keill · · Score: 1

      DOH - (message problems).

      WRONG - the ONLY way to kill gold selling is to remove the NEED for gold in the first place>

      I'm not talking about removing gold or currency completely, but if a character can get all the gold, experience and items they NEED during normal play, then the gold market will be much smaller and have less of an impact.

      Of course, there should always be more items that people WANT, but it's possible to make it so they don't impact the gold supply either...

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    28. Re:How is it hard to prevent. by Obsi · · Score: 1

      Gold in most MMOs simply reflects the contents of a variable. No actual objects.

    29. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Blame the CC companies. The spammers use stolen CC numbers, make an account, and start spamming. Once that number is caught, they just use another.

      CC companies are willing to have weak security for the sake of ease of use and absorbing "cost of business" fraud. Until they're willing to crack down, a merchant has their hands tied.

    30. Re:How is it hard to prevent. by Retric · · Score: 1

      When you ban a gold seller you also ban people that took money from that account.

    31. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      Ever hear of quarantining? Sometimes you have to go after the host.

    32. Re:How is it hard to prevent. by Jack9 · · Score: 1

      Gold farmers aren't just people who farm for gold. This is a misnomer. Gold farmers are organizations that can faithfully and repetitively reproduce effective gold farming patterns in SCALE without being involved in the MM part of the ORPG with the explicit intention of selling online resources (not just gold). Making up convoluted social requirements to pass an automated inspection, effectively breaks this model. That's the goal.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    33. Re:How is it hard to prevent. by vux984 · · Score: 1

      Gold farmers aren't just people who farm for gold. This is a misnomer. Gold farmers are organizations that can faithfully and repetitively reproduce effective gold farming patterns in SCALE without being involved in the MM part of the ORPG with the explicit intention of selling online resources (not just gold). Making up convoluted social requirements to pass an automated inspection, effectively breaks this model. That's the goal.

      It won't work because a gold farming organization will have no trouble meeting the social requirements if there are any, and it will be difficult to impose more than the most rudimentary of requirements because tons of players spend 99% of their time soloing or playing with a closed group.

      Passing an automated social requirement check is just another minor obstacle. It can't become a major obstacle because it would impact far to many legit players.

      As far as scale goes, by having more accounts than farmers and rotating them, they can work their staff 24x7 and stay under the radar.

    34. Re:How is it hard to prevent. by Yakasha · · Score: 1

      if (mail.gold > 999)
      {
          mail->sender->farmerWatchFlag(true);
          mail->receiver->buyerWatchFlag(true);
      }
      if (trade.gold > 999)
      {
          trade->sender->farmerWatchFlag(true);
          trade->receiver->buyerWatchFlag(true);
      }

      This isn't a cash transaction that can't be tracked. Watch the gold. The money has to be transfered, probably more than once. There will be a string of transfers that all go back to just a couple accounts.

      But don't ban anybody.

      Just delete the gold from the buyer's account.

      Guess how many people are going to continue to pay real $$ for gold if the gold is simply deleted.

    35. Re:How is it hard to prevent. by Jack9 · · Score: 1

      Passing an automated social requirement check is just another minor obstacle. It can't become a major obstacle because it would impact far to many legit players.

      Captchas are automated. Undocumented behavior patterns with humans are not automatable by their nature. "It can't become a major obstacle" makes no sense in that context. There is no passive obstacle to overcome. There is criteria to flag a player as a gold farmer. There is the pattern by which most gold farmers operate, which is how regular players consciously determine who is a gold farmer. The goal is not to STOP gold farming. No one beleives that this is possible. It IS possible to prevent large-scale operations from acting effectively as a multi-tiered business through behavioral identification mechanisms.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    36. Re:How is it hard to prevent. by Jaeph · · Score: 1

      I think you guys make this vastly more difficult than it needs to be. Remember that all the data does lie on Mythic's servers, so it's just a question of organizing it correctly.

      In this case, you want to stop the illicit transfer of gold. So you carefully record all gold transfers in the game (auctions, mail, whatever), and then sort the list in a few different reports: size of individual transfer, number of transfers per account (send and receive), sum of all transfers by account (send and receive).

      Now draw an arbitrary line - transfers below that line are deemed too small to follow-up on for now. Pursue the ones above the line aggressively. Review that line in meetings every week/month/whatever.

      It's work, but it's not hard to identify once the numbers are sorted properly.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    37. Re:How is it hard to prevent. by vux984 · · Score: 1

      This isn't a cash transaction that can't be tracked. Watch the gold. The money has to be transfered, probably more than once. There will be a string of transfers that all go back to just a couple accounts.

      Not necessarily. You can run your farming operation in isolated 'cells'. Power levelling a new account is easy and inexpensive, an organization could dump accounts that are over a few months old, or use them as spambots until blizzard terminates them.

      Also, if I conduct my transfers as sequences of 998 gold, I'm under the radar. I can write scripts and macros to break up large transfers.

      If after farming 100k I buy a bunch of expensive items in the AH, and email those around instead of cash, and then the recipients sell them in AH to convert them back to gold, your 'gold tracking' code is completely bypassed, and I've effectively transferred large sums of gold under the radar...better than under the radar, you are capturing AH transactions between the farmers and 'innocent victims' instead of between farmers. There will be no traceable link between the farmers accounts by simply following the money. Now you have to follow all the items around too... good luck with that.

      Plus take a look at the AH some day, your code will flag absolutely everyone selling or buying an item worth more than 1k. Thats a hell of a lot of innocent people to sort through looking for farmers.

      But don't ban anybody.

      Just delete the gold from the buyer's account.

      Guess how many people are going to continue to pay real $$ for gold if the gold is simply deleted.

      1) You haven't identified the gold sellers yet, just everybody in the game with more than 1k. There are LOTS of those. And lots of them transfer money between accounts for legit reasons.

      2) If the gold-farm org is using cellular organization, and retires and spins up new cells on a regular basis you'll perpetually be behind them; even if you can identify them once they start delivering gold, they'll be done with the cell before you've blacklisted them.

      3) You will be taking customer service calls from everyone who finds 'gold' deleted from their account, all claiming to be innocent, that it was part of a larger deal -- where you gave X to Y and now Z was paying you back for it. (This happens all the time in WoW.) And in some cases they will be innocent. Don't expect that to sit well with the community.

    38. Re:How is it hard to prevent. by vux984 · · Score: 1

      Captchas are automated.

      And captchas are simultaneously becoming a problem for legitimate users, and becoming ineffective at stopping illegitimate users.

      There is criteria to flag a player as a gold farmer.

      If the criteria is simple, it will be easy for an organized farmer to make sure the satisfy the conditions for not being flagged.

      There is the pattern by which most gold farmers operate, which is how regular players consciously determine who is a gold farmer.

      And when you've got an AI that can pass the turing test you'll be able to reliably automate detecting gold farmers... of course, at that point, they'll be using the same AI to ensure you can't.

      The "pattern by which most gold farmers operate" is a function of efficiency within the constraints of the system. If the system is modified to root them out, they will choose a new pattern. If continually running the same instances and never talking to anyone is your heuristic, they will start rotating instances and running chat macros to simulate conversations.

    39. Re:How is it hard to prevent. by vux984 · · Score: 1

      In this case, you want to stop the illicit transfer of gold. So you carefully record all gold transfers in the game (auctions, mail, whatever), and then sort the list in a few different reports: size of individual transfer, number of transfers per account (send and receive), sum of all transfers by account (send and receive).

      Then I spin up an account for several months, accumulate gold with it but make no transfers, and am invisible to your system, then one day I unload the account of all its gold to fulfill orders, and trip your logs, but I've already abandoned the account, or set it up as an advertising bot until you terminate it, meanwhile I've spun up a new account. Of course, its not 'me', its a whole army of people I've got doing this at pennies an hour.

      Each working as isolated cells using multiple different strategies and carefully logging the results, so that I can discern and adapt to and evade your deception strategies. I'm also actively seeking to pay employees for information on your detection techniques, or any other insider info to stay ahead of you.

      Meanwhile you spend all your time investing innocent guild bankers, traders, and tradeskillers.

    40. Re:How is it hard to prevent. by Cornflake917 · · Score: 1

      Not to mention that if each piece of gold was an individual object that contain multiple bytes of information, a lot more bandwidth would have to be used when gold is transfered during looting and trading.

    41. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      At which point did you prove the gold was purchased? Short answer: you didn't.

      Understand that without a hard link between the transfer of gold (which may or may not be feasible, considering the huge overhead involved) and the transfer of cash (which is completely beyond the company's reach), there is no proof.

    42. Re:How is it hard to prevent. by Feanturi · · Score: 1

      And if gold pieces did refer to actual unique objects, your game database would have to have reservations for billions or perhaps trillions of these discrete units. And several thousand "slots" on each character to hold said pieces. There's no way that would work.

    43. Re:How is it hard to prevent. by Jack9 · · Score: 1

      when you've got an AI that can pass the turing test you'll be able to reliably automate detecting gold farmers

      Again, the goal is not to catch ALL gold farmers immediately. That's impossible (and counterproductive as you've pointed out).

      If continually running the same instances and never talking to anyone is your heuristic, they will start rotating instances and running chat macros to simulate

      This implies an amount of brainpower, manpower, and wealth is distributed heavily in the poorer industry. I see no evidence to that effect (yes, even manpower). Amazon does have it's own mechanical turk for data analysis. Humanity is distributed on an intellectual curve and along an economic slope. The advantage of the poor is that they cooperate more willingly, earlier, which can make them intimidating (see: Rome vs Christians). I see the (conservative) potential of cooperation as being more effective, philosophically and evidenced in life.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    44. Re:How is it hard to prevent. by k-macjapan · · Score: 1

      The only MMO I've ever played was FFXI. I played it too much to be honest but that's neither here nor there. I think what has to happen is to also ban the accounts of players buying the gold. That would go a long way to curtailing the problem. As you wouldn't need to 'catch' them in the act and could simply look at the logs of whom the gilseller interacted with after they were identified.

    45. Re:How is it hard to prevent. by vux984 · · Score: 1

      This implies an amount of brainpower, manpower, and wealth is distributed heavily in the poorer industry.

      I'm not entirely sure what you are trying to say, but if you are suggesting that the farmers aren't bright enough to outmatch the game developers because they are poor and uneducated... the reality is that yes, the actual gold farmers are poor and exploited souls.

      However the people running the show, calling the shots, and giving the farmers their marching orders, their instructions, their accounts, their scripts, etc, are all highly organized, and don't lack for intelligence or wealth or manpower.

    46. Re:How is it hard to prevent. by Jaeph · · Score: 1

      If your goal is to stop every instance of sold gold, then yes you will get around it.

      I suggest a better goal is:

      a) significantly reduce the inflation of the economy caused by the selling of gold, and
      b) reduce the amount of annoying in-game spam.

      Then I think you can succeed. (b) is simple - you let people right click on messages (mail or broadcast) to report them. GMs have wide discretion to lock accounts. It doesn't take long for a human to recognize a spam message.

      (a) is more difficult, but again if you organize the information correctly you should be able to hit the most egregious cases. Now you are left with people who are being meticulous as you suggest, but your method is very slow (months on an account, remember?), expensive (each account is an expense), and thus even if spammers move to that method their impact should be greatly reduced.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    47. Re:How is it hard to prevent. by Yakasha · · Score: 1

      Not necessarily. You can run your farming operation in isolated 'cells'. Power levelling a new account is easy and inexpensive, an organization could dump accounts that are over a few months old, or use them as spambots until blizzard terminates them.

      Also, if I conduct my transfers as sequences of 998 gold, I'm under the radar. I can write scripts and macros to break up large transfers.

      Ok. So total up the total gold amount in somebody's inbox when they open it, instead of checking on an individual message. If anything, this makes it easier to identify gold buying as there will be 20 messages each with 250g, all sent very quickly from different accounts instead of one, possibly legit, transfer.

      If after farming 100k I buy a bunch of expensive items in the AH, and email those around instead of cash, and then the recipients sell them in AH to convert them back to gold, your 'gold tracking' code is completely bypassed, and I've effectively transferred large sums of gold under the radar...better than under the radar, you are capturing AH transactions between the farmers and 'innocent victims' instead of between farmers. There will be no traceable link between the farmers accounts by simply following the money. Now you have to follow all the items around too... good luck with that.

      Horrible example. Who cares if farmers transfer money between themselves? That is not against the rules. The issue is selling gold. At some point the gold has to go to a buyer. Buyers are not going to accept an item to sell instead of gold itself. Auctioning stuff requires time and effort and luck, stuff the average buyer will not be willing to rely on when they just shelled out $100 USD.

      Plus take a look at the AH some day, your code will flag absolutely everyone selling or buying an item worth more than 1k. Thats a hell of a lot of innocent people to sort through looking for farmers.

      Nah. Don't flag mail coming from the system, just player 2 player.

      1) You haven't identified the gold sellers yet, just everybody in the game with more than 1k. There are LOTS of those. And lots of them transfer money between accounts for legit reasons.

      By identifying the buyers you have 90% of the information you need to identify the sellers, though that is secondary to getting rid of the 'illicit' gold.

      2) If the gold-farm org is using cellular organization, and retires and spins up new cells on a regular basis you'll perpetually be behind them; even if you can identify them once they start delivering gold, they'll be done with the cell before you've blacklisted them.

      Ok, use cells, use temporary accounts. All that does is make it easier to identify the buyers. Delete the gold and watch the market shrivel.

      3) You will be taking customer service calls from everyone who finds 'gold' deleted from their account, all claiming to be innocent, that it was part of a larger deal -- where you gave X to Y and now Z was paying you back for it. (This happens all the time in WoW.) And in some cases they will be innocent. Don't expect that to sit well with the community.

      Doubtful. Legit accounts don't get created and disappear after 2 months.

      The simplified 'code' was just a simple example of one method to identify a transaction. Every example you gave to 'thwart' it is easily covered by adding more checks to other variables like the age of the accounts involved in the transfer, amount and frequency of transfers, who owns the accounts, etc.

      You're never going to be 100% successful, but 80-90% is easily attainable.

    48. Re:How is it hard to prevent. by geminidomino · · Score: 1

      Ever hear of quarantining? Sometimes you have to go after the host.

      Ever hear of tweezers and a cigarette lighter? Sometimes you don't. OP carelessly used the word "only"

    49. Re:How is it hard to prevent. by geminidomino · · Score: 1

      (b) is simple - you let people right click on messages (mail or broadcast) to report them. GMs have wide discretion to lock accounts. It doesn't take long for a human to recognize a spam message.

      Oh, sweet jesus god no!
      PvP sore losers, political-flamewars in general chat, Barrens asshats...

      That misfeature would be abused worse than an anime schoolgirl at an octopus party...

    50. Re:How is it hard to prevent. by Jaeph · · Score: 1

      It's for reporting spam. Someone who abuses it loses the privilege to use it. We're talking about something that takes a GM seconds to judge here.

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    51. Re:How is it hard to prevent. by Psychochild · · Score: 2, Informative

      I'm an MMO developer, so I can speak with a bit of authority here.

      We're talking about something that takes a GM seconds to judge here.

      First, nothing takes seconds. A GM gets a report, then s/he has to look at the logs. What are the conditions under which the mail was sent? Was this a paying customer playing a stupid joke that a friend didn't get? Is this a gold farmer creating a noise to gum up the system? Is this the same idiot who keeps using the "report spam" button instead of the "delete" button, but might actually be a legitimate complaint this time? There are plenty of mundane reasons why this would take longer than "seconds".

      Second, you have no idea of the scale in the larger games. Let's say it takes 1 minute to review a complaint. All it takes is 1440 complaints to take up one GM's 8-hour workday (without breaks). That's less than 1/10th of one percent of WoW's North American playerbase, and ignores other CS issues like tech support, billing problems, etc. Realistically, each incident probably takes at least 10 minutes, so you're looking at needing 10 times the number of GMs to handle the problem. And, given the problems with gold farming in WoW, I wouldn't be surprised if they got 1500 complaints per hour about gold farming under this type of system.

      Some perspective from someone who has some experience in this area.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    52. Re:How is it hard to prevent. by Psychochild · · Score: 2, Informative

      I'm an MMO developer, and believe me, people have been working on this problem much longer than the 10 minutes it took you to think of that comment on Slashdot. If there were a solution that easy to reach, it would have been done and shared across all possible games a long time ago. Contrary to popular belief, MMO developers aren't drooling morons. Well, most aren't, anyway.

      [S]ince when has "it's hard" been a valid excuse in engineering?

      Since code sucks at determining human intent. Hell, humans have trouble telling intent, so what chance does code have?

      Examples:
      My high level character giving your low level character money because we're friends is good, because it builds a social bond in the game.
      A gold farmer's high level character giving your low level character because you bought the money is bad, because that disrupts the game.

      Exact same action, very different effect on the game world. Code has a very hard time telling the difference between these two actions.

      So, uh, yeah, it is hard.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    53. Re:How is it hard to prevent. by Anonymous Coward · · Score: 0

      golf-farmers inc

      Sounds groovy, where do I apply?

  5. Embrace them or Ban them by TibbonZero · · Score: 3, Insightful

    In making an MMORPG you've either got to decide to have an economy that can work with a worldwide populace and economy openly (Eve and Secondlife), or you really need to do something about it and close it up.
    When you think about it though, Goldfarming is simply someone forcing outsourcing of your leisure time for you. You don't want it to happen, they undercut you (as their time is nearly worthless) and they screw up the economy.
    Best of luck to them on this. Blizzard has completely failed in this aspect and their economy and absurd quests at times show it.

    --
    Tibbon
    tibbon.com
    1. Re:Embrace them or Ban them by MikeBabcock · · Score: 1

      By contrast, games like Wurm actively encourage users to simply purchase their in-game gold from their online store. Some players also sell in-game gold through forums at slightly lower rates.

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:Embrace them or Ban them by Anonymous+Custard · · Score: 1

      Blizzard hasn't failed. Gold only gets you so far in WoW. At some point you have to go into dungeons and get the untradeable drops yourself.

    3. Re:Embrace them or Ban them by Anonymous Coward · · Score: 0

      Wurm's admins must not understand "inflation". This is the REAL evil buying / selling gold does.

      Those that buy, get by... those that don't, fall behind and KEEP falling behind.

    4. Re:Embrace them or Ban them by nedlohs · · Score: 1

      Since those admins are doing the selling. And inflation means people won't be able to afford as many things with thee gold they get from in-game play and hence will have to buy stuff from them. Adding to inflation some more, and hence making buying stuff even more likely...

      I suspect they understand it just fine.

      Of course they could manage it the other way and have fixed price sellers for all items that way inflation doesn't happen - instead newbies get given whatever the best gear is the moment they join by other players with so much gold they can't use it all...

    5. Re:Embrace them or Ban them by brkello · · Score: 1

      Man, if you think Blizzard has failed, you haven't played any other MMO. Just look at the issue in FFXI, for example. Really, other than seeing a spam every now and then the economy is largely unaffected by gold farmers. You can't buy the best stuff and you can play the game just fine without purchasing gold.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:Embrace them or Ban them by Areyoukiddingme · · Score: 2, Insightful

      That would be true if Wurm was designed like most other MMOGs. It's not though. Instead of having 20 orders of magnitude in effectiveness of a character based on gear, you're lucky if there's even one. Wurm's gear advantage is very very flat in comparison to pretty much the entire rest of the world. So yes, people want good gear, but a character with gear that's half the numerical value of some other character's gear is still very effective. In terms of combat, character skill counts for much more than the difference between low gear and high gear, and the only way to get character skill is time and effort. (Naturally there's a market in buying and selling characters, but again, the character skill curve is relatively flat, though not as flat as the gear curves.)

      I like Wurm particularly because it avoids some of the amazingly stupid flaws that every other MMOG has inherited from ancient level-based designs with crazy power curves. That one simple concept introduces a remarkable number of problems, and then the designers spend years coming up with monkeypatch hacks to try to paper it over and make it ok. More games need to question that basic assumption. The results could be entertaining.

    7. Re:Embrace them or Ban them by Chris+Mattern · · Score: 1

      If there's any need to purchase gold in FFXI, I have yet to notice it, and I've been playing for years.

    8. Re:Embrace them or Ban them by Lord_Dweomer · · Score: 1
      I'd actually be shocked if gold farmers made as much on WAR as they do on WoW, even if you factor in the subscriber discrepancy. Reason being is that gold is easy to come by in WAR, and things are cheap. When a mount is 15g and you easily have more than that through casual gameplay by the time you are lvl 20, there's no real need to buy gold.

      Now power leveling is a different story. Anytime there you have a game that requires you to spend a certain minimum amount of time playing to get to a certain level of playability (for example, getting to Tier 4 with appropriate renown gear), you will have power leveling services.

      Thats why FPS don't have this problem for the most part (although I've heard rumors that such services exist for BF2142). You have access to all your gear immediately, and the only thing that determines how well you do is your actual skill and familiarity with the game, which money can't buy.

      --
      Buy Steampunk Clothing Online!
  6. Sound Theory by Anonymous Coward · · Score: 0

    If you wait 2 weeks to ban an account that's been spamming /tells and local channels, a $50 box is just a marketing expense. If you do it immediately, then it becomes unprofitable.

    1. Re:Sound Theory by MindlessAutomata · · Score: 1

      That's probably why Blizzard does that, too. More boxes bought = more money for them.

  7. How hard is it to stop spam? by Anonymous Coward · · Score: 0

    I mean, by blacklisting, rather than filtering and heuristics?

    It's just as impossible as it is to get rid of gold sellers. For every one you ban (block), a hundred more spring up overnight. Not even Blizzard has the resources to spend on making purchases to discover the IDs of these companies.

    1. Re:How hard is it to stop spam? by Retric · · Score: 1

      Every ban = new 50 bounty when the gold buyer needs to buy the game. I think you could pay people 30$ to find and ban accounts and come out ahead.

    2. Re:How hard is it to stop spam? by mmalove · · Score: 1

      Exactly. Trace the gold back, ban the account, pocket the profit. I did notice gold in warhammer is selling at prices like when wow was first released. More humorous, some of the warhammer goldsellers still advertise WOW gold sales.

      I am very glad to see mythic taking action on this issue immediately, instead of waiting for years. Obviously they couldn't code a solution in 3 days, but they're using their GMs to make a public assault on the behavior. If they maintain that sense of urgency for making the players happy, they'll nail one of the most important points that WOW let slip by.

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
  8. Inside job? by Renraku · · Score: 1

    Should be easy to ban. I don't go more than five minutes without a tell from a different person advertising gold.

    I've always wondered if gold sellers have someone working for them on the inside. Diablo 2, for example, had item sellers selling all of the best top tier items and runes approximately 3 hours after the ladder reset and everyone had to start fresh on the lader.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:Inside job? by chrome · · Score: 2, Informative

      i think you'll find thats because Diablo 2 was pretty easy to hack.

  9. Somebody parked a big truck on my series of tubes! by HTH+NE1 · · Score: 1

    "somebody parked a truck on our internet"

    That would put a big crimp in the tubes.

    --
    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  10. What is the problem? by Krater76 · · Score: 2, Insightful

    While I don't condone the buying of gold I don't really understand what the problem is. There are many reasons for purchasing gold that are completely reasonable while very few reasons otherwise.

    Let's use WoW and it's epic flying price of 5000g for example. I ground 5k gold twice, the first time on a character I never play anymore due to a server and faction change, the second time on the differently factioned replacement. The grind is boring! And it's equally boring to have to do it a second time or more. Does someone paying $200 for 5k gold to pay for their epic flyer negatively affect the me or the game? Nope.

    Also, what about people just starting in the game after others have been in for years? They have a lot of trouble catching up to their friends. Purchasing gold can help them get there faster so they can be more interested in the game. I bet mature MMOs have probably lost a lot of opportunities to get players because coming into the game now is just too late. The same argument goes for leveling services.

    Frankly, there are no downsides to gold farming unless the farmers are preventing other players from doing something, like camping mob spawns. From my experience, they have very little affect on the economy as long as gold isn't the only way to advance your character.

    Wait, the random tells are annoying. But other than that what is there? The real problem is that someone is making money 'at the expense' (used very loosely) of the game designer and that wasn't intended. But that's called capitalism. Obviously it's a service people want, so why not give it to them? I would only ban gold sellers who advertise in game or in official forums and let people play the game as they like.

    --
    "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    1. Re:What is the problem? by bigstrat2003 · · Score: 1

      Simple principle: you shouldn't cheat in online games. Buying gold is cheating, so you shouldn't be buying gold.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:What is the problem? by Anonymous Coward · · Score: 0

      "Also, what about people just starting in the game after others have been in for years? They have a lot of trouble catching up to their friends."

      Gold isn't enough to do that.

    3. Re:What is the problem? by Anonymous Coward · · Score: 0

      While I don't condone the buying of gold I don't really understand what the problem is.

      It is easy to understand, once you realize that your next sentence is entirely incorrect.

      There are many reasons for purchasing gold that are completely reasonable while very few reasons otherwise.

      There are no valid reasons - not a single one - for purchasing gold (or any other MMO currency). We who follow the rules should not have to compete against those who do not.

    4. Re:What is the problem? by crossmr · · Score: 0

      Wow... your logic is astounding...very solid..oh wait..
      where did you prove its cheating?

      Last I checked in WoW and many other MMORPGs I can trade anything for anything. I can trade a sword for gold, I can trade some armor for gold, I can trade nothing for gold.
      So why is it suddenly cheating to trade real money for gold? Because its not 'in-game'?
      Did you ever look up the stats of a weapon on a fan site, or some other information about how to build a character, do a quest, find something, etc?
      Following your logic that is cheating as well.

    5. Re:What is the problem? by LingNoi · · Score: 1

      Who says it's cheating? If your friend gives you items or gold that's cheating too by your point of view. The only difference is that there is real money involved.

    6. Re:What is the problem? by Akaihiryuu · · Score: 1, Informative

      This is the main problem that people fail to understand. The gold that is "sold" by these guys is not earned through farming, or even legitimately. In fact, the sellers don't earn it at all. It is stolen from hacked accounts. The more people buy gold, the more incentive to produce keyloggers to get people's usernames/passwords, so that they can strip their toons naked, sell everything sellable, and send all the gold off to be "sold". This harms the game, regardless of which game it is.

    7. Re:What is the problem? by bigstrat2003 · · Score: 1

      Any time you use external resources to give yourself an advantage in the game, that is cheating by definition, dude. I shouldn't have to explain this. If the game's rules don't provide for it, it isn't allowed. This isn't rocket surgery!

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    8. Re:What is the problem? by bigstrat2003 · · Score: 1

      Uh, no, it isn't. That's entirely within the scope of the game, and is provided for by the rules of the game. Cheating is when you start bringing outside resources into play.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    9. Re:What is the problem? by crossmr · · Score: 0

      So then you consider guides on character builds, maps, etc all cheating?

    10. Re:What is the problem? by bigstrat2003 · · Score: 1

      No, because all that advice could be provided through in-game means. Maps, maybe not. Those are the only iffy one. But guides are merely making a process that already can happen in-game more efficient. It's not introducing new influences into the game.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    11. Re:What is the problem? by Now.Imperfect · · Score: 1

      If I wore myself out IRL is that cheating?

    12. Re:What is the problem? by crossmr · · Score: 0

      Just like buying gold is making what can already happen in game more efficient?
      I could sit around and grind money.
      Or I could read a guide on where the most efficient place is to grind money (using an outside source)
      or I could just buy some gold (using an outside source)

      Sorry using your logic all fansites and guides should be shut down and removed as they provide an in-game advantage.

      It certainly does introduce new influences to the game as people have a tendency to move to areas that are deemed the most profitable by guides causing an over abundance of a particular loot from a particular mob, etc.

    13. Re:What is the problem? by nschubach · · Score: 2, Interesting

      I don't understand your logic. Using the in game transfer system to transfer gold you bought online is cheating. However, buying a strategy guide or a subscription to a website with tons of data is perfectly alright? The data you pay for in the strategy guide or map site is all composed by someone in the real world. Gold is composed by someone in the real world. Sharing it with someone for a fee or not is the same in both situations.

      I don't like gold farmers as much as the next guy (it makes it hard to get honest things on the auction houses unless you farm yourself or pay for gold since it drives prices through the roof) but the only ways I know of to get rid of them is to not have auction houses and trading -or- make the game easier so people don't feel like they need to buy money to catch up. While I personally wouldn't care about losing auctions/trading, I know a lot of people that would bitch and moan about that loss of mechanic. I preferred the old barter days of the commons tunnel in EQ personally. Auction houses are a horrible way to promote farmers since they have a one point source of trading supported by the game.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    14. Re:What is the problem? by Anonymous Coward · · Score: 2, Insightful

      The problem, regardless of what Blizzard may say, is that it has the potential to reduce income for Blizzard. If I pay $15 per month to play the game and then pay a goldfarmer a few hundred more so that I can instantly have access to all the nifty junk I want I can play for a few months and then perhaps get bored and cancel my account.
      Blizzard wants me to put in the hours/weeks/months for each and every item I want so that I have a reason to log in and play so that I keep paying that $15 month after month. If I have a job/other interests I might have to play for a year to get the items I could pay a goldfarmer for my first week. It's just bad business for Blizzard to allow that.

    15. Re:What is the problem? by TheLink · · Score: 1

      Money laundering?

      I think many game companies will want to try to avoid the extra regulation that comes when you start allowing things that make the "real world" illegal stuff easier.

      --
    16. Re:What is the problem? by Anonymous Coward · · Score: 0

      Gold farmers cause a downward spiral in game economies. Gold farmers increase the amount of currency available in a game which drives prices up. This increase in price pushes players who prefer to trade for their items into farming for more gold themselves, adding to inflation. Without the gold farmers this inflation issue would slow down dramatically and make the game more enjoyable to the average player.

      If only someone would create a game that had controlled release of currency into the economy along with banning those gold buyers and sellers.

    17. Re:What is the problem? by tbannist · · Score: 1

      The reasons are pretty simple, gold sellers and gold farmers make the game less fun for everyone else so that they can make a buck.

      Whether it's the mobs that are instantly tagged and killed, the materials that sell for next to nothing on the auction hall, the jerk that sits there yelling "Ch3ap G0ld N0W", the asshole who's uploading trogan horse programs to MMO related web sites to hack your account, or the simply the fact that you bought your way out of the fun of the game, it's just less fun when gold farmers are involved.

      --
      Fanatically anti-fanatical
    18. Re:What is the problem? by Chris+Burke · · Score: 2, Insightful

      I don't understand your logic. Using the in game transfer system to transfer gold you bought online is cheating. However, buying a strategy guide or a subscription to a website with tons of data is perfectly alright? The data you pay for in the strategy guide or map site is all composed by someone in the real world. Gold is composed by someone in the real world. Sharing it with someone for a fee or not is the same in both situations.

      It's the difference between gaining knowledge to help you in the game, and bypassing the game itself. You could view the effort required to gain knowledge solely through game play as 'part of the game' but it's really the meta game, while earning gold is a literal part of the game itself and buying gold is bypassing that part of the game.

      Think of it like this: You could try to learn all chess strategy for the first few moves simply by playing chess. Or you could acquire a book of opening moves. A book of opening moves isn't cheating. Moving all the pieces into your preferred opening configuration is.

      That's the difference.

      --

      The enemies of Democracy are
    19. Re:What is the problem? by Krater76 · · Score: 1

      Hacked accounts are a different problem that is perfectly solvable if MMOs gave the user options that didn't involve just a password. Off the top of my head I can think of multiple ways to prevent this or ways to recover from these breaches very quickly. Not like WoW which seems to have no infrastructure for this and takes days to fix.

      But I agree hacked accounts are a problem, but the MMO owns the 1s and 0s so there's no reason to not be able to track down who has the gold and get it back.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    20. Re:What is the problem? by Krater76 · · Score: 1

      ...or the simply the fact that you bought your way out of the fun of the game

      I'm sure that a lot of people consider grinding for hours or days to be serious 'fun'.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    21. Re:What is the problem? by tbannist · · Score: 1

      That's a game design issue but, believe me, it's more fun than buying gold and then having nothing to do.

      --
      Fanatically anti-fanatical
    22. Re:What is the problem? by Krater76 · · Score: 1

      That's a game design issue but, believe me, it's more fun than buying gold and then having nothing to do.

      I think many would argue that doing something you don't enjoy is worse than having nothing to do.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    23. Re:What is the problem? by geekoid · · Score: 1

      Except you can get help online that basically walks you through the game, hell in WoW you can do a level an hour with some walk through.

      Thus bypassing much of the game.

      "while earning gold is a literal part of the game itself and buying gold is bypassing that part of the game"

      Yeah, bypassing the sucky part.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    24. Re:What is the problem? by brkello · · Score: 1

      Not that I would defend gold farmers but you are missing the GP's point. He is saying that if it doesn't harm others, than it isn't a problem. It is just like cheating in a single player game. If it has no effect on you, why should you care?

      --
      Support a great indie game: http://www.abaddon360.com
    25. Re:What is the problem? by bigstrat2003 · · Score: 1

      Er... I care on principle. I don't refuse to play games with someone who cheats at them because it affects me (it doesn't, unless you're playing for any sort of stakes, which I don't), I do it because I despise cheating for its own sake. If everyone wants to cheat, great, then everyone can cheat. As long as even one person doesn't want to cheat, then there should be no cheating (of course, the one person may find that his gaming is lonely once all his buddies game without him so that they can cheat, but that's his call).

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    26. Re:What is the problem? by Chris+Burke · · Score: 1

      Thus bypassing much of the game.

      A walkthrough isn't bypassing any of the game -- it's playing the game in an efficient manner. Playing well due to outside coaching is not the same as not playing at all because you cheated and skipped part of the game.

      Yeah, bypassing the sucky part.

      Can't argue with that, but nevertheless it's still clearly cheating.

      I've never understood the mentality where you're playing a game that's loaded with aspects that are boring as hell to you, so not only do you continue to pay the game makers money for this monotonous game, you also pay somebody else to basically play the game for you. Seems to me that a much better idea is to find a game better suited to your tastes. I'm using the rhetorical "you" here of course.

      --

      The enemies of Democracy are
    27. Re:What is the problem? by tbannist · · Score: 1

      Frankly, if you don't enjoy the time you spend grinding, stop playing the game. MMOs are nothing but grinding.

      --
      Fanatically anti-fanatical
    28. Re:What is the problem? by MWojcik · · Score: 1

      Does someone paying $200 for 5k gold to pay for their epic flyer negatively affect the me or the game? Nope.

      If the gold comes from your hacked account or is "washed" through your hacked account it quite likely will affect your game.

      I didn't see a single bot for a very long time, yet the gold (and the stories of hacked accounts left with no money is items) are flowing.

    29. Re:What is the problem? by Anonymous Coward · · Score: 0

      The Problem: Many people (myself included) don't like being spammed every couple of minutes of playtime with their gold selling nonsense. If someone wants to go buy gold, whatever, but I don't need to be bombarded by even more advertising, thanks.

  11. Getting rid of the Gold-Sellers? by Anonymous Coward · · Score: 0

    ... C'mon, where's the 'Good luck with that' tag?

    Seriously people, as long as one guy can setup an account and make enough money to pay for the signup fee & a little time by selling gold, etc. they will keep doing it, no matter how hard you ban. You have to catch and kick them

    Or you can actually address the root problems
    1. Your game is so stupidly simple that a crap-tastic script can effectively 'farm' the gold to start with.

    2. You end up with some guy who has 5 maxxed characters, and quits playing, and decides to try and recoup at least a little of the time/money spent playing, so he sells off his uber accounts.

    The economy of MMORPG's become much more ruined simply through poorly balanced character advancement: a top level character can make hundreds of times more in gold per hour than a low-level one. Once you hit a point in the game where there are a lot of high level players, the economy is going to go into the shitter anyhow, especially once everybody at the end-game already HAS everything, and don't mind passing over loot or just giving the gold away.

  12. The launch was great by Anonymous Coward · · Score: 0

    Except for in Australia and NZ where there was a DVD duplication error. That was slightly frustrating but after that, it was worth waiting for the patch

  13. No business for WAR Gold by Token_Internet_Girl · · Score: 1

    While I'm glad the spammers are being banned immediately, in all honesty they don't really have a market in Warhammer at the moment. The only mount is gained at level 20, it costs 20 gold, and its very easy to come across that amount of money before level 20. After that, you could spend gold on professions and purples, but there again mats for professions and purples are also fairly common right now. There's just no need for a large gold purchase.

    --
    Sure baby, I'll give you my phone number...in Hex
  14. Inflation by PrimalChrome · · Score: 1

    While I do agree with you, having bought gold/characters/items in at least three MMOs that I've played, gold sellers do create an issue for both players and the parent company. Inflation. That 5k gold you ground for your Minotaur Axe would have only cost about 2k gold if it were not so readily accessible on a website.

  15. overly public bans by Danny+Rathjens · · Score: 1

    Based on the blog posts they don't even have a way for people to easily report gold spammers yet. That is pretty lame. It should be quite easy to add a right-click menu option for reporting/ignoring them as many other games have. That - and the in game messages spamming people to announce every time they ban a goldseller - makes it seem like a bit of a PR stunt.

    What I think would be cool is to implement a reporting system like the above and the offenders will be silenced from sending global messages after a certain number of people report them. That way you don't have to wait the several hours for the GMs allegedly dedicated to banning these folks to take action.

    1. Re:overly public bans by Anonymous Coward · · Score: 0

      Ideally there goal should not be a half arsed implementation like blizzards right click and report. The goal should be that the players don't need to report gold sellers as the GM's are banning them as quickly as they appear.

      It is pretty sad world when people have been brainwashed into thinking it is lame that the company is not putting the responsibility onto the players.

    2. Re:overly public bans by LingNoi · · Score: 1

      because whole guilds wouldn't exploit that now would they...

    3. Re:overly public bans by thesandtiger · · Score: 2, Insightful

      "What I think would be cool is to implement a reporting system like the above and the offenders will be silenced from sending global messages after a certain number of people report them."

      Bad idea. Large groups of people will grief regular players by mass reporting them.

      What would be better is to design the game in such a way that people don't want to buy gold, they'd rather play.

      Personally, I think a game like WoW would be MUCH better off if they simply allowed gold to be irrelevant - make it so all the stuff people really, really want to get (better equipment, faster mounts) is obtainable only through play. Instead of a fast flying mount costing 5k gold, make it require an incredibly challenging quest line. Instead of making skills/spells cost money, give them to the character when they hit the appropriate level and then make it so they have to use them to become fully effective (kind of like the way WoW's weapon skills work now, except a bit quicker). Gold should *purely* be seen as a way of getting stuff from NPC's like food, or paying rent on housing (housing that is initially earned through quests) and so on.

      If I want to worry about money, I'll just deal with real life. I play MMO's to escape from that kind of thing and enjoy myself.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    4. Re:overly public bans by nschubach · · Score: 1

      Yet another reason why guilds are the downfall of the MMO. I could go on for pages on how guilds destroy socialization, trading, zone balance, quest balance, balance in general... but I'll just take the mod point hits for saying that guilds are the unions of modern day America. A lot of people looking for a easy ride who don't understand that they are only hurting themselves and making some power hungry cock sucker even more powerful.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  16. Liability is the problem. by Cyno01 · · Score: 1

    The problem with a company allowing RW gold sales is that suddently theyve suddently attached a real monetary value to a virtual item and opened themselves up to countless liabilities.

    Say they alow gold selling, sudently all the items in your inventory are worth possibly thousands of dollars. Then what happens if your account gets hacked, or theres a server crash or something. What are you going to do? Sue the company for the value of your virtual items.

    It is much easier for the companies to say, gold selling is not allowed, gold and items have no official RW value and you will be banned for buying or selling, than to deal with the headache of being responsible for possibly millions of dollars worth of virtual items on their servers.

    --
    "Sic Semper Tyrannosaurus Rex."
    1. Re:Liability is the problem. by Anonymous Coward · · Score: 0

      The problem with a person being able to post without checking their spelling is that they come off sounding like a dumbass.

      For example;

      The polbem with a prson being able to past without cecking there speling is that the come off souning like a dumass.

    2. Re:Liability is the problem. by shermo · · Score: 1

      WoW trading cards are blurring this line already. You spend real money to buy the trading cards, then sell a code from the trading cards to someone in game for gold.

      I had a rather lengthy discussion with a GM about this topic, after I reported someone for the 500th time for selling a code.

      I'm still unconvinced, and I still waste GM time reporting people for it.

      --
      Insanity: voting in the same two parties over and over again and expecting different results
    3. Re:Liability is the problem. by lightblade · · Score: 1

      That's what the EULA is for...most MMOs state that either ingame items are property of the company or have no cash value or both. If someone tries to sue them due to data loss they can just turn around and point to the EULA. The customer agrees to it when they install (or every time they play in some cases). If they have a problem with it then they shouldn't have clicked the 'accept' button.

    4. Re:Liability is the problem. by spire3661 · · Score: 1

      Those items never confer in game advantages though. They are simply vanity items.

      --
      Good-bye
    5. Re:Liability is the problem. by shermo · · Score: 1

      What on earth does that have to do with it?

      --
      Insanity: voting in the same two parties over and over again and expecting different results
  17. The real problem... by Anonymous Coward · · Score: 0

    ... with in game currency and real money transactions is that the farmer doesn't obtain gold from other players, but rather triggering money-making actions forcing the server to generate more money. When you have a market for that you'll have thousands of characters exclusively dedicated to generate more money. It causes inflation.

    1. Re:The real problem... by Ravenscall · · Score: 1

      but rather triggering money-making actions forcing the server to generate more money. When you have a market for that you'll have thousands of characters exclusively dedicated to generate more money. It causes inflation.

      So kind of like what Wall Street has been doing lately. Gold Farmer economics?

      --
      You say you want a revolution....
  18. Nice work if I can get it. by mbstone · · Score: 1

    I need a gig. Can I be on your strike team? How much does it pay? I don't have to move to Ohio, do I?

  19. WAR: Taint Of The Half Arse by Moraelin · · Score: 3, Informative

    Well, I've played it for a couple of days, since I'm bored to tears with WoW by now. It's certainly not a horrible game, and there isn's even much "bad" about it, but it's certainly not half as polished as WoW. There's probably some gem in there, but unfortunately nobody tried much to separate it from the rock, much less give it a shine. In other words, it's yet another half-arsed, me-too attempt at milking the MMO market.

    In fact, probably the best thing that can be said about it, is that it copied WoW shamelessly. It's a good thing, really. WoW did figure out the righ gameplay by now. And yes, I really mean clone. E.g., Witch Elves and Witch Hunters work _exactly_ like WoW Rogues. They build up combo points, then spend them on finisher moves. In fact, they may even be renamed "bloodlust points" and "accusation points" respectively, but at least one tooltip still calls them "combo points." E.g., Ironbreakers (dwarf tanks) work almost exactly like WoW warriors, with 0 to 100 "grudge points" that build up as you hit or are hit. Are you thinking "rage points" too, Pinky? Only dumbly enough, they didn't understand the role of that mechanic on WoW, like the difference between burst damage and sustained damage, so as a warrior you're _also_ stuck with a mana bar. Etc.

    The downside isn't that it's a clone, that it's yet another half-arsed, shove-me-out-the-door-patch-me-later clone.

    To understand what I'm talking about, just look at the web site. Two days after release, it was still talking about preordering, and it was telling me things like that I don't need to register my preorder code again. When in fact, I was registering the game key for the first time. They didn't even bother updating the web site. Now I'm certainly not playing the web site, so it's not a vital issue, but it serves to illustrate the half-arsed attitude I was talking about. Rest assured that it's reflected in the actual game too.

    Ok, to the game itself. The first thing that happens, is that promptly at the list of servers the game informs me that server X needs more players. Do I accept? Well, ok. Good thing I decide to double-check that choice, because it turns out to be an open PvP server. (Ok, ok, RvR.) Normally the game seems to ask, basically, "do you really want that?" when you choose such a server. But IIRC if I'm goaded via such a dialog, it didn't. Though maybe that was still one step too early, because when I see "Open RvR", I'm out of there. Way to make friends with your potential customers by trying to shaft them out of choosing a type of server they like.

    I pick a new server and start by creating a character. As it happens, on the Destruction side. I play with it for a bit, and, being the altaholic that I am, figure out I'll see if there's an equivalent on the Order side. I need to go to another server for that, though, and honestly I have no problem with that. I like to keep my characters sorted like that anyway.

    Again comes a dialog asking me to join realm Y, 'cause it needs more players. I'm weary, but say "OK." Immediately comes a prompt saying that the realm is full and I'd face queues if I play there. What. The. Fuck? It just told me they need more players on a full server?

    Ok, I pick another one, toy with character creation for a bit, want to go back to my first one on the other server. But, as it happens, the server names say nothing to me (I'm not a tabletop buff or anything), so I forgot its name. But that's ok, because it has a column in the server list which says how many characters you have on a server. And an option to sort by it. So finding the server should be a two second affair, right? Wrong, because it's non-functional and says 0 for all servers.

    After a brief scare that it lost my character, I resolve to do it by brute force and perseverence, by joining and leaving each bloody server in the list, until one has my character in the list. Yep, that's some time lost just because they can't even finish the very first list you'll see, before they release the game. The impressio

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:WAR: Taint Of The Half Arse by loutr · · Score: 1

      First, it's not fair comparing WoW to WAR on technical grounds, as Blizzard had several years to get rid of the bugs and get to a polished game. And I haven't come across any show-stopper bug yet.

      on WoW you can right-click right through your char or through the chat, to, for example, loot a foe you just killed. Here you can't.

      I think I saw an option for this in the options (duh) panel.

      About the gameplay : I rolled a warrior-priest and I love it. Very refreshing after years of whack-a-mole healing in WoW. The synergy between your healing spells and physical attacks is very well done.

      Anyway, I don't agree with most of your gripes. And about the pvp related ones : WTF ? It's been heavily advertised as a PVP-oriented game, and you're trying to avoid PVP by all means ? I don't get it. Whereas in WoW my squishy holy priest got raped continuously by rogues and the like, here I happily engage in PVP and am having a blast.

      Only problem for me : performance. On my C2D E8400/GF8800GT/3GB RAM (WinXP) the engine crawls when there are too much characters on screen, even on "max performance" settings. A friend of mine has the same problem with the same setup, but with a quad core instead of the E8400. I hope it will be fixed soon, cause I'd love to get rid of WoW and its endless farming and still get my MMO fix.

    2. Re:WAR: Taint Of The Half Arse by Moraelin · · Score: 1, Interesting

      First, it's not fair comparing WoW to WAR on technical grounds, as Blizzard had several years to get rid of the bugs and get to a polished game.

      As a consumer, sadly, I don't give a flying fuck about what their excuse is. They both cost the same, they both are the same kind of product, so it's very fair to ask, "which of them gives me more bang for my buck?" If WoW is the more fun one (for my subjective tastes), then that's that, really.

      I mean, if I opened a restaurant and started serving (quite literally) shit, you probably wouldn't be interested in how unfair it is to compare me to those guys across the street who've had years to perfect their recipes. Either you like the food, or you don't. If it's not as good as what those guys across the street serve, then good for them, their win, my loss.

      And I haven't come across any show-stopper bug yet.

      Well, depends on what you call "show stopper". None of them uninstalled my Windows, so I guess none was really a show stopper.

      How about, though:

      - logging me out to get me unstuck. Getting stuck seems kind of a theme in this game. I got stuck in doors (you only need to run against a door in lag, really), stumps, and only Sigmar knows what else. Dunno, getting logged out is _kinda_ close to a show-stopper to me.

      - falling through the stairs at the freaking first inn as an Imperial, falling through the floor (and to my death) in the dwarves' starting area, etc. It seems as if entirely too much is left to the client. When i get low frame rates (and you mentioned performance yourself), wham, collision detection gets funky too. Though on the bright side, sometimes it works to my advantage: I've passed through walls like that, and spared me the time and effort of a detour.

      - as I was mentioning, how about freaking changing a server from Core to Open PvP without giving me any chance to move that char? Not a "bug" as such, but that was the end of the show for that char anyway, right there and then. It's as close to "show stopper" as you can get without deleting it from the database. Quite annoying, at any rate.

      I think I saw an option for this in the options (duh) panel

      What you think is interesting, of course. But if there is an option, it must be freaking well hidden. I did look for it first.

      Anyway, I don't agree with most of your gripes. And about the pvp related ones : WTF ? It's been heavily advertised as a PVP-oriented game, and you're trying to avoid PVP by all means ? I don't get it.

      I was under the impression that it's not mandatory, or I would have saved my money indeed.

      Whereas in WoW my squishy holy priest got raped continuously by rogues and the like, here I happily engage in PVP and am having a blast.

      Well, I'm happy for you. I certainly don't have any reason to wish you don't have a blast or anything.

      But it's not _my_ kind of thing. Some guy at Mythic (or maybe EA) deciding it's ok to trick me into PvP when I don't want to, just because he thinks I might like it anyway... well, is on par with deciding to rape a woman, just to show her how fun sex is. Let _me_ decide in which activities I want to take part. If PvP is supposed to be purely optional, then leave it at just that: purely optional.

      At any rate, if that's the kind of attitude I can continue to expect from Mythic, please do tell me. Then I can cancel my account and spare my money, and you don't have to read my PvP-related whines any more. Sounds like win-win to me ;)

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:WAR: Taint Of The Half Arse by loutr · · Score: 1

      I mean, if I opened a restaurant and started serving (quite literally) shit, you probably wouldn't be interested in how unfair it is to compare me to those guys across the street who've had years to perfect their recipes. Either you like the food, or you don't. If it's not as good as what those guys across the street serve, then good for them, their win, my loss.

      Problem is, I *want* to like it. I'm really fed up with WoW, and WotLK doesn't seem to bring anything new to healing priests, so I was looking for a new MMO, and WAR is the first one to really get me excited. So I'm ready to give them their chance, and eat a bit of the shit (ie bad performances mostly) they're feeding me hoping that it will get better, so that in the long term I don't have to go for the millionth time to the restaurant across the street :)

      I didn't encountered all the bugs you mentionned, I guess I would have a far worse opinion of the game if I had encountered them. Now that I think about it, the game indeed crashed on me (falling through the ground to an empty map, then "Loading zone #637" then crash), but only once in maybe 20 hours of playtime or so.

      As for the PVP flagging thing, I was happy to enter a PVP zone each time so I never considered it an issue, but I can understand your problem with it. Anyway, what struck me is that in your original post you didn't mention a single thing you enjoyed in WAR, so I guess that indeed you'd better cancel your account and spare your money ;)

    4. Re:WAR: Taint Of The Half Arse by Moraelin · · Score: 1

      Well, I want to like it too, for much the same reasons. It just doesn't give me all that much to go by, other than, "well, at least technically it's not WoW." :P

      As for the bugs, I _think_ they're performance related. I played it on two computers, a high end one, and a rather ancient box. That on the latter it's a slideshow, is pretty much expected. But what's interesting is that also on the lame box going through walls or half-way through doors seems to happen a lot more. It's as if, when texture swap hits, and my character moves in 1 yard increments (because I get 2-3 frames per second at the time), that's when it'll go right through the stairs or right through a wall. It's weird.

      (Unfortunately, the high end one got a fried motherboard over the weekend, so I'm stuck for the moment with this hastily repurposed box where the weird stuff happens.)

      As for good stuff, well, there are _some_ things I liked, but have you seen the size of that message? So I figure, everyone and their grandma tells you what you should like about a game. Reviews pretty much compete to tell you the good half of the story. So I figure, wth, let me be the guy who says the other half. Then people can put the two together on their own.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    5. Re:WAR: Taint Of The Half Arse by Anonymous Coward · · Score: 0

      In fact, probably the best thing that can be said about it, is that it copied WoW shamelessly.

      WoW copied EQ (which copied Diku MUD) game mechanics shamelessly. Warcraft (1995) copied Warhammer (1983) look and feel shamelessly.

      I play with it for a bit, and, being the altaholic that I am, figure out I'll see if there's an equivalent on the Order side. I need to go to another server for that, though, and honestly I have no problem with that.

      When I played WoW this is exactly how it worked.

      But that's ok, because it has a column in the server list which says how many characters you have on a server. And an option to sort by it. So finding the server should be a two second affair, right? Wrong, because it's non-functional and says 0 for all servers.

      This appears to a complete falsehood. The feature works correctly for me.

      Next day is Saturday and I wake up fresh and ready to resume my career, except the server I was on is down, together with two other European servers. It wasn't announced maintenance or anything, and unlike Blizzard they can't be arsed to put such announcements on the game's first screen.

      I think you need to review how the WoW launch went. Also the login screen has been telling what is down, why, and ETA for weeks.

      Essentially the first batch of quests, including the first enemies you have to fight, happen inside a 20ft by 20ft square. That's right, there are enemies less than 10ft from where you start. When you've finished them and are ready to move to the next group of quest givers, you're sent a whole... 100 ft away to meet them. It's so cramped that it made me feel claustrophobic, and that's not an easy thing to achieve.

      If it weren't packed you'd be complaining that with the huge influx of people there wasn't enough to kill.

      Another thing that makes me... wonder, is that, for example, on the Empire side I progressed to chapter _three_ already in the WoW space equivalent of running from Anvilmar (the dwarven newbie area) to Karanos. Actually, maybe a little less than that. Do they have some 50 chapters, or is the game world that small?

      I don't understand. Are you complaining that you don't waste time running places? Space is good but only if used. What's the point of making newbs run long distances? Do you think the flight masters teleporting you is bad to? I commute to work I have no urge to commute in game.

      Eventually the old server is up, and... What. The. Bloody. Fuck? It had been turned into an Open PvP server. (Ok, ok, RvR.) Just like that. Without asking, without giving a fuck about people already playing there, without even an offer to move my characters somewhere else.

      Again this is a false hood. It's a PEBKAC. The user picked the wrong server.

      And I discover an old WoW bug, like I had found an old friend again. Lag at times is horrible.

      This just in: The internet has lag!

      At any rate, there is no special marking, no swirly red portal, no "here be PvP" sign, no special marking even on the map. It's just still the same road I'm running along. And suddenly comes a message in the centre of my screen that I entered an open RvR area, and will be flagged for RvR in 6 seconds. Five. Four. Three. Two. One. Flagged RvR.

      Now the six seconds warning is stupidly tight anyway,

      This is an outright lie. The areas are clearly marked on the map. The timer is 10 seconds. More than sufficient to turn around and take 3 steps back to cancel it.

    6. Re:WAR: Taint Of The Half Arse by MeanderingMind · · Score: 1

      You're telling someone their experience is wrong. Simply put, that's silly.

      If your experience is different that's a fair point to make. If you feel certain complaints are unrepresentative that's a fair point to make. Rather than making fair points, you categorically refused to add anything of worth to the conversation.

      From other anecdotes in the thread WAR sounds like a good enough game that you shouldn't need to resort to such a pithy set of retorts for its defense.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    7. Re:WAR: Taint Of The Half Arse by Moraelin · · Score: 1

      When I played WoW this is exactly how it worked.

      Only on PvP servers. But since I already said I have no problem with keeping factions on separate servers, that's a moot point anyway. That was just the intro to the real problem in the next paragraph. I wasn't accusing them of anything... yet.

      This appears to a complete falsehood. The feature works correctly for me.

      I'm looking at it right now, and it shows zero. Even on a server packed with some 8 characters of mine. And even after yet another patch which doesn't tell me what it changed. Maybe it's an EU servers feature, maybe it doesn't like my computer or firewall, or God knows what else. I wouldn't know. But it shows zero from top to bottom. Trust me, I can read digits. If it's got two loops, it's an 8, if it's just one big loop, it's a 0. I have 0 from top to bottom in that list.

      I think you need to review how the WoW launch went. Also the login screen has been telling what is down, why, and ETA for weeks.

      _My_ login screen shows just a bullshit motivational text, about how great a game they promised to make and how they hope we'll enjoy the game as much as they enjoyed making it. Nothing more. Again, maybe they just work differently for the EU versions. Maybe someone forgot to copy over the MOTD. I wouldn't know. But I do know that I see nothing else. Not even what the feck did the last patch change. Just a bullshit pep-talk text.

      If it weren't packed you'd be complaining that with the huge influx of people there wasn't enough to kill.

      You _can_ make it a bit larger. I know fanboys have problems with logic, so I'll try to make it simple for you: large != empty. An area doesn't have to be cramped and tiny, to have stuff to kill in it.

      In fact, here's a fun piece of elementary arithmentic: if you can have 10 enemies in a 20x20 ft area, at the same density you can have 250 enemies in a 100x100 ft area. It's even better for dealing with large influxes of people, isn't it? Yay for logic ;)

      Or you can even have the same 10, if the player isn't too lazy to run 10 ft or so between kills. If those 10 are enough for the number of people, they're enough in the larger area too.

      I don't understand. Are you complaining that you don't waste time running places? Space is good but only if used. What's the point of making newbs run long distances? Do you think the flight masters teleporting you is bad to? I commute to work I have no urge to commute in game.

      There are nuances, you know. No, I don't have anything against teleports. But, no, I don't think a MMO is supposed to be a fucking shooting gallery either, where you can stay near the quest giver and shoot all the enemies needed for two quests. A bit of space for exploration, or just to not step on each other's toes, is good. For me, anyway.

      I'm not even asking to run for miles. But it would be nice to have a little bit to explore too.

      Again this is a false hood. It's a PEBKAC. The user picked the wrong server.

      Even assuming it were like that (but it wasn't, because that's the first thing I explicitly look for, when joining a server), then the game repeatedly failed to warn me that that's a PvP server. Or maybe their list was messed up again. Then the next day, wham, big dialog box informing me that it's an open RvR server, and asking if I really want to join it. I'm pretty damn sure that, having been in and out of that server half a dozen times before, I would have fucking noticed such a dialog.

      You know, "oops, what's this big square thing blocking the centre of my screen? Can't quite select my chars because they're behind it." ;) It's hard to fail to notice a warning like that even once. Miss it half a dozen times? Heh. Dream on.

      _Something_ had been messed up there. If you're tellin

      --
      A polar bear is a cartesian bear after a coordinate transform.
    8. Re:WAR: Taint Of The Half Arse by Anonymous Coward · · Score: 0

      Yes. Yes I am. If he can say foo and not be questioned then I don't see how I can say !foo and be questioned.

      Some of what the OP says are out right lies. I have a right to call them on it.

    9. Re:WAR: Taint Of The Half Arse by Anonymous Coward · · Score: 0

      Or how the fuck do you know with such certainty as to repeatedly accuse me of lying?

      Because while you claim a 0 is an 8 both servers I have characters on accurately show the number of characters. Your statement directly contradicts my experience with the game. Thus I have resonable basis for calling you a liar.

      PvP sections: On my map they are clearly marked. Also the counter is 10 seconds and has been that much every time I've entered one. Your statement directly contradicts my experience with the game. Thus I have a reasonable basis for calling you a liar.

      I'm amused at being called a fanboi. I assumed you were the fanboi ripping on the competition since things you claim are blatantly false. If, as you say, you have a right to post the flip side I too have a right to post the flip side to your flip side.

    10. Re:WAR: Taint Of The Half Arse by Dragoness+Eclectic · · Score: 1

      I keep hearing 'EU servers' here, and to me that says GOA, who were pretty notorious among DAOC EU-players for bad customer service and *patches that lagged behind the U.S. version for months*.

      *speculation* You may well be not seeing the same interface as the U.S. players.

      Myself, I have no idea. I'm still playing DAOC, and am *definitely*, definitely doing a 'wait-and-see' before investing in another Mythic game.

      --
      ---dragoness
    11. Re:WAR: Taint Of The Half Arse by Moraelin · · Score: 1

      Well, TBH I'm starting to suspect the same thing, seeing that some users swear that their server list is working. That's just about the only obvious difference that comes to mind.

      Also the fact that their web site was still talking about preordering and beta access, would kinda make that conjecture easier to believe. It could be that we're still basically playing a beta down here.

      To be entirely fair, though, it's not only GOA. There are quite a few companies that treat the European market like a pariah, and I can't really figure out why.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    12. Re:WAR: Taint Of The Half Arse by Anonymous Coward · · Score: 0

      QQ more noob?

      Go back to WoW...

  20. You're right about the spamming/sales distinction by Rix · · Score: 1

    The smart thing to do, though, would be to leave the farmers themselves alone, but infiltrate and watch the money trail.

    When the gold reaches the end customer, just take it away.

  21. Lies, lies and damn lies by A+beautiful+mind · · Score: 1
    From TFA:

    Mythic's claim is that Warhammer Online represents "the smoothest MMO launch to date." How do you back that up tangibly?

    Hah, what a huge lie. Warhammer Europe launch was quite bad, for example compared to the LOTRO launch a year earlier. It is also obvious they shipped the game too early - because it lacks a lot of polish. There are a lot of obvious bugs that I've encountered in the first 10 or so minutes:

    - The registration process for online downloads is convulted
    - The game forces you to accept the EULA at every launch
    - There is a cinematic button in the main menu that does nothing
    - For online downoad guys we still have to use the beta client and while the FAQ states that it should work (and it does), this is still lack of attention to detail
    - Every time you get a tome entry in game, there is a popup saying that you've learned about such and such. You can click on it and it displays the knowledge article. But in the tome of knowledge there is also a "new things" page. It doesn't take off entries you've viewed with any other method except through that page - so the "new things" indicator keeps flashing. Obvious bug.
    - Stability problems: OK, this is the first week when they are live and they've got serious traffic. However there is no excuse for the desync - the client side getting confused without there being a mechanism to handle it, either by disconnection or just by not getting desynced in the first place. The patcher and the server list has been down a lot aswell.
    - Optimization problems: I've got a high end pc, but the game is so slow that I had to go back to medium settings. But even on high, the game is kind of ugly. For comparison LOTRO has much better textures and effects while managing to put less strain on my pc.
    - Lots of small interface and game bugs.

    Now, I remember the slashdot article back from last december that said they delayed releasing the game, but by what I'm seeing they should have spent another year working on it.

    --
    It takes a man to suffer ignorance and smile
    Be yourself no matter what they say
  22. I like it by argStyopa · · Score: 1

    I saw the popup about someone being punished by the king or something, and later another about someone and was like "WTF?".

    My initial response was that this was probably futile, but these guys are annoying to the extent that they interfere with other peoples' experience by their invasive spamming. They have to spam in-game to advertise, so I guess it's not impossible for the dev's to keep on them, esp if they implement some sort of 'reporting' function like Blizzard has for inappropriate spam comments. Report - check by dev - if it's a spam ad, that account is banned. Done.

    I would guess that for the guys who are running gold-selling sites without ingame spam, who cares? I mean, that's pretty much outside the game, and it's both a source of revenue for the developers as well as a fertile field for the developers to see and analyze bot tech in their games.

    --
    -Styopa
    1. Re:I like it by T.E.D. · · Score: 1

      I got one too. I've never actually seen anyone spamming for gold though.

      I'm not even sure why you would want to buy gold in WAR. The only thing I've ever found that I would have liked to do but couldn't do due to lack of player funds was redye (color) my entire outfit. Hardly a real hardship, as that stuff is just going to get replaced by better gear 20 minutes later anyway...

  23. this seems like the war on drugs by suzerain · · Score: 1

    This MMORPG war on gold farming just seems to me like the USA's ridiculous War on Drugs. It seems to me that these things are true:

    1. People apparently want to buy gold.
    2. People apparently want to sell gold.

    My point is, from an observational standpoint, those two things appear to be facts. Therefore, fighting this is going to consume lots of time and resources (the game makers admit to having a "strike team" specifically for this purpose, which I assume costs them money), and at the end of the day, strike team or not, I doubt that gold farming can ever be stopped if there's enough will among the community.

    So, I don't know...I don't understand why they don't just design the game so that gold farming can be a part of the game and skim money off the top? Certainly, real life is organized this way; some people want to do grunt work and sell the results of their labor, and some people are busy with other stuff and want to play the more "fun" parts of the game in the limited time they have available to play. Design the game so that people can excel at tasks with or without the gold, and set up a central store where people can sell stuff all they want.

    --
    gameDB
  24. It's not real-life by phorm · · Score: 1

    Because it's a game, and there are controls that can be implemented that differ from real-life. That being so, there's supposed to be a certain balance to things so that most players can enjoy the game equally, as opposed to having the richest players able to skip ahead by paying out some gold farmer for enough to buy a +10000000 damage "axe of newb slaying" right off the bat.

  25. I'd like to see... by skinfaxi · · Score: 1
    * Rewards for turning in spammers. Spurious spam reports result in your reporting privilege being taken away. Legitimate reports get you special titles or other rewards.

    * Spammers 'toons tarred & feathered and hung in the market square. Fun for all, bring the kids and a picnic!

  26. I got one of those by T.E.D. · · Score: 2, Interesting

    I was playing last night and got one of those messages. I wish I'd written it down now, but it was something along the lines of "Emperor Frobozz has banished Ruetard for activies against the empire". I was playing my empire ("good" human) priest at the time.

    I figured it *probably* meant they had just booted a gold-farmer, but it was kinda hard to be sure from the message.

    Its kind of cool to see that, but they did it rather annoyingly. They didn't put the message in the chat window, and didn't have it come up as big text on your play window either. They put it in a pop-up window that you had to dismiss by clicking on the "OK" button. If I'd been in the middle of a furball at the time that could have been deadly. I still *had* to stop what I was doing to read the darn thing and click it away.

  27. Do you work for blizzard? by Anonymous Coward · · Score: 0

    What a giant crock of shit. There hasn't been any server downtime apart from planned maintenance which is announced. Servers have not been switch to open RvR, and you can change your server even if it did happen. The entire point of the game is RvR, there is no PvE, there is never going to be PvE, this is not dikumud, its a game. If you want a chat room, go to a chat room. Don't join a RvR game and then whine that its focused on RvR. What the hell are you so scared of anyways, there's no penalty for dying.

  28. Heh. Wait... by Moraelin · · Score: 1

    The entire point of the game is RvR, there is no PvE, there is never going to be PvE, this is not dikumud, its a game. If you want a chat room, go to a chat room. Don't join a RvR game and then whine that its focused on RvR. What the hell are you so scared of anyways, there's no penalty for dying.

    Heh. Wait. Did I read that right? Did you just presume to tell me what I should like in a game, and what should I play like?

    Are you offering to pay me a salary to play like you want me to? Because if I'm doing what someone else tells me to, then it's no longer my entertainment. Then it's work. Should I send you a bill for my usual consulting fee?

    At any rate, you illustrate what _amuses_ me the most about fanboys: that dog-brained willingness to bark at customers and try to drive them away from your "master". I saw an actual dog do that once, and I found that to be the _perfect_ metaphor for fanboys.

    E.g., Mythic and EA have been in quite the rush to assure us PvE players that PvP is really purely optional, and, really, you can get to max level without PvP-ing once. Come on over, everyone, anyway. You tell me essentially to go away if I actually expect that. Hmm. You're not really helping your idol's sales, you know that? Are you trying to cost them some subscriptions, or what? Did they do anything evil to you, or what? :P

    But, anyway, what matters is that they advertised PvP as being purely optional. I merely expect them to keep their word there. They _could_ have told me the same you did, basically, "don't join it if you don't like RvR." I could respect that. It's their game, their choice. Then they don't want my money, and I don't have to try their game. Nothing wrong with that. That's how capitalism was supposed to work. But if they seem to have decided that they want to make a game where PvP is purely optional, and advertised it as such, I just expect them to hold their end of that bargain and respect my choice. I _only_ paid for this game based on essentially that promise that I'll jolly well be left alone, if I don't want to participate in PvP. I do not appreciate bait-and-switch in any business. Nothing more, really.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  29. Errata by Moraelin · · Score: 1

    Ok, it looks like I had missed a link to the news in the patcher anyway. Upon checking their list, though, nope, the downtime of the 3 servers on saturday doesn't seem to be there.

    Also the possibility does strike me that maybe the server was _cloned_ to a RVR one. I don't think so, but I can't exclude the possibility.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  30. Looks great, but one major problem still remains by chrysrobyn · · Score: 1

    I read about Warhammer, and was impressed. I saw a few game clips online, and was impressed. I spoke with a friend involved in the beta, and was intrigued. I now read about a concerted effort to keep gold sellers minimized, and I'm almost ready to cough up the money. But my brand new 3GHz iMac and I aren't welcome. I'm not coughing up the money for a Windows license just to play this.

  31. If hou dn't want people selling gold by geekoid · · Score: 1

    Make a better system.

    Seriously, gold sellers are exlpoting an aspect of the game.

    WoW could implement several thing that would make them very useless, and it would make farming as a grind more difficult.

    But they don't.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  32. warhammer wins! by impur1ty · · Score: 0

    whats funny is... warhammer online has barely no need for gold. its easy enough to make. these goldsellers are just trying to scoop in the people that are used to buying gold already from play WoW, for example. they wont stay in THIS game long. but im glad mythic is taking a stand against them almost immediately. you also have to hand it to the playerbase. as soon as i got my first gold spam i reported it right away as well as my guildmembers. we aint takin no guff!

  33. Wurm Online Warning! by Anonymous Coward · · Score: 0

    If you are suddenly curious about Wurm Online, be warned that it is not a traditional MMO. It's not about fighting mobs.

    There is no sound and the UI looks like something college students produce for their first Java assignment.

    That said, it's interesting to see a persistent world where literally every town is player built, you can alter the terrain to make slopes, flat areas, hills, etc.... pave roads, dig actual mines (with tunnels that require support beams), have fields full of various crops that actually grow over a few days, and a lot more. It's a worthy and free distraction if you're totally bored and the game you really want isn't out yet.

  34. Heh by Moraelin · · Score: 1

    Because while you claim a 0 is an 8 both servers I have characters on accurately show the number of characters. Your statement directly contradicts my experience with the game. Thus I have resonable basis for calling you a liar.

    Heh, wait... so if a bug doesn't happen on your particular computer and set of servers, it can't _possibly_ happen on any other computer. That's your argument? Every computer in the world is a clone of yours, or what?`

    Ok, it looks like I was hasty to call you a fanboy. If _that_ is your argument, then you're a cretin. Sorry for the mis-labeling.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Heh by harl · · Score: 1

      So you can claim something based on it happening on your computer but they can't claim something based on it happening on their computer.

      You're a hypocrite and a liar.

      I second the fact that these things you claim do not exist.

      --
      I find being offended by me offensive.